Team Guide by Mr BecomeSobeR
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Season3/Pro Orianna Build
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.
This passive ability increases your attack damage depending on how much AP you have, which will be alot. You must not underestimate Orianna's Auto-attacks, Paired with an item like Lich Bane or Nashor's Tooth, you will take down towers fast and harass enemy melee champions like Mordekaiser and Gragas trying to get last hits.
This active ability fires the ball to the target location, dealing damage to any target it hits. Use this to harass along with your Command: Dissonance shortly after. Also use this to check brush before you charge in face first because it reveals the fog of war in a medium radius around the ball.
This active ability is an AOE Ghost and Exhaust in one, with additional damage, it will speed up you and your allies, slow down your greatest enemies (with an exception of Master Yi with Highlander) and deal tons of damage. Use this ability to harass and to kill those caster minions once you have your Chalice of Harmony. This works perfectly to protect an ally: Command: Protect then Command: Dissonance or harass an enemy: Command: Attack then Command: Dissonance.
This active Ultimate disrupts the enemies ranks and deals tons of damage. This is the ability which makes the difference between a good or bad Orianna player. Your mission is to use this ability to stop enemies getting away! Also use it in teamfights to try and fling squishies onto the front line. Remember that you can use this ability to keep enemies in tower range and use it to enemies away from a fleeing ally. If your abilities are on cooldown and you know you can kill someone with your ultimate, go ahead and use it, unless you see a better place for it. Also remember that it can disrupt channeled abilities like Requiem and Absolute Zero. But always remember to use Command: Dissonance after Command: Shockwave so it will be harder for them to get away in case you miss Command: Dissonance.
This is a very useful spell, especially with Summoner's Wrath because it will give you AP when on cooldown. Always use it when you think you will get a kill because you never know when they might get away on 1 hp.
This is your get out of jail free card, always take it with you and always try to flash over walls instead of forward.
Other Viable Summoner Spells
Heal: You shouldn't need this but if you like it then take it.
Clarity: Don't take this, if you use your spells correctly you wont need it, plus, you will only use it early game.
Ghost or Exhaust: Why take this when you have Command: Dissonance?
Cleanse: this isn't necessary at all.
Clairvoyance: Leave it to the support.
Barrier: No, heal is better