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Choose Champion Build:
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How I build Orianna
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Burst mage
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Orianna as Support
Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
About the Author (Yes, just like a book.)
Currently placed at Silver1: Teemo's Scout with more than 1,000 wins on my Normal Queue.
This is my 3rd Guide here at Mobafire and i decided to write about

The objective of this guide:
- For you to better understand Orianna.
- For me to learn from your comments ^^
- For your enemy to fear you.
I would really like to hear your comments at the end of reading more than up/down votes.
Gives me something better to think through
(Don't get me wrong though, not being hypocrite, I'd LOOOOVE some upvotes.)

Do look it up if you don't already know.
Here's a little synopsys (great, now i'm imitating movies.)
Corin Reveck loves her daughter, Orianna has talent for dancing but, she wanted something more.
Drawn by her facination to the League of Legends she set out to train herself and join them someday.
Things did not go as she planned.
One of her training leads her to her own demise.

Driven by grief, Corin secluded himself from the others, obsessed himself with technology.
Still his outlet is not enough to fill the void left by his daughter's death. He still misses his beloved daughter which leads him to a decision.
He decided to build one. One that would complete the dream of his daughter, he then created

you see, while i said this is my third guide, it's actually my 4th published guide.
the one before this is also an

That said, the guide still has a lot of stuff to be added and some changes to be made and basically lack a lot of things. For example, the guide before this one max




So then i archived the previous one and re-release this (hopefully) better version of the 1st published draft.
Hence. My

(yeah, I'm quoting Moose from Step Up: Revolution. Bite me.)


+Above average range.
+Partial Support.
+Can scout with

+1 Shield in form of

+1 Soft CC in form of

+1 Hard CC in form of

+All ability does damage!!! aaaaaaand...
+All ability does AOE damage!!!
+She can dance.

-Vulnerable to gap closer when the Ball is thrown.
-High learning curve due to her unique mechanism.
-Her skins ONLY looks nice but has no change in animation on abilities.
Now, seeing those pros and cons. What do you think? I think the pros very much makes up every cons right? i mean:
Con #1 can be avoided by learning positioning yourself, knowing the leash range and positioning the Ball.
Con #2 is something that obsoletes over time and practice.
Con #3... err.. well.. no remedy for that unless Riot says so. Just hope they release a nice Summer Skin. Just imagine.... Human Orianna in bikinis with a beach ball, with Frisbee for AA.
Anyways... hold that daydreaming and let's proceed to the next chapter, shall we?

You already have your standard AP Champion runes, are you really gonna make a new rune page, buy new runes, and arrange them just specially for her?
If you do then Continue reading.
If you decided you don't want hassle and will use your standard runes then skip this page because it won't have much impact on you.
!!!
!!!
Marks
These are rune that specialize in Offence, AD user benefits from these most.
There are also marks that grants ability power but they're only secondary runes in the Marks Category, But since this category is offence, MPen is a primary rune here.
Seals
The Defence runes, primary runes in this area are for tanks. Not saying that you can't buy them, just making it easier to categorize these runes... Magic Resist and Armor Runes are Primary here. They also have AP, AP per level and Flat Mana seals albeit being secondary. And note that, even though Seals are considered to be defence runes, Magic resist is just secondary in this section.
Glyphs
The Magic runes. The runes are AP Champions best friend!! whether Flat AP Runes or AP Per level Runes, this section will cover you. Magic resist is also a primary here.
Quintessences
This is the Utility runes. These runes provides most stat of everything.. whether you want AP, AD (no!! you don't want that!!!) move speed, mana, whatever.. one of these is equal or higher than 3 of any glyph, mark or seal.
!!!
!!!
Now. I don't believe that there's a FIXED way for ANY champion when it comes to runes.
Runes are subjective. It all depends on how you play.
If you're someone who's aggressive then playing

- Flat AP runes
- Magic Penetration
- Movement Speed
Or, if you are snowballing. Go for:
- AP per Level Runes
- Armor or
- Magic resist
In the end, It's all up to you really.
I put a section of my AP YI guide below in the spoiler to explain the runes i use.

Been using them for quite some time for all my AP Champs and have no plans at the moment to change them... ^^

Please note that i also took


(Can be replaced with


and

Lastly,


Something I want to clarify.
Normally Mastery Page goes 21-9-0, the reason mine is 22-7-1 is because:
- I put 1 point in
Summoner's Insight for that -15 sec CD, If you wanted to have that 1 point in
Veteran's Scars then you would have to give up
Summoner's Insight .
- If you take
Ignite, remove 1 point from
Fury to
Summoner's Wrath .
!!!



Other viable option are:





Spells that you DON'T need:



( I did use this on









!!!
This innate ability allows



Think of it this way.
Attacking 3x at a single target will deal 60% of your ability power (not counting your attack damage and base damage of

!!!
This is your "Q" ability which allows you to move The Ball. This deals damage to all enemies it pass through but decreases by 10% for every enemy hit.
This is also your "Zoning" ability. If your opponent knows

!!!
Tip: It's always better to throw the ball when your enemy is trying to last hit minion since it's easier to predict when he'll stop.
Tip: The ball provides vision (roughly 550 range) around itself. You can use it to check bushes or the other side of the wall.
Tip: It is important to know that The Ball has 850 throwing range and 1125 leash range. Which means you can out-range ANY AD champion's auto-attack-range and you also out-range most AP mid's ability cast range.

Note: Maxing this ability allows you to move The ball more often (every 3 sec w/o CDR at max rank.) giving you more damage and flexibility on Ball positioning.
!!!
This ability can slow down/speed up your enemies/allies respectively. Very straight forward skill.
To better understand:
To your allies, the movement modifier is like




!!!
!!!
This is an ability that shields you or your ally for a substantial amount and it also leaves The Ball attach to your ally if you cast this on them.
Remember that it also deals damage as it pass any enemy.
!!!

Tip: attach The Ball to initiator like



Note: Sometimes (very rare.) you might want to max this over

!!!
A make or break ultimate that let


This ultimate flings every enemy inside it's range towards The Ball at a fixed distance.
Important: What do i mean by fixed distance? it means, if you're on the outer edge of The Ball you'll be fling and land in the middle.
But, if you happen to be at the center of it right on top of The Ball. You'll be thrown outward towards the edge instead.
!!!


Tip: This ability can stop channeling abilities like


!!!
So, you max Q now. Why?
Why I max


Hmm... The reason for maxing

- Mana cost, it's mana cost remains at 50 at all level so you will less likely suffer from mana starvation.
- Damage scaling is good. Just avoid diminishing it by hitting too many targets.
- 3 Sec. Cooldown at max rank without CDR. Allows you to move The Ball 1 - 2 more times in between

Now, because i can't do some fancy math i will try to make a simple math table. Do correct me if i'm wrong please.
I'll use 300 AP for my rough scetch. And since we'll max




Assuming you use Q-W-Q-Q-Q-W sequence, thats
1970 damage &
360 Mana Cost in about
10 sec
WOW, now let's turn the table to

At level 9 with 300 AP you got


With this leveling, I use the Q-W-Q-W, which deals
1400 damage &
320 mana in about
9 sec
So you see, maxing

when you're laning, or even after laning and simply harassing, just Q-Q-Q-Q sequence using the same elements will deal...
1320 Damage in
9 Sec using only
200 mana. XD
When should you max E over W?
Typically, you want to max




But don't be over confident. Stay at a safe distance.
Even with the benefits of

If they can't reach you, they can't kill you.
So... we never, never, never ever max W now?
It's still viable to max W first, in which case you should build like a burst mage* rather sustain damage caster because of

Besides, the above arithmetic is calculated at 9~10 sec damage, maxing W first deals more damage with just Q-R-W-Q combo. (an all out burst combo)
Stay away from tanks and tankies**
*See build option 2: Burst Mage.
**Tank-Kee
noun: Person who isn't a tank, but has considerable amount of HP and/or Defense Stats.
Adj: Tank-ing, to be tanky, tank-like?

I have heard some people said that



My build focus on being a sustain damage mage, who can wreck havoc if left unattended.
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This is the 1st item i build on ![]() ![]() ![]()
NOTE: The only reason we buy this item is purely for mana regen only, I personally don't recommend rushing
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Once you have your ![]() ![]() ![]() |
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this item was introduced to us at the start of S3 and i learned to love this on my sustain damage champ. This item does damage regardless of whether you're attacking Tanks, Support, ADCs or whatever. It simply deals Current HP % damage!!! since all of your skills are AOE, it makes ![]() ![]()
NOTE: If for some miracle the enemies have no machos in their line-up, like
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This is my complimentary build to ![]() ![]() ![]() ![]() ![]()
NOTE: Not recommended if you decided to skip
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Every AP caster MUST HAVE THIS. This item increases you AP by a hefty amount. And the best is, this items unique passive increases your over all AP by 30%!!! every AP points you got in your mastery, runes and item will burgeon in size!! even ![]() ![]() |
Invisible text!
Debatable Items
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Start with...
Hmm... To start with, following the masteries I put up for the support role, you'll have
525 starting gold,
1

1

Now, with that 525 gold you would be able to buy:
1

1

2 sight ward ~ 150 gold
2 Health or Mana Potion ~ 70 gold
Total cost of 525 ^^
These starting items gives you 530 HP regen if you buy

First Recall
As shown above, your first recall items are:
You can buy these items with 745 gold. Without killing, assist or CS, your passive gold earning will reach 756 gold at 08:30 mins of the game. Enough for you to buy the above-said items.
each hit of auto attack with

But I really have to recall now. I don't have the gold needed yet. What do i do?
Prioritize. Buy what's important first.
sight ward takes highest priority,
then

Completing

Your build as a Support
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Even as a support, perhaps more so as a support. ![]() ![]() ![]() |
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Better for your current role, more flexibility with spell. We're gonna aim for max CDR so we can move the Ball and Shield our ally more often. If you think you don't need max CDR, buy ![]() |
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Because we can't afford expensive Ability Power items now. We buy this. ![]() |
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Decent AP, CDR that, paired with our boots and mastery reaches 40% CDR(actually it reach 45%), mana regen and passive that halves healing to targets below 40% HP. |
This build give us max CDR to utilize our ability, mana and mana regen so we won't be useless after right after a battle. A bit AP paired with

Your build is not a support build!!! Why!?!
You could build like a traditional support, up to you really.
But as it is, you already have a speed modifier, isn't taking

on the other hand, your shield, together with all your other skill, including your passive. Scales with AP.
Let's face it, you are not a traditional support.
You are an AP Carry who is partially support, I would not have recommend you to go bot lane.
But if for some reason (Hopefully not because some low elo player insta-lock on

The idea is to support your ADR early in game then transcend to being an AP carry late game.
This build makes you a threat to the enemy and not just someone who stands behind and give off auras. It also splits your enemies attention 'cause now they have 2 AP Carry to worry over.
DO NOT FORGET TO WARD!!!!!
Your build have sight wards, y u no
Sightstone?
Personal preference.
Having


Picking Phase.
Pick

Waiting for that d*mn screen to load already.
Go to the restroom, make sure you pee before the game start so you don't have to get up anytime soon, and make yourself a cup of coffee if one of the player has slow loading dumb computer.
A cup of coffee is beneficial to you because:
1. Coffee lowers heart attack rate, when the game gets too exciting, you'd be glad you have made that coffee.
2. Coffee does not raise blood pressure so you won't shout at people when they die cause of a mistake.
3. Caffeine Increases Power & Strength Performance, everybody knows that. (unless you don't then i guess it's not everybody.)
4. Caffeine Increases Motivation & Reaction Time, So when



You're probably thinking I've gone loony or trolling right now.
Purchasing your starting item
To start, i recommend:
2x



Other starting item could be:
1x


A bit mana regen, a couple ward to be safe and better HP regen than the 1st option.
1x


For more mobility against skill shot enemy and again, HP regen. Doesn't gives you mana regen though so be frugal about throwing your skills. every point of mana counts!!
Just

Laning 101
Farm. take at least 4 minion every wave. 5 including siege minion.
Aim for that. But basically, out-farm your opponent.
Take note of who your enemy jungler is and what's his spell and ability.
Doing so allows you to know if you can afford to extend more than usual.
Say for example their jungler is



This set up allows you to extend a bit more because their jungler has absolutely no CC.
Just be wary of your lane opponent's CC though. And don't extend too much.
even without any CC if you have to run a long way to reach your tower you could still die.
Pay attention to missing enemy on other lanes, being surprise by a

If a jungler does came. What you do is quickly recall the Ball using


-BUT- If the said jungler has a gap closer (ie



Call MIA whenever you can't see your lane opponent. the moment you don't see him.
Follow him/her if you know which lane he's going to counter gank.
Also pay attention to your opponent's starting item.
If he starts with a

Or, if they start with boots and 3


For most (or probably all) match-ups, your asset is your range, kinda like

Range is your meter of success in lane.
The closer you are to an enemy the higher the risk of you dying.
The farther you are the better for you.
Note: These are only general idea of laning phase. Please refer to the "Match-Up" section for more info.
After laning
After laning, your goal will be to take down towers.
Gaining kills are great but tower takes priority.
Leave split pushing to those who are more suitable for the job.
Help your support warding the map.
DON'T FREAKING RELY ON 1 GUY TO DO ALL THE WARDING!!!
Seriously. Mid game (actually it's all throughout) is when you want to have most map control.
Relying on your support to ward is sheer stupidity.
The guy have no kills and minimal CS (if any). You are the one with most earning.
Yes it's understandable that we needed the gold to buy our core items but please!!
Make sure you have extra gold when you

that 75 gold can save lives!
So basically, Take down towers. Wards.
If you never have to fight to take down their turret then fine! (although that's kinda boring)
If you have 0 kills yet you manage to destroy their turret then it's ok. (for me)
If you manage to destroy their turret but got killed in the process it's worth it.
(So long as it's only you. 2 or 3 lives for 1 turret is a bad bargain.)
Team Fight
In a team fight, your role is to stand far far away from the area as is possible.
Move the Ball whenever your

But don't just cast it like crazy. make the Ball chase priority target and squishies that are within your reach.
Likewise cast


Casting

That is the basic rule.
If you can't catch 'em all (Pokemon!) then settle for the one your team is focusing but try to hit 2 or 3 at the least.
If there are any enemy who have channeling ability like


If you can do all those on the other side of the wall then so much better!
You will not be revealed inside the fog of war when casting abilities so there's no way for them to retaliate. Just don't use your auto-attack if you want to use this strategy cause that will reveal you.
These infos are not perfect. Or might not be to your liking.
If you see any errors or have any suggestions feel free to comment on it and I'll see to it. o_O
Also note that these infos are for early laning phase of the game.



















As you can see I'm still not one with the match-up section but I'll be working on them.
Questions, Corrections and Suggestions are very much appreciated.
Change Log
5-25-13: Published!!!
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