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Spells:
Flash
Ignite
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
Introduction

Hello to all those who are reading this and in this guide I will explain how to play Orianna and share tips how to play her effectively. I currently main Orianna and find her incredible fun, versatile and very unique. Her Ball mechanic is so fun to use and so unique everyone will enjoy playing her.
Quote from CLG Elementz:
"Insane utility and damage on top of great lane control. Solo queue boss."
She is considered OP because she can control the lane so well and destroy lanes. In this guide i'll give tips how to achieve that and i hope you enjoy reading the guide.
Remember this is more of an AP carry build than support. Take this into consideration when commenting
Thanks for reading.
-Insane utility
-Great Lane control
-Aoe damage
-Shield
-Insane Snare or Movement speed increase
-Incredible Zoning
-Survivability like a boss
-Good farming cabilities
Cons
-She goes through mana quickly early game
-She is usually the primary target of ganks
-She has low health regen
-Skill intensive
Passive: Clockwork Windup
Orianna uses her ball as a focus for her spells and attacks. Orianna's ball automatically returns to her if she is too far away from it.
Orianna's autoattacks deal an additional 5/6.77/8.53/10.3/12.06/13.83/15.59/17.35/19.12/20.89/22.65/24.42/26.18/27.95/29.71/31.48/33.24/35 plus 20% of her Ability Power in magic damage. Subsequent attacks against the same target within 4 seconds deal an additional 15% magic damage. This bonus stacks up to 3 times.
Explanation:
This passive is very good early game and very late game. It is not used much early on though because you should only be last hitting as auto-attacking minions pushes the lane too hard. This passive can give a bit of damage when spells are on CD.
Q: Command: Attack
Orianna commands her ball to shoot toward a target location, dealing 60/100/140/180/220 (+60% of ability power) magic damage to targets along the way. However, it deals 10% less damage for each unit it hits (Minimum 40%).
Her ball remains behind at the target location afterwards.
Cooldown 6/5.5/5/4.5/4 seconds
Cost 40/45/50/55/60 mana
Range 600
Explanation:
This is an small aoe that is used to position where you want the ball. This can do a bit of damage if it does not pass through anything beforehand. This is brilliant for harrass, scouting or zoning. We rank this up second as its the second highest damage ability.
W: Command: Dissonance
Orianna commands her ball to release an electric pulse, dealing 70/120/170/220/270 (+50% of ability power) magic damage to nearby enemies.
The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 20/25/30/35/40% and increasing ally Movement Speed by 20/25/30/35/40% for 2 seconds. This effect diminishes over time.
Cooldown 9 seconds
Cost 70/80/90/100/110 mana
Range 1200
Explanation:
Very nice damage. Snare and can increase movement speed. Can be used to get away from any gank offensively and defensively. (tips for this will be explained later)
E: Command: Protect
Passive: The ball adds 10/15/20/25/30 Armor and Magic Resist to the allied champion it is attached to.
Active: Orianna commands her ball to travel to and attach onto an allied champion, shielding them for 4 seconds from the next 80/120/160/200/240 (+60% of ability power) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 60/90/120/150/180 (+45% of ability power).
Cooldown 7 seconds
Cost 60 mana
Range 600
Explanation:
Very useful spell and the main power of Orianna's support. Orianna throws her ball back to herself or to a nearby allied Champion that gives a shield. It also deals damage if it travels through enemy units on the way. The ball also has some stats on it that buffs Resistance and Armor as well.
R: Command: Shockwave
Orianna commands her ball to unleash a shockwave after a brief delay, dealing 150/225/300 (+70% of ability power) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.
Cooldown 120/105/90 seconds
Cost 100/125/150 mana
Range 1200
Explanation:
In my opnion one of the best and unique ultimates that positioned correctly can save lives, gather kills and destroy teamfights. It pulls all enemy champions to the ball. This can be positioned so that the ball is behind the target to throw them away.( Tricks shown later)

Greater seal of replenishment this can be gotten OR per level. It is YOUR preference but i prefer these in the early game as mid i will have a quite stacked tear and rod.




Other Options



No, ty
Revive- eh, meh, no ty
Heal- Not my favourite but not bad.
Fortify- let the tank have.
Rally is kind of poop.













- Mana which goes towards AS's passive
- Move speed on top of dissonance
- nice AP
- Incredible passive
OPTIONAL ITEMS
I highly recommending considering these items aswell.
For Tank heavy teams:

For enemy carries:

I would highly recommend watching Shurelia's Zoning video if you are not familiar with what Zoning is.
All credit goes to Shurelia for this amazing video
Now i will show screenshots using the ball.
Key:
- Red- My zone
- Blue- The ball's Zone
- Yellow- The enemies Zone
- Black arrows = enemy movements
Predicting Enemy movements

As you can see

- My ball's Zone is preventing him from hiding behind his minions to be able to last hit.
- Going close to the ball's zone increases the chance of getting hit.
Why?
Because then i know there is only one way he can come from (Black arrow) This allows me to be ready and position myself to easily hit him with my ball and dissonance. Now knowing where my opponent will go i can easily position myself to avoid any damage.
Also By pushing him to that side of the lane allows for an easy gank aswell.

Again this shows me pushing Ezreal to one side allowing me to predict movements. But this time my zone and the ball's is further apart. So, by the blue arrow allows me to send the ball behind ezreal and enclose him in two zones making a dangerous situation for him.
By doing this it makes him have little escape routes. The black arrow shows one possibility but it is between three zones he can only go diagonal to his minions. The main point about this is that we KNOW where he is going so we can set this up for another attack Possibly getting a kill.
So far the whole point about Zoning is lowering the enemies paths, knowing where he is going to go and exploit this but theres more to it aswell.
Denying EXP/creeps
Denying exp/creeps is another important idea with Zoning. In order to deny creeps/exp you must have zone control. With Orianna the ball will help greatly.

In this picture Ezreal can not go to the right as my ball's Zone has control so he is restricted to go to the right like before. He should be able to stand behind his minions to last hit and take the caster minions as he would be outside my Zone but I can move the move to the front minions to DENY whatsoever at taking the caster minions. So he has to stay at his back minions denying him of more creeps.
On the previous picture i showed ezreal not moving to the side where the ball's Zone is.
Here he moves too close:

He enters the ball's zone and immediately i hit him and will follow up with Dissonance and my ulti to grab the kill.
IN SUMMARY
- Zone control allows enemy movements to be predicted
- Setting up ganks
- Denying creeps
- Denying exp
If anyone would like me to go into much greater depth into zoning leave a comment below and i will.
Early on only spam



From levels 1-6 you want to last hit basically all of your creep kills as having that zone control early on makes it easy to and allows you not to waste mana so you can save mana for harassment.
Harassment:



Try to aim your attack behind them so Protect does damage on the way back.
Early game you proabably won't have sight wards and because this if you suspect an MIA then use

Later on Orianna becomes very good at clearing Jungle mobs.
Against the camps:



Buff camps: require you to spam this order



If your jungler let's you take the blue buff, we get it for a few reasons:
- Spam abilities for harass
- SPam abilties to stack tear
- Cd reduction is nice!
At level 8 or 9


1V1 Lane
When wanting to implement your ultimate into your skill sequence you need to be careful.



1V1:



There is effective for a couple reasons
- There is no chance of dissonance missing
- Dissonance is used earlier so the CD can start ticking off
- The snare from dissonance should make it easier to use your ultimate anyway.

Fleeing targets:



This is very effective for a number of reasons;
- it pull fleeing enemies back
- after pulling back they find themselves snared
- Huge range to catch enemies
In the next chapter i will explain Mid/late game and Team tactics.
- More mana from tear
- Rod of ages(including passive)
The farming process is still the same Mid/Late Game:



This is the time where team fights start happening and Orianna controls this phase aswell.
Orianna's range allows to iniate but if you don't feel comfortable it does matter.
Team fight combo:



You want to use



Like

the initial CC is what counts which allows your team to destroy.
Teamfights aren't the only thing in the mid game for example:
Being Ganked
Orianna is one the best "escapers" for a couple reasons.
There are many combos to be able to escape.
Using

Benefits from this than just firing the ball at them and snaring? You get the speed to allowing you to increase your chances of getting away.
As said in the early game chapter

If you find yourself getting ganked by more than one enemy. Then you want to:




Aim your ball at the enemies grouped together (if one is not grouped its fine) and pop your ulti, this gives you time to escape but incase there is an enemy not affected then use [icon-command: protect size=24]to give you a shield and to return the ball to you then use

Orianna has incredible ways of escaping and unless caught of position you should not be getting much deaths at all.
But this build seems squishy?won't you die in team fights?
Orianna has icnredible range use this to your advantage. As Orianna you want to stay at the back while using your ball. This build has no specific defensive items (optional banshees) but RoA and rylais gives us huge health and nice snares.
The reason why there isn't many is because you shouldn't die unless your caught "out of position" for example being to close to an aoe, etc. With your range you should be in the back casting. Your insane escape mechanics allows you to outrun anyone.
Lich Bane
Lich bane requires you to be in auto attack range which loses Orianna's huge range but the trick to not getting hit is finding the right position. We can use the idea of Zoning and think where the enemy zones are and can be place yourself in a position to land off a few auto-attacks. If anything goes wrong you can use


Hope you all enjoy the build.
Feel free to ask questions. Anything you'd like me to add just ask!
This guide is finished but i will be adding chapters regularly.
Have a nice day!
Eu-west Summoner name : xIPainIx
Hit me up if you'd like to play sometime. Have skype,vent,ts bla bla.
Thanks for reading.
****Hey, internet has been broken for awhile and i'm back and ready to update will add stuff soon!****
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