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Orianna Build Guide by Calleb

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.


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League of Legends Build Guide Author Calleb

Orianna: A Teemo Wannabe (Hybrid AP/AS)

Calleb Last updated on August 19, 2012
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Ability Sequence

1
14
15
17
18
Ability Key Q
3
8
10
12
13
Ability Key W
2
4
5
7
9
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 23

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 4

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 3


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Introduction

***IMPORTANT: YOU CALL MID OR SUPPORT IN CHAMPION SELECT.
Hello and welcome to my first guide on MOBAFire! I am demonstrating how I play my favorite champion, Orianna. Most of the League of Legends community plays Orianna as either AP mid (most popular) or support (slightly less popular). In this guide, you will learn how to play her like a Teemo, yet better than Teemo himself. You will be able to wreck almost anyone just by right clicking, even enemy AD Carries! Please read the whole guide and get ready for the most fun you will ever have on Orianna!! :D


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Important Abbreviations

AS = Attack Speed
AP = Ability Power
CDR = Cooldown Reduction
Quints = Quintessences
ADC = Attack Damage Carry


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Pros / Cons

Pros:

  • Easier than pure AP Orianna
  • Better than any ADC until extreme late game
  • Cheap item build
  • Extremely fun
     

Cons:

  • Squishy
  • If you call support, be ready to be raged at for not actually being a support
  • Mildly passive playstyle early game
  • Mana dependent


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Runes

Runes

Greater Quintessence of Attack Speed
1

Greater Quintessence of Health
2

Greater Glyph of Scaling Ability Power
9

Greater Seal of Attack Speed
9

Greater Mark of Precision
3

Greater Mark of Magic Penetration
6
Here's where it gets a little weird. I go with some pretty mixed up runes that seem to work better than anything else I have tried. With one attack speed quintessence and the rest health, this gives a perfect balance of survivability and damage output. Combined with your 9 Greater Seal of Attack Speed and a Dagger, this adds up to exactly +25% attack speed and +52 health, which makes for a pretty potent early game. Your Greater Glyph of Scaling Ability Powers will make sure you scale into the late game with quite a bit of AP since around the mid game you will be focusing more on AS. Finally, the reason you get 3 Greater Mark of Precision and 6 Greater Mark of Magic Penetration is because you need the Armor Penetration to do more damage with the your auto attacks begin game (Pre-Malady) and you need the Magic Penetration to do more damage with spells and your passive.


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Masteries

Masteries
4/1
4/1
4/5
1/1
1/1
4/1
4/
1/
2/5
2/1
3/5

23/4/3. Why?

  • 23 in Offense: AS, CDR, and AP are absolutely perfect for this playstyle.
  • 4 in Defense: Resistances galore! Great compensation for how squishy you are, just like your health Quints.
  • 3 in Utility: Although 3 in Good Hands is optional, let's be honest here: dying sucks. The longer you stay dead, the more it sucks. As Orianna, you will be very very squishy and 95% of the time you will die at least once in a game. If you don't mind waiting about 6-20 extra seconds dead per game, then I suggest Expanded Mind because mana is definitely an issue.


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Items

Core Build:

Item Sequence











Health Potion
50

Dagger
300

Malady
2035

Berserker's Greaves
1100

Ionic Spark
2100

Stinger
1100

Nashor's Tooth
3000
These are the items you want to get every game exactly in this order. For Ionic Spark: get whichever you need first; if you are feeling like you need the health first, get Ruby Crystal. Otherwise, don't.

Fifth Item:

Item Sequence











Madred's Bloodrazor
3800
Pick Madred's Bloodrazor if you need to be a tank killer. Otherwise, Guinsoo's Rageblade.

Last Item:

Item Sequence











Lich Bane
3200

Rylai's Crystal Scepter
2600

Rabadon's Deathcap
3800
Pick one of the four.


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Max your the most and your second. This gives you an overall advantage when it comes to one-on-one's, saving yourself/an ally, and getting somewhere/away from somewhere.

An alternative could be maxing your first then second for better harass when not auto attacking, but you and your teammates have a much greater chance of dying, so I do not recommend that. Otherwise, always get your ultimate whenever you can.


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Summoner Spells

What I Use:

Great for that extra little distance to get that life-saving juke off at the right moment or getting to someone for the game-winning ace.

If you need that true damage to help kill a tank or to finish someone off before retreating, Ignite is the spell for you. Another reason to grab Ignite is because it shuts down an enemy ADC from lifestealing all of your health away in a 1v1 encounter.

Alternatives:

It can really get you from place to place. If you are better with ghost than flash, then you should definitely use it.

This can also shut down an enemy ADC's damage to anyone and provide a crazy slow. Use this if you are more used to it.


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Leashing

Here is the best way to leash ever, but you should use it for Blue Buff only if you are mid or Purple Team support, and Red Buff only if you are mid or Blue Team support. Enjoy!


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Success


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Summary

Thanks for reading my guide! It took quite a while to gather all of my background information and even longer to finally commit to making a guide about it. If you choose to play Orianna in this way, I hope you have so much fun. Thanks again!