Orianna Build Guide by Rusty14

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

League of Legends Build Guide Author Rusty14

Ori-carrys your elo-anna 3vs3 Items

Rusty14 Last updated on December 22, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Honor Guard

Defense: 0


Utility: 9

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Introduction + Pros/Cons

Hey guys, It's Rusty14 with his favourite champion Orianna . After the S2 Championships Orianna is one of the most feared AP champ in the game. She does great amounts of damage along with great a great utility kit to help assist her team aswell. So here is the guide, i hope you enjoy it.

-Great Lane Presence
-Great Utility Kit
-Good Burst Damage
-No Real Counter

-Takes a lot of practice to perfect her skills
-No real escape mechanism
-Short Range

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Masteries 21-0-9

This mastery page is for optimal damage for AP giving you Cooldown Reduction, Tons of bonus AP , and Magic penetration which is all useful for playing Orianna.

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This rune set up is for Standard AP champions.

Marks (Red) - x9 Magic Penetration (Magic pen reds is no brainer for AP champions)

Seals (Yellow) - x9 Mana Regen( Flat mana regen along with the flat mana regen mastery will keep your mana at bay until you purchase your chalice. )

Glyphs (Blue) - x9 Magic Resist ( With flat magic resist runes your garenteed to win trades when you get your E because it passively grants you 10mr+13mr from runes is a whopping 23MR along with your chalice purchase, you should win all trades. )

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Summoner Spells


Ignite Flash
I get ignite/flash NOTE: (Orianna does not need ghost as her W will be a 3 second burst of ghost and a slow which will help you get out of harm). I take flash which is the most OP summoner spell in the game, it helps you from getting ganked by simply flashing thru ledges and walls and can also net you kills when your opponents least expect it.

Flash Teleport
You can take these if you dont like ignite. If you do take tp and flash i recommend you to solo top and have your team place a ward in the brush at bot or at dragon for ninja ganks and 4v5 dragon fights

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Skill Sequence

Clockwork Windup Passive: Clockwork Windup

Orianna uses her ball as a focus for her spells and attacks. Orianna's ball automatically returns to her if she is too far away from it.

Orianna's autoattacks deal an additional 5/6.77/8.53/10.3/12.06/13.83/15.59/17.35/19.12/20.89/22.65/24.42/26.18/27.95/29.71/31.48/33.24/35 plus 20% of her Ability Power in magic damage. Subsequent attacks against the same target within 4 seconds deal an additional 15% magic damage. This bonus stacks up to 3 times.


You may think Clockwerk windup is useless but it can be the difference of life or death.
Her other passive is amazing with the flat AP quintessences as it converts your AP to bonus damage for easy last hitting early game.

Command: Attack Q: Command: Attack

Orianna commands her ball to shoot toward a target location, dealing 60/100/140/180/220 (+60% of ability power) magic damage to targets along the way. However, it deals 10% less damage for each unit it hits (Minimum 40%).

Her ball remains behind at the target location afterwards.

Cooldown 6/5.5/5/4.5/4 seconds

Cost 40/45/50/55/60 mana

Range 600


This will be your main harassment throughout the game. You ALWAYS ALWAYS shud facecheck brushes with this spell as its low cd and low mana cost and could save lives. You may think just to cast it at enemies for some damage but you can intentionally use this spell to zone your enemy.

Command: Dissonance W: Command: Dissonance

Orianna commands her ball to release an electric pulse, dealing 70/120/170/220/270 (+50% of ability power) magic damage to nearby enemies.

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

Cooldown 9 seconds

Cost 70/80/90/100/110 mana

Range 1200


MUST READ: this is what will win you most lategame teamfights. Neat Trick is to E your ally who initates like singed then as soon as you see him going in W him for speed. At lategame your shield will give him 600dmg shield from the start and about 2x the ghost burst which can catch your opponents off guard.

This is why I dont take ghost on Orianna because it gives you 3 second burst of speed which at lvl 3 (30%) is faster than ghost (27%) and also slows for the same percentage. This is awesome for chasing an enemy down with blue but has quite a bit of CD so you must use it wisely.

Command: Protect E: Command: Protect

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 (+60% of ability power) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 60/90/120/150/180 (+45% of ability power).

Cooldown 7 seconds

Cost 60 mana

Range 600


MUST READ: this is what will win you most lategame teamfights. Neat Trick is to E your ally who initates like singed then as soon as you see him going in W him for speed. At lategame your shield will give him 600dmg shield from the start and about 2x the ghost burst which can catch your opponents off guard.

YOU MUST GET THIS AT LVL 4!! Remember your passive?? Your ball returns to you when your out of a certain range which is kind of a handicap, but this spell will be able to save you. For example you throw your ball out and you see a gank coming. You quickly E yourself for the ball returns to you then immidietaly W to get away.

Shockwave R: Command: Shockwave

Orianna commands her ball to unleash a shockwave after a brief delay, dealing 150/225/300 (+70% of ability power) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.

Cooldown 120/105/90 seconds

Cost 100/125/150 mana

Range 1200


It will bring the enemy back to where your ball was placed. NOTE: it activates where your ball is so make sure you use ur Q to align it with your enemy then R.

If used right, can win you the teamfight, buy if used wrong can cost you a teamfight. You can set up ganks and get running enemies to land you kills. The range on it is a little bit bigger than your W so get use to it by looking at your W range when you use it. The Spell combo you will be doing to nuke is Q+W+R+Q or Q+R+W+Q(this if the more advanced way so you should try the first combo until you get the feel of Orianna.) This combo can get all your opponents that you catch to at least 50% as it is an INCREDIBLE BURST that your teamates (if smart) can capitalize on.

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That´s it for the first time. I will be adding more informations if the guide gets popular :)