Orion

Hero Wars: Alliance

Orion

Mage

Overview

Description

Orion at a glance

Orion is a Progress Mage whose extra attack energy creates frequent opportunities for magic missiles. His automatic skills address both the rear area and the nearest opponent. His ultimate favors enemies with high Health, which can generate pressure without reliably finishing a weak survivor. Evaluate target selection and repeated useful casts, not just the number of ultimate animations.

A fast cycle still needs useful targets
Watch how quickly Orion reaches the first ultimate and whether later volleys hit enemies the team needs to remove. Repeated high-Health targeting can leave a weakened opponent alive. In manual modes, the best available moment may depend on a penetration or attack-buff window rather than simply pressing his portrait as soon as it glows.

Progress control and attack amplification
The publisher links Polaris with Progress stunners including Orion: layering stuns on an already-stunned enemy can create her radiance interaction. Nebula offers a different angle through a nearby Magic Attack buff. These are mechanics to test, not a claim that both supports belong in every team. Check actual formation, control timing and the protection lost when adding another offensive partner.

Energy interference and edition traps
Orion's cycle needs opportunities to act and use energy, so interruption or energy prevention can reduce its practical value. High magic defenses and protection can also diminish missiles that successfully launch. Guides discussing pets, Asgard or Ascension are mixing Dominion material; their Isaac absorption and chained-missile claims are not accepted as Alliance mechanics here.

Development depends on the obstacle
Magic Attack increases the printed damage expressions, while Magic Penetration addresses defenses against that magic damage. Health and defensive stats can help him remain active long enough to cast. A stronger damage coefficient does not solve repeated interruption, and more penetration is not automatically valuable beyond the relevant defense context. Compare controlled tests rather than chasing a universal maximum-build ranking.

Artifacts and repeated activation windows
DD-901 Arsenal supplies team Magic Penetration. Manuscript of the Void develops personal Magic Penetration and Magic Attack, and Ring of Intelligence supports the primary attribute. Repeated ultimate opportunities can make the weapon relevant to a magic lineup, but actual activation depends on the artifact and battle sequence. Keep the artifact bonus separate from Full Charge's energy contribution.

Glyphs and skins

His documented glyph set is Magic Penetration, Health, Magic Attack, Intelligence and Magic Defense. Mechanical and Winter are Magic Attack examples, Spring provides Health, Romantic provides Armor and Cybernetic provides Magic Defense. These address different failures in a repeated-cast plan. The visible skin is cosmetic selection among owned bonuses, not a toggle that turns other skin stats off.

Talismans and staying active
The publisher lists Galaxy with Intelligence and Alien with Toughness. Community slot entries pair Galaxy with Armor and Alien with Magic Attack. Compare how those complete packages affect survivability and damage in the intended matchup. Neither title guarantees a better energy cycle, and hero-level eligibility should not be mistaken for the skill-level domain of the formulas below.

Mage class and base-skill separation
Mage-class progression adds starting energy and energy from qualifying non-ultimate skills. These are separate from Full Charge's attack bonus and can change first-cast timing. Record class and Relic settings before comparing builds. No Dominion Ascension chain, pet bonus or hypothetical extra missile has been inserted into Orion's four Alliance base cards.

Faction
Progress

Skills

Skills

Skill 1

Total Destruction

White · Ultimate: high-Health-target magic missiles

Orion launches six magic missiles toward enemies with the most Health. This favors pressure on substantial targets rather than reliably finishing the weakest enemy. The cast also provides an artifact activation opportunity, which is distinct from the damage expression itself.

Numbers and timing
The reviewed capped card prints magic damage of 0.45 × A + 6,000 for the missile attack and a 0.45-second animation. Six missiles are stated; the target-selection wording is highest Health.

Limits and verification
The source does not establish the exact target recalculation between missiles or whether a particular enemy can receive all six. No all-target damage total is certified. Dominion Ascension bonuses and extra marked-target missiles are not part of this Alliance base card.

Numerical scope: A means this hero’s Magic Attack, P means Physical Attack and H means Health, except where a recipient or battle-start snapshot is explicitly identified. The formulas are reviewed community maximum-skill expressions, not certified current-client values or equations for every level. This white skill caps at 120; skill level, hero level and promotion rank are distinct. Timers are baseline reports, not guaranteed schedules under control or speed changes. Reviewed 4 November 2026; no invented level rows.

No per-level data provided.

Skill 2

Magnetic Field

Green · Automatic: rear-area magic damage and slow

Orion detonates an area attack toward the enemy rear and slows affected opponents. It can pressure a different part of the formation than Antimatter Blast. The control component and damage should be considered separately when an enemy resists the slow.

Numbers and timing
The maximum-skill community expression is 0.20 × A + 1,200 magic damage. Slow duration: four seconds. Baseline cooldown: 14.5 seconds; animation: 0.67 seconds. The capped description warns that slow success drops against enemies above level 120.

Limits and verification
The level check concerns the opponent's hero level, not a claim that this skill always controls every target. The slow percentage, exact blast radius and lower-level success formula are not independently established.

Numerical scope: A means this hero’s Magic Attack, P means Physical Attack and H means Health, except where a recipient or battle-start snapshot is explicitly identified. The formulas are reviewed community maximum-skill expressions, not certified current-client values or equations for every level. This green skill caps at 120; skill level, hero level and promotion rank are distinct. Timers are baseline reports, not guaranteed schedules under control or speed changes. Reviewed 4 November 2026; no invented level rows.

No per-level data provided.

Skill 3

Antimatter Blast

Blue · Automatic: nearest-target magic damage and stun

Orion hits the nearest opponent with a magic projectile and a stun. This helps control the close enemy rather than giving manual access to a chosen back-line threat. Changing formation can change which opponent is nearest when the skill fires.

Numbers and timing
The capped skill expression is 0.65 × A + 5,400 magic damage. The reported stun lasts four seconds, with a 22-second baseline cooldown and 0.73-second animation. Stun success is reduced against enemies above level 120 in the capped tooltip.

Limits and verification
This blue skill caps at 100; the enemy threshold of 120 is not its skill level. There is no certified chain to additional enemies in this base card. Do not import the Dominion Ascension skill Antimatter Chain.

Numerical scope: A means this hero’s Magic Attack, P means Physical Attack and H means Health, except where a recipient or battle-start snapshot is explicitly identified. The formulas are reviewed community maximum-skill expressions, not certified current-client values or equations for every level. This blue skill caps at 100; skill level, hero level and promotion rank are distinct. Timers are baseline reports, not guaranteed schedules under control or speed changes. Reviewed 4 November 2026; no invented level rows.

No per-level data provided.

Skill 4

Full Charge

Violet · Passive: extra energy on attacks

Orion receives additional energy from attacks, allowing frequent ultimate opportunities if he is able to act. The benefit is not a fixed ultimate timer: control, energy interference, deaths and manual use can all change the actual sequence.

Numbers and timing
The maximum-skill community tooltip reports 500 additional energy per attack. This violet skill caps at 80. The Mage class can separately grant starting energy and energy from qualifying non-ultimate skills.

Limits and verification
The source does not supply a full lower-level equation or prove that every missile or damage tick counts as another attack for this passive. Do not multiply the six ultimate missiles by 500 or promise an ultimate exactly every two attacks in all circumstances.

Numerical scope: A means this hero’s Magic Attack, P means Physical Attack and H means Health, except where a recipient or battle-start snapshot is explicitly identified. The formulas are reviewed community maximum-skill expressions, not certified current-client values or equations for every level. This violet skill caps at 80; skill level, hero level and promotion rank are distinct. Timers are baseline reports, not guaranteed schedules under control or speed changes. Reviewed 4 November 2026; no invented level rows.

No per-level data provided.

This content is not associated with NEXTERS, is not supported, sponsored or approved by NEXTERS, and NEXTERS is not responsible or liable for it

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