Oru
Role - Ranged DPS / Support
Archetype - Caster
2352.9 EHP
2000 HP
15 armor
650 move speed
138.4 proj base dps
1230.0 total dmg over 5s
850 / 1050 / 1450 dmg
Baseline effects
Upgrade effects
![SquarePurifiedStatusEffect.png](/images/6/65/SquarePurifiedStatusEffect.png)
![SquareSpeedBoostStatusEffect.png](/images/b/be/SquareSpeedBoostStatusEffect.png)
![SquareFocusStatusEffect.png](/images/7/7e/SquareFocusStatusEffect.png)
![SquareReduceDamageStatusEffect.png](/images/0/05/SquareReduceDamageStatusEffect.png)
![SquareCursedStatusEffect.png](/images/8/8c/SquareCursedStatusEffect.png)
![SquareAcidStatusEffect.png](/images/c/c4/SquareAcidStatusEffect.png)
![SquareBleedingStatusEffect.png](/images/3/3c/SquareBleedingStatusEffect.png)
![SquareCrippledStatusEffect.png](/images/f/fd/SquareCrippledStatusEffect.png)
![SquareLaunchedStatusEffect.png](/images/5/53/SquareLaunchedStatusEffect.png)
![SquareStunnedStatusEffect.png](/images/4/48/SquareStunnedStatusEffect.png)
Playstyle
Oru is a meaty mid-range caster with heavy disruption and AoE burst damage.
- His LMB and RMB projectiles apply marks with accompanying status effects.
- His E removes the marks, dealing heavy damage and cc.
- His focus is great at finishing off low health enemies.
- Oru doesn't have great mobility or escape tools, so he has to play very safely and move with his team.
Safe positioning, skill combos, and cooldown management make Oru an unexpected threat to his foes.
Skills
![Cooldown.png](/images/9/9c/Cooldown.png)
Clap and reveal cards on enemies in a 3m radius.
- Revealed cards are removed.
- Removes burn, slow, bleed, and weaken applied by cards, but not cripple.
- Initial hit deals
50 dmg.
- If Judgment card is revealed, after a delay:
- If The Beast card is revealed, after a delay:
300 total dmg.
If both cards are applied to an enemy, both will be revealed and both effects will occur.
This skill does not gain bonus damage from backstab.
Rise into the air, hovering while spinning for 4s, throwing rapid fire Death cards.
- On hit enemy is marked with Death card for 4s.
- Vs enemies already marked with Death card, deals
4010 dmg. - 22 total cards fired.
- After firing, reveals cards on all enemies hit.
Focus increases
Damage from the reveal can be dodged if timed correctly.
This skill does not gain bonus damage from backstab.
Death cards can only be revealed by this skill, E - Cosmic Power does not reveal them.
Upgrades
LMB - Judgment
![Upgrade path L.png](/images/thumb/5/57/Upgrade_path_L.png/52px-Upgrade_path_L.png)
Judgment
- On hit enemy is marked with Judgment card for 3s.
- If enemy was not previously marked with Judgment,
Cosmic Power cooldown recovers by
0.5s.
- If enemy was not previously marked with Judgment,
![Upgrade path LL.png](/images/thumb/a/af/Upgrade_path_LL.png/52px-Upgrade_path_LL.png)
Judgment
- On hit enemy is marked with Judgment card for 3s.
- If enemy was not previously marked with Judgment,
Cosmic Power cooldown recovers by
0.5s1s.
- If enemy was not previously marked with Judgment,
![Upgrade path RR.png](/images/thumb/6/69/Upgrade_path_RR.png/52px-Upgrade_path_RR.png)
Judgment
- Vs enemies marked with Judgment,
The Beast cooldown recovers by
1s.
- Vs enemies marked with Judgment,
RMB - The Beast
Q - The Joker
![Upgrade path LL.png](/images/thumb/a/af/Upgrade_path_LL.png/52px-Upgrade_path_LL.png)
The Joker
- On hit enemy is marked with The Beast card.
This also applies any effects associated with the mark, such as slow (baseline), weakness (upgrade) or bleed (upgrade).
![Upgrade path LR.png](/images/thumb/1/11/Upgrade_path_LR.png/52px-Upgrade_path_LR.png)
The Joker
- On trigger,
Cosmic Power cooldown is reset.
- On trigger,
This can reset multiple times from a single use of the skill, but only when there are multiple enemies to hit.
E - Cosmic Power
![Upgrade path LR.png](/images/thumb/1/11/Upgrade_path_LR.png/52px-Upgrade_path_LR.png)
F - Death Dealer / Passive
Talents
The Beast
- Pierces enemies.
- Throws a second fan of cards quickly after the first.
Notes
- While The Joker is good at controlling space at low levels of the game, higher level players will instantly dodge to negate the push, so don't rely on it too much for safety.
- It is better used near the end of a long chase when the enemy is low on stamina or around corners when the enemy is not prepared to react.
- Oru's focus is his best escape skill, so be careful not to overextend without it.
- Try to hit multiple enemies with Oru's focus rather than trying to hit a single enemy with every card, as the reveal of Death on enemies is where the majority of its damage is, most especially on enemies below half health.
- There is a max of 210 extra damage by hitting the same enemy with all cards, vs a minimum of 240 per hit on additional targets.
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