Orianna Build Guide by Afterburner
Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Intro: Who am I? Who are you!?!?
I'm Afterburner83 and I've been playing league for about 6 months now give or take a little. This is my first character guide. Started with 5s/3s but been playing Dominion non-stop since release. I'm a veteran gamer been playing all my life so I tend to pick up on the do's and don'ts pretty fast. I don't claim to know everything about the game however I really wanted to add this guide for any naysayers that don't like Orianna post patch.
More then anything else I wanted to add a full compliment of options for people interested in playing Orianna in Dominion. Hopefully I've done that here.
Pro's/Con's: Why YOU Should be Playing Orianna
-Extremely well at escaping
-Decent cc (Speed Boost/Slow & aoe Knockup)
-Solid AP mage with cdr
-Higher level of Micro'ing compared to other champs
-Heavy on skill shots/timing
-Squishy if not built defensively
Items: The Most Popular Section so it's at the Top!
[Core: Lucidity Boots, Frozen Heart, RoA]
This is build I most commonly use. I find the prospector items only slow down building into your cdr/defensive core. Getting close to the 40% cdr is your #1 Priority while getting tanky. I start with (boots, amp tome, mana crystal ) building into the (Shroud and Lucidity Boots). Then strait building RoA > Rylai's > Odin's. If their AP isn't heavy can always trade the Odin's for more AP - Deathcap preferred
If I know I'm bottom I typically start with the catalyst for RoA to get more lane sustain. Working on CDR as soon as you get a chance to return. Then finishing up RoA after Shroud.
[Core: Lucidity Boots, Deathfire, Rabadon's]
Let me start with a warning. If you are against a team heavy on gap closers (Poppy, Xin Zhao, Tryndamere etc.) Or assassins like (Eve, Kassadin) I DO NOT recommend going heavy damage without survivability.
This build is a great AP ranged build when you can hide behind allies CC, on a team without a lot of CC you'll have a tough time pulling this build off but if you're allowed to just nuke their team safely it's a slaughter. Plus your E shield gets pretty massive late game.
[Core: Lucidity Boots, Nashor's Tooth, Frozen Mallet]
CDR is still priority but your going to be using your Q/E Combo primarily to kite people or keep people from escaping. Your skills still do decent damage but you can be conservative as long as your not getting blown up. Save the Exhausts for when you run out of options, and watch that minimap so you don't overextend.
Summoner Spells: Take Your Pick
Build 1: Ghost/Garrison This can either be a bottom laning build or a roaming defender build. I find ghost/garrison best for this because its mobility + diving or defending with garrison.
Build 2: Ghost/Flash This is because your a lot squishier and range is paramount with this setup. If you run into someone that you can stay on you it's game over.
Build 3: Ghost/Exhaust To chase/win those vs auto attack fights you just cant kite.
Runes: Easy Wins Not Included
I lean toward your typical caster runes, the MpL runes are for your early-mid game esp for the builds that don't start with RoA. If you rush CD before having a lot of mana you can chain skill through your entire mana pool really fast.
I don't use Movement quints both because of w's speed boost and Orianna isn't a really strong chaser.
Only addition here is movement quints for chasing, they go nicely with the Frozen Mallet plus it makes lining up skill shots easier.
Masteries: Two Options for Your Gaming Pleasure
The most straightforward builds are either 9/21/0 or 9/0/21 for build 3 I suppose you could focus on offensive but without heavy cc support from your team I hesitate to not go defensive.
Skill Sequence: No reason to Vary
Simple as that. The only possible reason I could think to vary would be if your trying to build supportive (E)... but there's better champs for that folks... get real.
Figure somebody wants a description of her skills so here's that.
Passive - Basically more attacks = More Dmg + AP (great with attack speed)
Note that the ball can hit targets returning or moving with shielding also.
Q - Ball goes to target Location
W - Ball slows/speeds and damages
E - Ball shields
R - Suction everything around into the center of the ball
Strategy: Map Awareness is Priority
Orianna is a complex champ, the reason I say that is her ball can hit people coming and going to locations. Q throw it, W slow/hit champ, champ runs at you E shields hits him again etc.
Some cool tricks you can do are things like shield someone then w to boost their speed outside a fight, this can give champs a needed edge on closing distance. Someone like Xin Zhao or Tryndamere comes to mind.
Another trick is to do your Q>E combo, throw the shield on an ally that's being focused nearby and then Ult, Q,W,E shield again. all that should give him a chance to get out if he's tanky at all.
Finally to protect cappers - place the ball at the enemy base exit, sight so you can see them coming and can drop your slow when they move near the ball - you can also cap yourself if the balls on the edge of the exit.
Conclusion: Parting is Such Sweet Sorrow
Watch the map, don't overextend and kite kite kite your way to victory. Feel free to comment I'd appreciate any constructive criticism or opinions on different item options. Thanks for viewing.
Your Total Orianna Resource: Balls to You.
Upgraded for Season 3: "Make the Ticking Stop"
Orianna: Ranked AP Carry Guide
Orianna - Let's get ballzy - Season 3