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The Dire Orb is Ranger's active ability in Quake Champions. The Orb is thrown in a straight line from Ranger's perspective and can be teleported to by activating the ability again. This allows the player to escape when low on health or is ambushed. Dire Orb has a cooldown of 20 seconds.

When the Orb collides with a player as Ranger teleports to it, the target will take collision damage for 125 hit points. If Ranger does not use teleportation, orb will deal 100 damage to any player it hits or detonates for 50 damage like a grenade after a certain time passes.

Tips[]

  • It is best used when the player has low health and needs to escape to a safe location. That can be health pickups, important items or right around a corner to cover.
  • If timed correctly it can be used to greatly damage opponents. Timing must be precise as it require a model collision. Anyone rushing at you will be harder to nail but you can still pierce through them.
  • Dire Orb can be utilized in faking your intentions by throwing it at the other gates at crossroads or choke points. When you checked what's ahead you can teleport back into it if you wish.
  • The Dire Orb can be also used to reach high areas without the need of Rocket Jump or when the player doesn't have a Rocket Launcher.
  • A Rocket Jump can be used to scatter attention away from your Dire Orb throw. Alternatively Dire Orb can help you to advance in mid-air after a Rocket Jump.

Gallery[]

Ranger dire orb

Dire Orb in hands of Ranger

Trivia[]

  • The ability was inspired by the way the player has to defeat Shub-Niggurath in Quake, in the game the player uses a Spiked Sphere which is used to telefrag Shub-Niggurath.
  • Ability used to deal 8000 damage on collision and telefrag the opponent on the spot, gibbing it instantaneously for a quick kill. Heavily nerfed after community found this ability rather overpowered and a guaranteed way for a comeback.
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