- Go in game
- Click on hero: Junkrat
Now you can counter Orisa shield
thank you for coming
Now you can counter Orisa shield
thank you for coming
hanzo can do it better
and actually secure a kill outside mindless spam
As a Hanzo player, I hate Orisa’s shield too!
Sure Storm arrow is good at burning through 1 shield, it deals 420 damage over 1.8 seconds.
Here’s the thing, Orisa shields have 900hp and you have to burn through 2 of them. It is also only on a 8 second CD.
Doing the math, Hanzo’s Storm that is on a 10 second CD and that can only deal 210dps against them for 1.8 seconds, it is a losing battle.
You might as well pick Soldier 76 that 180dps all the time on his primary but then you got the problem that he has to be played at the optimum range of Orisa to avoid drop-off.
Honestly there is no good answer to Orisa’s barriers except a Bastion if you can somehow make him work.
Tell your roadhog to use his right clicks. Bam, shield dead.
Why are some of you doing the math for a single hero? It’s a team game, you shouldn’t have just one person shooting the shield, even if it’s Lucio any damage counts.
That’s a funny way to spell hanzo
Either get around it, or shoot it.
Thats true, also its true that people behind the shield shoot back.
Thats the issue with Orisa nowadays, is not that she is overpowered is that she promotes a cheap, easy to coordinate and exhausting defense.
In the past the flankers could have done it, or in a coordinated team. Now it is harder, still needs coordination (I play solo queue so it is a nightmare) and still…is easy to set a shield and a bastion that coordinate to counter it with other 5 players.
I cannot say whats balanced whats unbalanced, whats fun what is not, all I can give is my subjective opinion to this and remark that I, personally Do not find it fun at all, and after 2 years, pretty exhausting.
Incomplete analysis. It’s no wonder people are having problems.
Orisa provides static shield health. She gets 900 barrier health every 8 seconds. No more, no less. This is compared to Reinhardt who has 2000 barrier health that cannot regenerate unless he takes his barrier down for 2 seconds, at which point it recovers at a rate of roughly 100 health/second.
The part of Orisa’s kit that, IMO, people are having trouble with is the fact that her barriers are effectively immune to chip damage. Against rein, every little bit helps. If you’re playing genji, tossing 78 damage worth of shuriken into his barrier at long range is still somthing, and Rein will have to deal with it eventually because his barrier can’t regain health so long as it’s active.
Orisa doesn’t have that problem. Genji, just to maintain the example, may as well have zero dps against an orisa barrier because in 8 seconds she’s going to
out a fresh 900 health barrier without a break between the old one and the new one unless Genji can somehow dream up 822 damage in the next 7.5 seconds (hint: he can’t. Not against a barrier).
In order to tackle a horsie barrier, your team needs to do 900 damage in a 2-3 second burst if you want a chance to actually hurt the heroes Orisa is protecting, and you need to start said burst immediately when she puts a new barrier down. If you wait, you’ll need to do 900 damage to break the old one, and then another 900 to break the one that replaces it.
This means that Junkrat is not enough. Breaking through an orisa barrier needs to be a team effort. If you’ve got a healer pocketing a tank, another healer flanking for a boop, one DPS trying to poke, one Junkrat actually trying to break the barrier, one tank incapable of operating at any kind of range, and another who can actually help junkrat in some way you’re never going to be able to put out enough pressure to counter her shields.
The second point to consider is how much ammo a DPS hero is likely to have gone through when Orisa’s barrier breaks. The 900 health value on those things isn’t a mistake. Most “barrier breaker” heroes who are effective against reinhard just have odd interactions with orisa when they focus fire to break a barrier.
Look at soldier:76 and McCree. In both cases it takes them roughly 3 seconds to empty their ammo before they need to reload. This means that if you just pick up the “popular hitscans” that tend to be good against barriers and hold down M1, you’re going to break her barrier just as you run out of ammo and have to reload.
This is bad for you since it’s going to leave you with a broken barrier, and not enough ammo left to actually get any work done. Sure, you can say the same thing about shooting into a rein barrier, but rein’s barrier doesn’t have an 8 second respawn timer. Breaking his shield is actually easier to time by comparison to orisa. It’s the price he pays for being able to move it around.
There are three heroes who are amazing at breaking orisa’s barriers, and the problem is that the snipers relegated both of them to the dumpster.
Pharah and Junkrat.
In 3 seconds (our target kill time) Pharah can pump out 360 damage from any range, and will still have a full half clip left when she’s done.
In 3 seconds Junkrat will have pumped out 650 damage but will be out of ammo.
This means that the two of them can kill any orisa barrier in 3 seconds with just M1 fire, and will be able to immediately kill whomever Orisa was protecting, and their reloads won’t line up meaning any enemies hiding behind the horsie wall don’t have an opportunity to move without taking damage.
Add mercy into the equation and things get even better for our duo. Boost pharah and you get 450 damage in 3 seconds meaning a coordinated junkrat can slightly delay his first two shots and put them into the air so that they land after the barrier breaks (390 + 450 > 900).
The small problem here is that Widowmaker deletes both Pharah and Junkrat from the game because she’s OP.
“Bunker” is basically Brigitte 2.0. Widowmaker is being enabled by a hero who disables her counters rendering everyone else completely invalid.
Nerf widow.
Incorrect. Hanzo is terrible against orisa. He can break her barriers, sure, but it takes everything he’s got to do it. He’s a barrier breaker when he uses storm arrows against them which leaves him with only headshots to kill when the barrier is down. Problem is his draw animation. If you’re using storm arrow to break her barrier, you’re going to be left without an arrow drawn when the barrier goes down, giving your targets the initiative as they make that mad dash for cover or simply try to erase you with some concentrated fire (and did you forget about Hog? Hanzo is one of the few targets he can reliably erase and there’s a big ticked off horsie with a fusion driver standing right there to help him out).
Hanzo sucks against Roadrissa.
Combo your fully charged arrow before storm arrows for additional 125 dmg to your burst.
Focus the refreshed barrier down instead of the one that has been there for 10 seconds so there’s no need to burn through two barriers.
In addition to being one of the most flexible barrier busters, Hanzo often has the mobility to flank from afar to get easy picks around the barrier as well
There’s your answer
I was with you until you said Hanzo is bad against Orisa. That’s just blatantly untrue. He is usually the first anti-barrier hero that people choose in high rank games. The “preferred” DPS for just blasting through Orisa’s shield are Hanzo + Pharah; both have great spam, can take any angle, have an escape for Halt (or fight from too far for it to matter), and have high burst damage for after the barrier. I don’t even know what you’re talking about with Roadhog wrecking Hanzo; Hanzo can easily avoid Roadhog and hurts him a lot, like any other sniper.
I like how magically Orisa is alone against a team.
I mean she got a team too, she might have another tank providing a subshield to assist her when hers is down, she got teammates shooting at the enemy/protecting her.
Her little barrier in a corner has a nice stack of dps behind it too mh.
IF enemy team is behind shield 6 hero’s attack said shield
IF enemy hero goes outside of shield 6 hero’s focus that hero
Although easy on paper not in reality.
In general the cluster of heroes behind Orisa’s barrier is a vulnerability, not an advantage. It’s why Bastion sucks despite this being the friendliest meta for him yet; it doesn’t matter how much dps you put behind the barrier it’s still easy to break it from safe angles and then anyone who doesn’t receive survival resources will immediately explode, and Bastion often explodes no matter how much help you pump into him because he’s such an easy target.
If you pick Junk you’re almost definitely gonna lose. All there is to it.
I think Hanzo is better.
After you see the barrier you can put like 1-2 arrows from very far away to prompt her to place a new one.
The instant she places a new one you throw your arrow in and then immediately storm arrow.
You’ll do like 500 damage in just over 2 seconds. If literally no-one on your team assists then you’ll break the barrier at 5 seconds (only giving around 2-3 shots) but if other teammates help then Orisa easily sees herself without barrier for 4-5 seconds.
Junkrat’s DPS alone means he will take around 7 seconds to destroy the barrier so the barrier is up longer. Not to mention Junkrat is less deadly after the barrier is destroyed (because he’s unable to one-shot).
I also think Hanzo ult can be more useful at dislodging the enemy from a good position whereas Orisa in a good position can ignore Tire as a threat to herself while shooting it and fortify if it gets too close.
Also Junkrat is very susceptible to the old yank and yoink but Hanzo’s side jump saves him often.
love how people magically bring all those numbers out of thin air and those fantastical settings, where only 1 DPS in a team based game is the only one trying to destroy the shield, while the others are lazying around waiting for the single DPS to destroy the shield before of going forward.
well they’re not necessarily all behind it, but they exist and are a disturbance to the enemy team, it’s not just dealing with Orisa in corner pressing E every 8 seconds or so and shooting. It rarely is.
laughs in bastion main
Just shoot the shield 4head