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Orianna Build Guide by

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

Orianna: Clockwork Mechanics

Last updated on June 18, 2011
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Ability Sequence

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

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

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

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Quickness
Blink of an Eye
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


Guide Top

How to play Orianna with this build...

Try your best to not get hit.
Orianna has amazing harassment capabilities, use them well.
Do not solo with this build, Orianna needs someone to be with her and help her set ganks
This build is primarily for Summoner's Rift... hints the Neutral Buff mastery.


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Runes...

    You can switch the Quintessences of Potency (flat ability power) with Quintessences of Swiftness (movement speed)
    Cooldown runes are unnecessary since you will have the Mejai's bonus along with your boots and the Crest of the Ancient Golem Buff


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Masteries...

    These masteries are set for Summoner's Rift
    The Crest of the Ancient Golem Buff will be your best friend if you have trouble keeping your mana


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Summoner Spells...

    Clarity is necessary for keeping you active during early game
    Ghost can be switched with Flash, in which case you will need to take the Ghost mastery off, put it on Good Hands then put the stat on the Flash mastery and off you go
    Ignite can be useful for finishing someone off without turret diving, however, her skills are long ranged and allow for easy finishing moves from safe distances


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Items...

    Doran's Ring is a great starting item with it's AP and Mana Regeneration, the extra HP is also beneficial if your first gank doesn't go over well
    You should only get Mejai's if you know you and your partner are going to be able to kill the enemy, if not, invest in the next object and wait until mid to late game for your team to start dishing out a lot of damage
    If your team is sucking and you keep dying, don't bother with Mejai's, because it's obviously useless
    Rod of Ages is a good early game item so you can beef up throughout the game and stay matched with your opponents
    If the enemy is building early M.res, get Void Staff early to keep up the harassment
    If you can kill off enemies but are left with barely any health and have to go back, get Will of the Ancients so you can farm minions, heal up, and stay in the fight
    Rylai's Crystal Scepter is good for durability if you find yourself dying, not being able to catch the enemy, can't shake the enemy off your butt
    Banshee's Veil is good for protecting yourself from unfriendly mages like Veigar, who could most likely 2-3 hit you and be done with it (this is why you need someone with you, to take the hits while you protect them and dish out damage)
    Mejai's can be substituted with Rylai's or Banshee's Veil
    Will of the Ancients can be substituted with Rylai's or Banshee's Veil
    And of course, if something is going wrong, build what's necessary and adapt to the ever changing game


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Skills...

    Command: Attack - Short sweet and to the point, you send it somewhere and it deals damage to enemies it passes through
    Command: Dissonance - Deals damage to enemies around the ball and creates a field that speeds up allies and slows enemies
    Command: Protect: Used on and ally champion, it creates a shield around them, grants them 10, 15, 20, 25, 30 M.res and Armor, and deals damage to enemies it passes through (making it ideal for farming in combination with Command: Attack)
    Command: Shockwave - The ball sends out energy, dealing damage and pulling nearby champions in the direction of the ball
    Command: Attack and Command: Protect can be used to jungle/farm, however, all of her skills are useful for farming
    Command: Shockwave can be used to keep enemies in battle or to draw them away from you
    Command: Dissonance can be used while the ball is with you to give yourself and allies about to run into the field a short, yet useful movement speed boost
    Command: Shockwave can also be used while the ball is with Orianna
    Don't forget that the ball will return to you if you stray too far from it (this goes for if you use Command: Protect on and ally and wander too far)
    If you find you and your team taking too much damage, it may be more beneficial to become more defensive, lay back, and invest a few extra points into Command: Protect


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Pros & Cons...

Pros

    Nuke the **** out of people
    Save your allies with a crazy shield
    Can heal using Spell Vamp.
Cons
    Squishy
    Can't solo (so hope your teammates don't leave)


Guide Top

Comments...

    Please be nice to me and your fellow summoner's (my first build here)
    Constructive Criticism is accepted... just don't be a douche
    If you have any questions post them and I'll do my best to reply

Good luck on the Fields of Justice, Summoners, and Happy Gaming!
Thanks!