Ororon

Ororon

4★ElectroBowOff-field Damage

TL;DR

Ororon throws his Skill, casts his Burst, and leaves. Almost none of his damage comes from either button: it comes from a passive that fires a free Electro hit off his own attack stat every time your team sets off an Electro-Charged reaction nearby. So he wants a Hydro teammate keeping enemies wet, and then he pays out on his own while your damage dealer does the work.

Rotation

  1. Your Hydro teammate goes first and gets Hydro onto the enemy.
  2. Skill (E) to throw the orb. This also opens the window that fills his nightsoul meter.
  3. Burst (Q) straight after.
  4. Swap to your damage dealer. His free hits fire by themselves for the rest of the rotation.

Abilities

Skill (E) Throws a dark orb that bounces between nearby enemies for Electro damage, three bounces, and it will not hit the same enemy twice. 15 second cooldown. Pressing it also opens a 15 second window where your teammates' hits feed his nightsoul meter, and hands whoever is on the field a small trickle of Energy.
Burst (Q) Costs 60 Energy, 15 second cooldown. Leaves a floating eye for about 9 seconds that taunts enemies into attacking it and spins around firing Electro at them.
His nightsoul meter Holds 80 and pays for the free hits at 10 apiece. It fills off Hydro and Electro hits your other characters land during that 15 second window, and refills in one lump when a Natlan teammate spends their own nightsoul meter.

The one mechanic to understand

His damage is a reaction to your team, not to his buttons.

Whenever a nearby enemy takes Electro-Charged damage, the moon version of it, or a hit from a Natlan character's special attacks, Ororon spends 10 off his nightsoul meter and throws out a free Electro hit at up to four enemies for a bit over 150% of his attack. That can happen roughly every second and a half, over and over, while he stands at the back doing nothing. It means the way to get more out of him is not more field time, it is a team that reacts constantly. An off-field Hydro applier is the usual answer.

What actually matters

The two or three real decisions. Everything else is noise.

  • Hydro in the team, or Natlan characters. One or the other has to be there, because those are the only two things that set the free hits off. In a team with neither, most of his kit simply never fires.
  • Attack and crit. The free hits are a flat percentage of his attack and they crit like anything else, so build him like a damage character even though he never touches the field.
  • Energy Recharge. Around 160% if he is your only Electro character, closer to 110% with a second one. Both his buttons come up every 15 seconds and you want both every rotation.

Gear

A build that works. KeqingMains lists every other option.

Weapon Crit first, then attack. Chain Breaker is craftable and one of the better bows you can simply go and make. Favonius Warbow instead if your team is short on Energy, since it fixes that for everyone rather than just him.
Artifacts 4-piece Scroll of the Hero of Cinder City, built for Natlan characters in reaction teams. 4-piece Noblesse Oblige if a teammate already has the Scroll set on.
Main stats Energy Recharge or attack sands, Electro damage goblet, crit circlet.

Works well with

HydroElectro

Hydro is the one that matters, since Electro-Charged is what sets his free hits off. A second Electro character mostly solves his Energy problem instead.

Don't bother

  • His normal attacks and aimed shots, and the talent levels behind them. He is never on the field long enough for any of it.
  • Elemental Mastery. The free hits are a flat slice of his attack and ignore it entirely.
  • Watching his nightsoul meter. Press the two buttons, let the team react, it empties and refills without you.
  • Waiting for the orb to finish bouncing. Throw it and get on with the rotation.

Want the full theorycrafting version? Read Ororon on KeqingMains.