Heroes · Earth

Orion

The ground remembers every footstep.

In-game animationOrion
ArcherEarth

Base attributes

HP
335
ATK
26
ATK/s
1.6
MOVE
92

Base values before level scaling and combat bonuses. Actual battle attributes can differ.

About

A patient trapper who turns the battlefield into marked earth, punishing enemies that commit too far forward.

Orion survived in a giant's preserve, a world where hunters were the prey and every meadow was bait. He stopped chasing beasts and started teaching the land to catch them for him: root snares, pit-lines, shale triggers, silent marks cut into stone. The veil pulled him out from under a titan's shadow. He landed, touched the soil, and began setting traps.

Origin

  • A giant's hunting preserve where humans learned to trap upward.

Game guide

Skills & abilities

Active · 8 s cooldown

Snare Bolt

Pin the front enemy with a buried line and slow the whole approach.

Passive

Read the Soil

Every footprint tells him where the next shot belongs.

Passive

Giantfall Mark

Marked wounded prey takes the full weight of the trap.

Active · 12 s cooldown

Pitline

Spring a hidden line across the enemy pack.

Passive

Hide and Sinew

Better fieldcraft turns kills into supplies.

Active · 14 s cooldown

Baited Ground

Let the enemy commit, then spring the trap — the ground snaps shut and holds the lead pair fast, stunned until they tear loose.

Passive

Preserve Law

The hunter who survives the preserve learns every unfair rule.

Active · 10 s cooldown

Shale Trigger

A single stone-snap shot for priority targets caught in the mark.

Active · 18 s cooldown

Titan Snare

A preserve-grade trap built for things much larger than this army.

Passive

Hunts Upward

The capstone: every larger foe is just a better target.

Passive

Quiet Stakes

Small stakes set before the fight make every later trap bite deeper.

Active · 11 s cooldown

Dustblind

Kick the trail marker open and slow the front pack under a choking dust cloud.

Passive

Trap Cache

A better cache means fewer wasted routes and more salvage after the snap.

Active · 9 s cooldown

Rootfang Bolt

A barbed shot that keeps tearing after the trap closes.

Passive

Windward Hide

Stay upwind, stay patient, and the shot arrives first.

Active · 14 s cooldown

Quarry Funnel

Narrow the enemy's path into the one place every ally can punish.

Passive

Shale Reading

The stone keeps better records than any hunter.

Active · 17 s cooldown

Landslide Net

Spring the whole hillside into a net that crushes the packed approach.

Passive

Preserve Master

The preserve tried to teach him fear. He learned management instead.

Passive

Titanfall Lesson

The first hit on each enemy deals up to +20% damage (+10%/level).

Active · 22 s cooldown

Quarry Spike

Hit the selected foe for 4.4× ATK (+12% at rank 2). Cooldown 22s.

Passive

Measured Opening

The owner's first hit on each foe deals 10% more damage per rank (up to 20%). Later hits do not repeat it; each new foe has its own opening.

Passive

Giant Comes Down

Deal 20% more damage to foes at 35% HP or less.

Active · 20 s cooldown

Four Pitlines

Hit the front foe for 3.5× ATK (+12% at rank 2) and up to 3 nearby foes for 55% of that hit. Cooldown 20s.

Passive

No Ground Given

At 55% HP or less, deal 8% more damage per rank (up to 16%). The bonus ends above that threshold.

Passive

One Trap Ahead

After the owner gets a kill, gain 20% attack speed for 3s. Further kills refresh the duration; the bonus does not stack.

Active · 19 s cooldown

Ironjaw Hold

Stun the 1 front foes for 3s (+8% duration at rank 2). Deals no damage. Cooldown 19s.

Passive

Patient Underfoot

At 40% HP or less, take 8% less damage per rank (up to 16%). The reduction ends above that threshold.

Passive

Escape Line

Once per fight, survive a lethal hit at 1 HP and restore 15% max HP. Personal death saves share one trigger; the strongest learned recovery is used.