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This page is for how heroes from classic Blizzard games like The Lost Vikings and Nexus-born heroes appear in Heroes of the Storm only. For how the characters act in their own universes, see the respective pages for those games.

Blizzard Classic Heroes



    The Lost Vikings, Triple Trouble 

Voiced by: Carlos Larkin (Olaf), JB Blanc (Baleog), Michael Sorich (Erik) (English)note

A trio of Vikings from Earth. Erik, Olaf and Baleog are three neighboring Vikings who lend their strength together, Erik's swiftness, Olaf's stoutness and Baleog's fierceness, for their daily hunting routine and providing for their families in their village. Life was good, and they hoped they never had to leave their village. Alas, in the very night after the phrase was uttered, an evil alien named Tomator whisked them away from their homes and the trio had to work together, combining their strength even more, to not only escape and finally defeat Tomator, but also traversing through various worlds alien to them, until they return home. Tomator at one point returned, but the Vikings still outwitted them, this time with the help of the werewolf Fang and the dragon Scorch. They would be incumbent from adventures for many years... And they're lost again, now spotted in the Nexus.

The Lost Vikings form an incredibly unique Support hero. The player is in control of three separate heroes with different stats and passive effects, which are controlled in an RTS style. Olaf the Stout is the tankiest of the three, but is the only melee attacker and deals the least damage. Every few seconds, his attack charges him towards the target, and he will also begin rapidly restoring his health while out of combat. Baleog the Fierce throws his sword, which gives him an AoE cone effect on his basic attacks. He deals the most damage of the Vikings and has moderate health. Erik the Swift has the fastest attack speed, higher-than-average movement speed, and the longest range, but he's the squishiest by far. Their trait, Viking Hoard, permanently increases all Vikings' health regeneration every time a Viking collects a Regeneration Globe. Additionally, each Viking only gives 25% of the normal XP when they're killed. Unlike most heroes, The Lost Vikings possess no basic abilities, but can potentially gain abilities with talents.

Their first heroic, Longboat Raid!, has them board an Unstoppable viking ship while shooting at nearby heroes. The boat has increased health for each Viking able to hop in, but the Vikings are all stunned for a long duration if the boat is killed. Their second heroic, Play Again!, has one of them briefly channel to summon every Viking to one location, restoring their health and respawning any dead ones.

The Lost Vikings do not use mounts, instead having the ability Go Go Go! to temporarily increase the movement speed of all Vikings. Additionally, each Viking has a separate Hearthstone, and drinking from a Healing Fountain with one Viking grants the healing effect to all three.

Their current skins are Sequel Lost Vikings and Pajama Party Lost Vikings.

  • Achilles' Heel: Because playing The Lost Vikings means splitting your attention to watch three places at once and each of them has low individual health, they're easy prey for stealth heroes in particular. Not paying attention to the right place at the right time usually results in one of these instantly deleting a Viking from the map before the player can react.
  • Acrofatic: Olaf is the most visibly fat of the three, but he can pull off a surprising burst of speed.
  • Action Dad: All three of them are married with children. Olaf even mentions his daughter in one of his quotes.
  • An Adventurer Is You: A nuanced example, with each Viking fulfilling a traditional adventurer role and roughly fitting one of the roles within Heroes.
    • Olaf the Stout is a Stone Wall and a Warrior. Much like in his original game, he brandishes his trademark shield. A highly durable character, Olaf can take a lot of hits and has been seen living through abilities which would hit other heroes like a truck. He usually serves as a damage-sink, soaking up ammo from defensive towers, distracting enemy minions and mercenaries and simply shrugging off any damage by regenerating his lost health back after a few seconds. He can also charge at enemies, slowing them down and cutting off their escape. A certain talent takes his potential a step further — it suffuses him in a permanent flaming aura which damages enemies who get too close; this allows him to wear down anyone around him, effectively turning him into a Person of Mass Destruction.
    • Baleog the Fierce is a Glass Cannon and an Assassin. He’s less durable than Olaf, but has higher damage output than both. Unlike Olaf, he’s traded in his old sword and bow combo in favour of tossing an infinite supply of easily breakable swords at foes. These swords shatter into shrapnel, damaging enemies behind the victim for a percentage of the damage dealt to the primary target; Baleog can use this Herd-Hitting Attack to break minion and merc sieges or attack multiple buildings at once with the right positioning, and can be upgraded via talents to deal extra damage to non-Heroic targets with his splash damage, take back some of his damage as health via Life Drain and/or increase his attack speed the longer he attacks; even without these upgrades he can be a terror in the right hands.
    • Erik the Swift is a Fragile Speedster and a Specialist. He is far more fragile than his friends, but also much faster on foot. Reflecting his lack of combat training compared to his contemporaries, he has to fall back on a slingshot for a weapon. His damage is only so much better than Olaf’s; in truth, he’s more of a utility Viking. Erik can become The Sneaky Guy by entering stealth after standing still for a few seconds, which also extends his line-of-sight, allowing him to camp a lane and spy on the enemy at the same time; he can upgrade his basic attacks to destroy ammo in towers and forts while dealing extra damage to them; he can even gain the ability to literally run off damage with a certain talent. These abilities combine with each other and Eric’s impressive running speed to make him a useful character, especially since he can attack more quickly and at a longer range than Baleog and is thus better suited to chase down enemies, but beware — take your eyes off him for too long or let him get surrounded by stronger foes and he’s history.
  • Badass Normal: Probably the most shining example of this in the game. Other characters hail from alternate worlds that are pretty much World of Badass (Azeroth, Sanctuary and the Korprulu Sector). The Lost Vikings are the only heroes that came from the Insignificant Little Blue Planet that probably won't have the UED or the Overwatch and the Omnic Crisis down its history line, and fighting with just mundane weaponry, not to mention their game is about puzzle-solving instead of high action. They're still a set of powerful heroes when played right.
  • Balance, Speed, Strength Trio: A Stone Wall, a Jack-of-All-Stats Glass Cannon and a Fragile Speedster in a package deal.
  • Big Eater: Olaf. At least half his quotes are about food. It's also mentioned that he likes following Chen around and slurping up booze that leaks out of his keg.
    Olaf: Got donuts for Olaf?
  • Big, Thin, Short Trio: Olaf, Baleog, and Erik, respectively. Baleog is stouter than the usual example, though.
  • Biting-the-Hand Humor: Erik has his share, it seems.
    Erik: Seventeen years of nothin', and they bring us back for a MOBA. Huh, figures.
    Baleog: It's not a MOBA, it's a Hero Brawler!
    Olaf: Hero Brawler! (Viking gibberish) You made that up!
    Erik: Nope, but Blizzard sure did!
    Baleog: Ugh! You guys are so getting us fired, do you know that?!
  • Boring, but Practical: It's entirely possible to simply move and fight with them as a group. While this defeats their entire gimmick, spoils their uniqueness and requires very little skill, it's undeniably effective — especially in the late game, when they have a full set of offensive talents and collectively hit like a truck.
  • Breakable Weapons: Baleog's armed with rather shoddy swords that shatter from one impact when he throws them. Exploited however, as the shrapnels from the swords breaking actually become a Herd-Hitting Attack.
  • Breaking the Fourth Wall: They're fully aware they're video game characters, that they've already beaten their old games and that they're now in another one. They also know that Death Is Cheap in the Nexus.
    • Go to their shop screen and leave it idle for long (or checking out their talents and abilities) and then...
      Erik: Do you guys feel like we're being... watched?
    • Olaf asks if his friends remember their appearance in World of Warcraft.
      Olaf: Hey, you guys remember when we were in World of Warcraft?
      Erik: Ah, that was just a reference.
      Baleog: Yes, Olaf, we're not dwarves, we're vikings. Hehehe, except for Erik, he's a dwarf!
      Erik: You take it back!
  • Chromatic Arrangement: Erik prominently sports a bright red beard, Baleog wears a green tunic, and big man Olaf is clad in blue.
  • Cool Boat: Their Viking longship can be summoned with one of their heroics to lay waste to their enemies.
  • Death Is Cheap: Unlike Meepo, they can be killed separately. On top of that, they each only count as a quarter of a hero kill, so even a Total Party Kill won't reward the enemy team as if they killed a normal hero. Upped by one of their Heroic abilities, which lets any single viking instantly resurrect any dead viking, fully heal all three, and summon them all to his location. Thought you had the upper hand when you killed off Olaf and Baleog and cornered that wounded Erik? Think again...
  • Difficult, but Awesome: They count as three separate units, each with different strengths and weaknesses. This means they require a great deal of micro-management and skill to use effectively, as individually they're quite weak and trying to have one of them alone stand up to a rival hero can quickly lead to a Curb-Stomp Battle. However, the fact that they’re basically three heroes for the price of one lets an experienced player wreak havoc with them across an entire map. As noted under An Adventurer Is You, the Vikings have a great deal of adaptability and customisation, meaning they can, in the right hands, effectively contribute in any situation on any map and avoid ever becoming The Load.
  • Experience Booster: They're a walking trio of these. Having three bodies between them means that a good Viking player can soak experience from every unattended lane at once, freeing up the rest of their team to take objectives, ganks, and fights without having to worry about losing out on experience.
  • Fighting Clown: They're the silliest heroes yet by a longshot, with copious amounts of Medium Awareness, No Fourth Wall and Retraux. However, they're just as effective as any other hero; in particular, they can become very dangerous in the lategame, and good micro-management can let them literally be in three places at once.
  • Happily Married: All three have wives and families waiting for them back at home. Olaf even mentions about giving his daughter a gift if the Vikings score a kill.
  • Horny Vikings: Duh.
  • Late to the Punchline: Erik in this gem from their Stop Poking Me! quotes.
    Olaf: Hey, you guys remember when we were in World of Warcraft?
    Erik: *sigh* That was just a reference!
    Baleog: Yes, Olaf. We're not dwarves, we're Vikings! Pfft... Except for Erik... *titter* he's a dwarf!
    Erik: *chuckle* ...You take it back!
  • Magikarp Power: Early game, Olaf is too squishy to tank effectively for the trio, let alone the 5-player team at large, and Baleog and Eric’s damage output isn't great enough to let them win even a 3-on-1 fight against a normal hero without losses. The fact that everyone's still in lane doesn't help either, since it's hard for them to soak experience without getting bullied out. Once they get some Talents under their belt, their damage output spikes much further and they can shred heroes and forts, and while Olaf never really reaches Implacable Man status, he becomes tough enough to serve as a distraction while the others do their thing. Furthermore, from the mid-game onward when everyone is rotating around and scrambling for objectives, the Vikings become free to split-soak experience to their heart's content, letting them snowball their team's experience lead. Add to it all the utility many of their Talents conveys, and they can become a versatile and deadly wrecking crew by the end of the game.
  • Mechanically Unusual Class: Three heroes in one, they can be controlled individually or as a group; most of their abilities outside of basic attacks are done automatically when properly triggered by their scripting; they have short cooldowns for built-in abilities and more extended cooldowns for abilities which affect all three, including heroics; like Illidan, they have no mana or other resource to power their abilities, which means the only thing determining their effectiveness is the player's skill with micro-management, positioning and choosing talents; finally, the controls take on a more RTS leaning when using them — the number keys for 1, 2 and 3 select individual Vikings (Olaf, Baleog and Erik, respectively) and 4 selects all three at once, with the QWER keys activating skills which affect all three Vikings.
  • Nice Job Breaking It, Hero: Similar to Murky, each Viking is only worth 25% of the EXP of a normal kill. Meaning even if the enemy wipes all three out, they still got less EXP than if they had killed anyone else. Also like Murky, each of them is worth a full kill for talents that track Hero deaths. Coupled with the fact that the Vikings are strongest when split up, this means that an inattentive Vikings player will feed kills that could have been easily avoided, sacrificing an experience lead that the Vikings are best at providing.
  • No Fourth Wall: They outright acknowledge they're video game characters who beat their originals and are now in another one, though they seem to think this one operates on the same basis as their originals; for instance, Baleog ask how many Video-Game Lives they have left upon reviving, and one of his kill quotes is, “I hope you wrote down the level password!” (like the ones from their original game).
  • Pop-Cultural Osmosis: Related to the above, a few of their quotes are references. For instance, when trying to remember their enemy Tomator, they end up singing lyrics off Tommy.
  • Retraux: Their animations, sound effects, and the names of many of their skills are references to old-school video games. See also No Fourth Wall and Medium Awareness.
  • Rape, Pillage, and Burn: Baleog quotes two out of the three.
    Baleog: Pillage, plunder, set things on fire!
  • The Unintelligible: Occasionally, Olaf's speech descends into gibberish.
  • Took a Level in Badass: In the original games, only Baleog was capable of dealing any damage or destroying enemies. In this game, Erik and Olaf are capable of normally attacking the enemy. Their normal attacks still pale compared to Baleog's, but they can still kill unprepared enemy heroes (especially because Erik's natural speed makes him ideal in chasing enemies when they're running away due to low HP and then kill with Cherry Tapping) and their Spin to Win! ability has them deal equal damage while spinning.
    Erik (when ordered to attack): I can attack in this game!
  • Took a Level in Dumbass: Not that Olaf was ever the sharpest tool in the shed, but his Simpleton Voice and tendency to dip into The Unintelligible are entirely original to this game, as is his status as a Third-Person Person.
  • Theme Music Power-Up: Smugglers Cove, which plays while Longboat Raid is active. However, the ability doesn't last nearly long enough for the whole thing to play.
  • Third-Person Person: Olaf has become one, complete with a Simpleton Voice.
  • Use Your Head: For a time Erik was able to headbutt enemies away much like in his original game; a patch removed it due to a common player complaint that this talent was Awesome, but Impractical.
  • Walk It Off: Olaf has this; if he's out of battle for a few seconds, he can regenerate nearly to full HP in just a couple of seconds. Erik can have this in a more literal variant via a talent — he heals for every few steps he takes while on the move.

Nexus Heroes

Melee Assassins

    Qhira, Realmless Bounty Hunter 

Voiced by: Janelle Monáe and Megalyn Echikunwoke (English)
A sworn knight and holder of a singularity shard, Qhira's only desire is to seek out others who may have escaped the destruction of her doomed realm, Iresia. While she searches, she gets by as a bounty hunter - a job she loathes, despite her exceptional skill.

Qhira is a mobile Melee Assassin from the Nexus who zeroes in on targets and scores the kill. Her trait, Grappling Hook, fires a skillshot that pulls Qhira to the first enemy hero or piece of terrain it hits. Her first basic ability, Carnage, stabs her sword in a direction, damaging enemies. Blood Rage, her second ability, passively causes her attacks and abilities to apply a stacking Damage Over Time bleed. When activated, Qhira deals damage to all afflicted enemies and heals herself based on how many bleed stacks they had. Her final basic ability, Revolving Sweep, lashes her sword out. If she hits an enemy hero, she attaches, becoming untargetable as she revolves around them while dealing damage to enemies between her and the target. Qhira can reactivate before the skill ends to dash at the target, stunning them and knocking them back.

Her first Heroic ability, Unrelenting Strikes, unleashes a whirlwind of blade strikes around her that grow in range over its duration. The final swing deals extra damage and also stuns. Her second Heroic, Final Strike, damages all enemies in a line after a delay, dealing far greater damage to enemies below a certain threshold.

Her current skins are Scrapper Queen Qhira and Cosmonaut Qhira.
  • Achilles' Heel: Hard crowd control hurts her quite significantly, since it can interrupt Grappling Hook and both of her Heroics with no cooldown refund.
    • While she's spinning around an enemy with Revolving Sweep, she's literally invincible...unless her target becomes Unstoppable, which abruptly drops her right off right where she was. If she was getting ready to knock her target toward her own team the moment this happens, she's probably now utterly cut off from allied help and right behind the enemy team's own lines...
    • Virtually every talent she has only affects heroes (Finishing Touch and Siphoning Link uniquely out of her talents do provide some bonuses on her basic attacks against non-Heroes. Some.), and her ultimates only provide additional effects against heroes. Out of her abilities, only Carnage and Blood Rage's passive effects can affects non-heroes. This makes her ability to kill mercenary camps and bosses utterly pathetic for an assassin - seriously, there are healers that will do more against them than her.
  • Battle Trophy: Her spotlight revealed she has a collection of trinkets from across the Nexus, including pieces of some familiar characters alongside memorabilia from Reaper, Brigitte, and Sir Finley Mrrgglton.
  • Borrowed Catchphrase: She's a big fan of throwing catchphrases back at her marks.
    To Hanzo: Simple subtraction.
    To Chromie: Time's up.
    To Tracer: Cheers!
    To Orphea: Someone needs more practice running away.
  • Bounty Hunter: Her job, although not by choice. This is reflected in her gameplay, which is great at quickly picking off isolated foes.
  • Consummate Professional: She's a no-nonsense fighter with an impartial outlook on her marks.
  • Damage Over Time: Blood Rage applies one to all of her attacks, which constitutes a lot of her overall damage.
  • Dimensional Traveler: Thanks to the shard of Iresia's Singularity she has, she can travel between realms in the Nexus.
  • Diving Kick: Reactivating Revolving Sweep has her perform one. With the right talent, she'll also kick back any other enemies nearby.
  • Dreadlock Warrior: Her hair is done into a ponytail of dreadlocks.
  • Grappling-Hook Pistol: Her trait launches one of these.
  • Hoist by Her Own Petard: Revolving Sweep is an absolutely insane mobility, CC, and sticking tool. However, Qhira has to stick to her target while its active, and can only dash to wherever her target is. If whoever she hit decides to dash back into their own team (or under a turret), she goes along for a ride - and even canceling it might be not enough to avoid a personal disaster.
  • Homeworld Evacuation: After Iresia was plunged into war and its Singularity was destroyed, Qhira was forced to wander the Nexus.
  • Injured Vulnerability: Final Strike is intended as a finisher, since it deals massive damage to enemies below 50% of their health. Qhira also has a set of talents that encourage her to damage low-health enemies, up to a Storm Talent that reveals nearby injured enemies and increases her movement speed while moving towards them.
  • Insistent Terminology: She refers to her Singularity only as the Crystal. She even calls out 'Singularity' as a Non-Indicative Name, since there's one per realm and an infinite number of realms.
  • Morph Weapon: Her sword stretches and changes into a whip for her abilities.
  • Nothing Personal: One of her kill responses.
  • One-Handed Zweihänder: She wields her BFS in one hand at all times, despite it being nearly as tall as she is.
  • Ornamental Weapon: She has a pair of daggers on her belt that aren't used in any abilities. That said, if you poke her enough, she threatens to show what what they are for.
  • Pretty in Mink: She's wearing fur straps across her shoulders. By Qhira's own admission it's not her usual style, but she wanted to make use of the creature she skinned it off of.
  • Variable-Length Chain: Her Whip Sword can either stay as a sword, or extend to let her outright spin around enemies. Her Unrelenting Strikes ultimate appears to actually extend its own length as the duration ticks down, and her Final Strike seems to be extending the thing and bursting out of the ground. It doesn't even appear to be a truly-connected chain however, and the links in her sword seem to be usually bound together by some unknown-force before extending apart from each other as she uses her abilities.
  • Weaksauce Weakness: If the target of Revolving Sweep becomes Unstoppable, it'll boot Qhira off wherever she ended up. With the right timing, that usually means in the middle of the enemy team.
  • Whip Sword: Her weapon is a Bifurcated Weapon made of multiple sheets of metal that split apart and rotate. It becomes a full-on whip while using Revolving Sweep and Unrelenting Strikes.

Ranged Assassins

    Orphea, Heir of Raven Court 

Voiced by: Jeannie Tirado (English)

A young girl hailing from Raven Court, Orphea is the daughter of its realm lord, the Raven Lord. After discovering her father secretly unleashing the Dark Nexus, she left her home and coincidentally met Deckard Cain in King's Crest, only to witness her father defeat the Lady of Thorns and cause the fall of King's Crest. Vowing to stop her father from hurting anyone else, she chose to rise up against him and become a hero in the Nexus.

Orphea is a Ranged Assassin, and was the first Nexus-born Hero of the Storm. Her trait, Overflowing Chaos, grants Orphea a stack of Chaos whenever an ability damages a hero, which boosts the damage of her next Basic Attack and cause it to heal her, stacking up to three times. Her first basic ability is Shadow Waltz, which slams a tendril into the ground after a short delay, dealing damage in a line. If it hits a hero, the cooldown is lowered and Orphea will dash a short distance on her next movement. Chomp summons jaws that damage all enemies in front of Orphea within an arc. Her final basic ability, Dread, sends out a wave that lightly damages and slows all enemies it passes through, then erupts at the end of its path, dealing heavy damage and slowing all enemies caught in the burst.

Her first Heroic ability is Eternal Feast, which deals damage to all enemies in its area and is repeated every second as long as it hits an enemy Hero. Her second Heroic ability, Crushing Jaws, pulls enemies in an area towards the center and stuns them for a moment.

Her current skins are Slacker Orphea and Babyface Orphea.

  • Achilles' Heel:
    • Most of her mobility is reliant of hitting enemy heroes with Shadow Waltz. If Orphea's Shadow Waltz ever misses its mark, it'll go on fairly long cooldown and making her basically immobile and vulnerable for a short window of time.
    • Orphea's abilities are skillshot-based. However, all of them have a delay, meaning they need to be set up by crowd control to actually hit something. This is why eventually in 2020, Orphea got the slowing effect of Dread's wave baseline, as the talent became almost mandatory for Orphea to set up her own combos.
  • Antagonistic Offspring: She firmly opposes the Raven Lord, who turns out to be her father.
  • Armor-Piercing Attack:
    • At level 16, Orphea can upgrade her with Chaos empowered Basic Attacks to ignore Armor.
    • On the same tier, her Shadow Waltz can deal additional percent damage based on the target's maximum health.
    • Crushing Jaws' Storm upgrade reduces the Armor of enemies hit.
  • Awesome, but Impractical: Eternal Feast deals area of effect damage that can potentially repeat indefinitely as long as it keeps hitting heroes... if you can actually get it to hit anything. It's majorly telegraphed by a 1.5 second start-up time, meaning that nobody with half a brain is going to just stand there and take even the first hit (much less more than one), and given Orphea's complete lack of crowd control aside from a minor slow in Dread, she'll need a lot of lockdown from her teammates to justify picking it over Crushing Jaws, which actually lets her set up combos on her own.
  • Black Magician Girl: Orphea is a young Rebellious Princess, who exclusively uses offensive magic.
  • Born Winner: She is the daughter of a powerful realm lord of the Nexus, and is a Pint-Sized Powerhouse.
  • Casting a Shadow: Orphea uses darkness-based powers, which her father calls "dead magic".
  • Color Motif: Purple, like her father, with a hint of pink. This fits her royal status as a princess in all but name, and also her mastery over her magic, which is associated with death.
  • Combat Tentacles: Shadow Waltz lashes a tentacle outwards.
  • Combos: A large source of Orphea's damage are her empowered Basic Attacks. She needs to weave Basic Attacks in-between her abilities to get the maximum value out of her Chaos stacks. Her ideal combo at the start is Dread-Shadow Waltz-dash forward-Basic Attack-Chomp-Basic Attack. With Crushing Jaws, the combo becomes even deadlier. It deals enough damage to kill most squishy foes and is nearly unavoidable if she can flank the enemy; Lurking Terror helps the combo even more, since she won't even need to get close to Chomp them.
  • Cool Crown: She wears a violet crown on her head, befitting her royal standing.
  • Cooldown Manipulation: Shadow Waltz's five-second cooldown is instead set to two seconds if it hits a hero. It also gives back its mana cost + 5 when doing so for extra Spam Attack, and causes her to dash a short distance on her next movement order.
  • Dance Battler: Invoked with Shadow Waltz, allowing her to dash around the battlefield if she can keep resetting the ability. Shadow Waltz is the remnant of her original concept as a Dance Battler.
  • Dark Is Not Evil: Orphea uses the powers of darkness and chaos in all of her abilities, but she remains a heroic character nonetheless.
  • Elegant Gothic Lolita: Underneath her coat, Orphea wears a very elegant Victorian-style dress.
  • Eyelid Pull Taunt: Her 'silly' emote shows her pulling one of these.
  • Flash Step: Orphea dashes in a chosen direction after she hits a hero with Shadow Waltz.
  • Fog of Doom: At level 13, Orphea has access to Invasive Miasma, a Life Drain Delayed Explosion ability.
  • Herd-Hitting Attack: All of her abilities can hit multiple enemies. Shadow Waltz is a narrow trajectory, Chomp hits everyone in a big forward-facing arc, Dread is a wave which erupts and deals area damage, Eternal Feast damages all enemies in a big circle, and Crushing Jaws damages and stuns all enemies in a targeted area. This makes her exceptionally good at clearing lanes, although the built-in delay for all of her skills make it harder to hit groups of heroes.
  • Heroic Resolve: She feels like she could've done something to stop the destruction of King's Crest, and decides that someone needs to stand against the Raven Lord's evil.
  • In the Hood: In her first appearance in the comics, she travelled with a hood over her head. This is averted for her in-game look.
  • Jerk with a Heart of Gold: She's jaded and snarky, to be sure, but she fights because she genuinely wants to protect the various realms of the Nexus.
  • Kick the Dog: If she gets a kill on an Alliance hero, she utters a line that's just the cherry on top of being killed by her.
    Orphea: Are there any battles you haven't lost? Explanation 
  • Kung-Fu Wizard: Orphea's attack damage and health are significantly higher than is to be expected for a mage, with a health total actually in the middle of melee assassins like Thrall and Illidan, combined with a playstyle that emphasizes getting in close and hitting multiple targets, not to mention interspersing her spells with empowered auto attacks to heal off of them push her towards a much more physical approach to combat than the likes of Kael'thas.
  • Leitmotif: As the heir of Raven Court, her theme is also the theme of Cursed Hollow.
  • Little Miss Badass: She's seemingly no more than a child, and yet possesses enough magical power to utterly annihilate her pursuers with the help of Deckard Cain. Later on, she ends up facing her father, the Raven Lord, one-on-one and fights him to a stand-still.
  • Little Miss Snarker: She's the daughter of the Raven Lord, so of course Orphea has quite the biting wit.
    Orphea: I see I'm the only adult here.
  • Lightning Bruiser: Unlike your typical mage, Orphea plays aggressively, dogging her enemies with Shadow Waltz and dealing heavy damage using Chomp at point blank range while repeatedly teleporting around, with a survivability rating of 7/10, which is tied with Thrall for the highest out of all Assassins.
  • Living with the Villain: Orphea resided in Raven Court and leaves her father, when she learns that he is an evil man who conquers and destroys entire realms.
  • Man Bites Man: Or more like "Eldritch Abomination with Thousands of Teeth Bites Man", although names like Chomp and Eternal Feast actually suggest that it's eating the enemy.
  • Meaningful Echo: She takes Deckard Cain's words to heart after witnessing firsthand the fall of King's Crest, resolving to stop her father.
    Orphea: Someone must fight this darkness, or the dawn will never come.
  • More Teeth than the Osmond Family: Her coffin's creature, which is essentially a ball of goop and teeth.
  • Original Generation: Orphea is the first Nexus-exclusive hero and does not exist in, or is based on, any other Blizzard game outside of Heroes.
  • Pint-Sized Powerhouse: Orphea appears to be a child, but she has enough magical power to destroy the Raven Lord's soldiers and she carries around an adult-sized coffin on her back without difficulty.
  • Power Floats: Orphea is always hovering above the ground. Uniquely, she'll always face towards whoever she's attacking so long as she's in combat, giving her movement an otherworldly "possessed" feel.
  • Power Glows: Her hands glow purplish-pink when she has Chaos stacks.
  • Rebellious Princess: She's the daughter of the Raven Lord, but is actively fighting against his destructive quest to unite the Nexus.
  • Red Eyes, Take Warning: In her reveal cinematic, her eyes change from having red irises to fully turning her eyes - pupils, irises and sclera - solid red while battling her father.
  • Screw This, I'm Outta Here!: Her first instinct after realizing that the Raven Lord's unleashed the Dark Nexus, is to get out of her father's influence. Deckard's desire to see the Raven Lord's ploy stopped does convince her to help him out.
  • Shaping Your Attacks: As clarified by the developers, the creature she summons to attack with Chomp, Eternal Feast, and the like isn't actually a creature in its own right so much as a manifestation of her subconscious thoughts and feelings, given form and controlled by her magic.
    Orphea: My magic can take any form I choose, but I try to keep it fun.
  • Simple, yet Awesome: Her kit was specifically designed with both new and old players in mind. She has a large amount of raw damage with short cooldowns and a touch of CC, all on forgiving areas of effect. The spice is learning to execute combos together, getting constant resets on Shadow Waltz and darting around the battlefield, while ducking in and out of melee to land a devastating Chomp.
  • Soul Power: The source of Orphea's magic is her lineage and her tie to her ancestors. Her coffin is a relic with which she channels the power of one of her ancestors.
  • Spam Attack:
    • Shadow Waltz has a very small cooldown after hitting an enemy. This can be further reduced with a level 4 talent, letting you potentially lash and dash every single second. A Storm talent will also allow her to completely reset the cooldown if she dashes.
    • Insatiable is a talent that sets the cooldown of Chomp to 1.5 seconds if it hits a hero.
  • Tired of Running: Initially content to just run and hide, meeting Deckard Cain and seeing the destruction of King's Crest eventually convinced Orphea that she needs to stand and fight against her father.
  • Unskilled, but Strong: Orphea has great magical burst damage and can deal good sustained damage versus heroes with Shadow Waltz, but that's about it. She offers virtually no utility aside from Crushing Jaws, her ability to take mercenaries is miserable, and she can't do significant damage against any PvE objective aside from maybe the Infernal Shrine guardians.
  • Vague Age: Word of God is the way time works in the Nexus makes it hard to give a specific number. To make things more confusing, her Slacker Orphea skin attends a high school with Li-ming and Kerrigan, two characters who are adults in their default skins.



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