Orianna Build Guide by iScore
Not Updated For Current Season
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Not Updated For Current Season
Sup guys, it's probably of no surprise when I say this is my first guide ..but.. let's get to it!
Most other casters are, ironically, less constrained with their spells; if Brand misses one of his spells, he doesn't necessarily miss his others, but Orianna's maximum burst requires her to go "all-in" ; if your Q is off its mark, your W, E, and R are rather unlikely to hit anyone, and now you're fairly vulnerable.
The challenge of playing Orianna comes from knowing that you can only do so much from one position, and you can only change position so fast, and then planning how you will move your sphere of influence through the battle, several moves in advance. If you move the ball here, where can you move it after that? Where will you need to move it after that? Who will you need to defend, and who can assist you in attacking?
In the following information I'll try to make easier to answer this questions.
 *Pros & Cons*
- Nice range (+AOE-Dmg)
- Good chaser
- Pretty usefull in teamfights (because of her ult and her decent health-scaling)
- Great at scouting (Her ball ._. covers a large space)
- Mana hungry in earlygame (-> Ask your jungler for bluebuff)
- Bit squishy during laning phase
 *Laning & Function*
In earlygame you just need to try to outrange you opponent with your Q-Skill and maybe your W-Skill. Whether it succeeds or not you need to try to last-hit EVERY possible minion.
In your Team, you fulfill following function...
- AP Carry: High DPS (Damage per second) to upper hand in team-fights!
 *Summoner Spells*
-A spell good on just about any champion. A great escape and gap closer.
-To stay for as long as possible on the lane and to get all farm and experience. (In lategame: +Fast traveling on lanes which gets pushed).
-For decent damage over time and great early game bursts.
-Mana problems will stay at a minimum.
-Now.. I know, most of you are thinkin "Glyphs Of Force" are better... maybe. but I play with "Glyphs Of Potency" because the earlygame is much stronger. If you dont like it - play with "Glyphs Of Force".
-Great for any caster.
(Innate): Orianna’s autoattack deal additional 5/10/15/20/25/30 (+0.2 per 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.
Quite underrated, this passive gets potentially stronger later in the game. The wording can also be a bit confusing. Let's use an example.
If you have 502 AP, your bonus damage will be listed as 101.16 on the first hit. The second, third, and fourth hits will deal 101.16+(15/30/45% of 101.16). So on the fourth attack, you would be dealing (101.16+(45% of 101.16))=146.68 damage.
Many of my kills have come from finishing people off with melee attacks whenever my abilities are on CD.
(Active): Orianna commands her ball to fly towards target location, dealing damage to targets hit but doing reduced damage for each additional target hit. Her ball remains behind at that location afterwards.
Your main skill to max out for damage and CD. This skill will be great for poking in the lane and clearing minions after Catalyst the Protector and Rod of Ages in conjunction with your other abilities.
(Active): Orianna commands her ball to emit a magnetic pulse, dealing damage to units around it. Afterwards, the ball leaves a field behind for a few seconds that speeds up allies and slows enemies.
The second skill to max. An ability that can slow enemy champions but also speed up ally champions? Hell yeah! Let's not forget the damage it can do as well when you get your Rod of Ages. However, be cautious with using this early on as it will drain your mana quickly and won't do as much as your [Command: Attack] which is your main source of early damage.
(Passive): The allied champion the ball is attached to gains bonus armor and magic resistance.
(Active): Orianna commands her ball to fly to and attach onto an allied champion, dealing damage to enemies it pass** through and shielding the allied champion when it arrives.
This can save lives more than you'd believe. Not only does it give a shield, it adds armor and magic defense to the attached champion. If someone is being focused, be sure to throw this on and add a [Command: Dissonance] if they are retreating/tower dived. Couldn't tell you how many times this has saved people even from just Ignite or Requiem.
(Active): Orianna commands her ball to emit a shockwave after a short delay, flinging affected enemies in the vicinity into the air a set distance towards, and possibly over, her ball.
An underrated skill. Most Orianna's you will see won't use this properly. Do not use this purely for damage. Save it for preventing an escape or stopping certain. Can even be used to stop a tower dive if you've blown through the other skills.
I'd say start off withand 3x
Try to go back when you have 1325(+) gold to buy (-> then teleport back on the lane)
Now, just try to build and or
(Depending on whether you want to do more damage [opponent(s) buy(s) magicresistance], or whether you want to eat less damage from enemy AP-Carry on your mid-lane.)
After that, buy ++
And then: (If opponents buy magicresistance)
Alternativ: or ( )
- Q (Command: Attack) + W (Command: Dissonance)
Powerful/Deadly Combo: [Only for safe kills or teamfights]
- Q (Command: Attack) + R (Command: Shockwave) + W (Command: Dissonance)
- Q (Command: Attack) + W (Command: Dissonance) or
- Q (Command: Attack) + E (Command: Protect) or
- Q (Command: Attack) + W (Command: Dissonance) + E (Command: Protect)
 *Last Words*
Thank you for reading! Please rate and comment and I'm sure I'll find some better things that work the more I play her. Sooo, the guide may be changed in time.
I hope this guide helped you.
I know, its short. But i think there is all you have to know.