It's been a week since Orisa's introduction to Overwatch. She's been available in all modes, except for competitive, to allow players to become used to her kit before taking her into a serious environment. In the past week Orisa's role as an anchor tank has been experimented with, so we can make some assumption about how she will fare in competitive play.
Tools of The Trade
An Overwatch hero wouldn't be complete without their signature set of specific abilities, however, Orisa has a surprisingly diverse set of skills that seem like a mish-mash of abilities from other heroes. Her abilities consist of:
- Fusion Driver: This is Orisa's primary weapon, taking the form of an arm-mounted machine gun with a very large clip size. The 150 clip size and the 12 per round damage mean that Orisa can lay down low-damage sustained fire.
- Halt!: The secondary fire of Fusion Driver, Halt!, functions like a smaller scale version of Zarya's Graviton Surge. This skill fires a slow moving ball that, when triggered, pulls all nearby enemies toward it. This is useful for pulling a retreating enemy away from cover, or getting environmental kills.
- Fortify: The most unique skill in Orisa's set, Fortify allows Orisa to reduce damage taken, as well as resist effects such as McCree's stun or Mei's freeze. This ability, if used correctly, can allow Orisa to survive ultimates, kill ulting heroes and allowing her team to hold their position.
- Protective Barrier: Orisa is able to throw down shields with 900 health in order to protect teammates. This function similarly to Winston's barriers, except the form a semi-circle instead of a bubble and can be freely aimed. This allows Orisa to lay down shields at longer ranges, potentially saving teammates in danger.
- Supercharger: Orisa's ultimate is a device which buffs the damage of any teamates nearby. This device can be destroyed so it needs to be placed carefully in order to benefit the entire team while providing a boost to the maximum number of players.
So how do these abilities translate into her effectiveness during matches? well... with mixed results.
If there's one thing Orisa's kit excels at it's holding her team's position and making sure the enemy team is pushed back. Her protective barrier is her main draw, combined with other barrier's like Reinhardt's or Winston's, Orisa can provide an impenetrable defensive shell for high-damage heroes like Bastion or Soldier 76. Her ultimate makes her and teammates in line of sight of the device deal massive damage and is for great combos with barriers and other ultimates like Tactical Visor, especially when Halt! is used for pulling enemies into the line of fire. It can also be stacked with Mercy's damage buff or Ana's Nano boost for some truly devastating damage.
Fortify can help Orisa lead the charge, but unless her teammates coordinate behind her Fortify only prolongs her inevitable death. This is where Orisa's shortcomings really come into light.
A very well coordinated team is completely necessary for Orisa to have any sort of success. Her movement speed, especially when firing is painfully slow. Combine this with her massive character model and you have a slow-moving, house-sized target with a low damage output for more nimble heroes to obliterate.
Heroes like Reaper, Genji and even Sombra who exceed at sneaking behind enemy lines and avoiding damage can absolutely decimate Orisa if she's caught unprotected. Her barriers have around 900 HP, meaning a solitary Bastion or a group of offensive heroes can make rather quick work of it, being semi-circular the only provide protection from the front, meaning her team is vulnerable to flanking. This, in turn, means her Supercharger is vulnerable to destruction or hacking if not placed intelligently.
Orisa is very much a hero that requires a well coordinated team. Her barriers and ult can provide a safe haven for coordinated attacks, especially when paired with other defensive barriers. Along with her team she can pick off priority targets by pulling them out of cover.
Orisa relies too heavily on a team coordination. She, along with her barriers and ultimate can be breezed through if flanked or isolated by offensive heroes. Her slow speed, large size and relatively low damage output give her a lack of survivabilty that quick heroes can take advantage of.
I see Orisa being viable only on the defensive side, where her kit can assist teammates on a fixed location, where all angles of attack are already predetermined.