Orianna Build Guide by Khazem

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League of Legends Build Guide Author Khazem

Orianna - Mathematical Errors... Which I'm about to correct!

Khazem Last updated on December 4, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 21

Honor Guard

Defense: 0


Utility: 9

Chapter 1

1 - Basic Champion Information
2 - The Build
3 - Gameplay
4 - Wrapping Up

1 - Basic Champion Information

Hello! I am Khazem, a platinum ranked mid lane player. Orianna has been my main champion for a while and now she's gotten some nice buffs, I see people doing some weird things on her. I'm here to try and clear everything up and show you a good way of playing her on a high level.

Orianna is a very unique champion who acts through a ball instead of using regular abilities. This makes her very fun, but also very difficult to play. In order to master Orianna, you must first learn to control the ball and be able to position it correctly at all times. One wrong move can mean the difference between a good teamfight or a bad teamfight for you.
Orianna is very rewarding if you play her well, but very punishing if you make mistakes.


+ Strong poke. Orianna has high range and rather low cooldowns on her poking abilities, allowing her to constantly poke the enemy laner/team.
+ High utility. Besides some good damage, Orianna also offers a lot of utility to her team through shields, a speed buff and peels.
+ Good CC. With a strong AoE slow on a fairly low cooldown and an ultimate that stuns/displaces whoever it hits for a short time, Orianna offers a good amount of CC.
+ AoE damage. All of Orianna's abilities deal AoE damage meaning she can wreck a team if she lands all her abilities.
+ Safe laner With a short speed buff and a nice shield with some passive defensive stats on it, she makes for a safe laner who's also pretty safe from ganks.

- Mana issues. Because Orianna needs to constantly reposition her ball, she can have some mana issues and you will need mana regen in your build.
- Difficult to pull off. Because all of Orianna's abilities rely on how her ball is positioned, it's often difficult to keep track of everything in a fight.
- No reliable escapes. An annoying part of playing Orianna is that once a melee assassin or bruiser manages to get on her, it's almost always certain death.

An important part of picking a champion is knowing who that champion does well with on a team and who a champion has trouble dealing with. These are the synergies and counters. Here are the ones I feel Orianna synergizes well with.


Amumu: His initiation sets up for very easy ultimates. Once you know Amumu is about to initiate a fight, place your ball on him with Command: Protect, wait for him to use his ultimate on the enemy team and use your Command: Shockwave and Command: Dissonance to instantly melt whoever got caught in that Amumu ultimate. When doing this, make sure you stay in range of Amumu even after he Bandage Tosses onto an enemy.

Malphite: Same thing as with Amumu. When Malphite is about to initate with his ultimate, protect him with your shield and use your own ultimate once Malphite has landed his. Always make sure you follow your ultimate up with a Command: Dissonance for extra damage.

Jarvan IV: Another great ultimate that synergizes well with your entire combo. Jarvan IV traps enemy team, you shred them with everything you have. The range of your ultimate matches Jarvan IV's, meaning everyone trapped in there will get hit by your Command: Shockwave and Command: Dissonance.

Sona: You guessed it. Whenever Sona lands a good ultimate, it sets the enemy team up perfectly to get hit by yours. Seeing as this is a support, this can set up for some amazing combinations if you also have one of the above in your jungle/top lane.


Ahri: Ahri is very difficult for Orianna to deal with both in lane and teamfights. Firstly, her true damage bypasses all the magic resist you get from your build and Command: Protect passive and second, the mobility she gains from her ultimate makes her near impossible for you to kill.

Xerath: With his extremely high range, he can be very deadly in lane. In order for you to harass a Xerath, you would have to walk up to him, putting yourself in a very dangerous position and right where Xerath wants you. In teamfights, he can blow you up when you can't even see him. When playing against him, play defensively and don't try anything fancy. If it's a good Xerath, you will get punished for it.

Clockwork Windup: Orianna uses her ball as a focus for her spells. Orianna's ball automatically returns to her if she is too far away from it.
Orianna's basic attacks deal 10 / 18 / 26 / 34 / 42 / 50 (+0.15 per ability power) bonus magic damage. Subsequent attacks against the same target within 4 seconds deal an additional 20% magic damage. This bonus stacks up to 2 times.

Neat passive that makes last hitting on Orianna very easy. It also allows you to harass your opponent early on by casting a shield on yourself (ALT + E default) and going in for auto attacks on the enemy laner.

Command: Attack: Orianna commands her ball to shoot toward a target location, dealing 60 / 90 / 120 / 150 / 180 (+0.5 per ability power) magic damage to targets along the way and at the target location. However, it deals 10% less damage for each unit it hits, down to a minimum of 40%.
Her ball remains behind at the target location afterwards.

Cost: 50 mana
Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds
Range: 825
Ball Speed: 1200

Orianna's most important ability. Everything Orianna does starts with repositioning the ball, for which she needs this ability. Using this properly during a teamfight separates the good Orianna from the bad. Also serves as the main poking ability in lane, with its low mana cost and cooldown.

Command: Dissonance: Orianna commands her ball to release an electric pulse, dealing 70 / 115 / 160 / 205 / 250 (+0.7 per ability power) magic damage to nearby enemies.
The pulse leaves behind an energy field for 3 seconds, lowering enemy movement speed and increasing ally movement speed by 20 / 25 / 30 / 35 / 40 % for 2 seconds. This effect diminishes over time.

Cost: 70 / 80 / 90 / 100 / 110 mana
Cooldown: 9 seconds
Diameter of AoE: 255

Great ability with a lot of utility and damage. The speed buffs you can give to your allies is great and slows down enemies who walk over it at the same time, making it a great disengage ability. Also does a whole lot of AoE damage to everyone caught inside.

Command: Protect: (Passive): The ball adds 10 / 15 / 20 / 25 / 30 bonus armor and magic resist to the allied champion it is attached to.
(Active): Orianna commands the ball to travel to and attach onto an allied champion, shielding them for 80 / 120 / 160 / 200 / 240 (+0.4 per ability power) damage for 4 seconds. Enemies the ball passes through along the way take 60 / 90 / 120 / 150 / 180 (+0.3 per ability power) damage.

Cost: 60 mana
Cooldown: 9 seconds
Range: 1100 (Ball leash range is increased by 100 when attached to an allied Champion)

Another great utility ability and another ability that separates the good Orianna from the bad. Making sure you shield the right target in a teamfight can be tricky while you're also trying to deal damage and possibly speeding up allies, slowing down enemies. Can also be used as extra damage but requires very precise ball positioning.
  • Command: Protect procs spell vamp and Rylai's Crystal Scepter slow similarly with all multi target spells and abilities with diminished effect.
  • Command: Protect pops spell shield.
  • Command: Protect will damage Black Shield.
  • Command: Protect has no cast time and does not interrupt Orianna's movement.
  • Command: Protect grants Orianna its passive defense bonus whenever the ball is attached to her, even if she hasn't cast the ability on herself.
  • The ball will not attach itself to Orianna if she walks by it when it is attached to an ally.
  • Command: Protect can be used on stealthed champions without revealing them. The ball will not be revealed and will stealth along with the champion.
  • If an ally dies while the ball is attached to them, the ball will remain at the location the target died.
  • If an ally moves too far from Orianna while the ball is attached to them, it will return to Orianna, respecting its leash range.

Command: Shockwave: Orianna commands her ball to unleash a shockwave after a brief delay, dealing 50 / 225 / 300 (+0.7 per ability power) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.

Cost: 100 / 125 / 150 mana
Cooldown: 120 / 105 / 90 seconds
Diameter of AoE: 410
Fling distance: 250-350 (estimate)

Very strong AoE ultimate but also difficult to land. Has a cast time so never be too indecisive when casting this or you might miss it. Very rewarding if you hit a good one, but punishing if you don't.

One very important thing about Orianna is the skill sequence. I believe Orianna does not have a set skill sequence. You should always look at how the lane is going, who you're laning against and what your team needs in order to determine your skill sequence. What you see in the cheat sheet is just a general order that's safe to use in most cases.

A few notes:

2 - The Build

Pretty standard mastery setup for an AP carry aimed mostly at enhancing your damage output.

Offense tree

Tier 1 - - Summoner's Wrath if you get Ignite, Brute Force over Mental Force for better last hitting and auto attack harassing. 4 AP is hardly noticable on her passive or any other spell.

Tier 2 - - Cooldown reduction is very strong on Orianna to reposition her ball more often.

Tier 3 - - Both masteries will give you an increase in damage. Magic penetration is very much needed as an AP carry. Havoc isn't that great of a mastery but there's nowhere else to place those points and we need to get down to the next tier.

Tier 4 - - Decent scaling AP buff. More AP is always a good thing.

Tier 5 - - Another small AP boost, gives you a decent amount by lategame.

Tier 6 - - Good to finish people off.. don't you hate it when they get away at 50 health?

Utility tree

Tier 1 - - Most useful masteries in this tier. Small cooldown reduction on Flash and a decent mana boost.

Tier 2 - - 3 points in Meditation to allow for some early harassing with Q + E and some autoattacks. A filler point in Swiftness .

Tier 3 - - Increases the duration of the blue buffs you should be getting.

Greater Mark of Magic Penetration: 99% of the time your marks of choice. Magic penetration increases the damage of all of your abilities.

Greater Mark of Magic Resist: Only one champion worthy of you using these runes and that's LeBlanc. When you know you're facing her, these runes are worth considering.

Greater Seal of Scaling Mana Regeneration: I choose these over flat mana regeneration because Orianna's mana problems get worse as the game goes on with the need of constant ball repositioning.

Greater Seal of Armor: Useful when facing AD champions like Talon or Pantheon in mid lane.

Greater Glyph of Magic Resist: The main glyphs I like to use. In standard lanes against an AP carry, these are probably the best choice because they synergize well with the MR you get from Command: Protect and Chalice of Harmony.

Greater Glyph of Scaling Magic Resist: You can get these in a farming lane where you aren't really in any danger of getting killed by the enemy AP. For example against a Karthus these could be considered. Also works when laning against AD champions when they have an AP top.

Greater Glyph of Scaling Ability Power: Another rune to consider in lanes where you're not in any immediate danger. Good examples of this are: Karthus, Morgana (assuming you can avoid her skillshots), Galio

Greater Quintessence of Ability Power: Usually the quintessences you want to get. Because of her high range and mobility through Command: Dissonance, she doesn't really need movement speed that badly.

Greater Quintessence of Magic Resist: Against those bursty, difficult lanes like LeBlanc, Kassadin, maybe even Veigar. Always make sure you have a runepage with these quintessences ready.

Gold/10 Runes

These deserve a section I feel. With gold/10 becoming quite popular for mid laners I want to share my opinion on these runes (and items) on Orianna.

They're actually pretty good to use in lanes where you have close to no kill potential. They delay your early core slightly, but get you to your big items more quickly. Note: this is only really useful on champions who scale well into late game, but with all of Orianna's utility and AoE damage, this isn't an issue.

The setup requires you to take both Greater Seal of Gold and Greater Quintessence of Gold, buy philosopher's stone, Heart of Gold and kage's lucky pick as your first 3 items and just farm as much as possible.

Here are some laners you can afford using this against.
  • Galio - Known to stack MR, very difficult to get kills in this lane
  • Ziggs - Can farm from a huge range. If he starts playing defensively it's also near impossible to get a kill.
  • Xerath - Another champion that has such a huge range it's near impossible to ever kill him.

Flash: A must have in every game for both escaping bad situations, or making aggressive plays. Note: when flashing offensively, try and make sure your ball is attached to you first as you might otherwise leave it behind in a bad spot.

Ignite: Finishes people off, reduces healing taken on your focus target, supplements your burst. Very strong summoner spell.

Cleanse: Viable summoner spell if you want to survive certain lanes ( Cassiopeia, Veigar, Galio, maybe even Xerath)/junglers ( Rammus, Amumu, Shen). Not always recommended, apply common sense and get it when you feel you're going to need it.

Starting items

That's right, the only viable starting items EVER (and I mean ever as in 100% of the games) are Boots of Speed. You need the mobility to escape ganks, dodge skillshots and even make plays. Also comes with 3 Health Potions which you will always also need to stay in lane for the first few levels.

Core item build

This is the core of my Orianna build and are the items you'll always want to get.

Sorcerer's Shoes: Increases your early game damage quite significantly, get these early. (after a Chalice of Harmony or Doran's Ring)

Athene's Unholy Grail: Great item that gives Orianna the early mana regen she needs, along with a nice magic resist boost that goes well with your runes and passive MR from Command: Protect.

Rabadon's Deathcap:
Item you'll ALWAYS want to get as Orianna. She has good AP ratios so this increases her damage significantly.

Offensive Items

Void Staff: Once people start getting more magic resistance, pick up one of these.

Ionian Boots of Lucidity: Once you get a Void Staff you can afford to sell Sorcerer's Shoes for these. Remember, ball positioning is everything and capping your CDR will allow for more repositioning.
(Yeah I stole this from Salce, sue me!)

Rylai's Crystal Scepter: Good item if you need more health. All of Orianna's abilities proc Rylai's so it's definitely not a bad item to consider.

Will of the Ancients: Another item Orianna benefits from with all of her abilities. Good buy for lategame or for a double Will of the Ancients setup.

Rod of Ages: Not a fan of this item on Orianna but it's not bad. I feel you already get enough mana regen from Chalice of Harmony and if you need health Rylai's Crystal Scepter might be a better option.

Defensive Items

Zhonya's Hourglass: Great defensive AP item if you're getting focused hard. A great life saver in many situations.

Abyssal Scepter: Good against double AP setups or when you're having trouble against an AP carry in lane. You can get a ton of MR on Orianna combined with her passive on Command: Protect.

Guardian Angel Good survivability item in general if you find yourself getting heavily focused.

Quicksilver Sash: If you're getting focused by heavy CC or supresses, this is definitely worth picking up.

Mercury's Treads: Good to get when laning against Veigar, or to replace your Sorcerer's Shoes with once you have a Void Staff if the enemy team has a lot of CC.

3 - Gameplay

Controlling Orianna's ball is the most important but also the most difficult part of playing Orianna. Constantly making sure your ball is on the right position, casting the right spells or shielding the right people requires practice and focus.

First of all, you need to know the leash range on the ball. You need to know how far you can be away from it before it gets teleported back to you. To assist with that, Orianna has a nice little ball indicator in the form of a colored arrow.

Here the indicator is green, meaning the ball is close to you and you're able to walk away from it quite a bit more before it teleports back.

As you move further away from the ball, the indicator will turn yellow. You still have some room to run around at that point.

When the indicator turns red, it means you're pretty much as far from your ball as you can be. Moving any further will cause it to be teleported back to you.

In teamfights, it's important to always keep your ball close so it doesn't have to travel too far, as it does so quite slowly. Also be careful when shielding a teammate who's running away too far, make sure to always check where it is and pull it closer to you if needed. You might have to get a quick ultimate off but that's only possible when your ball doesn't have to travel too far.

Orianna's laning phase is pretty strong, with a combination of low cooldown high range harass, high magic resistance, a nice shield and safety from ganks.

At level 1, you want to protect your jungler by placing your ball on a spot people usually have to pass to invade your jungle.

Note: this way of facechecking can and should be used for any other occasion in which you find yourself having to run into a brush. Always throw your ball in first to check if there's not a trap setup.

When you get into lane at level 1, you should play passively and just try and last hit. Once you hit level 2 and put your first point into Command: Protect you can start harassing. You can either just shield yourself and auto attack the enemy mid laner (shield protects from any auto attacks you might be taking in return and more importantly creep damage), or you can harass using your Command: Attack and then shielding yourself (ALT + E).
When doing so, try and position the ball so the enemy gets hit by the ball as it comes back to shield you.

In this picture, the ball is placed just past the champion so that when I recall the ball with ALT + E, Lulu will take more damage.

Keep in mind, hitting people with Command: Attack can be quite tricky because the ball moves pretty slow and it's easy for the enemy to anticipate. To make this easier, try and position the ball somewhere in the middle of the lane, near your enemy so it only has to travel from there, giving your enemy less time to react.

As you can see, the ball only has to move a short distance the next time I use Command: Attack instead of having to travel all the way from me to the enemy laner. This can also be used to zone people as they get pretty scared of the ball.
Try and keep the ball around that position so that you can constantly poke with your Command: Attack

IMPORTANT NOTE: When positioning the ball as such, try and avoid hitting the creep wave just so you don't put yourself in a bad position being pushed out way too much. This only counts for the first few levels where you don't have any wards, once you get wards, you're generally pretty safe.

Once you've poked your opponent down to about half health, it's time to go for the kill. Try and position your ball on top of your enemy, use Command: Shockwave while moving in range for the ignite. At the same time Command: Shockwave finishes casting, use your Command: Dissonance for more damage. Remember to keep auto attacking and moving forward as you're doing this, so that when the enemy flashes, you'll still be in range to finish them off with a Command: Attack and/or a couple of auto attacks.


Another very important part of the laning phase is warding. Mid laners are, despite what some people seem to believe, definitely no exception. In fact, mid lane wards are often the most important ones as they reveal enemy mid lane ganks and enemy jungler invades. Here are the ward spots you should look to cover.

Defensive ward that will reveal any jungler gank from that side, does not reveal enemy mid lane movement so only use this ward if you can't push further up.

More aggressive ward and preferred to the one above mentioned. If you can afford to place this ward without putting yourself at risk, go for it. It reveals any movement the mid laner might have towards your tower lane and/or blue and also keeps you safe from jungle ganks from that side. A nice little bonus you get is that you can catch your enemy from the brush when they go for wraiths or top lane.

And the usual ward for the other side of the lane. Also reveals everything you need to reveal for that side.

Note: When laning on purple side, make sure to mirror those ward spots rather than copy them.

Difficulty: MEDIUM-HARD

Tricky lane. Has a nasty burst combo if she lands her charm and is pretty much impossible to kill when her ultimate is up. Always be on the move in this lane. Be unpredictable. Try and poke her as often as you can but make sure you're always protected by a creepwave so you can't get hit by her charm.

Suggested item order: Boots of Speed - Chalice of Harmony - Sorcerer's Shoes - Doran's Ring x2
Suggested ability sequence: Command: Attack > Command: Protect > Command: Dissonance

Difficulty: MEDIUM

Straight forward matchup. Make sure you stay far enough away from her so it's easy to dodge her Q's. When she hits level 6, keep out of her Glacial Storm range. Your abilities have higher range than she does so this should not be a problem. Always be careful of jungle ganks in this lane cause Anivia has great follow-up. Abuse her low movement speed by constantly poking her, you should win this matchup.

Suggested item order: Boots of Speed - Chalice of Harmony - Sorcerer's Shoes - Needlessly Large Rod
Suggested ability sequence: Command: Attack > Command: Dissonance > Command: Protect

Difficulty: MEDIUM-HARD

This lane is a skill matchup with a slight edge to Cassiopeia due to her high sustained damage. As in most lanes, always be on the move. When you get hit by a Q and she's close to you, immediately shield yourself and run away (use Command: Dissonance on yourself for a speed boost if you have to and have the mana to). If she misses her Q, try and retaliate. If you miss, back off again. Try and keep your ball in the middle of the lane so you can always react to the situation.

Suggested item order: Boots of Speed - Chalice of Harmony - Sorcerer's Shoes - Doran's Ring - Abyssal Scepter when losing
Suggested ability sequence: Command: Dissonance > Command: Protect > Command: Attack

Difficulty: EASY

You shouldn't have too many issues winning this lane. Early game you can zone him with auto attacks while shielding his Q's. At level 6 you can continue poking him, when he wants to go offensive with his Riftwalk, you can shield yourself before the silence hits, absorbing a lot of his burst and then retaliate with even more damage.

Suggested item order: Boots of Speed - Chalice of Harmony - Sorcerer's Shoes - Doran's Ring x2
Suggested ability sequence: Command: Dissonance > Command: Protect > Command: Attack

Difficulty: EASY

Not much to say. Easy lane to win, just go very aggressive. Make sure to ward well because Karthus does have good gank followup.

Suggested item order: Boots of Speed - Chalice of Harmony - Sorcerer's Shoes - Rabadon's Deathcap
Suggested ability sequence: Command: Attack > Command: Dissonance > Command: Protect

Difficulty: MEDIUM

Farm lane. Just make sure you stay far enough away from her so she can't land her Dark Binding. Don't overextend in this lane. Just farm. Clear waves just as she will probably be doing. Ask you jungler if you can take the wraiths and just try and outfarm her. You can try poking her when her shield is down, but because of her sustain it's often not really worth it.

Suggested item order: Boots of Speed - Chalice of Harmony - Sorcerer's Shoes - Doran's Ring - Rabadon's Deathcap
Suggested ability sequence: Command: Attack > Command: Dissonance > Command: Protect

Twisted Fate
Difficulty: EASY

Twisted Fate is a pretty squishy, low mobility mage who's generally easy for you to poke and kill. Make sure that when he comes at you with a gold card, you shield yourself as the gold card is flying, absorbing a lot of the incoming damage. Make sure to ward well and push hard against this guy so he doesn't teleport around killing all other lanes.

Suggested item order: Boots of Speed - Chalice of Harmony - Sorcerer's Shoes - Doran's Ring - Rabadon's Deathcap
Suggested ability sequence: Command: Attack > Command: Dissonance > Command: Protect

Difficulty: MEDIUM-HARD

Matchup that is hard, but far from impossible. Be very cautious of his potential burst and make sure to get a lot of magic resistance. Whenever he misses one of his cages, you have some time to poke him as he is quite reliant on that to hit. Get Mercury's Treads in this lane and if you're losing, you can even get a Quicksilver Sash or Banshee's Veil.

Suggested item order: Boots of Speed - Chalice of Harmony - Mercury's Treads - Doran's Ring - Abyssal Scepter
Suggested ability sequence: Command: Attack > Command: Protect > Command: Dissonance

Difficulty: HARD

Difficult lane because Xerath outranges and outbursts you. What makes this even harder is the fact that Xerath gets so much magic penetration, almost negating one of Orianna's strongest points in lane. Your best bet in this lane is to play it passively, farm up and do more work in teamfights, where Orianna is usually more useful due to all her utility.

Suggested item order: Boots of Speed - Chalice of Harmony - Sorcerer's Shoes - Doran's Ringx2 - Rabadon's Deathcap
Suggested ability sequence: Command: Attack > Command: Protect > Command: Dissonance

Now this is where things get tricky. Being such a versatile champion, Orianna has a lot of duties in a teamfight. She needs to protect any allies that are being focused using Command: Protect, but at the same time she needs to use her AoE damage kit to the fullest.

Landing a good ultimate can be tricky and you should always look to cast it on multiple high priority targets. A good way of doing this is having one of the earlier mentioned champions in your team with whom you synergize well, have them initiate while your ball is on them and then use your ultimate on whoever gets caught.
If you don't have any kind of setup for your ultimate, try and wait for the perfect moment while poking them with your other abilities. Once you see 3~ of them bunched up, strike! Don't hesitate or you might miss it due to its cast time.

Teamfights can get pretty chaotic, so always remember the following priorities:
  • Land your AoE skillshots on as many squishy targets as possible
  • Land your burst on enemy carry
  • Protect your own carries with both a shield and speedup or whoever else is being heavily focused
  • Protect yourself

Another important thing is positioning. You do not want the enemy team to focus you because if a melee bruiser or assassin connects to you, there's not much you can do. Always make sure you're in the back of the team and use your high range to its fullest.

4 - Wrapping Up

So I guess this is the part where I proof to you that I know what I'm talking about. Here's some of my ranked games with her (all games played above 1700 elo)

Thanks for reading this Orianna guide! I you have any questions or concerns, don't hesitate to ask in either the comments section, PM or feel free to add me in-game for more complicated questions.
If you liked this guide, please leave a vote and a comment.
If you disliked this guide, same thing! I'm always looking to improve my guide.

And finally, thanks to GrandmasterD for the awesome banner, headers, dividers, ... basically everything that looks good.