You cannot escape me!
A versatile and powerful debuff-focused Biotic Orb build with very high healing, survivability and damage potential, while maintaining a very high uptime. Slow enemies to a crawl while also severely reducing their healing received. Cleansed? Immediately apply it again!
Item purchase order
Round 1
Cross-Orbal
[Biotic Orb] launches an additional [Biotic Orb] of the other type with 50% reduced capacity.
Compensator
5% Weapon Power
Weapon Grease
5% Attack Speed
Power Playbook
10% Ability Power
is a very versatile and powerful Power to start with, allowing you to both heal teammates and damage opponents, regardless of which Biotic Orb you choose. This directly translates to more Cash, allowing you to scale and become more powerful, hopefully faster than your opponents.
The three Common starting items are straightforward, and directly improve Moira's damage and healing output simultaneously. In the first few rounds, you will not be able to afford the more powerful Ability items, and thus could not fully rely on your Biotic Orbs yet. Hence, you will likely be keeping a few Weapon Power and Attack Speed items for a while.
is a good alternative to
, giving you a significant leg up in survivability and Ability Power as soon as you use your UItimate for the first time, which Moira charges relatively fast.
Round 2
Compensator
Sell
5% Weapon Power
Weapon Grease
Sell
5% Attack Speed
Smart Orbs
5% Ability Power
[Biotic Orb] moves 50% slower while it is healing or dealing damage.
Custom Stock
5% Weapon Power
10% Ability Power
Multi-tool
10% Ability Power
5% Cooldown Reduction
Depending on how much money you earned in Round 1, you might not be able to afford all the Rare items in this list.
However, you absolutely should aim to acquire
as soon as possible. It is a gamechanger, and the most important core item for this entire build.
At this stage of the match, you will still be mixing Weapon and Ability items.
Check the Description section at the bottom of this page for important tips on Itemisation and Weapon Power vs Attack Speed.
Round 3
Multiball
[Biotic Orb] launches 2 additional orbs of the chosen type with 85% reduced effectiveness.
Power Playbook
Sell
10% Ability Power
Nano Cola
20% Ability Power
Liquid Nitrogen
10% Ability Power
25 Health
Dealing Ability Damage slows the target's Move Speed by 20% for 3s.
Wrist Wraps
10% Attack Speed
5% Ability Power
At this stage of the game, you pick
and aim to begin severely debuffing your opponents and/or providing large amounts of burst healing to your team.
If you can afford them,
and
are both extremely powerful debuffs. You will very likely only be able to afford only one of them, if at all. Between the two, my personal experience has been that
generally screws with opponents more, especially ones that often rely on getting into close range like Reinhardt. However, use your own judgement on whether
might be more useful in some situations.
,
and
are also good alternatives if you are strapped for cash. Remember that having multiple Rare items is often better than having a single Epic one, so avoid selling your items and leaving empty slots just to purchase a single Epic item!
Round 4
Nano Cola
Sell
20% Ability Power
Cybervenom
10% Ability Power
5% Cooldown Reduction
Dealing Ability Damage applies 30% Healing Reduction for 2s.
At this stage of the game, you should have a full Rare item loadout, together with either
or
; preferably both! These two Epic items are critical core items for this build, and you must aim to acquire at least one of them at this point, even if you have to make some sacrifices.
While
's 20% Ability Power can be tempting, it is significantly more expensive than the other Rare items. It is absolutely worth selling or skipping
to afford either
or
, replacing it with either
,
,
or even
in a pinch.
Round 5
Optimal Overflow
After you spend 50 [Biotic Energy], launch the last selected [Biotic Orb] with 75% reduced duration.
Wrist Wraps
Sell
10% Attack Speed
5% Ability Power
Biotech Maximizer
10% Ability Power
25 Health
When you use an ability that heals, reduce its cooldown by 5% for each unique ally it heals.
We pick
here to increase the amount of Biotic Orbs you output. Optimally, you will likely want to have your last selected Biotic Orb be a healing one; if you are spraying extensively, you are likely trying to keep your teammates alive. The extra healing Biotic Orbs can often be a gamechanger in these scenarios.
At this stage of the game, you will likely begin affording more Epic items, on top of
and
. If you do not have those two items yet, prioritise getting them first.
,
and
are all excellent items, and can be used in the final build. Of these three, I find
the most powerful, since it can dramatically increase the uptime of your Biotic Orbs by potentially reducing its cooldown to 6-7 seconds.
Thanks to how
's ticks are calculated, you will almost always have all five stacks active for a permanent 25 Health, 10% Weapon Power and 25% Ability Power for far cheaper than
, as long as you are spraying teammates or draining opponents.
I have found success taking
in scenarios where I am struggling to survive against massive amounts of instakill or near-instakill burst damage, such as Reinhardt's Fire Strike build.
Round 6
Custom Stock
Sell
5% Weapon Power
10% Ability Power
Multi-tool
Sell
10% Ability Power
5% Cooldown Reduction
Superflexor
25 Health
10% Weapon Power
When you deal Weapon Damage or Healing, gain 5% Ability Power for 3s, stacking up to 5 times.
Extendrils
30% [Biotic Orb] Tendril Range
15% Ability Power
At this stage of the game, I often find myself with enough Cash for a full endgame build, but this is not guaranteed.
If I hadn't yet before, I tend to go for
at this stage. You can also go for
or
if you can afford them.
You should be an absolute menace if you aren't already, outputting Transcendence-levels of healing with every Healing Biotic Orb volley, and slowing down the entire enemy team and reducing their healing with every Damage Biotic Orb volley. Thanks to
, you're often doing both!
Don't get too bloodthirsty; one of the greatest strengths of Moira, especially in Stadium, is her absolutely ludicrous amounts of healing. Keep your team alive, and there will be opportunities for you to go postal on your opponents, especially when you build Coalescence within 15 seconds or less!
Round 7
Phantasm
When you use [Fade], spawn a stationary copy of the last selected [Biotic Orb] with 50% reduced duration.
Superflexor
Sell
25 Health
10% Weapon Power
When you deal Weapon Damage or Healing, gain 5% Ability Power for 3s, stacking up to 5 times.
Champion's Kit
35% Ability Power
This is it, your final form. An endlessly orb-spewing, debuffing, burst healing, high DoT raid boss who just cannot seem to die, together with her entire team lucky (and smart) enough to be in front of her.
We pick
here because...well, it's more Biotic Orbs! Dropping a healing Biotic Orb when you Fade can keep you and your teammates topped up and alive, while dropping a damaging one can often deter or even kill opponent Heroes that like to be in close range, like Reaper and Genji.
Have a ludicrous amount of money with nothing left to spend on? Consider selling
for
.
Having difficulty surviving against instakill or near-instakill burst damage? Consider selling
or
for
.
Under any circumstances, do NOT ever sell
, as tempting as it might be to acquire another Epic item. This deceptively powerful item ensures that you are maximising every last Biotic Orb that even catches a whiff of a teammate or opponent, especially the additional ones from
.
Good luck, and may the Biotic Orbs fly ever in your favour.
Description
Build Goals
Keep yourself and your teammates alive as much as possible with extremely high burst healing and clever Fade usage
Continuously debuff and harass your opponents, especially their Tank
Follow-up on and secure eliminations, where possible
This build is effective for all matchups except against D.Va. Against D.Va, go for a weapon-focused build instead.
Thanks to this build's focus on Ability Power, your Coalescence will also be extremely powerful while charging incredibly fast.
In the early rounds, you will play with a mix of Weapon and Ability items for healing/damage output and income, then gradually transition to focusing on purely Ability items in the later rounds as you acquire more Cash and Powers.
Endgame Item Breakdown
Recommended Final Build
: Maximises every Biotic Orb's potential as soon as it enters range of a teammate or enemy, dramatically increasing their impact and duration
and
: Extremely powerful debuffs that Moira applies (and re-applies) extremely easily and frequently on opponents
: Drastically reduces the cooldown of Biotic Orbs, thus increasing their uptime
: Significantly increases the range of Biotic Orbs, making it more difficult for opponents to avoid them and allowing teammates to be healed from greater distances
: Raw dramatic increase in both damage and healing output
Good Alternatives
(replaces
): A much cheaper alternative with most of the power, plus some extra bonuses.
(replaces
or
): A powerful survivability item that can help immensely if you are struggling against opponents with instakill or near-instakill damage, like Reinhardt's Fire Strike build.
Important Tips
Smart Orbs
Never drop
once you acquire it, as tempting as it might be in the final rounds, even if you have more than enough Cash to upgrade to a full Epic item loadout.
It is absolutely critical for this build to function and fulfill its potential, by maximising the healing and damage potential of every Biotic Orb that comes within range of a teammate or enemy.
Weapon Power vs Attack Speed
For Moira, Weapon Power tends to be better than Attack Speed, so if you have to choose between the two, go for Weapon Power.
Why? Higher Attack Speed will drain Moira's resource meter faster, while the healing and damage output is the same as if you improved Weapon Power.
Of course, combining both is still good for early rounds to give yourself a boost in healing output, when your build is not powerful enough yet to fully rely on Biotic Orbs.
It is good to note that Attack Speed does affect the tickrate of Coalescence, leading to a higher damage and healing output.
Itemisation - Common vs Rare vs Epic
As a loose rule of thumb, it's often stronger and/or more economical to have 2+ Common items than a single Rare item (and likewise, 2+ Rare items is often stronger and/or more economical than a single Epic item), unless it's a critical core build item with a unique effect like
.
For example, the
Rare item costs 3,750 Cash and combines the effects of the
and
Common items, but the two Common items only cost 2,000 Cash in total.
The main benefit for higher tier items is combining their effects into a single slot, allowing you to fit more items in your loadout. This does not matter yet in the early rounds.