Orianna Build Guide by BlizzFreak77
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.
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.
How to play Orianna with this build...
First off, Orianna is definitely not the easiest champion to play. It's sort of like splitting a champion in half. You have to keep an eye on where your ball is along with Orianna herself. Elseways, you'll probably miss half of your skills. (Yes, I realize "elseways" is not a word, however, no matter your opinion I will continue to use it and act as if it were ^.^)
Orianna has amazing harassment capabilities, use them well.
Orianna is flexible with this build, and truly, I believe that if you use this build, then buy these items depending on how the game is going. If the enemy is building early or heavy magic resist, get Void Staff. Can't chase, get away, and need more health? Get Ryali's early on. Plain and Simple.
If you have a melee dps on your team, try to get them to lane with you so you don't have to take as many hits and your opponents have a harder time building both armor and magic resist.
Use your ball to scout. It will come in handy and save you from a death or near death experience.
This build is primarily for Summoner's Rift.
I use Greater Marks of Insight to help wear down the magic resist of the enemy team in early game so that I can have a greater advantage.
Greater Seals of Clarity help throughout the game with the mana problem (as you can see, no mana items in the build).
Greater Glyphs of Force I use so I can steadily gain ability power throughout the game.
Greater Quintessences of Potency come in handy for early game especially. Having the ability to deal more damage than the average mage in the first gank and early laning is crucial to winning.
The reason I don't add in cooldown reduction runes is because you should at least be getting assists and therefore should be able to gain stacks fairly quickly. Plus, your masteries give you 9% cooldown reduction which is fairly useful in early game.
I don't like putting on the "Good Hands" mastery because, as Orianna, you need to try not to die. I realize it's a pain in the butt at times, but if you're careful enough and you build right, then you shouldn't have too much worry about owning your enemies.
Instead of the "Haste" mastery, you can put 1 point into "Good Hands", take 1 point off of the "Expanded Mind" mastery and put it on the "Blink of an Eye" mastery and use Flash instead of Ghost.
I use Clarity so I can refresh my mana and that of my allies so we can both stay in the lane and harass the mess out of the other guys!
Ghost is useful in Summoner's Rift for running down the long lanes when you're being chased relentlessly and, when added with your skill "Command: Dissonance" you'll be moving pretty fast and the enemy tailing you will be slowed in their tracks... unless it's Master Yi and he uses "Highlander".
Ignite is useful for taking off that last bit of health that the enemy always runs away with, so you don't have to tower dive to kill them.
Flash can be of use on Summoner's Rift, however, I prefer to use it more so on Twisted Treeline because there are more escape opportunities. Nonetheless, Ghost is useful on both.
Doran's Ring is the most basic starting item for a mage/support mage. The bonus health makes it ideal for surviving first gank, the mana regen allows you to stay in battle for longer periods of time, and the ability power... well, along with your runes, it kicks butt!
Usually, on my first recall, I will try to buy Boots of Speed and a Sapphire Crystal AT LEAST! It's not necessary to get both, but they do come in handy together.
I get Boots of Swiftness because you will do plenty enough damage without Sorcerer's Shoes and your cooldowns will be short enough to harass quite frequently.
Rod of Ages comes after you finish your boots. By this time, it should only be 850 gold since you should've already bought Catalyst the Protector and the Blasting Wand. It presents you with decent balance of extra durability and power.
As I stated before, if the enemy begins to develop early magic resist, Void Staff early on will help you keep harassing them. Along with your runes, Void Staff makes a huge impact on enemy tanks and pretty much makes you power-crazed.
Rylai's Crystal Scepter is good for durability if you find yourself dying a lot. The slow is useful for running and catching up so make sure you think of where you are about to cast your spells, and be wary of where the enemies are on the map.
Guinsoo's Rageblade is perfect for Orianna. Along with increasing her ability power (about 60-70 extra with Rabadon's) and the extra attack speed to help her passive make a bigger impact in a shorter amount of time, Guinsoo's really ties up the loose ends of Orianna's capabilities.
Mana and Health potions should be bought as necessary during battle. These will most definitely help you in early game. Also, Elixirs of Brilliance are good if your teammates take the golem buff. Along with the ability power boost, it also gives you some decent cooldown reduction.
Command: Attack - This is the first skill to get. It's a good scout and does decent damage. Do remember, however, that the damage it does decreases by 10% (max of 40%) for each unit it passes through.
Command: Dissonance - Deals damage to enemies around the ball and creates a field that speeds up allies and slows enemies. This can be used defensively and offensively. Think of which enemies you can see at the moment and where the one you are chasing is leading you to try to prevent a gank.
Command: Protect - When used, it creates a shield around whatever champion you have selected to protect, 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). The damage this skill does is based on how strong the shield that it creates is.
Command: Shockwave - The ball sends out energy, dealing damage and pulling nearby champions in the direction of the ball. It is extremely usefule, however, so you don't waste it, make sure you know where the ball is before you cast it!
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 making it ideal, in some cases, to send the ball away for that short time and use it.
Command: Dissonance can be used while the ball is with you to give yourself and allies around you a short, yet useful, movement speed boost that increases per level of the skill and diminishes over time.
Command: Shockwave can also be used while the ball is with Orianna... don't forget it!
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 you wander too far).
If you find you and your team taking too much damage, it may be more beneficial to become defensive, lay back, and invest a few extra points into Command: Protect.
Pros & Cons
Nuke the **** out of people
Have a better chance to actually save your allies (thanks to a pretty strong shield)
Please be nice to me and your fellow summoner's (my first build here).
Constructive Criticism is accepted... so don't be a douche.
If you have any questions post them and I'll do my best to reply.
Do please comment, I do love to hear what people have to say. However, do make reference to the above notes of this chapter.
Suprisingly enough, I find that this build can actually work, so long as you're careful enough to work it.
Good luck on the Fields of Justice, Summoners, and Happy Gaming!