
Build Notes
Orisa AP build geared towards high ability uptime, speed, and assassination potential against squishies. Makes extensive use of "while Fortify is active" buffs for offensive power and utility. Her HP won't stack up as high as other Orisas, but she'll be plenty survivable with her abilities and far more lethal.
1Round 1
Round Cost: 3500
Round Notes
[Centripetal Charge] and [Charged Plating] have great synergy to get you to 20% Ability Power in round 1, along with [Power Playbook] . Use your ult at the earliest opportunity to secure the buffs from [Charged Plating] . If you play it well, you can often get ult in the first fight.
Try to focus on landing javelins on squishies to secure eliminations and proc [Frenzy Amplifier] , which will either allow you to keep rolling the squishy eliminations or run away from the enemy tank if you're low on resources. If you're playing into beams, use your superior range to your advantage and your speed to out-rotate the enemy tank. You should be able to farm loads of Stadium Cash in round 1, even into Zarya.
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2Round 2
Round Cost: 12500
Round Notes
The only must-pick here is [Enhanced Target Sensors] , or [Refraction Tiles] if you're up against Zarya. [Multi-Tool] is nice if you can afford it, as cooldown reductions are more efficient for Fortify, but any AP buff you like and can afford will do, or [Electro Lights] if you're prone to overheating.
I don't recommend going for any Epic (purple) items yet, even if you can afford one. None of the special bonuses are really crucial right now, and you'll get more total stat buffs by filling more slots with blue and green items.
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3Round 3
Round Cost: 22500
Round Notes
[Efi’s Theorem] is a must-pick here, as it buffs the duration of team move speed and overhealth we get from [Ride with Me] . There is an argument for taking [Hollagram Helmet] instead against Zarya, to nullify her ult, but I think the benefit of team speed and overhealth to get teammates safely away from her during the neutral is more valuable.
[Multi-Tool] is really nice, because the effective cooldown reduction for Fortify is ~15%. But, you can take whatever other AP buff you like if you prefer a different secondary bonus.
If you have enough cash to afford more blue-tier items, sell greens to make space. In sell-priority order: [Charged Plating] , [Power Playbook] , [Frenzy Amplifier]
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4Round 4
Round Cost: 30500
Round Notes
Replace [Multi-Tool] with [Iridescent Iris] , unless you want and can afford both. The high AP buff will help us charge our low-cost ults even faster, and the overhealth plus the base Fortify overhealth plus the bonus [Ride with Me] overhealth allows you to be pretty greedy with your HP and save yourself with ult. If they run through all that overhealth fast, you can trigger the slam to reset your cooldowns and use them to get out safely.
You may wish to choose a different purple item to solve/enhance a different gameplay aspect. Against Zarya, [Hollagram Helmet] allows you to free your whole team from grav with Fortify, forcing her to bait out both of your cooldowns in order to safely ult. And even if she does, you can use your own ult to trigger the effect. If your timing is good enough, you can also nullify Earthshatter or Junker Queen's Bow Down ult knockdown, but I personally struggle to time it right even when I know it's coming.
If you're able to safely javelin spin through enemies (i.e. the enemy tank isn't just going to destroy you if you try to trade with them), [Cybervenom] can help your team secure kills. If the enemy have several slower ranged heroes (e.g. Ashe, Ana) or tank with limited/no damage-blocking (e.g. Junker Queen), [Superflexor] 's modest WP buff can combo nicely with [Enhanced Target Sensors] to get kills from range and stack up more AP from your weapon hits. [Liquid Nitrogen] can enhance the lethality of your ults, especially if the enemy is lacking in cleanses. The 25 health buffs from the latter two options are probably not going to help much though.
I've included [Electro Lights] here because rising enemy HP levels will raise the risk of overheating. You should be able to cover the overheat recovery pretty well with abilities, but it's nice to get it done faster. The attack speed is also very helpful for finishing squishies before they get away.
Take any other blue or green AP buffs you can afford to fill out slots.
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5Round 5
Round Cost: 45500
Round Notes
With [Efi’s Theorem] , the cooldown reduction during Fortify from [Factory Reset] lasts for 6s, which is long enough to get Javelin Spin back again if it was used right before Fortify, and the javelin throw is reduced to 4.5s, all without considering other cooldown reductions. This is why taking a zillion self-heal survival items is a poor build strategy. By instead building to enhance our abilities, we still get oodles of personal survivability, while also greatly increasing our lethality and CC/disruption output, and supporting teammate survivability and aggression. By this point in an Orisa mirror match, the enemy Orisa will usually have 200-300 HP more than I do, and she may even be annoyingly difficult to kill even after her whole team is dead. But her whole team will die while mine lives, unless we do something stupid or they massively out-ult us.
Anyway, I like [Mark of the Kitsune] here, but [Superflexor] and [Three-tap Tommygun] are good cheaper alteratives. If you want to replace the movement speed buff from [Frenzy Amplifier] , you can take [Booster Jets] or [Aftermarket Firing Pin] . Fill slots with whatever other blue or green AP upgrades you can afford.
If you had [Elite Rotator Cuff] to enhance [Refraction Tiles] into Zarya, and you have the cash to get another purple upgrade instead, I recommend replacing it. The cooldown reduction in Fortify plus [Iridescent Iris] gives you plenty of spin uptime already.
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6Round 6
Round Cost: 53500
Round Notes
We have all of our highest-value items already, so it's your choice which further purple upgrades you want. [Champion's Kit] is great if you don't feel like you really need any additional utility. You can easily have 2-ult fights with that much AP.
If you can afford it, feel free to dump [Electro Lights] in favor of something costlier. You'll be getting your abilities up fast enough that overheating won't be a big deal anyway. I generally keep [Enhanced Target Sensors] until the bitter end, but you can trade it out if you want, especially on a more close-range map.
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7Round 7
Round Cost: 59500
Round Notes
The final power choice here is really up to preference and the specifics of the match.
I like [Supercharger] for even more damage, though it can be vulnerable to being insta-killed. (See note in the Powers section for more details on that.) In combination with [Centripetal Charge] and [Iridescent Iris] , you do have the option to treat your ult as a Supercharger + overhealth + ability reset and actually prioritize bongo safety over the actual Terra Surge pull and damage with your positioning. With so much damage flying around in round 7, standing still in the middle of the enemy team can be pretty scary, even with the Fortify damage reduction, so it could be worthwhile trade.
There's also a good argument for [Restortify] , which also benefits from [Efi’s Theorem] . I don't love it because it offers nothing offensive, but it may be worthwhile into beams, or if the enemy team has just been trying really hard to kill you. The healing benefit is less for us than for the HP-stacking Orisas though, since it is percentage-based.
Final items are by preference.
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