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Chomping at the Bit (Orphea Guide)


Hey y'all, I'm back with another hero guide! Today's topic? Orphea!

Orphea is a sustained damage dealer/ burst mage/ kite mage/ self-sustained auto-attack duelist/ engage tool AND (due to a slight bug in qm) also apparently a support? She's got a lot of different things she can do well depending on how you use her abilities and is so SO much fun to play. 

This, however, begs the question: Why are you making a guide for a ranged dps hero as a tank player?

Put simply, because I love this Hero. Everything from her VFX to her playstyle set a new standard for future Heroes to match. Also no DPS players I know are doing this and this Hero REALLY requires a good starting place for new players...

This Hero is VERY DIFFICULT compared to the average Hero in Heroes of the Storm. It is very unlikely you'll be able to just jump in a do amazing with her right off the bat. She takes a lot of practice and nuance. I can't help you with the practice part, but let me take care of that other part shall we?

Similar to my last guide, this is split into 3 sections:
1. When/How to draft Orphea
2. Tools and kit explanation (in video form)
3. Build and playstyle (with video demonstration)


Without further ado, let's get to it

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1. Drafting Orphea

Orphea fits best into the main ranged and ranged flex slots of a team. This shouldn't surprise anyone as she is in fact a ranged damage dealer. With that said, she has strengths and weaknesses in both roles so swap her accordingly. Her waveclear exists, but is not amazing so don't count on her to be the sole source of waveclear on your team. Instead, partner her with another waveclear hero and let her work more on threat and harass. 

This character is flexible enough to fit into a lot of compositions, but will work best in ones that want to burst and kill enemies very quickly. Orphea is at her best when looking for 1-shots on the enemy's backline, so partner her with Heroes that can make good use of this, either with follow-up dive or CC to set her up.

For what works BEST with Orphea, tanks that can set her up early game are her best friend. Anyone with cc's that lock people in place make her combos super reliable and deadly. This means Muradin, Arthas, or ETC are great to start. Once you get more practiced, you can also utilize Garrosh or Diablo, but these are harder to start with.

She also works best when you pick another waveclear Hero to complement her, ideally one that also can apply constant pressure while she's fishing for combos. Heroes like Fenix or Junkrat can provide this, but also Heroes like Hanzo and Raynor give enough extra waveclear to get by.

Orphea isn't as dependent on supports as other ranged due to her built in sustain, but any support that can pocket her when she goes in or add extra cc to the kill combo will work just fine.

For what NOT to take Orphea into, Orphea has a lower range of influence than many ranged. This makes her more vulnerable to point-and-click abilities that other ranged may outrange. This means Heroes like Valeera and Diablo, or even Heroes with midrange combos like Alarak, can pose problems. Heroes like Tracer and Genji also can threaten her while being near impossible to hit with Q's. That being said, Orphea is never fully helpless, regardless of the enemy's comp.

Orphea also fails to threaten high hp tanks like Diablo by herself. She requires another on her team to fulfill that role. Finally, as Orphea tends to all-in on her combos, a character like Medivh or Uther can deny a lot of this pressure late game. 

 

2. Combos and Kit Breakdown

  
 

3. Build and Playstyle

After quite a bit of experimenting, I've found this build to be the most consistent and rewarding. The build emphasizes strong burst combos while giving you extra utility to ensure those combos land.

Ancestral Strength
Non-Heroic Abilities deal 20% more damage to Stunned, Rooted, Silenced or Slowed enemies and grant 1 additional Chaos when hitting Heroes.
Fright
Dread's Slow also applies to enemies in Dread's path.
Mind Devourer
Quest: Hitting Heroes with Dread increases its damage by 5, up to 200. Reward: After hitting 40 Heroes, hitting an enemy Hero with Dread's eruption sets its cooldown to 6 seconds and refunds 50 Mana.
Crushing Jaws
After 1.25 seconds, pull enemies in an area towards the center, dealing 250 damage and Stunning them for 0.5 seconds.
Determination
After dashing with Shadow Waltz, Orphea gains 50 Spell Armor, stacking up to 2 times. While Orphea has Determination, her Physical damage is increased by 15%
Lurking Terror
After Dread erupts and for 2 seconds after, activate to cast Chomp from the eruption area.
Engulfing Oblivion
Crushing Jaws reduces the Armor of Heroes hit by 25 for 2 seconds. Takedowns set its cooldown to 5 seconds.


(Tech choices explained in build: https://heroeshearth.com/builds/ishb00/all-chomp-no-chain-orphea-build/ )

Early game, you should look to kite around with your Q's while fishing with E's. Try to look to follow-up on your tank's cc for good, reliable burst, or (post 4) look for combos from brush or fog of war to get picks. When alone, push waves with E and W. Don't commit to anything if Q and E miss. 

Late game, play to the side of fights and either duel other flankers or fish for wombo combos with Crushing Jaws. Look for when enemies have used their mobility tools or their backline is forced into a choke. Continue to use Q for chase, kite, or trading, but try and hold abilities to use together as much as possible.

Three general trends are:
A. Start everything with your E, it makes the rest of your kit easier to hit
B. Don't try to use abilities independently, try to combo them as much as possible for best results
C. Aim Q's at the biggest, slowest target you can unless going for a kill. It ensures you have your escape ready whenever


And of course as always, a demonstration of everything above in action!: 
 


Hope this helps give you a place to start learning this Hero. As I said, the results won't come immediately, but this hero is very fun and rewarding to learn, so I can promise time invested will be worth it. If you have any more questions, just put them below and I'll get to them whenever I can.

As always, hope this was both helpful and enjoyable and hope you have a nice day wherever you are!
-ishb00
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I'm not surprised to see so many pros/streamers switch over to the E quest at 7.  Its just hard to get value from W quest in a lot of games.  Feast of famine talent for sure.