Oru

From Gigantic Wiki

Oru is a playable hero in Gigantic. The Fortune Teller, Oru is a middle range damage dealer who shines best in teamfights. He was first revealed in August 11, 2017 and was released with the Corruption update.

HeroLoreCardsSkinsResponsesChangelogsMiscellaneousGallery
Oru
The Fortune Teller
Oru deals in fate and the future; the Eternal sees no reason why simple cards should be met with apprehension.
HEALTH
One full segment of in-game health bar represents 500 health points.
2000
     ARMOR
Reduces incoming DAMAGE by 1% to 1 point of armor.
Heroes with light armor have 15 points of FRONT ARMOR and 7 points of BACK ARMOR.
Heroes with heavy armor have 25 points of FRONT ARMOR and 18 points of BACK ARMOR.
15
     SPEED
Base speed value. Heroes can move faster by SPRINTING, JUMPING or DODGING, sometimes at the cost of STAMINA.
650
ROLE
ARCHETYPE
OFFENSE
DEFENSE
MOBILITY
UTILITY

[[Category:]][[Category:]]

Abilities

JUDGMENT
LMB / RT
Basic attack
Base DAMAGE value.
Against heroes with LIGHT ARMOR:
Front: ?
Back: ?
Against heroes with HEAVY ARMOR:
Front: ?
Back: ?
 90

Base RANGE value. 18m
BURN
Deals damage over time.
30 dmg/s
Throw 'Judgment' card at target enemy.
On hit, inflict JUDGMENT and BURN
Deals damage over time.
burning
. (30 dmg/s, 3s)
Throw 'Judgment' card at target enemy.
On hit, inflict JUDGMENT and BURN
Deals damage over time.
burning
. (30 dmg/s, 3s)
Show/Hide upgrades
Left path
Quick to Judge
Judge and Jury
When JUDGMENT is freshly applied, [E/RB] COSMIC POWER cooldown is reduced. (-0.5s)
Deal +25% upfront DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
(20 damage) if the target already has JUDGMENT.
Speed Dealer Guilty by Association Double Jeopardy Short Sentence
When JUDGMENT is freshly applied, [E/RB] COSMIC POWER cooldown is reduced further. (-1.0s)
When JUDGMENT is freshly applied, deal splash DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
to nearby taargets. (90)
Deal +50% upfront DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
if the target already has JUDGMENT.
If the target already has JUDGMENT, [RMB/LT] THE BEAST cooldown is reduced. (-1s)
Right path
Judge and Jury
Deal +25% upfront DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
(20 damage) if the target already has JUDGMENT.
Double Jeopardy Short Sentence
Deal +50% upfront DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
if the target already has JUDGMENT.
If the target already has JUDGMENT, [RMB/LT] THE BEAST cooldown is reduced. (-1s)
THE BEAST
RMB / LT
Default ability COOLDOWN. 8s
Base DAMAGE value, per card.
Against heroes with LIGHT ARMOR:
Front: ?
Back: ?
Against heroes with HEAVY ARMOR:
Front: ?
Back: ?
 50

Base RANGE value. 18m
Toss a spread of 3 'The Beast' cards.
On hit, inflicts THE BEAST and SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slows
. (3s)
Toss a spread of 3 'The Beast' cards.
On hit, inflicts THE BEAST and SLOW
Reduces movement speed by 20%.
MAJOR SLOW (30%) and MASSIVE SLOW (60%) are more powerful.
slows
. (3s)
Show/Hide upgrades
Left path
The Spread
Close to the Cheat
Throw 2 more cards at a wider angle.
At close range, also PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
away.
Ace of Cups Ace of Swords Discarded Jacked
Now inflicts WEAKNESS
Reduces outgoing damage by 25%.
MAJOR WEAKNESS (50%) and EXTREME WEAKNESS (75%) are more powerful.
weakness
. (-25% damage, 3s)
Now inflicts BLEED
Deals armor-ignoring damage over time.
bleeding
. (30 dmg/s, 3s)
At close range, PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
enemies much farther.
At close range, now CRIPPLE
Reduces movement speed by 40% and limits jump height.
cripples
. (3s)
Right path
Close to the Cheat
At close range, also PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
away.
Discarded Jacked
At close range, PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
enemies much farther.
At close range, now CRIPPLE
Reduces movement speed by 40% and limits jump height.
cripples
. (3s)
THE JOKER
Q / LB
Default ability COOLDOWN. 16s
Base DAMAGE value, per card.
Against heroes with LIGHT ARMOR:
Front: ?
Back: ?
Against heroes with HEAVY ARMOR:
Front: ?
Back: ?
 150

Base TARGET RANGE value; base RADIUS of impact of single card: ?m. 2m
Place 3 cards as a row of traps at your feet. (8s)
On trigger, 150 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
and PUSH
Knocks enemies back. This does not stop them from using skills.
push
away. Only hits unique targets once.
Place 3 cards as a row of traps at your feet. (8s)
On trigger, 150 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
and PUSH
Knocks enemies back. This does not stop them from using skills.
push
away. Only hits unique targets once.
Show/Hide upgrades
Left path
High Card
The Long Game
When triggered, now LAUNCH
Knocks enemies up, interrupting any skills in use and preventing any further skill usage or movement until they land.
launches
enemies away.
You can now place cards at a distance. (Maximum: 10m)
Bad Draw Follow Suit Judging from afar Ace in the hole
Also applies [RMB/LT] THE BEAST when triggered.
When triggered, [E/RB] COSMIC POWER cooldown is reset.
When triggered, also inflicts [LMB/RT] JUDGMENT.
Trap is instantly armed and deals twice as much DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. (300)
No longer PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
enemies when triggered.
Right path
The Long Game
You can now place cards at a distance. (Maximum: 10m)
Judging from afar Ace in the hole
When triggered, also inflicts [LMB/RT] JUDGMENT.
Trap is instantly armed and deals twice as much DAMAGE BOOST
Increases outgoing DAMAGE dealt by skills.
damage
. (300)
No longer PUSH
Knocks enemies back. This does not stop them from using skills.
pushes
enemies when triggered.
COSMIC POWER
E / RB
Default ability COOLDOWN. 15s
Base DAMAGE value, on cast.
Against heroes with LIGHT ARMOR:
Front: ?
Back: ?
Against heroes with HEAVY ARMOR:
Front: ?
Back: ?
 50

Base TARGET RANGE value; base RADIUS of impact: ?m. 15m
DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
Damages
target area and reveals cards held by enemies.
If they have [LMB/RT] JUDGMENT: +250 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
. If they have [RMB/LT] THE BEAST: DAZE
Interrupts and prevents skill usage for the duration of the daze.
Daze
(1s)
DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
Damages
target area and reveals cards held by enemies.
If they have [LMB/RT] JUDGMENT: +250 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
. If they have [RMB/LT] THE BEAST: DAZE
Interrupts and prevents skill usage for the duration of the daze.
Daze
(1s)
Show/Hide upgrades
Left path
Shattered Destiny
Starstruck
Revealing [LMB/RT]: JUDGMENT CRACKED ARMOR
Reduces armor by 10 and damages enemies over time.
cracks armor
. (3s)
Revealing [RMB/LT] THE BEAST now inflicts STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stun
. (0.5s)
Touch of Destiny Shared Destiny Starblind Twist of Fate
Revealing [LMB/RT] JUDGMENT BROKEN ARMOR
Reduces armor by 25 and damages enemies over time.
breaks armor
. (3s)
Revealing [LMB/RT] JUDGMENT also hits nearby enemies.
STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
Stun
duration increased to 1s.
Revealing [RMB/LT] THE BEAST also inflicts CURSE
Removes buffs and prevents any buffs from being applied to affected targets. Can be CLEANSED.
curse
. (2s)
Right path
Starstruck
Revealing [RMB/LT] THE BEAST now inflicts STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
stun
. (0.5s)
Starblind Twist of Fate
STUN
Interrupts and prevents skill usage and movement for the duration of the stun.
Stun
duration increased to 1s.
Revealing [RMB/LT] THE BEAST also inflicts CURSE
Removes buffs and prevents any buffs from being applied to affected targets. Can be CLEANSED.
curse
. (2s)
DEATH DEALER
F,LMB / LS+RT,RT
 Focus ability
Base DAMAGE value, per card; FOCUS POINTS determinate bonus damage on DEATH reveal to enemies below 50% health.
Against heroes with LIGHT ARMOR:
Front:
Back:
Against heroes with HEAVY ARMOR:
Front:
Back:
 40

Base RANGE value. 18m
Rapidly toss 'Death' cards. Once completed, reveal all cards dealt. Deals 200 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
and +400/600/1000 if target below 50% HEALTH
Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight.
The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green).
Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies.
Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.
health
.
Rapidly toss 'Death' cards. Once completed, reveal all cards dealt. Deals 200 DAMAGE
Decreases target's HEALTH or SHIELD with successful attacks and leads to target's death after its health bar reaches 0.
damage
and +400/600/1000 if target below 50% HEALTH
Special resource which represents hero's or creature's life pool, measuring for how long they are able to remain in fight.
The amount of health is varied between characters. One segment of green bar represents 500 health points. Additional to it resources are TEMPORARY HEALTH (dark green) and SHIELD (light green).
Taking DAMAGE and using some of the skills reduce health. When health bar reaches 0, hero is defeated and returned to the Airship, while creature just dies.
Health can be recovered from various sources, while being OUT OF COMBAT slowly regenerates it.
health
.
Show/Hide upgrades
Left path
Endurance
Expert Shuffler
+25% maximum STAMINA
Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks.
By default all heroes have 100 points of stamina.
While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar).
Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.
stamina
.
Perform [LMB/RT] JUDGMENT 15% faster.
Easy Strider Pure Escapism Persistent Fate Fortunate Focus
Move 10% SPEED BOOST
Increases the speed of hero by a percent determined by the skill applying it.
faster
,
SPRINT
Provides a significant boost to hero's movement speed.
OUT OF COMBAT sprinting is free, but after entering COMBAT it begins to consume STAMINA every second.
sprinting
drains STAMINA
Special resource which allows hero to sprint, dodge, jump, and utilize powerful dodge and sprint attacks.
By default all heroes have 100 points of stamina.
While SPRINT and JUMPS consume stamina gradually when player is IN COMBAT, DODGE always cost 25 points (one segment of blue bar).
Heroes OUT OF COMBAT slowly regenerate their stamina when they don't move actively.
stamina
25% slower.
CLEANSED
Removes any debuffs and prevents debuffs from being reapplied for a period of time (up to 4 seconds).
Lose debuffs
when you DODGE
Gives character a chance to completely avoid incoming attack and gain invulnerability for a brief moment (does not apply to damage from ground effects or debuffs).
One dodge always costs 25 points of STAMINA. When stamina bar reaches 0, hero still can dodge, but will lost chance to gain invulnerability.
Melee Heroes also gain a special attack by using their primary attack after dodging at the cost of additional stamina, but charging forward and deal damage.
dodge
. (Once every 20s)
[LMB/RT],[RMB/LT]: Card duration increased by 1s.
Successfully revealing [LMB/RT] JUDGMENT or [RMB/LT] THE BEAST cards gives additional FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
Focus
.
Right path
Expert Shuffler
Perform [LMB/RT] JUDGMENT 15% faster.
Persistent Fate Fortunate Focus
[LMB/RT],[RMB/LT]: Card duration increased by 1s.
Successfully revealing [LMB/RT] JUDGMENT or [RMB/LT] THE BEAST cards gives additional FOCUS
Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
Focus
.

Talents

Cut the Deck
[RMB/LT]: THE BEAST now pierces through enemies.

CLASH: Toss a second set of [RMB/LT] THE BEAST cards in quick succession.
Punchline
[Q/LB]: THE JOKER duration increased. (2s)

CLASH: Trap duration increased by an additional 2s.
Expanded Universe
[E/RB]: COSMIC POWER target area increased by 50%.

CLASH: -33% cooldown.

Strategy

This section needs some improvements.
You can help the Gigantic Wiki by expanding it.

Oru's unique playstyle revolves around his ability to combo between his skills – dealing high damage while also providing utility to the team in the form of crowd control or peeling away in a fight.[1]

Oru is a bit more complicated to understand then most characters, but once known what each his abilities does, Oru is quite easy to grasp. But be careful when enemy Oru is on the field, because he is a very tricky character and has the ability to strategically turn the tables around in any game.

Tips and Tricks

  • If enemies are clumped up, try spreading [LMB/RT]: JUDGMENT to as many enemy Heroes as you can, then reveal the cards with [E/RB] COSMIC POWER for a reliable AoE burst of damage.[1]
  • Plan ahead with [Q/LB] THE JOKER skill: place traps in front of you before engaging in teamfights to make it difficult for enemy melee Heroes to get to you.[1]
  • Make sure you have enough health before unleashing your FOCUS
    Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
    Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
    Focus
    , since this very powerful skill leaves you vulnerable to ranged attacks for about 2 seconds. If you are killed before you can reveal your Death cards, your Focus will be wasted and the damage from the reveal will not be applied.[1]
  • Oru has one of the best FOCUS
    Special resource that is accumulated and stored throughout every match, and can be used to unleash a FOCUS ABILITY, or upgrade young creatures to powerful adults.
    Focus requires to build up FOCUS CHARGES (maximum 3) before it can be used. They can be accumulated by dealing damage to enemies, healing allies, taking damage, and sometimes after being defeated and sent to the Airship.
    Focus
    abilities for confirming kills, but it's utility shines through primarily for low-health targets; the rapid-fire Death cards only do 10 damage each, after the initial 40 damage card at the start. The final burst of damage is not affected by how many Death cards hit the target, so it's better to mark as many targets as possible so that the final burst can potentially confirm multiple kills.
  • Conversely, if an Oru marks you with a [F,LMB/LS+RT,RT] DEATH DEALER card, and you're at low enough health for it to be fatal, you can still survive the attack if your health is at or above 50% when Oru completes the card reveal at the end.
  • Know your maximum range. Oru has a shorter range in comparison to most long-range Heroes, and he doesn't have sustain options like other shorter-ranged Heroes like Xenobia or Ezren Ghal. So always be aware of your positioning and don't overextend too far.

Bugs

  • [Q/LB] THE JOKER will sometimes not register that it's been selected.
  • When using [F,LMB/LS+RT,RT] DEATH DEALER, the animation for the whole attack will sometimes break, leaving Oru in a near-static pose, until the ability ends.
  • The skin Eternal Master does not unlock at lvl. 25; when asked to redeem, it responds with a 9999 price and Error message on an attempt.
    • The level requirement for skin unlocks are also flipped for Oru; his Eternal Master skin has a lvl. requirement of 10, while his The Void Dweller skin has a lvl. 20 requirement.


References