Build Guide by stijnoviech

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 stijnoviech

Orianna AP build

stijnoviech Last updated on June 5, 2011

Ability Sequence

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

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

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


How to Play?

Runes

I am not that picky when it comes to runes, different people have different ways of playing. This is mine:
Marks: Insight because she needs that extra boost in damage not necessarily thru AP addition but in the form of Spell penetration.
Seals: I prefer using mana regen runes with Orianna, that extra 3 point something mana per 5 seconds makes a difference specially if you purchase the meiki pendant first.
Glyphs: CDR build means CDR runes, it doesnt matter which of the two CDR runes you choose around mid game (level 10) they practically have the same effect. However, since there is a max 40% cap on CDR, it makes more sense to choose glyph of Focus over Celerity. Reason being is that with Focus, you get that 5.9% CDR at level 1 against having .50% at level 1 with celerity.
Quintessence: With the quintessence you can choose anything between +AP, Movement speed, Heallth or even more Spell penetration. Personally i find more Spell penetration and movement speed better.

Items

Ah the item building part. Building CDR Orianna isnt that hard really. Just remember to put together items that will give you total amount of 40% CDR, heck you can do that with out runes or masteries with Morellio's Evil Tome and Nashor's Tooth alone, however we dont just want that 40% max CDR, we want it so that our items mix well together.

However if you think you can do so much better, here is an alternative build for the PROs
Note that this build requires that you fill up the meija soul stealer to maximize your 40% CDR, I suggest constantly getting the blue buff while you havent achieve this. I would only recommend this build if you are already good with Orianna cause this build is more complicated as it not just rely on the ball but also on Orianna's auto attacks hence why lich bane + Nashor's Tooth. Some serious multi tasking and a balance between right clicking and skill shotting will make this build work. That is why I say for advanced users only.

Another build that is AP Heavy and CDR, same as above but less auto attacking.
or Really expensive, the items revolve around the arch angel and the 3% max mana to AP converter.

Other CDR items and combos:

**If you are lacking the CDR runes then I would suggest getting Sorcerrer's Boots instead of the CDR boots for extra penetration, then build Nashor's Tooth afterwards before any major AP items.
Morelio's Evil Tome: Why get it? because +75 AP with mana regen and 20%CDR at such a low price IS A STEAL! It is a must have, the core, the heart of our build.

or
Nashor's Tooth: Some people may want to synchronize the ball with Orianna, or auto attack with the ball and this is where I recommend it as an alternative for the evil tome. They both have mana regen, Cool down slightly better than the Evil tome, plus it has 50% + attack speed, however it only gives 55 AP thats why I prefer evil tome over it. This item is good in combination with the item Malady, however if you ask me, that build is leaning on towards DPS/AD with a little touch of AP.

Other Notable Items:
Meija Soul Stealer Its for advance users or if you are confident that you are gonna dominate the whole game. I would recommend it only if you have gotten yourself 3 kills in the first 15 mins.
Arch angel staff, when you find that you are always going B for running out of mana, I would recommend getting this INSTEAD of the Rod of Ages. The good thing about that is you will almost always never run out of mana towards end game, the bad side is you wont have the bonus HP that Rod of Ages have to offer. You could get Arch angel together with the Rods of Ages and Lich Bane to stack the mana effect, however that is costly.
RoA: One of my favorite items for casters, good amount of boost in HP, Mana and AP, im sold. You can even try building a RoA first and then your CDR items, works fine giving you more survivability, mana and that AP boost you need at first.
: Crystal Scepter ahhh, I recommend this as your 5th item, slows enemy? Decent AP boost AND huge HP boost? good deal right here.
the Rabadumdumdums, people's favorite. I like to build it after I complete my core build. Works better with my Meija Soul Stealer, Nashor's Tooth, Lich Bane Build. Actually, it works in ANY build, so build it after youre core.

Other items Situation Dependent: Void Staff: when you are facing an AP heavy team or when you see a lot of magic resist items going on in the other team.
Malady: Pair it up with your Nashor's Tooth and they synchroize well.
Will of the ancients: CDR means more times to use your ability, more chance to use your ability means more chance to hit the enemy with your spell which means if you have a spell vamp, you would get healed! Not recommended as an end game item.
Banshee's Veil: For those times you know, when you keep getting stunned and your enemies are all AP.
Lich Bane: Go with it when you see an AP heavy team.
Mercury Threads: Same as the last three.
Frozen Heart: More mana, 99 armor AND 20% CDR and slows enemies by 20%? good defensive CDR alternative item.

When starting a game I suggest sticking to buying the Meiki first for that mana regen. However you can also start with the blue mana crystal and built it straight to Rods of the Ages, or if, like I mentioned before, you feel that you are PRO, start with the amplifying tome and build it to meija soul stealer right away.


Skill Sequence

Skilling Order as seen above.

Innate: Something about her ball and how it is there, something about every 4 consecutive attacks to a single target increases the damage every fourth attack. Well lemme just tell you I could careless about her Innate skill, it kinda sucks unless you wanna try building her based on it which I dont really see working.
. Q - command attack
Ahhhh, your primary skill that lets you harass like crazy. Max it out first so that its cool down will reach 2.4 seconds early. Low mana usage compared to her other 3 skills too. I will explain more about her skills later on.
W- Dissonance. Multi Purpose just like her Q, just like her E actually pretty much everything about Orianna is Multi purpose and complicated, which makes her really fun. When I say multi purpose its because her W does damage, can slow enemies AND can Haste you and allies. its like having Ghost AND Exhaust every 5 seconds.
E - Protect.
Whenever I use Orianna, I rarely use her as support, I try my best to see how much damage I can do. That said I use protect to do damage instead of.. well protect. In certain situations yeah you can use protect on a fleeing ally and use W to help them escape, however the shield it self, I dont see saving lives. Hence why I Level it Last.
R - Shockwave. AHHHHHH I just love her ulti. Use it when you get ganked, Use it in team fights, Use it to END team fights oh man. Basicly IT does damage, Interrupts Enemies and dislocates enemies by moving them across the ball/towards the ball that is assuming they are in range of the radius of the ball.


Ball Plays MUST READ PORTION

In this section Ill try to describe how I play with the ball.

Before Anything else, LOCATION is everything. If you like Math or trigonometry or anything like that then you might love Orianna. Positioning, timing, location is a BIG THING when playing Orianna. And by positioning im not just talking about you and the ball, im talking about you, the ball, and everyone else including allies and enemies.

Utility Moves: Moves that are useful outside of battle.

Lighting: Use your ball wisely, use it like a free ward when enemies are not around and you want to check a bush. Also you can leave your ball in the bush while you are busy tearing down that turret to alert you of any incoming ganks, works well in Bot.

Outside the walls: You can use your ball to run with you on the other side of the wall not just outside your base but in the jungle, not only as extended line of sight but also to catch Junglers and whatnot also great way to avoid ganks. Do this when enemies are MIA.

Offensive Plays and Combos:

**** Important Note: I've played against several Orianna and I seem to come off as the better doppelganger for one reason, They always go out of range of their ball and it recalls to them or they call it back with E most of the time. DONT DO THIS. At least not all the time. USE YOUR BALLS CURRENT POSITION LEAVE IT WHERE IT IS AND DONT GO OUT OF RANGE. That is my only requirement before you read further on. Like I said the position of the ball relative to your position, the enemies position and another teammates position IS VERY IMPORTANT. So constantly recalling it to your back makes it useless. That is why, I repeat, It is better to leave your ball where it last hit and plan your next attack based on that. This way its easier to hit multiple opponents and sometimes they forget that you can move your ball and they would go near it etc.

Basic Back and forth: Q - E - Q. From where you stand, with the ball on you, Q straight past the enemy, E back and Q again past him again rinse and repeat.

Endless QQ - Q - pause - Q - pause - Q. Once you hit that 2.4 max CD for your Q, you can choose to just constantly move it, hide in a bush and just keep moving it like you are writing your name or something this will annoy enemies a lot. Also When doing this, dont just aim towards your enemy, Aim to go past them or plan your next attack by planning ahead where to put your Q. Only land your Q on your opponent if you are ready to go for the kill when they are half hp this will lead to:

Q - W - R - Q - E - Q. The finisher. If you do this right, most squishies will die before you even get to the second Q. Best to use on team fights not recommended using on a single target unless you really wanna finish that person off.

Q - ORIANNA - Q enemy: the long catapult first things first, you infront of you, you run towards your opponent, your opponent will not see the ball cause you left it where his screen wont see it, use this to your advantage, when he stops or is stationary q to him and the ball will come rushing towards him from what seems like nowhere, only works the first time or maybe when your enemies are just plain absent minded.

If the ball is near the enemy and you havent touched it in quite sometime: W - Q - E - Q - R - W. Assuming your R is not on cool down. Another alternative would be to W, Q towards the enemy, run opposite the enemy, E, then Q again. Keep in mind that using Orianna requires a lot of moving not just of your ball but also your self.

Basic Combo: Q - E - Q - W: Kind of like the first combo but you finish it with the Disonance, if you are confident too you should run towards them and start auto attacking.

The moving Ball: When Side laning, you should attach your ball to your partner specially if he is a tank or a melee, then just watch from the bush, far but not too far that the ball will come back to you. Stay close. Now, you can see how effective this is cause a moving ball is better than a stationary ball, always on the move, always changing position. Based on this we have:

Passing the ball: E back and forth between you and your laning partner and strike with Q and W towards the enemies when you can.

Gee Tanks: use E on your Tank, communicate with them that after you use your Ultimate they should use theirs. Works REALLLY good with AoE Ulti tanks like Amumu, Nunu and just AoE Ulti in general like Fiddle, this will lower their chance of getting away from the said ulti and if you Use W after you R, they would also be slowed. A well timed E- R- W can easily win your team team fights.

Side Qing : Kind a like the endless Q but instead of moving randomly your ball you just keep moving it from one side of your enemy to the other side of him. Also effective in wiping out vertically alined minnions.

Defensive Moves:
If you see enemies coming towars you throw your ball half way at them so that by the time it gets there, the enemies meet it. Use W to slow them, call it back by running away and use W as soon as you can. Helps you escape.

When you get caught, W RIGHT AWAY! Effectively Slowing enemies and hasting yourself, leave your ball there and R as you run away, remember that with our build your R should be on every 45 seconds or something so not a big wait time.

When you see a team mate trying to run away E to them then W to help them escape and recall the ball and W again to your self while near the said team mate to ensure escape.

WHAT NOT TO DO WHEN BEING CHASED:
Just one thing really, dont Q towards their current position because while you are running, they are running so chances are by the time your ball lands to their location, they have already caught up with you, so just use W.

With that said, W can also be effectively used to chase enemies using
W and Q alone. Q towards the enemy W, even if you miss your W when you walk thru it it gives you speed boost, keep doing this and youll eventually catch up with them.

There are a lot more room for plays and techniques but its easier to just show it than explain it cause most of the techniques I use requires leaving the ball auto attacking, using the ball etc. etc. etc.

Will work more on this part of the guide.


Summary

Orianna is A very complex character with a very fun mechanics.

All That you should have learned from this Guide are:

- 40% CDR with Orianna with decent amount of AP (like 450ish) is deadly.
- Leave your ball where it last hit! It is better than always recalling it because then it is easier to be avoided, the enemies will know it will come straight from you. Against to leaving it where you last hit cause then they will have to focus not just on your position but the balls position as well giving lots of room for mistakes and confusion. With that said 1 vs 1 Orianna fights can be realllyyyy confusing cause you will have to keep track of 4 things, you, the other orianna, and the two balls.
- W save lives.
- W also END lives, use it as your combo ender whatever combo you use.
- IF W dont cut it, end it with Q, it has 2.4 second cool down. As low as it gets.
- R, Use it on your tank, or melee carry, watch as the enemies become confused. But dont forget to W right after.
- E, Dont forget you can use it on allies.


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