Welcome to our Talents page for Orphea. Here, we give you an overview of how strong each of Orphea's talents is. Then, we present several viable builds, before analyzing each talent row separately, so that you can make informed decisions.
Orphea's Talent Build
|1||? ✘ ✔|
|4||? ✘ ✔|
|7||✘ ? ✔|
|13||✔ ✘ ?|
|16||? ✘ ✔|
|20||✘ ✔ ? ✘|
Orphea's Talent Build Cheatsheet
Dread BuildTalent calculator »
Shadow Waltz BuildTalent calculator »
Orphea has very little Talent diversity due to the very heavy synergy between most of her Ability-specific Talents. In practice, this means that one build is generally going to be dominant, as dictated by the state of the metagame. As of patch v2.40.1, caster burst damage is favoured, meaning that Dread-related Talents are considered most impactful. As a result, Talents for Shadow Waltz and Chomp are generally considered less attractive.
Level 1 Talents for Orphea
Shadow Waltz deals an increased 90% damage to enemies hit by its end.
When the wave of Dread hits 2 or more enemy Heroes, its eruption damage is increased by 60%.
Non-Heroic Abilities deal 20% more damage to Stunned, Rooted, Silenced or Slowed enemies and grant 1 additional Chaos when hitting Heroes.
This Talent tier improves Orphea's damage output.
En Pointe nearly doubles Shadow Waltz's damage output, making it the highest damage Talent available at this tier. The "just the tip" condition, however, makes En Pointe difficult to reliably use against melee Heroes, and particularly without significant experience playing Orphea. Further, it does not improve Orphea's survivability, unlike its recommended Ancestral Strength counterpart. Recommended for advanced players only.
Growing Nightmare requires using Dread in a way that is either suboptimal or too difficult to be effective under most circumstances; lining up several enemies to then get an accurate eruption hit is wishful thinking. Further, Ancestral Strength provides an equal and more reliable damage increase against single-target hits, making Growing Nightmare unattractive. To add to this, Growing Nightmare does not work in PvE unless Heroes are also hit, unlike its alternatives.
Ancestral Strength improves Orphea's damage output through its situational 25% damage increase and through improving Overflowing Chaos Stack generation. Dread, combined with the Fright Talent, can be used to reliably trigger a Slowing effect for Ancestral Strength. Crowd control provided by allies can also trigger Ancestral Strength. Further, Ancestral Strength is the only Talent which increases Orphea's survivability at this tier, making it more versatile, on top of being generally easier to use than its alternatives. Recommended for novice players and for team compositions featuring plenty of crowd control.
Level 4 Talents for Orphea
Hitting Heroes with the end of Shadow Waltz sets its cooldown to 1 seconds.
If Chomp hits a Hero, Orphea immediately dashes a short distance backwards.
Passive: Gain 15% maximum Health.
Dread's Slow also applies to enemies in Dread's path.
This Talent tier revolves around mobility.
Allegrissimo synergises well with En Pointe, as the Cooldown reduction it provides multiplies the damage increase of En Pointe. Allegrissimo also shares En Pointe's "just the tip" condition, making it equally as difficult to use. Recommended for advanced players only, and only if En Pointe was also picked earlier.
Backbiter is a trap Talent. Although it may seem like an interesting option to help escape melee opponents, the backward dash effect, now tied to Chomp forever, will trigger at undesirable times, such as when chasing an opponent down. Further, the dash distance is not particularly long, and can even be dangerous to rely upon if Chomp is evaded.
Fright provides Orphea with her only reliable source of non-Heroic crowd control. This is particularly useful with the Ancestral Strength Talent, as Slowing an opponent to trigger its effects then only becomes a matter of landing an easy hit with Dread's initial wave. As an added bonus, Fright makes it easier to hit with Dread's eruption, thanks to said Slowing effect.
Level 7 Talents for Orphea
Hitting a Hero with Chomp sets its cooldown to 1 seconds.
Quest: Minions that die within 1.5 seconds of being hit by Chomp permanently increase its damage by 2 and heal Orphea for 60 (+4% per level).
Heroes that die increase its damage by 40 and heal Orphea for 25% of her maximum Health.
Quest: Hitting Heroes with Dread increases its damage by 4, up to 160.
Reward: After hitting 40 Heroes, hitting an enemy Hero with Dread's eruption sets its cooldown to 6 seconds and refunds 50 Mana.
This Talent tier improves Orphea's damage output.
Insatiable provides a powerful Cooldown reduction effect that is difficult to use in practice. Fully exploiting Insatiable requires staying within melee range of your given target for a dangerously long period of time. Both alternatives are likely to yield more value, on top of being safer options.
Ravenous Hunger provides Orphea with a significant burst damage and survivability increase, but requires Chomp to be used accordingly to "last hit" or close to it. Ravenous Hunger synergises well with Lurking Terror to further increase the burst of the Crushing Jaws + Lurking Terror combo. Falling behind, however, makes Ravenous Hunger nearly worthless, as kills may be too rare to bring its damage up.
Mind Devourer is the safe, recommended option. Its Quest is comparatively easier to complete than Ravenous Hunger's, and the Cooldown reduction Reward is useful across a number of situations, including interrupting the capture of Map Objectives. Mind Devourer synergises well with Fright.
Level 10 Talents for Orphea
- Mana: 75
- Cooldown: 50 seconds
After 1.5 seconds, deal 210 (+4% per level) damage in an area. Eternal Feast repeats every 1 second as long as it hits an enemy Hero.
- Mana: 75
- Cooldown: 70 seconds
After 1.25 seconds, pull enemies in an area towards the center, dealing 250 (+4% per level) damage and Stunning them for 0.5 seconds.
At this level, Heroic Abilities become available. Both Heroic Abilities have already been described in the abilities section; refer to it for more information.
Eternal Feast offers strong combo potential and may work "as is" against uncoordinated opponents. It has a niche on Maps featuring two Bosses, as its relatively large area of effect allows it to cover the entirety of the Capture Point. However, picking Eternal Feast makes Orphea significantly less threatening as an Assassin, as her lack of crowd control makes it difficult to secure kills even against isolated targets. Crushing Jaws alleviates this weakness.
Crushing Jaws is Orphea's main team fighting Ability and only true source of crowd control. Further, the combo opened up by successful Crushing Jaws casts, involving Dread and Lurking Terror, define Orphea's viability, as it is her only way to wrench kills against targets who are not grossly mispositioned.
Level 13 Talents for Orphea
After dashing with Shadow Waltz, Orphea gains 50 Spell Armor against the next enemy Ability, stacking up to 2 times. While Orphea has Determination, her Physical damage is increased by 15%.
Hitting a Hero with Chomp instantly grants Orphea maximum Chaos.
- Cooldown: 10 seconds
Activate to deal 150 (+4% per level) damage to all nearby enemies after 2 seconds. For each Hero hit, heal for 182 (+4% per level) and gain 1 Chaos.
This Talent tier improves Orphea's damage output and survivability.
Determination provides Orphea with a modest but very reliable survivability increase. The Physical damage increase is of little consequence. Against team compositions with little to no Ability-based damage, go for Invasive Miasma instead.
Abyssal Symbiosis is the most difficult Talent to reliably use at this tier, as it requires successful Chomp hits. Further, the additional Overflowing Chaos stacks generated are wasted if any Ability has been used prior.
Invasive Miasma is the offense-oriented option at this Talent tier. Used aggressively with Shadow Waltz to gap close to one's target, Invasive Miasma can add an unsuspected amount of burst to Orphea's basic combo. Defensively, the small amount of healing it provides may help against melee Assassins, especially since Invasive Miasma's short Cooldown may allow it to be used more than once in any given fight.
Level 16 Talents for Orphea
Shadow Waltz deals bonus damage to Heroes equal to 3% of their maximum Health, healing Orphea for 50% of damage dealt.
Basic Attacks that consume Chaos ignore Armor and deal 115 (+4% per level) Spell Damage to all enemies around the target.
- Mana: 60
- Cooldown: 10 seconds
After Dread erupts and for 2 seconds after, activate to cast Chomp from the eruption area.
This Talent tier improves Orphea's late-game damage output.
Bond of Anguish is used to punish team compositions featuring two or more tanks, as the percent-based damage and high leech make Orphea difficult to threaten. Further, it should only be picked if Allegrissimo has been picked earlier.
Dead Magic's area of effect and damage values are too small to be reasonably useful. Further, it simply competes with Talents that fulfill more specific goals than providing a bit more damage.
Level 20 Talents for Orphea
Eternal Feast grants 1 Chaos each time it hits a Hero. While Eternal Feast is active, Orphea's Attack Speed is increased by 50%.
Crushing Jaws reduces the Armor of Heroes hit by 25 for 2 seconds. Takedowns set its cooldown to 5 seconds.
Each Chaos consumed increases Orphea's Spell Power by 3%, up to 30%. After reaching the maximum bonus, the Spell Power is increased by an additional 30%. Lasts 10 seconds.
- Cooldown: 30 seconds
Activate to instantly reset the cooldown of Shadow Waltz. For the next 6 seconds, dashing with Shadow Waltz resets its cooldown.
This Talent tier improves Orphea's late-game damage output and utility.
Monster Within suffers from the very same weakness as Eternal Feast, the Heroic Ability it seeks to improve: it has to hit to trigger. With Eternal Feast being often difficult to exploit, Monster Within is rarely effective.
Engulfing Oblivion further empowers Orphea's signature Crushing Jaws combo by not only increasing the Ability's damage, but also bolstering allies'. The Cooldown reduction also promotes aggressively using Crushing Jaws against squishy Heroes to initiate a snowball effect in the late-game.
Eldritch Conduit is the powerful sustained damage counterpart to Engulfing Oblivion. If Crushing Jaws has been unable to secure kills, such as against a particularly resilient team compositions, Eldritch Conduit is a proper alternative. This is particularly true against two or more tanks, as they will provide excellent targets to develop Eldritch Conduit stacks.
Final Toccata's power potential is limited only by the player's mastery of Orphea. In the right hands, it may lead to six or more chained Shadow Waltz hits, which is extremely powerful with the right Talents. Missing a single Shadow Waltz hit, however, ends this power spike, making Final Toccata unsuitable for most players. The alternatives are generally going to get more value, but experts may find Final Toccata to their liking.
- 11 Dec. 2018: Talents updated.
- 06 Dec. 2018: Shadow Waltz build added.
- 13 Nov. 2018: Guide published.
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