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Orianna Build Guide by Eruner

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Not Updated For Current Season

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League of Legends Build Guide Author Eruner

### Hardcore Orianna ###

Eruner Last updated on August 18, 2011
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Ability Sequence

1
14
15
17
18
Ability Key Q
2
3
5
7
9
Ability Key W
4
8
10
12
13
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 11

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 19


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Edits, Changes, Extra - Change Log

not yet, its new guide, but when I change anything, I comment it here.


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Skills


Orianna's autoattacks deal additional 5 / 10 / 15 / 20 / 25 / 30 (+20% of ability power) magic damage every hit, subsequent attacks on the same target within a few seconds will add 15% more damage per hit. This bonus stacks up to three times.



Orianna commands her ball to shoot toward a target location, dealing 60/100/140/180/220 (+0.6 AP) magic damage to targets along the way. However, it deals 10% less damage for each unit it hits (Minimum 40%).
Cost: 40/45/50/55/60 Mana
Range: 900


Orianna commands her ball to release an electric pulse, dealing 70/120/170/220/270 (+0.5 AP) magic damage to nearby enemies.

The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 25/30/35/40/45% and increasing ally Movement Speed by 20/25/30/35/40% for 2 seconds. This effect diminishes over time.

Cost: 70/80/90/100/110 Mana
Range: 255



Passive: The ball adds 10/15/20/25/30 Armor and Magic Resist to the allied champion it is attached to.
Active: Orianna commands her ball to travel to and attach onto an allied champion, shielding them for 4 seconds from the next 80/120/160/200/240 (+0.6) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 60/90/120/150/180 (+0.6 AP).

Cost: 60 Mana
Range: 1020



Orianna commands her ball to unleash a shockwave after a brief delay, dealing 150/225/300 (+0.7 AP) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.

Cost: 100/125/150 Mana
Range: 410


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Runes

- Magic Penetration
or Greater Seal of Replenishment - Orianna needs Manna Regen, especialy when we dont take Clarity.
- this makes Oriana balanced and powerfull whole game.
- extra mobility for long-range Casters is perfect advantage
- extra Magic Penetration always worths

Another Runes you may preffer:
Flat AP, CDR, HP runes - still good option, choice is yours


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Items

Must - Core


400g
Enough manna for early harrashing is necessary, thanks to your range and movement speed you dont need Doran's Ring and you can buy 2 Potions ( Health Potions and/or Mana Potion)

(595g + Sapphire Crystal)
As soon as you buy this item, use 2 of your skills (Q+W or Q+E) near your Fountain for 2 first stacks. Remember, if you want more stack during game, use 2 cheapest skills (Q+E) each 6 seconds {read item description}.
This item gives you enough manna for your early-mid game. This item is a must.

-> 1050g
Too many times I need cast Q or W again to get a kill, or E to shield to prevent death, Sorcerer's Shoes cant do that. And also, with this build you will be independent from Blue Buff, so you need CDR Boots. Your QWE combo isnt strong as Brands/Annies/Luxs nuke combo, but thanks to your low Cooldowns you will harrash very often.

3105g
This item slows enemies when you deal Magic damage to them. Look, you may deal magic damage with:
Command: Attack, Command: Dissonance (slows stack together), Command: Protect (when passes throught enemy), Command: Shockwave (after stun), and with Clockwork Windup = AutoAttacks.
4 your skills + AutoAttacks slows your enemies, who not take this item? Really, why not?

250g
For your missing CDR and some AP you will farm enough with your skills to get this item without problem.

Sight Ward 75g
Team without Wards have low change to win, dont be selfish and buy and place Wards to get great Map Advantage in game. I always buy a few wards and it always worths - Counter Gang, get Dragon, safe Lane...

2855g
Of course, you will upgrade Tear of the Goddess into Archangel's Staff, so it must be a core item.




After Core Items - Choice is Yours


Catalyst the Protector

My choice always depends on opponents team composition, survivality, our team auras, and what I need:
If game goes well, I get Rabadon's Deathcap for example.
If they have assasins, I take Banshee's Veil or Guardian Angel.
If my team is AP mostly, I get Will of the Ancients or Abyssal Scepter.
If game is going to be long, I buy Rod of Ages, probably before Archangel's Staff.
If game is still too long and I have enough money, I buy anything I want, but it means I farmed like crazy :-).

As I said, choice is yours, I dont tell you what exactly build, you are enough clever to pick right items during game. Good luck.
.
.


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Masteries - 11/0/19?? What???



9 Points + 1 Point in Ignite = 10 points total.



+8 Points = Total 18 Points.



+8 Points = Total 26 Points.

= +3 Points = 29 Points in Total, but we cant get Presence of the Master because of improved Ignite.

So we have 1 Extra Point, the Mastery which give us the best benefit is: Deadliness .


Reasons for this Masteries:
- Orianna dont depends on Blue Buff like for example Lux, Brand, Anivia, etc = no Utility Mastery
- Tear of the Goddess solves uor manna problem, so no Clarity nor Insight .
- We take Ignite and Burning Embers gives 10 AP while is Ignite on CD. Bonus is same as Archmage's Savvy at lv 18.
- No Clairvoyance nor Mystical Vision , we already have scout = Command: Attack.

- You are going to not die, so dont get Good Hands , HP regen may rescue you. And when you are dead, 1 second is nothing.


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Tricks and Combos - Oriannas secret weapons

Scout Q
Throw into bush. Easy.
Always do that for your own safety and putting Wards, it will save your live one day (imo everyday).

Easy Farming Q+W
Throw into ranged minions and activate . Then Last-hit low-hp minions.

Fast Farming Q+W+E
Throw activate and yourself. You can do this without protection of your own minions. Of course, last-hit minions, ranging ones would be dead after this combo.


Agressive Scout Q+W
Throw into area, where is hidden enemy champion and activate if you hit him/them. He will stay or move out (and reveal himself), so you can avoid gand and can harrash a little.

Dragon/Baron Stealer Q+R+W
in the middle of them, wait for right time, press and and run away.


Protect E
some1 for saving life and giving Armor/Resist bonus. Easy, but it really can save life.
your Tank and let him initiate/tank/soak damage.

Chasing Support E+W
your melee chaser and activate when is enemy in range to slow/damage him.

Harrash/Kill combo Q+W
Just throw where enemy will probably step and activate . Sometimes its enough for kill, sometimes not. Dont worry, after a few seconds you can do it again, and again, muhehehe.


Going for Kill (combo) Q+R+W (+E)
Disable enemy with and activate . After this combo you may disable whole enemy team, damage them, and give enough time to you and your team to get a kill/kills. Remember, positioning and timeing = success.


Counter-Push Q(+R)+W+E
If you can hit just minions, use QWE, but when they puss like crazy, them and force to leave.
You can always damage minions from range, you dont have to wait untill they come to your Turret. Risk a little and slowdown them sooner.


Mass-Effect Delivery E+R (+W)
This is fun combo. your "Jump-in" teammate (Fiddle ulty, Jax/Pantheon/Jarvan jump, Nunu/Galio with Flash), let him jump into whole enemy team, and the most champions you can. Its called "Surprize Attack".

Gather and Divide - Orianna + Janna E + R + Jannas R
This is the best Baron/Dragon/5-Enemy counter in game. Perfect Timeing of Janna is neccessary.
Janna and she Shield herself with her Shield. Then she jump in with a Flash and you must instantly activate . If Janna is clever, she will wait until your Ultimate gather enemy team into group and THEN activates Monsoon.
Rest of team gang in 3v1, but you join them for 4v1 or 4v2 and chase rest living enemies.




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Thank you

Thank you for your posts, rating, and if you want, you may tell me your own Oriannas "Trick/Combo" I didnt mentioned.

Have a nice day.