Build Guide by Kajoonie
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Not Updated For Current Season
Not Updated For Current Season
(For those of you that don't know, you have to click one of the icons of Orianna's face above to see the builds.)
My name is Kajoonie, and today we will be learning all about Orianna: The Clockwork Girl.
I picked this champion up the day that she was released (June 1, 2011) and have fallen in love with her. Hopefully this guide will help you feel the same way :)
You will enjoy this champion if:
You like doing AOE (Area of Effect) Damage
You like champions that are tough to master
You like squishy champions that sit in the back of the team fight
You like aiding your allies by buffing them
You're able to have faith in your allies
You will NOT enjoy this champion if:
You like diving head-first into a teamfight
You like being tanky
You like right-clicking to victory
You want to play a super burst character (go for LeBlanc or Veigar instead)
You want a champion that is easy to pick up and dominate with on your first try
Orianna Champion Spotlight
Likely scores if you dare follow this build
Masteries & Runes
Both the Masteries and Runes are consistent across both builds listed.
The 9/0/21 Mastery setup is very common for mages such as Orianna. I take points for both Teleport and Flash because those are the summoner spells that I prefer. If you have different tastes, feel free to move those points elsewhere to suit your style.
This one is fairly obvious. Magic Penetration helps every single one of Orianna's abilities, including her shield (it does damage!) and her auto-attack (only the magic damage portion, obviously). The combination of these runes, Archaic Knowledge (9 in the Offense Mastery tree), and your sorcerer's shoes will give you a noticeable amount of Magic Penetration.
I love these runes on any character that uses mana. You may not distinctly notice the benefit, but it most certainly helps your sustainability. These start off being less beneficial than the "flat" value mana regeneration seals, but by level 6 they are on par and only get better as the game goes on. It is later in the game that you will be spamming more abilities (during team fights), which is why I find these to be more useful.
Orianna has decent early-game harass, and I like to emphasize that with a little bonus AP. Additionally, with build #1, the 3 Greater Glyphs of Celerity, and your masteries, you will round off to 36.7% CDR (Cooldown Reduction). For those of you that don't know, the cap on this stat is 40%.
Orianna's base movement speed is 300. That's low. One of the biggest complaints that I have heard about Orianna is how slow she is. Thus, the solution is clear. The combination of your masteries, these Quints, and your Sorcerer's Shoes will give you 397 movement speed. A very worthy investment.
For Summoner Spells, I like to roll with either Teleport & Flash (as listed above), or Clairvoyance & Flash.
Flash is a necessity because it's overpowered.
I love Teleport for the utility of bluepilling and being able to immediately return to your lane, or later on in the game when team pushes are happening it will give you the opportunity to buy an item that you want and immediately return to action with no downtime.
Clairvoyance is amazing (and if you choose it, remove the Teleport Mastery and replace it with Clairvoyance obviously), especially when you're playing the support role on your team.
Let me stop you here. In most of your games, you will not get any further than this. The items that you get past this point, if that point in the game exists at all, are purely situational. You will need to learn to use your own judgement on when to get certain items. Below are some examples of the builds that I have tested and enjoyed while playing Orianna. Once you get more comfortable with the champion, you will be able to implement your own customizations to your liking.
This build is so much fun. Running around with 600 Ability Power and auto-attacking like a fiend while AOE Nuking and Shielding your teammates is a very intense experience. This is my personal favorite.
This build is not much different from #1, but geared more toward those of you that don't want to utilize Orianna's passive as much. You will, of course, still be able to abuse it in conjunction with your Lich Bane proc for an additional burst of damage.
As seen at the top of the page, I always level Orianna's Q first. (Not including her ultimate, obviously.) Why?
1. The mana cost only increases by 5 per rank
2. The cooldown drops by half of a second per rank
: Gains 0 mana cost per rank and no reduced cooldown
Ranking Command: Attack as quickly as possible during the laning phase will give you more of an advantage than either Dissonance or Protect.
I level Command: Dissonance (W) next since at this point in the game you will find many uses for the speed boost for allies and reduction for enemies. Whether you're helping a gank or trying to help someone survive one, this is a huge help. I save Command: Protect (E) for last. The small amount that rank 1 of the ability gives will suffice until later on in the game where more tower-diving and team-fighting is likely to occur. The resistance bonus is also a very nice addition.
Orianna Commands her ball to shoot toward a target location, dealing 60/100/140/180/220 (+60% AP) 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.
Orianna commands her ball to release an electric pulse, dealing 70/120/170/220/270 (+60% AP) magic damage to nearby enemies.
The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 25%/30%/35%/40%/45% and increasing ally Movement Speed by 25%/30%/35%/40%/45% for 2 seconds. This effect diminishes over time.
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% AP) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 60/90/120/150/180 (+45% AP)
Orianna commands her ball to unleash a shockwave after a brief delay, dealing 150/225/300 (+70% AP) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.
Some of you may have just read those AP ratios and thought "What the hell? Why are her ratios so low? She sucks!" Stop right there. If you actually took the time and attention to understand the details of the skills, you'll see that they are all AOE abilities. This means that the seemingly minuscule damage that you will deal is multiplied by the number of enemies you manage to hit (with diminishing returns on her Q only). We'll look at some examples in the next section.
At maximum rank, her abilities have the following damage capabilities:
: 220 + 60% AP
: 270 + 60% AP
: 180 + 45% AP
: 300 + 70% AP
For the sake of simplicity, let us stick with base values of 500 Ability Power and assume no magic resistance (Obviously there will always be magic resistance in your way, but I am too lazy to actually calculate multiple levels of magic resistance just to make you happy.)
With 500 Ability Power and at maximum rank, her abilities have the following damage capabilities:
= 520 Damage
= 570 Damage
= 405 Damage
= 650 Damage
The maximum total damage from this combo (if you land every ability) to a single target is thus: 2145 Damage
Now, that may sound like a decent number. Don't get ahead of yourself. There will be magic resistance dwindling this value down, and you may not land every ability every time you try. Keep in mind that Orianna is not the champion you want for "Oh-My-God-My-Health-Bar-Just-Disappeared" damage.
The impressive numbers start to show up when you start hitting more champions with your abilities.
1 Champion: 2145 Total Damage (Q: 520, W: 570, E: 405, R: 650)
2 Champions: 4238 Total Damage (Q: 988, W: 1140, E: 810, R: 1300)
3 Champions: 6279 Total Damage (Q: 1404, W: 1710, E: 1215, R: 1950)
4 Champions: 8268 Total Damage (Q: 1768, W: 2280, E: 1620, R: 2600)
5 Champions: 10205 Total Damage (Q: 2080, W: 2850, E: 2025, R: 3250)
At 36.7% CDR:
has a 2.4 second cooldown.
has a 5.7 second cooldown.
has a 4.43 second cooldown.
has a 56.97 second cooldown.
From these numbers we can conclude that, while her possible bursty amount of damage may not be quite as high as other similar champions, her numbers are still very reasonable. In addition, every one of her abilities also has an amazing amount of utility built in.
Using Orianna's Abilities
is actually one of your weaker abilities in terms of damage. However, it is essential for its usefulness to position your ball in the correct position to follow up with whatever combo you have in store.
1) The distance that you can move the ball is based purely on your location. This means that if your ball is attached to an ally at your maximum range, you won't be able to throw it any further past them with your Q. You will have to reposition yourself in order to move it further. Positioning is one of the hardest aspects to get used to as Orianna.
2) This ability acts as a free ward. Your ball grants you vision and with the long range of this ability you'll never have to be unsure about what you're running into. If you ever face check a bush as Orianna, you're doing it wrong.
3) This may not be your most damaging ability, but it is your most useful. It gives you the capability to reposition your ball every 2.4 seconds.
4) If you're ever playing against another Orianna you can Q your ball directly on top of theirs and announce "Balls touched" in all-chat, like I do.
Command:Dissonance is your second-most damaging ability, second only to your ultimate.
1) Using your Q&W combo is a great way to harass early-game, especially once you buy your
I will be finishing up this guide this weekend. I just wanted to get the completed portion of it published as soon as possible. Please let me know what you think!