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Orianna Build Guide by Janitsu

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League of Legends Build Guide Author Janitsu

Orianna - Playing With Balls

Janitsu Last updated on June 11, 2014
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Ability Sequence

1
4
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9






Introduction
Pros & Cons
Masteries
Runes
Summoner Spells
Abilities
Items
Gameplay
Matchups
Thanks To
Changelog





Hello everyone! I am Platinum V (at the moment I was making this guide) player, and I have been a mid main from late Season 2. This Orianna guide is just here to help the Orianna players to get to known with the champion and to give them some directions on what to build and what to max and so on.

If you have something to say, or I've goofed up in the guide, send me a PM or comment about it :)!





Pros:


+ Has really good poke with Command: Attack and Command: Dissonance
+ Orianna's autoattacks deal huge amount of damage due to Clockwork Windup. Use them to keep the enemy away from the minions etc.
+ Very good trades
+ Has really high CC
+ She can slow enemies and buff her own speed while escaping

Cons:


- Can be hard to roam, especially if the enemies are warding
- Is really mana hungry if you don't have good mana management
- Teamfights are be really ult-dependant because a bad Command: Shockwave can lose you a teamfight
Don't read pls
I told u no read




greater mark of hybrid penetration
I recommend taking greater mark of hybrid penetration because you don't really lose that much magic penetration and you gain some good armor penetration which will make farming with autoattacks easier and they will also enhance your damage. If you don't have greater mark of hybrid penetration, take Greater Mark of Magic Penetration instead.

These are pretty much like the basic runes. It makes minions deal less damage to you and if you are against an AD mid or against someone who often harasses you with his/her autoattack these will help you quite a bit. If you think you don't need these then you can pick few Greater Seal of Mana Regeneration.

Greater Seal of Health got buffed in the rune change patch and that makes them really worth choice. You should take these especially against AP opponents (I prefer having a page with armor/health and health seals page = 2 pages). General against anyone page would be 5x Greater Seal of Health and 4x Greater Seal of Armor.

You will need these, support deals magic damage, jungler and top might deal some magic damage and mid deals quite a bit of magic damage, unless you are against an AD mid. These are always needed and there are no exceptions. You can also take Greater Glyph of Scaling Ability Power if you want to scale better to the late game. (unless you are against an AD team in one-for-all. If this happens you can take Greater Glyph of Cooldown Reduction or Greater Glyph of Ability Power.).

These Quintessences increase your early game damage and they will also increase Clockwork Windup's damage. If you don't want to take these Quintessence you can take Greater Quintessence of Magic Penetration or Greater Quintessence of Movement Speed which aren't as good as Greater Quintessence of Ability Power.




Masteries
4/1
1/1
3/5
1/1
1/5
3/5
3/1
3/
1/
1/
1/5
3/1
3/1
1/5
1/1

Offensive Tree

I usually go 21/0/9 because I don't really think you need anything from the defensive tree. I will explain some of the mastery picks now. Sorcery is for the cooldown reduction. It is also the best choice if you want tier 2 masteries from offensive tree. Butcher makes last hitting a bit easier. Feast gives you some more sustain, and with Doran's Rings and Chalice of Harmony you don't really run out of mana. Arcane Mastery gives you some early game damage. Executioner gives damage against low health targets, and since your burst is really high, you might be able to burst enemy down after one or two Command: Attack + Command: Dissonance pokes. Archmage gives you some more AP, especially late. Arcane Blade increases damage output, harass and makes farming easier. Devastating Strikes are pretty self-explanatory. It gives your spells more damage. Havoc just increase your damage.


Utility Tree

I can't really say much about the utility tree. It gives you some utility. You can take Phasewalker if you want to recall faster (might save that inhibitor with just a sliver of health). Meditation 's mana regen is pretty high, especially early game. Summoner's Insight allows you to Flash and Ignite more often. Alchemist makes potions even more cost-efficient. Runic Affinity makes your blue buff and baron buff longer.




Good Summoner Spells


Flash is really good summoner spell on any champion and Orianna is no exception. I take Flash in every game I am playing as Orianna because it unlocks some strategies and escaping methods. You can for example Flash and burst or you can Flash over a wall to chase/escape.

Ignite really increases your kill potential and it also reduces healing. I take it in 98% of my games and I have never regretted it. If you don't take it and enemy's mid has it, you will lose if you go all-in because Ignite really hurts.

Optional Summoner Spells


I take Teleport if I know I will win my lane hands down or I am against someone who mostly runs Teleport like Ryze. Teleport will set you behind in trades/all-ins because you lose some good damage and healing reductions. If you are a new player, DO NOT take Teleport.

I take Barrier when I am against people who can easily burst you down. When I am against Zed this is really necessary due to the fact that most of them leave you alone when you have like 100 hp and their ult's mark on you. This might surprise them big time.




Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This is Orianna's greatest "ability" in the early game. It makes farming easier, harassing easier and the best part is, that it scales extremely well to the late game. Its damage also increases with consecutive attacks which makes it ever better.
Tips & Tricks

You use this ability when you harass, place your ball and make some sick ball stuff which is #justOriannathings. This ability has low cooldown and low mana cost making it the best spell to level up. You can use this to place the ball for a perfect Command: Shockwave or Command: Attack + Command: Protect combo. The basic combo is Command: Attack and while in the midair, activate Command: Dissonance.
Tips & Tricks

A very helpful ability which gives you AND your team some good utility through the slow and the speed buff. Also great for farming when you have Chalice of Harmony and good for dealing damage in teamfights.
Tips & Tricks

This ability is great because it's defensive, it gives shield, it deals damage. Pro Oriannas do Command: Attack + Command: Dissonance + Command: Protect combo to deal much damage and prevent most of the enemy's.
Tips & Tricks

You CC and teamfighting ability. You deal some good damage, too. The placement of the ball is the most important part of using this ability meaning that you have to use Command: Attack very effectively.
Tips & Tricks




Starting Items




You don't want to start with anything else. This item enhances your early autoattacks and early farming making you a very hard matchup. With this item, you can also farm with abilities because you always get a mana refund. You will also gain some good health and mana regeneration making your laning really easy early on.




First Back



Doran's Rings are really great item. You can skip second Doran's Ring though, as it is in the cheat sheet. If you have 400 gold after getting Chalice of Harmony and Boots of Speed, get another Doran's Ring.


Chalice of Harmony gives Orianna everything she needs to fix her mana problems. It also gives you some good MR and flat mana regeneration. Later, it upgrades to one of your core items making it essential early on. If you can't get this though, get two Doran's Rings instead because they are _A BIT BETTER_ early on and give you some health with ability power.




Core Items



Athene's Unholy Grail is a great item for multiple reasons. 1. It gives flat and percentage mana regeneration 2. It gives magic resistance 3. It gives you great amount of mana when you get a kill or an assist 4. Great amount of ability power 5. It upgrades from Chalice of Harmony. Need I say more? Get this item, but get Haunting Guise before this item if you are against an AD enemy.


Haunting Guise is a great item because it gives health, ability power and magic penetration. It also upgrades to a great item called Liandry's Torment. You should get this item before Athene's Unholy Grail if you are against an AD enemy because flat health is far better than magic resistance against an AD enemy.


Sorcerer's Shoes are pretty self-explanatory. They give you movement speed and flat magic penetration. You need both because with movement speed you will be able to roam a lot better making you a real ganking machine. The magic penetration is great against the enemies' base magic resistance.




After Core




Liandry's Torment is a great item to get after your core items because it gives the burning and the some good damage. I get Liandry's Torment usually right after I've got all the core items because of the damage it gives is really great.


Rabadon's Deathcap is a must have item on most mages. Orianna is no exception. You should definitely get this item, but it isn't as much of a high priority item as it is on other mages. GEt this item after you've got 1 or 2 items from the "After Core" items section.


Void Staff is a must-have item on Orianna. It gives you a good amount of ability power and good percentage magic penetration. I usually get this item as my second item from the after core items section. You should take this as your 4th or 5th item, 90% of time as your 4th item.


Zhonya's Hourglass is an item that I like for multiple reasons. It can be built from useful components and its active and ability power are great. You can get Seeker's Armguard when you are still building core, if the enemy's AD champions are dealing too much damage and the finish it off when you feel it is the best thing to do.


Guardian Angel was suggested by Vynertje, and I do agree that it is worth mentioning it. I didn't have it before because I hardly ever got this item but it is good item against teams that have high one time burst. Otherwise you could probably get Zhonya's Hourglass and use the active to survive a little bit longer in the fight.




Against AD



Tear of the Goddess is a great alternative for the mana problem solving Athene's Unholy Grail. You can pick up Tear of the Goddess if you are against an AD heavy team or an AD mid who is making your life miserable.


If you are not going to get Athene's Unholy Grail you should most definately get this item. It gives you the CDR that you miss from not having Athene's Unholy Grail. The healing reduction if you hit your abilities is really nice, too.


Sorcerer's Shoes are pretty self-explanatory. They give you movement speed and flat magic penetration. You need both because with movement speed you will be able to roam a lot better making you a real ganking machine. The magic penetration is great against the enemies' base magic resistance.



Seeker's Armguard is a great item against AD mids and it will be very useful, especially after you have it stacked up. You can get it before or after Morellonomicon.





Difficulty: 5/10 - Counters Orianna: No - Item to get: Athene's Unholy Grail

Ahri is really dependant on her Charm making it really easy to face her on lane. Just stand behind your minions and harass with Command: Attack + Command: Dissonance combo. When you both hit lvl 6, use your Command: Shockwave after she has used her ult at least once so that she can't dodge it with another. Remember that your Command: Shockwave has to come instantly after she has used the first charge.


Difficulty: 5/10 - Counters Orianna: No - Item to get: Athene's Unholy Grail

Just watchout for Anivia's early poke. She is really easy matchup because she is so vulnerable for long range harass, which Orianna is good at. When you both hit lvl 6 just try to burst her down and then autoattack and Command: Attack and Command: Dissonance her to death when her egg procs.


Difficulty: 5/10 - Counters Orianna: No - Item to get: Athene's Unholy Grail

Annie's low range makes her fairly easy matchup. Just kite and don't let her harass you and trade efficiently. You should get Chalice of Harmony and Doran's Rings early because they are fairly efficient against someone who is bursty, but low range.


Difficulty: 4/10 - Counters Orianna: No - Item to get: Athene's Unholy Grail

He has pretty good early game harass and some good damage later on, too. You should watchout for his Pillar of Flame and trade back when you have dodged it. Push the lane and don't stand near to your minions so that he has to use his abilities to farm, but can't harass you efficiently


Difficulty: 6/10 - Counters Orianna: No - Item to get: Athene's Unholy Grail

Cassiopeia is a high skillcap champion, but she can win Orianna if the player is just good enough. Don't eat all the Noxious Blasts and try to not get stunned by the Petrifying Gaze. Her long range is really making her a tough matchup.


Difficulty: 7/10 - Counters Orianna: No - Item to get: Athene's Unholy Grail

Fizz is a hard matchup, but not impossible. Just try to not get hit by the ultimate and don't get harassed too often and harass more often than the Fizz does. This is probably the best way to win this kind of lane. Consider taking Barrier.


Difficulty: 6/10 - Counters Orianna: No - Item to get: Athene's Unholy Grail

A really annoying matchup. Gragas has neverending harass with Barrel Roll and good mana sustain and damage reduction with Drunken Rage. You should try to dodge his barrels and try to trade efficiently and prevent him from getting kills when he is ganking by saying SS and pinging until you can't.


Difficulty: 3/10 - Counters Orianna: No - Item to get: Athene's Unholy Grail

Really ****ty champion. Dodge Hextech Rocket Swarm and that's about it. Also try to not get in the range of the little turrets as they hurt a bit. Trade often and try to force him to back often and destroy the turrets if you can without taking damage as they push for him making your farm harder.


Difficulty: 6/10 - Counters Orianna: No - Item to get: Athene's Unholy Grail

Karthus is all about Lay Waste. If you can dodge it you can trade back and deal superior damage. When he ults and is alive, you want to interrupt it with Command: Shockwave for multiple reasons: 1. it costs more mana 2. it deals more damage to the whole team 3. it might give him assists. Later on, don't fight in his ghost. That's plain stupid. You can't do much to him in the laning phase so be aware of him becoming a great threat in the late game.


Difficulty: 9/10 - Counters Orianna: Yes - Item to get: Athene's Unholy Grail

Kassadin counters most of the mids, even the ones that are AD because of his silence, slow and Flash every few seconds. Try to avoid this kind of matchup. If you are against him, harass him with autoattacks and spells when he comes to farm with his autoattacks and try to burst him down when you have harassed him long enough. He can dodge Command: Shockwave really easily.


Difficulty: 2/10 - Counters Orianna: No - Item to get: Athene's Unholy Grail

You can trade better than she is able to, you can stop her ultimate, you can also farm better than she is able to, she is melee, she doesn't have so good base stats for a melee, she can become a snowball mid in the late game if played right so try to shut her down as soon as possible and as hard as humanly possible.


Difficulty: 6/10 - Counters Orianna: No - Item to get: Haunting Guise

She is all about burst in the late game, but her early game damage is just insane, too. Dodge her Distortion when she has thrown her sigil of silence in the early game to prevent **** ton of damage. Harass her often and try to land some good autoattacks on her. Consider taking Barrier.


Difficulty: 5/10 - Counters Orianna: No - Item to get: Haunting Guise

Lissandra is control/burst mage who loses to every mage with aggressive playstyle or long range making Orianna very hard matchup for her and easy for you. Late game try not to get bursted by her and you should be fine. Just watchout for her and ganks because she can set up a good gank with offensive E.


Difficulty: 5/10 - Counters Orianna: No - Item to get: Haunting Guise

No way to stop your ultimate, but she has longer range. Dodge her Q and then kill her. You might want to invest in some magic resistance because she has high base damages. In the late game try to ult her in the teamfights because she can kite and deal damage with her long range and high ratios.


Difficulty: 10/10 - would bang - Counters Orianna: Yes - Item to get: Haunting Guise

Just don't do this. Orianna vs Orianna games are so annyoing **** and only depend on the skills.


Difficulty: 3/10 - Counters Orianna: No - Item to get: Athene's Unholy Grail

Short range and can't do much against your harasses. Try not to get close to him though because he has some good sustained AND burst damage to kill you. Try to shut him down in the early game and try to prevent him from ganking.


Difficulty: 6/10 - Counters Orianna: No - Item to get: Haunting Guise

Really annoying matchup because she can just spam Dark Sphere and it deals good amount of damage and it is really hard to dodge it. Try to dodge all of her **** and then burst her down because her base defensive stats are quite low. Not really a desirable matchup though. Consider taking Barrier.


Difficulty: 5/10 - Counters Orianna: Yesno - Item to get: Zhonya's Hourglass

Orianna has high range to harass Talon easily and she can also use her autoattacks. Talon can silence and burst you so you should be really careful against him and try to not do many mistakes against him. Talon is a matchup that can either be supereasy or superhard. Consider taking Barrier.




Early Game



In the early game you want to use your Command: Attack + Command: Dissonance combo to get slivers of their health to pop off. You should also harass with your autoattacks as they deal quite a bit damage to the enemy, especially if you are getting some good consecutive autoattacks on the enemy. You have to choose if you want to push. This means that you have to be more careful, but you can easily get ahead with the farm and make your opponents farm harder to obtain. If you don't push, there is a change they will push you to the turret, which really isn't too much of a thing to worry about, but it might really get you to spam and then push to their tower, but with huge mana costs. When you hit the enemy and you have harassed the enemy long enough, you are able to kill the enemy, if her/his Flash is down. Use Ignite + Command: Attack + Command: Shockwave + Command: Dissonance + autoattacks combo. The more kills you get the less farm the enemy gets. At least try to force him back, push the lane and go back yourself.




Mid Game



Mid game is the part where you really start to kick. You should be able to deal huge amounts of damage to the enemy champions and you should be able to provide some good utility to the team with your Command: Protect and Command: Dissonance abilities.

When you are having a fight you should try to hit either 2 heavy targets (carries) or 3 targets (which can be anyone you want to hit). This will give you a good lead in the teamfight because of the CC and the good amount of damage it deals.

Try to push the enemy's turret ASAP because objectives matter. Also try to take dragon as soon as you can take it because it gives so much gold to your team only making it a really good objective to take. Just make sure your jungler is there to smite it.




Late Game



In the late game you probably have much Ability Power and thanks to your high scaling ratios, you can still burst most of the enemies down. With the cooldown reduction you have your ultimate has 60 seconds cooldown, meaning that you can use it twice in a long teamfight.


At this point you should be able to burst anyone down and deal some good damage in teamfights.





I'd really like to thank the following people:

-Veng Lmfao for making the banners and (soon) the line dividers, they look really good. You can find art/signature shop here!

-Meiyjhe for telling me opinions about my other guide guide ("sexy")

-jhoijhoi for the coding guide, once again

-Vynertje for great opinions :p

-People for reading the guide and helping me with making it




I will put these in DD/MM/YYYY format:

11/11/2014
-Published the guide

12/11/2014
-Edited after core items

14/11/2014
-Added the new banner

Thank you for reading :)!