CTI: Orisa Skill Tree

Orisa is a neat character, no? She’s gone from a happy, dopey robo-horse to a threatening killing machine. (I’m only half-joking.) And I thought I’d take both of those personalities and use them to make a proper talent tree for her. 3 divided skill trees with a whopping 79 talents. Each skill tree has, if you select it, a unique perk that gives a free small boost to the character as well as additional skill points that can be used for that tree specifically. Two skill trees focus on certain common playstyles for the hero, while the third uses the hero to its fullest potential.

Without further ado, Orisa’s skill tree.


  • Paladin - Focuses on Orisa’s ability to deal damage and peel for her team, like the hero she was designed to be.
    • Perk - Slightly increases uptime of Javelin Spin.
    • Row 1
      • Stocked Coolant - Increases the amount of ammo required to overheat Orisa’s weapon.
      • Knight of Numbani - Converts some of Orisa’s health to armor.
      • Additional Rotation Functionality - Increases the uptime of Javelin Spin. Javelin Spin can be canceled.
      • Rocket Javelin - Energy Javelin explodes if it contacts a wall.
    • Row 2
      • Skewer - If an enemy is pinned to a wall by Energy Javelin, they will remain stuck for a period of time.
      • Focus Fortification - Orisa creates a small personal shield on her arm while fortified, and negates any damage received completely. Leveling it up increases the size of the shield.
      • Overheated Javelin - Energy Javelin lights enemies on fire.
      • Fate Draws Near - Increases the radius of Terra Surge.
    • Row 3
      • Steaming Hot - If Orisa overheats her Fusion Driver, she’ll release hot steam that damage all enemies around her and pushes them back.
      • Loyal Javelin - Orisa can command her Energy Javelin to return to her, which can skewer enemies en route.
      • Power Spin - Damage negated by Javelin Spin increases the damage of Energy Javelin.
      • Emergency Fortification - Orisa automatically uses up Fortify when at low health for additional overhealth.
    • Row 4
      • Beacon of Hope - By pressing secondary fire directly above you, Orisa can create a blinding beacon that damages any enemies directly above her. She can hold this indefinitely, but cannot move. This beacon wards off weaker enemies and reveals any others in range. Allies in range gain a slight boost in reload speed and defense. Orisa’s beacon is automatically activated when using Terra Surge.
      • Barrier Disabler - Crouching and pressing interact places a device that immediately does significant to any nearby shields. (Including your allies’.)
      • Protecting the Innocent - When within range of an incapacitated teammate, Orisa deploys an energy barrier from her horns to protect anyone who attempts to receive them.
      • Phalanx - Throws 5 Javelins at once at an angle. Outermost javelins do less damage than the central one.
    • Row 5
      • Resolve of a Hero - Orisa pulls out a second Javelin during Terra Surge to block incoming damage.
      • Stampeding - If Javelin Spin continues to be held after use, Orisa maintains her speed and tramples over enemies, though unable to use any other ability.
      • Unorthodox Pegasus - Javelin Spin is spun fast enough that it lifts Orisa in the air, albeit at a reduced speed. Using Terra Surge while in midair reduces fall speed.
    • Row 6
      • Lava Leak - Terra Surge unleashes a pool of lava when used.
      • Terra Quake - Terra Surge knocks enemies down after use.
      • Protector of Numbani - Fortify also fortifies nearby allies. The range increases during Terra Surge.
    • Row 7
      • Hero of Earth - Increases the amount of times Terra Surge can be consecutively used.
  • Equestrian - Focuses on Orisa’s ability to rush in and lead the charge for her team, taking full advantage of her second set of legs.
    • Perk - Slightly increases speed during Fortify
    • Row 1
      • Cataphract - Fortify increases speed.
      • Spear-Spun Shield - Increases the size of Javelin Spin.
      • Cavalry - Javelin abilities inflict wounds on enemies.
      • Healing the Innocent - Orisa can cauterize wounds by pressing melee near an ally, which cleanses them of negative status effects and gives them brief immunity of status effects and certain kinds of damage. Leveling this up adds a small health bonus.
    • Row 2
      • Gallop - Orisa greatly increases speed over time while not in combat. She will continue to run until she activates an ability, is damaged enough or stops/turns abruptly.
      • Javelin Fan - Javelin Spin is spun so fast that it blows enemies away.
      • Perfect Fusion - Decreases falloff of Augmented Fusion Driver.
      • Built to Last - Orisa’s defense increases when she stands still.
    • Row 3
      • Raging Rhino - Orisa can gore enemies if she holds down the melee button. Gored enemies are sent into the air. This also visibly increases the size of Orisa’s horns.
      • Never Approach From Behind - Orisa will instinctively kick any enemies behind her, knocking them back.
      • Immovable Object - Projectiles blocked by Fortify are reflected back.
      • Spinning Shreddies - Javelin Spin shoots out shards that damage enemies.
    • Row 4
      • Born to Ride - Players can ride Orisa. Orisa’s speed is increased when she is ridden. Leveling it up increases speed.
      • Horsepower - While Orisa is galloping, she can push enemies around with ease. If she pushes an enemy into a wall, they’ll receive massive damage. Damage is increased further it she is fortified.
      • Leap of Faith - Orisa can leap gallantly while galloping for additional height and a slight burst of speed, but at a cooldown.
      • Don’t Move - Energy Javelin can pin multiple enemies.
    • Row 5
      • A Hero and their Horse - Players who are riding Orisa now receive some of her Fortify bonus when she uses it.
      • For The Less Than Innocent - Gives Energy Javelin additional charges.
      • Charging In - Javelin Spin increases the speed of nearby allies.
      • Efi’s Support - Occasional vocal support from Efi gives Orisa a small temporary damage boost.
    • Row 6
      • You’re Not Going Anywhere - Enemies caught in Terra Surge cannot escape. Increases AOE damage before the final blow.
      • Have At You, Villain! - While galloping, melee is replaced by Javelin which she can swing as much as she wants while moving.
      • Leading the Charge - Allies gain an increase in attack speed while Orisa’s speed is increased.
    • Row 7
      • Pride of a Hero - Can move while using Terra Surge. Leveling this up increases movement speed during Terra Surge.
  • Rookie - Orisa has undergone many changes, but that doesn’t mean she doesn’t have access to those other means of protecting her team. Orisa has two different settings. Attack Protocol and Defense Protocol. Defense Protocol focuses on settling down on a specific location and holding it with a tight defense. You might recognize it.
    • Perk - Slightly increases amount required to overheat weapon.
    • Row 1
      • Defense Protocol - Orisa can change her protocol by pressing the weapon swap button. By swapping buttons, Orisa equips a new mode to a weapon that can fire for a longer period of time at the cost of finite ammo. Leveling it up increases damage.
      • By Design - Decreases the wind up and increases the projectile speed of Energy Javelin.
      • Charged Fusion - The first few bullets from Fusion Driver do additional damage.
    • Row 2
      • Protective Barrier - Defense Protocol gives Orisa a throwable barrier in place of Javelin Spin. Leveling it up increases the barrier’s health.
      • Halt! - Defense Protocol gives Orisa an energy field in place of her Energy Javelin that pulls in players when activated. Leveling it up increases the range it can pull enemies in.
      • In The Zone - Orisa fires faster the less ammo she has. Only applies while in Defense Protocol.
      • Please Do Not Try This At Home - Energy Javelins stuck to walls can be used as platforms that launch you upwards. Leveling this up increases the time that Javelins remain stuck to the wall.
    • Row 3
      • Supercharger - A “new” ultimate that replaces Terra Surge while in Defense Protocol. Supercharger is a placeable ultimate that boosts the damage output of any player within range. It can be destroyed and will be targeted by enemies. This can be use in tandem with Terra Surge. Leveling it up increases the health of the supercharger.
      • Thrilling Pursuit - Halt! can ricochet off of walls and damages any enemy it passes through.
      • Barrier Revitalization - Orisa can heal and even overheal her Protective Barrier with her horns.
      • Barrier Fortification - Fortify also fortifies Protective Barrier.
    • Row 4
      • On Standby - Cooldowns speed up for abilities for the inactive protocol.
      • Stickycharger - Orisa’s Supercharger is now throwable and can stick to walls. It deals damage when it lands on enemies. Leveling it up increases damage and projectile speed.
      • For Your Protection - Increases the size of Orisa’s shield.
      • You’re Coming With Me - Halt! immediately snags and pulls any enemies caught in its range while it’s moving. It can also Protective Barrier.
    • Row 5
      • Safety Measures - Allies directly behind Orisa’s shield gain a small amount of healing over time.
      • Supercharged! - The effectiveness of Supercharger increases the closer the player is to the source.
      • Watch Out! - Any debris pulled in by Halt! does additional damage to any enemies in their way.
    • Row 6
      • Efi Is Fun - Orisa can “play” with her Supercharger by interacting with it. Every time the Supercharger is played, players receive a significant additional boost of damage for a very small period of time. If she can get to it if it’s stuck on a wall, she will attach herself to the wall to play it.
      • Safety Measures - Orisa can pick up the Supercharger and carry it on her back. If a player is riding Orisa, they receive additional damage boostage.
      • Supercharged Strike - Supercharger deals significant AOE damage when initially placed.
      • I’m Still New At This - Meleeing while fortified sends enemies flying. They’re dealt additional damage when knocked into a wall.
    • Row 7
      • Systems Are Running As Intended - The ultimate of the current inactive protocol charges as a faster rate than the active ultimate.

Thoughts? Any ideas you have for talents or abilities for the robo-horse? Otherwise, this is Mr. Med U.S.A. signing off!

A pointless exercise.

An uncreative mind.