Orianna Build Guide by Chazn2
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
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.
This build is about giving Orriana the survivability needed so that you can focus on saveing your allies lives while dealing a tonne of damage to your opponents.
The tanky side of it also allows you to use the lovely passive with less fear.
This build is my own variant on "Orianna-Nove Style", it uses auras to increase your party's damage and to decrease the enemy carry's damage.
This is my first build guide.
9 x Greater Mark of Insight - This will give you a much greater damage output through out the game.
9 x Greater Seal of Vitality - This works with your armor and m-res to make you just that little bit harder to take down.
9 x Greater Glyph of Focus - Orianna is very much a champion that rely on having the skills available to her at all times, this is true from the start of the game to the end.
2 x Greater Quintessence of Fortitude - These help your early game by allowing you to survive better.
1 x Greater Quintessence of Potency - This is a great early game quint as it makes the difference between just about killing that minion and farming effectively.
By the end of the game you will have a lot of mana, Strength of Spirit will give you the regen you need to get back most of your health as you roam across the battlefield.
That is the only mastery I really feel I have to justify. Let me know if you want my reason for choosing anything else.
Two Philosophers Stones to begin with will give you tremendous staying power, allowing you to farm better. The staying power will pay off on it's own due to the farming long before the 5g/10 gives an effect.
The basic shoes will give you added survivability and maneuverability.
When you sell the Stones, you can get 40 more gold by upgrading them first to the tenacity item.
The Catalyst will help even more than the Philosophers stones do to keep you in lane.
I choose Sorcerers Shoes as the build does not have much magic pen on it's own, but with them and the mastery you will hit 30%. (40% is the limit)
RoA gives you the first lump of survivability you need to handle early-mid game as well as a large AP boost and mana that synergises with Archangels which boosts AP a massive ammount.
Frozen Heart decreases cool-downs 20%, gives 15ap, and lets you beat carrys 1 on 1 and gives you 5hp/5. Not bad I say.
Abysil Scepter gives you magic resist and AP, while decreasing the m-res of your opponents, this thing wins team fights on it's own.
Last item is a Rabadon's Deathcap, if you get this far and have not won yet, then this should push your team over the edge for victory.
Build 2 is for if any of your allies wish to build either of the aura items.
Frozen Heart can be substituted for an Hourglass. In this case, I would recommend seeking out the gollem buff.
Abysil Scepter can be substituted for a Banshee's Veil as it is undoubtedly one of the best items int he game.
Likewise, if the team is very heavy AP or AD you can swap Frozen Heart for Banshee's Veil or Abysil Scepter for Hourglass as necessary.
As far as Skill Sequence is concerned, if your being chased a lot, you will want to up Command: Dissonance over Command: Attack.
Mix and match depending on how the match is going. As soon as you start going into team fights, start upping Command: Dissonance instead of Command: Attack.
Always try to keep the ball on you or an ally when moving forward using Command: Protect.
Always use Command: Attack to harass whenever possible. I like to stay in the brush and last hit minions with it.
Flash is the ultimate escape, you don't need ghost because as soon as you flash you can use Command: Dissonance and they have no hope in catching up. It's also great for flashing in, using ignite and using Command: Dissonance to escape the tower, getting that kill.
If you are not confident with flash, take ghost. Ghost will get you further away from your enemy's than flash, but it will not save you from skill shots.
If you are taking mid lane, take teleport instead of ignite so you can get back fast when you have to.
If most of your team has ignite, you might as well take flash and ghost to make you extra survivable. You will be able to get away from everything!
I hope you enjoy this build, again thanks goes to the "Orianna-Nove Style" build. I'd love to hear your constructive criticism.