Orisa

Inferno Orisa (DPS/Tank)

Orisa

Last updated 1 day ago

ByRozahe/him

Strong Against

Junker Queen
Sigma
Reinhardt

Weak Against

Juno
Mercy
Freja
Build Notes

🔥🔥The Inferno Orisa 🔥🔥

The Inferno Orisa build is designed for situations where: You are frequently engaging multiple close-range enemies. Your DPS cannot safely or effectively break through the enemy backline due to constant pressure or repositioning to protect your Support. The opposing team includes low mobility heroes, making them more vulnerable to area-based and sustained damage effects.

If any of the above applies, this build offers a strong frontline advantage by applying consistent burn damage, forcing enemy Supports to stay occupied healing their team potentially opening a window for your DPS to eliminate them while they're under pressure.


⚠️ Team Coordination Notice:

Before implementing this build, it’s important to understand that it requires strong coordination with your team. While Inferno Orisa is capable of applying high pressure and disrupting clustered enemies, she should never operate independently from her team.

As the tank, your presence directly impacts your team’s survivability. Do not engage alone or overextend, especially if it means abandoning your allies in the process. This build thrives when used with and around your team’s movements, not ahead of them.


First Round – " [Hooves of Steel] " & Third Round - " [Scorched Earth] "

We're picking " [Hooves of Steel] " first because it lays the foundation for our later synergy with " [Scorched Earth] " in Round 3, which converts your max health into burn damage and then heals you after "Fortify" ends.

" [Hooves of Steel] " behaves similarly to " [Restortify] ", but with one key difference: " [Restortify] " heals you during "Fortify". " [Hooves of Steel] " heals you after "Fortify" ends, based on how much damage you absorbed.

Also, " [Hooves of Steel] " temporarily increases your max health depending on how much damage you took during "Fortify". However, this bonus is not permanent it resets every time you use "Fortify". So if you take less damage next time, you won’t get as much max health from it. This sets us up for "Scorched Earth", which deals more burn damage the higher your max HP is. That synergy becomes critical later.


Round 5 Choice – “ [Ride with Me] ” vs “ [Hot Rotate-O]

Questions: What should I choose for Round 5, “ [Ride with Me] ” or “ [Hot Rotate-O] ” and why? Answer: This choice completely depends on your team’s situation and what they need most at that point in the match.

🔹If your team prefers poke damage over diving: Choose “ [Ride with Me] ” if your teammates are playing from range and are struggling against enemy flankers or sudden burst damage. This power helps you support them better you’ll generate Overhealth for allies when you activate "Fortify", letting them survive longer during pressure.

🔸 If your team is well-coordinated and diving together: Choose “ [Hot Rotate-O] ” if you’re playing aggressive with a team that can handle pressure well.

You can Start using " [Hot Rotate-O] " first, it turns your "Javelin Spin" into a Heat generator, in addition to making it available much more often. This means your spin can now: Be used triggers " [Scorched Earth] " much more frequently and build Heat passively without firing your weapon, using other free items slots for focus more on survive ability items.


Why I Prefer “ [Ride with Me] ” First. The reason I personally pick " [Ride with Me] " is because of how it synergizes with " [Hooves of Steel] " and team support.

How it works:

The more damage you absorb, the more your max health scales when using " [Hooves of Steel] ". When you reactivate "Fortify" while having this larger health pool, " [Ride with Me] " converts a portion of your current health into "Overhealth" for nearby teammates.


Example Scenario:

With " [Hooves of Steel] ", Orisa absorbs damage and increases her max health to 1663. Activating "Fortify" with " [Ride with Me] " grants 221 Overhealth to all visible allies.

(Note: Teammates behind walls or out of line-of-sight will not receive Overhealth.)

Want to test your builds in detail? Try this Workshop map: JNC0K (https://workshop.codes/JNC0K) It shows your damage output, healing received, and more perfect for checking how items and powers work together.

Rounds

R1
3000

Player Loadout

Powers

Empty
Empty
Empty

Items

W
W
W
Empty
Empty
Empty

Stats Impact

Life
Total Health
625 HP

Core

Armor
325
Shield
0

Stats

Weapon PowerWeapon Power
5
Attack SpeedAttack Speed
5
Weapon LifestealWeapon Lifesteal
10

Round Notes

Round Notes

🔍 Common Questions

  1. Why not pick " [Scorched Earth] " first?

Great question. In Round 1, you're still in the default phase of gameplay. You need a solid defensive base to withstand early pressure. Without " [Electro Lights] " (which keeps your gun cooldown active), your main source of consistent value is surviving and getting gold. " [Scorched Earth] " shines later not at the beginning.

  1. Why skip the " [Armored Vest] "?

Because Orisa already has innate armor and "Fortify" gives you temporary "Overhealth", immune to CC "Crowd Control". So instead of stacking more passive durability, take " [Compensator] " Early. This lets you rack up gold in Round 1 and start snowballing your power curve.

  1. Why choose " [Charged Plating] " over " [Power Playbook] " (10% Ability Power)?

When you're running " [Compensator] ", you’ll charge your "Terra Surge" (ultimate) quickly. I typically get two ultimates in Round 1. " [Charged Plating]" gives you +25 Armor and +10% Ability Power after the first Terra Surge used, letting you do both: survive and burst.

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