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Orianna Build Guide by Fyir

Jungle Orianna Jungle

Jungle Orianna Jungle

Updated on March 16, 2024
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League of Legends Build Guide Author Fyir Build Guide By Fyir 1,421 Views 0 Comments
1,421 Views 0 Comments League of Legends Build Guide Author Fyir Orianna Build Guide By Fyir Updated on March 16, 2024
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Runes: First Strike

1 2 3 4 5
Inspiration
First Strike
Magical Footwear
Future's Market
Cosmic Insight

Precision
Triumph
Coup de Grace
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2 3
Smite + Flash
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Orianna Jungle

By Fyir
My Credentials
I'm probably the greatest Orianna jungle player in the entire world and the only one. However I am only playing in Emerald.
Why Orianna jungle?
I think this strategy is actually viable. She operates similarly to evelynn with the plan of oneshotting squishies (normally from out of vision) but she can do it from a distance - a very long distance if you have the right teammates, e.g. Malphite R, Vi R, wave glider Yasuo. Orianna has pretty good clear speed and her gank setup is pretty good with her w and lethal with her r. She is vulnerable if enemies get onto her but she can leverage her range to kite enemies - remember to use your q to scout out bushes. But even when you aren't oneshotting people you still have lots of value with your shield and your utility. Your w speeds up your allies so they can chase down low enemies. I think Orianna jungle's biggest weaknesses are her early game and her low effective hp, but you should be able to kite enemies with your range. Definitely practice this pick in normals before going to ranked. I'm currently playing Vi and Orianna in Emerald and am climbing steadily.
Runes


I play Orianna jungle to burst down my enemies and fast strike enables me to do that better. I think Cosmic insight has a place besides Approach velocity but I think it comes down to preference what you should choose. Cheap shot helps with my burst and relentless hunter helps me to move around the map. Unsealed spellbook is also an option for the keystone but it feels more difficult to use effectively











The Playstyle
You essentially function as a powerfarming jungler until you get level 6 and you have a lethal gank tool, sort of similar to Evelynn. While Evelynn struggles to gank pre 6 due to her short range Orianna can slow the enemy from a great distance especially if they jump onto the enemy (you can shield them, damage is not important from your e here) and then use w to slow them and speed up your ally for a free kill or flash.

Your build is fairly flexible after your core, I reckon you could even skip malignance for some of the support items which give mana regen rather than the flat mana. I would pick this style in a game where my team has enough magic damage or if there is a single carry we need to protect. This playstyle would be reminiscant of Ivern but with your shockwave and movespeed buff you can still have a lot of impact without being a shield bot.
Overview of Orianna's abilities

Clockwork Windup
EFFECT RADIUS: 1290 / 1355 / 135
Clockwork Windup
INNATE - THE BALL: Orianna is accompanied by The Ball, which she commands with her abilities. The Ball incurs a Cooldown icon 0.01-second global cooldown on all of her abilities when she casts any ability. Additionally, The Ball attaches to Orianna if she is near it, and snaps back to her if she moves too far away from it, which incurs a Cooldown icon 0.75-second cooldown on Command: Shockwave Command: Shockwave.

Clockwork Winding
INNATE: Orianna's basic attacks generate a stack of Clockwork Winding for 4 seconds, refreshing on subsequent attacks and stacking up to 2 times. All stacks are lost when attacking a new enemy.

CLOCKWORK WINDING: Orianna's basic attacks are empowered to deal 10 − 50 (based on level) (+ 15% AP) bonus magic damage On-hit icon on-hit, increased by「 20% 」per stack, up to 14 − 70 (based on level) (+ 21% AP) total bonus magic damage.





Command: Attack
COST: 30 / 35 / 40 / 45 / 50 MANA
COOLDOWN: 6 / 5.25 / 4.5 / 3.75 / 3
CAST TIME: NONE
TARGET RANGE: 825
EFFECT RADIUS: Range center 175
WIDTH: Range model 160
SPEED: 1400
Command Attack
ACTIVE: Orianna commands The Ball The Ball to fly to the target location and remain there, dealing magic damage to enemies it passes through and nearby enemies upon arrival, reduced to 70% against those hit beyond the first.



Command: Dissonance
COST: 60 / 65 / 70 / 75 / 80 MANA
COOLDOWN: 7
CAST TIME: NONE
EFFECT RADIUS: Range center 225
Command Dissonance
ACTIVE: Orianna commands The Ball The Ball to emit an electric pulse that deals magic damage to nearby enemies.

MAGIC DAMAGE:
70 / 120 / 170 / 220 / 270 (+ 70% AP)
The pulse leaves behind an electric field that last 3 seconds, granting Movement speed icon bonus movement speed to Orianna and her allies when they move within. Enemies that move within the field are Slow icon slowed by the same amount, decaying over 2 seconds after leaving.



Command: Protect
COST: 60 MANA
COOLDOWN: 9
CAST TIME: NONE
TARGET RANGE: Range center 1120
WIDTH: Range model 160
SPEED: 1850
PASSIVE: The Ball The Ball grants Armor icon bonus armor and Magic resistance icon bonus magic resistance to the unit it is attached to.

BONUS RESISTANCES:
6 / 12 / 18 / 24 / 30
Command Protect
ACTIVE: Orianna commands The Ball to fly to herself or the target allied Champion icon champion and attach itself to the target, dealing magic damage to enemies it passes through and granting the target a Hybrid resistances icon shield for 2.5 seconds upon arrival.



Command: Shockwave
COST: 100 MANA
COOLDOWN: 110 / 95 / 80
CAST TIME: 0.5
EFFECT RADIUS: Range center 415
Command Shockwave
ACTIVE: Orianna commands The Ball The Ball to unleash a shockwave that deals magic damage to nearby enemies, Stun icon stuns them for 0.75 seconds, and Airborne icon pulls them over 325 units, though not through terrain.
Game plan
Because your early clear is so weak, you can't afford to spend your time ganking lanes unless there is a near guaranteed chance of you or your team getting ahead. Normally you should full clear by around 3:40 and then recall for two amplifying tomes, then go back to clearing from gromp to krugs. After you have cleared your jungle this second time you have an opportunity to gank lanes or take objectives depending on the state of your lanes. If the enemy jungler is topside and you have both smites then drake may be a possiblity as the honeyfruit spawns between 6:00 and 6:30 which gives you enough mana to solo drake. Alternatively you could reset to buy items then look for a gank from base. After your camps respawn you get back to clearing and look for ganks again. Just rinse and repeat this process. Once you have shadowflame you become a lethal threat especially when the enemy is low, you can execute them. In the later stages of the game group with your team and when you walk into unwarded territory use your q for vision.
First clear
I always start blue as the mana sustain is important and I haven't tried redside clear. I prefer to start without a leash because I make sure to tank the buff if others are leashing but I don't kite it in case the buff swaps target. However, you clear fastest with a leash although it is not necessary. One game I had a Zyra support and her leash allowed me to get a 3:18 clear. The most important thing for clearing your camps is kiting them with your w. It both slows the monsters and increases your movement speed allowing you to walk away from the camp while waiting for your auto attacks. This keeps you much healthier in the jungle.
Weirdly common niche scenario
There are some situations that come up fairly commonly that you may not expect. Orianna is one of few champs who has an ultimate ability that displaces enemies and does significant AOE damage (Gragas is the other that comes to mind). This acts as incredibly powerful tool that often catches enemies off guard.
Imagine your midlaner just died or recalled and the enemy mid is hitting tower. The wave just crashed and it's a nearly entire cannon wave. The enemy mid will often feel safe due to the size of the wave but your ult can both oneshot the wave and pull the enemy closer to tower, netting you a kill. However, it is key that you ult them into your tower. If you put the ball behind the enemy they will be displaced towards the edge of tower range so they may only take one turret shot. Alternatively you ult them towards your tower and then slow them causing them to take 3 shots.
Sometimes you might need to flash to get the ball into position but sometimes you can hide the ball in terrain such as the tower.
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