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Also, if I helped you in any way, upvotes are very much appreciated :)
Introduction
Welcome And
Hello Everyone!
Welcome to my first ever guide! And who better to start with than my favorite League of Legends Champion: Orianna! The Lady of Clockwork
If you want to learn how to make other players say "Pro Ori... Best I've seen" Read On! Be warned:This is an extremely In-Depth Guide and takes a good amount of time to take in all of the information presented. Please feel free to leave any comments or concerns and I will address them accordingly :) space
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Now a little back story:
I have been playing Orianna since the day she was released and she has taken a special place in my
Unfortunately she made the ticking stop and now I am pretty much screwed...
DISCLAIMER!!!
Please note that there are several different builds in this guide, some of which I do not support for use within Ranked Games, but may fit your playing style and are somewhat viable for Normal Games. These are Builds 3 & 4 and are there just in case you are interested and want to try out a different way of building her. That being said... please don't down vote because of these builds since I have stated myself that I don't recommend builds 3 & 4 for Ranked Play.
Build Explanation
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Team 1 (Recommended for Ranked Play)
1. My Primary Build (Fits My Personal Play Style)
This build creates the perfect, extremely dangerous, killing machine
Perfect for jumping between Carry/Support roles and for turning heads
The amount of sustainability and damage provided is second to none
2. The Punisher (Designed to counter the HP Meta currently in NA)
Allows for a high amount of burn damage as well as a multi-target grievous wounds
Situational. Check out the Champion Matchup section for optimal usage
Orianna has a fairly short range and this puts her closer to the danger than I feel she should be
I have successfully used this build for Dominion for fun but don’t recommend more than that
4. Full Support Orianna
If you insist on playing Ori as a support, here you go
Be sure to harass often so you can get the gold bonus from Pickpocket
Note that this build is all about figuring out what your team needs and providing it
Full credit and thanks for this build go to Astrolia who was gracious enough to let me use the build from her Lulu Guide. This build works much better than anything I would have come up with since she is a much better support player than I am and because Lulu and Orianna have a surprisingly similar gameplay
Pros/Cons
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Unlike any other champion in the game. Her game mechanics are completely unique!
Scales very well and does a ridiculous amount of damage
Clockwork Windup and her other spells make it oh so easy for her to farm
Command: Attack is an excellent harassment tool that pisses so many people off
Command: Shockwave can single handedly turn the tides in a team fight. "ACED!"
She will "Kill your enemies"
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Extremely High Learning curve - You will NOT be perfect your first or even your tenth game!!
You MUST constantly keep track of the ball which can be very difficult during team fights
As with any AP Caster you will be focused, but play smart and this won't be an issue
Timing is everything. If you mistime Command: Shockwave it WILL lose the teamfight!
Skill Breakdown
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Clockwork Windup: Orianna deals bonus magic damage that stacks after hitting the same target multiple times. Damage scales with Ability Power and therefore gets to be very powerful by the end of the game.
Command Attack (Q): This ability has a low cooldown of 3 seconds at level 5 and is the most basic yet powerful skill Orianna possesses. It is used to farm, scout, zone defense and harass.
Command Dissonance (W): Is your team's best friend. It is extremely versatile due to the fact that it speeds up your team and slows down any enemy champions that walk through its field as well as damaging all champions in its immediate cast range of 250. Simply put, if an ally is being chased then all you have to do is cast this little beauty in front of them and they will be well out of danger.
Command Protect (E): This ability will save lives. Period. Whether you are casting it on yourself or if you place it on an allied champion you will make a huge difference in the enemies score by denying them kills. with the active shield that it creates. The passive on this ability is also very nice because it essentially doubles your base Magic Resistance and reduces early game magic damage by about 54%
Command Shockwave (R): This Ultimate Is A Game Changer. Proper placement and Timing can and will turn a team fight you are losing into an Ace. Also don't forget that it will Disrupt an enemy's channeled ultimate! "Back off Katarina, you aint got nothing on me!" Another fun fact, since it moves the enemy champions it will also unstealth Teemo so be sure to pay attention to where he stops!
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Here's the Proof of how devastating Ori's Ultimate can be to the Opposing Team
Skill Combinations
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Basic Farming Combination
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Mid to Late Game Farming Combination
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Advanced Late Game Farming Combination
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Ultimate Combination Initiated By Command Attack
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Surprise Ultimate Combination
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Standard Jungling Skill Order
Your Ball. Your Scout. Your Lifesaver.
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When used correctly Orianna is one of the hardest champions to sneak up on.
This of course is due to her ball granting a small area of vision to all allied champions. If you remember to scout at every turret you greatly increase your chances of survival. By placing your ball in these locations you get a slight head start on impending danger and with Command: Dissonance can slow your enemies and get out without taking any damage at all. space
Here are a few Screen shots to show you how to use your ball to scout for you so that you have an extra second or two to get away from a potential gank.
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Mid Outer Towerspace Mid Inner Towerspace Top Bush Gank Checkspace Top Outer Towerspace
Top Inner Towerspace Bot Outer Towerspace Check for Impending Gank when moving toward Bot Inner Towerspace Bot Inner Towerspace Dragon Protectionspace Baron Protection Option 1space Baron Protection Option 2space Blue Buff Protection and Leash Locationspace Red Buff Protection and Leash Locationspace
I can not stress enough just how important scouting is to ensure your safety! Remember, Wards save lives. Your Ball however saves your life while simultaneously ending your enemy's! space
Runes
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Runes
Greater Mark of Magic Penetration 9
Greater Seal of Scaling Mana Regeneration 9
Greater Glyph of Magic Resist 9
Greater Quintessence of Movement Speed 3
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Greater Mark of Magic Penetration: As an AP Caster you require Magic Penetration so that the spells you do land do the maximum amount of damage possible
Greater Seal of Scaling Mana Regeneration: Mana Regen is extremely important considering if you don't have any mana you are pretty much useless... Don't be THAT Guy....
Greater Glyph of Magic Resist: I have found that the early magic resist is extremely useful against pretty much every opponent you will face mid. You can use Flat or Scaling AP, but I believe that these runes really help you out the most to keep you in lane and keep your incoming damage down.
Greater Quintessence of Movement Speed: Early ability power is nowhere near as useful as being able to dodge skill shots and the ability to consistently outrun an Annie that is hunting you down with Tibbers-stun... I have been using these quints for awhile now and they really make a difference.
Masteries
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Masteries
1/1
4/4
2/2
4/4
1/1
3/3
1/1
4/4
1/1
1/1
3/3
1/1
3/3
1/1
This Mastery list is a standard 21/0/9 Caster setup.
space The Offensive Side of the tree has emphasis on increasing your:
Ability Power and Attack Damage by 5 when Ignite is on cooldown
Attack Damage to minions by 4 for even easier last hitting
Bonus late game damage on your Auto Attacks
Magic Penetration by 8%
Cooldown Reduction by 4%
Bonus Ability Power (+ 18 AP @ Level 18, 6 flat AP and a 5% overall AP increase)
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Mana Regeneration by 3 per 5 seconds
Recall time so that you can escape quicker from sticky situations
This spell can be extremely useful in finishing off that last bit of health your opponent might have. Sometimes a Flash/ Ignite combo is just what the doctor ordered in order to secure an enemy fleeing in terror from your ball and the wrath that comes with it. The true damage and decreased healing that it offers makes it a perfect counter to champions with built in sustain such as Vladimir or Ahri.
This is hands down the best summoner spell in the game. Need to initiate? Flash in. Need to retreat quickly? Flash out. Need to jump over a wall so that you can get to a team fight in a timely manner? Flash over it! Is a big scary Rammus ball speeding in your direction? Flash out of the way at the last second and then Command: Dissonance away so that he just has no chance of wrecking your day.
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Less Viable Options
I am not one of those people that will tell you to not use Clarity because it is a bad spell. It is not a bad spell and it can be extremely useful. I believe however that my two builds for use in ranked games have enough mana regeneration in order to make it a less than optimal choice. If you have trouble conserving your mana then go ahead, feel free to take Clarity instead of Ignite. Others might call you noob but who cares? You’re gonna destroy either way and in the end THAT is what matters.
Ghost has a 210 second cooldown. Command: Dissonance has a 6.5 second cooldown in my build... I'd do the math to support my theory but I have faith in your abilities as a functioning human being.
This spell belongs to the AD Carry... Preferably whomever was Solo Top. Not to mention that when used correctly Command: Dissonance does pretty much the same thing, but to every champion in The Ball's range instead of just one person on the team.
This is an extremely important spell to have in your team's arsenal so that it is possible to shut down a back door before it get's out of hand. This however should be in someone else's spell set. All the mobility you need is granted by the powerful combination of Boots of Mobility and Command: Dissonance.
I have never been a big fan of Cleanse because my preference is to play AP Casters and I tend to stay back far enough to not get CC'd to death. With proper map awareness you will never be taken by surprise by your enemies and because of this you will not really find a good use for it on Orianna.
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Stealing Dragon and Baron
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Orianna's Ball is just inconspicuous enough that you can place it in the middle of Baron or Dragon and wait until the opportune time to steal it from the other team.
Here are a couple screen shots to show you where you should stand when attempting to steal Baron or Dragon. DO NOT do anything to cause damage to the target other than use Command: Attack to place the ball. Too much movement will make what you are trying to do obvious to the other team and can ruin your attempt. Once in position you should click on your intended target and watch their HP Meter to so that you can choose the best possible moment to Command: Shockwave and ruin your enemy's day! Note that extreme late game it can be quite difficult to time since Command: Shockwave has a slight delay in causing damage. Feel free to use Command: Dissonance to get the same, but more instant results. Happy Hunting!
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If you successfully pull off either of these maneuvers you will be the hero of your team. Stealing Baron almost guarantees your team an Ace due to the enemy already being weakened and your team coming in fresh and with a brand new Baron Buff! space
You can change the outcome of the entire match by successfully stealing Baron
Full Game Replays
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So, this is new for me but I decided to upload full games onto youtube and add a commentary to it so that you can see why I do what I do. These take a bit of time to film, commentate and upload to the site so as they become available I will add them to the guide. Feel free to subscribe to my youtube channel so that you know whenever I upload a new replay :) space space
Ori Versus Veigar
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Here is where things get really detailed
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Recommended Game Settings
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Not long ago I was helping out one of my readers in a 1v1 and told him to switch a few settings in his interface and key bindings and he absolutely loved it. It then hit me that there are tons of you out there that are reading this guide, but still not being as good as you could be because you might not be using some of these settings.
I'm going to post the settings I use in game so that you can choose whether or not to use them yourself, although I HIGHLY recommend that you do because you will see an instant increase in your performance.
Note: These settings will take a game or two to get used to and I suggest you play a few bot games until you are comfortable with them.
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Changes in the "Interface" Menu
This change will give you MUCH more room on your screen in order to see what is going on in your immediate viewing area.
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Changes in the "More Options" Menu
These changes make it much easier to keep jungler timers and also set us up for success by giving us range indicators for smart casting which we will be setting up next :) space
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Changes in the "Key Bindings" Menu
This is what will make the biggest difference in your game play and this is what will take you a couple games to get good at. For those of you that know nothing about Smart Casting you can learn more HERE. Please note that "MB3" in this picture is the center click on your mouse. This of course is achieved by pressing down on the scroll wheel. space
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By making these changes you will see an almost immediate improvement in your performance as Orianna. Ever have trouble casting Command: Protect on yourself in a clutch moment? Now all you have to do is push E and your ball will come rushing towards you without a single click. Note that if you want to cast your shield on another champion you only have to hover your mouse over that champion and then push E. This technique will save you valuable time and will get you those kills or escapes that you otherwise would have missed due to you being late since you were having to click. I promise you that once you get used to this you with NEVER want to go back to the default settings.
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Item Choices and Reasoning Behind Them
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As I stated at the beginning of the guide, I have been playing Orianna for a very long time now and I have tried many different builds with her. My Primary Build is based off of everything that I have learned about Orianna during this time and creates an unstoppable killing machine in the hands of the right summoner.
When coupled with Liandry's Torment and your runes you have a total of 38 flat magic penetration
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Athene's Unholy Grail:
This Item is essentially a permanent, though slightly modified, blue buff that comes with Magic Resistance and Ability Power
+ 40 Magic resistance which can really come in handy against all of the various mages
+60 Ability Power (78 after the Deathcap Bonus)
20% Cooldown Reduction
15 Mana Regen/5 + 1% Regen for every 1% mana you are missing. Quick math. You have 1000 max mana but are down to 200. With this build you have about 40 Mana Regen/5 + (40*80%) which brings you to 72 Mana Regen/5
No need to worry about being so Out Of Mana after a kill that you won’t be able to run from your enemies because Athene’s gives you 12% of your max mana back to you as a bonus for getting a kill or assist
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Liandry's Torment:
+50 Ability Power (65 after Deathcap Bonus)
With the removal of the restrictions on multi-target spells this item is perfect for Ori since she can hit everyone on the opposing team, often, with various spells :)
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Rabadon's Deathcap:
A staple item for every AP Caster
+ 120 Ability Power (156 after Deathcap Bonus)
Adds an additional 30% of your base Ability Power on top of the original 120 AP
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Zhonya's Hourglass:
As a Late Game Item this is one of the best survivabilty purchases you can make as a Caster
+120 Ability Power (150 after the Deathcap Bonus)
+50 armor to help you deal with those pesky AD Carries on the other team...
An Active that can literally save your life! If you get focused all you have to do is pop this Active while everyone on the opposing team wastes their high damage abilities trying to kill you so that you can come back while all of their abilities are on CD and rape face.
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Void Staff:
Grants 70 Ability Power (91 after the Deathcap Bonus)
35% Magic Penetration plus the 8% from your Arcane Knowledge mastery and the Flat 8 Magic Pen from your Runes bring you up to about 50% total Magic Penetration *Roughly depending on their build*
If you are getting stacked against then it is only fair that you return the favor
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Other Situational Items and why they aren't part of My Primary Build
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The extra cooldown reduction allows you to consistently apply pressure to opposing champions. The item helps to make Orianna take the role of being a sustained damge dealer. Now, although this item is extremely powerful, it is much more effective when playing against a team that is stacking HP items. It is also extremely effective against champions that flat out rely on healing such as Vladimir, Warwick or Dr. Mundo. Even in these situations I would only suggest purchasing this item if that particular champion is just wrecking your team's day and is obviously carrying their entire team themselves.
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Grants a total of 80 Ability Power to your champion (104 after Deathcap bonus) and places an aura on nearby allies granting them 30 Ability Power each. If you have an AP heavy team or someone building with a hybrid build you will find that they will greatly appreciate this. On top of the AP the 20% Spell Vamp keeps you in lane and in team fights for a much longer amount of time than you would otherwise be able to. Late game, a single Command: Attack and Command: Dissonance combo can heal you for over 300 HP. Over time this really stacks up and allows you to get in and get dirty in order to secure those kills. This item mixed with Athene's Unholy Grail gives you an amazing amount of sustain throughout the game
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For an extremely indepth look at will of the ancients click here
Many of my readers question me about my choice of Will of the Ancients over Rod of Ages and state that since all of Orianna's spells are multi target you are actually only getting 1/3 of the spell vamp and because of this it make more sense to get a Catalyst the Protector over the Hextech Revolver. One of my readers did some math and showed me that Ori would have to do about 7,000 damage with her spells in order to regen the same amount of health that you would get from a single level gain if you had a Catalyst the Protector. His math was correct, so I decided to do some of my own to see if it was more beneficial to take the catalyst over the revolver. Who says I don't listen?
My findings were interesting, and very much in my favor :) Warning... The following section contains math, lol
All of the following calculations for damage and experience were done on the assumption that I am level 11, have 120 AP and it is 16 minutes into the game. The reason why I chose 16 minutes is because that is the time that my reader was using for the amount of gold spent thus far in an average game.
To get from level 11 to level 12 you need 1380 experience:
You get 144 XP from the siege minion once every 3 waves or every minute and a half
You get 52 XP for each caster minion which is a total of 156 XP per wave
You get 96 XP for each melee which is a total of 288 XP per wave
Assuming your first minion wave contains a Siege minion:
Your first minion wave grants 588 XP
The second minion wave grants 444 XP and brings you to a total 1032 XP
The third minion wave grants you another 444 XP and brings you to a total of 1476 XP
You only needed 1380 XP so congrats! You just leveled up! Catalyst the Protector has now awarded you 250 HP. Please note that it took 3 minion waves in order to receive the 250 HP Regen.
Assuming you hit an entire Siege minion wave, Command: Attack does 292 damage to the first target and 117 to the last target. With 7 targets command attack does a total of 1547 damage. Note that the 10% decrease in damage per unit hit is calculated in that figure
Command: Dissonance is able to hit 4 targets at once, excluding the champion, in a single wave. 265 * 4 = 1060
To a Siege Minion Wave I would do a total of 2607 damage that could receive spell vamp.
(Standard minion wave Damage)((spellvamp) / 3)(2) waves = Total HP regen over two standard waves
(2225)((.12) / 3)(2) = 178 HP Regen
The equation for total spell vamp for 3 minion waves is:
(Siege Minion Wave HP Regen) + (Standard Minion Wave HP regen)(2) = Total HP Regen. Please note, in math you always do the multiplication first so the above is in fact written correctly.
178 + 104 = 282
With 3 Q W Combos at this fairly low level and very low ability power I can get 282 HP from spell vamp. That by itself is 32 HP more than what you will get in the same amount of time if you were waiting on Catalyst the Protector's passive. If you then take into account that you are constantly moving your ball around and doing damage, this ends up granting you MUCH more HP than you would have gotten from having a Catalyst the Protector. This is accentuated further once you upgrade your Hextech Revolver to a Will of the Ancients and have a good amount of AP which will allow you to hit even harder and get even more health back.
If you want to bring mana into the discussion then I have an answer for that too.
To sum it all up, with minimal usage of Orianna's spells you actually get a little bit more HP Regen from Hextech Revolver than you get in the same amount of time waiting for Catalyst the Protector. However, if you've ever played Ori before, you know for a fact that you will NEVER use her spells so sparsely and will end up getting much more HP than you would have gotten with the catalyst.
On top of that, Catalyst the Protector and subsequently Rod of Ages will only continue to give you HP and Mana Regen until you are level 18. Then all you have is a larger Health and Mana pool and no way to fill them back up. By purchasing Athene's Unholy Grail as well as Hextech Revolver and subsequently Will of the Ancients you end up giving yourself MUCH more Health and Mana regen throughout the entire game instead of having mediocre HP and Mana regen that stops when you hit level 18.
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The active on the item can be extremely powerful against tankier teams and can help give your team and advantage that would have otherwise been missing. If the enemy team is mostly squishy then you should be focusing those champions and ignoring the tank which unfortunately makes this item less useful. It is still extremely viable and should be used if you find yourself needing to take on the assassin role and single out priority targets.
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The effect range on this item is only 600 and because of that it won’t really do anything at all to most champions that you will come across mid. The exceptions to the above comment are assassin champions such as Diana, Akali and Kassadin because, due to their blinks and melee range, you have no way of keeping them outside of that 600 range. The builds you should use against those champions are located in the champion matchup section below :)
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Has an extremely useful and clutch active that drains 25% of your remaining mana and converts it into a shield. As stated earlier this shield when combined with Command: Protect will combine to negate 1047 damage. Another option is also to stagger your Command: Protect with the shield for Seraph's embrace. For example you can cast protect on yourself, wait 4 seconds, activate Seraph's Embrace during the CD for protect and then as soon as it is off of CD you can cast Command: Protect again. This item can be very powerful but the amount of time it takes for it to really become useful is more than you can afford as Orianna.
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If there is a lot, and I mean A LOT of AP on the other team then it might be better for you to pick up this item instead of a Void Staff or Guardian Angel; Especially if there is a Karthus on the other team that has a much higher amount of Ability Power than me I might consider this item in order to counter his Requiem however I feel that the Zhonya's Hourglass is just as capable of blocking this ultimate and is more dependable since you can decide exactly when to use its Active.
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This item is simply too expensive and takes too long to mature in order for it to really work with Orianna. This is punctuated further by the fact that Athene's Unholy Grail is a core item on Orianna and with it as well was Rod of Ages you just have overkill on early mana regen. Granted it would be nice to have more health, I still find that the health I get from Liandry's Torment to be more than enough to keep me alive in most situations.
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These boots give you the ability to be anywhere on the map in a maximum of 20-25 seconds. This means that you can constantly jump between lanes in order to gank, save your teammates and stop backdoors. On Orianna when paired with Command: Dissonance you get a great burst of speed that makes you almost impossible to chase down. It should be noted that Command: Dissonance does not remove the Enhanced Movement 5 buff unless it damages an enemy or neutral monster
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Normally I only feel the need to switch to Mercury's Treads in extreme late game when getting around the map is no longer an issue because all three lanes are pushed to the inhibitors; Even then I will normally only make the switch if the opposing team has a very large amount of Crowd Control and are suddenly able to shut me down while I am confined to their base, otherwise I am more likely to switch to Sorcerer's Shoes
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This is an item that I feel season 3 killed… I used to love it due to the fact that it did Attack Damage and worked really well in bringing down turrets. Throughout my testing of the season 3 items this one just no longer made the cut. The reasoning behind this choice essentially boils down to everything that made it cool has been nerfed. These points include an overall damage from proc’d attacks and the movement speed bonus. Toss out the magic resist that once came with this item and it is even less appealing as a late game item now…
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Normally don't want this for the same reasons that I wouldn't want to buy a Rod of Ages… Since Orianna's Command: Attack is a multi-target spell the slow awarded by Rylai's is only 15% for 1.5 seconds while Command: Dissonance comes with a 40% slow and lasts for 2 seconds... This is much better in my opinion and is also perfectly capable of doubling the amount of damage you do with Liandry's Torment
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Enchantments
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So, for season 3 we have these cool little enchantments that we can add to our choice of boots in order to help us in various ways. Some people have been confused as to when each enchantment should be used so I figured I'd do a little breakdown for you guys to clear up any confusion you might have.
I'll list them in order of most useful to least useful but you should note that each game is different and each opposing team comp might require something different from you. space
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Captainlllll Captainlllll
With this enchantment you have the potential to increase the speed of every other member on your team by 8%. This might not seem like a big deal but I assure you that, when chasing a fleeing champion or running away from a bad situation, this enchantment has the great ability to save lives. It should be noted though that the enchantment's range is roughly 1100 which is the same as your cast range on Command: Protect. With that in mind you can run up to an ally that is fleeing, cast Command: Protect on them and then kite them to safety so that you don't actually have to get near any danger.
lllCaptain lllCaptain
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Distortionlll Distortionlll
This one is pretty self explanatory. Having a 25% reduction on the cast time on your Flash can be extremely useful. Flash has a 285 second cool down because of the Summoner's Insight mastery. By taking this enchantment you knock that cooldown to 214 seconds. This is particularly useful if there is a Jarvan IV or Morgana on the opposing team since both of their ultimates pretty much require that your Flash is up and ready to go in order to escape certain death...
lllDistortion lllDistortion
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Alacritylll Alacritylll
I would like to point out that I in no way believe that movement speed isn't important; on the contrary I think that movement speed is critical in this game. So why don't I rate this enchantment higher than I do? Simple really, the two options listed above simply offer more to you or your teammates. Sure, the +15 movement speed is great, and if you have someone else on your team running the Captain then having the Alacrity enchantment will make that even better, but you can't always rely on your teammates to think about things like this and the +15 movement speed by itself is kind of lack luster. Not saying it isn't good, just saying other enchantments help more.
lllAlacrity lllAlacrity
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Homeguardlll Homeguardlll
Wait a minute... Homeguard is bad? NO!!! Homeguard is not bad at all! In fact I think it is very good. What is bad? Being in a situation to where you are at your base enough to actually utilize this enchantment! I'm not saying you are going to win all of your games, but I'm not going to suggest highly that you buy the Homeguard enchantment unless you are, in fact, guarding your home. If you do however find yourself on the defensive then this purchase and seriously help you to be all over your base in order to keep any of the lanes from getting pushed to your nexus.
lllHomeguard lllHomeguard
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Furorllll Furorllll
And here we have it... my least recommended enchantment purchase for Orianna... Furor, although amazing on AD carries and on single target casters such as Elise or Ryze, it does absolutely nothing on Orianna unless she auto attacks the enemy. The fact is, late game you won't be auto attacking nearly as much as you are early game and since you will never get the Furor bonus from any of your spells, this is literally a waste of gold on Orianna. Again, amazing on other champs, should never be purchased with this one...
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Well, that about sums that up. Remember that before you ever buy an enchantment you should be fairly far along in your build. More AP will pretty much always be more helpful in dealing with the enemy than one of these enchantments but that doesn't mean that you should avoid them; it means that you should take a look at how the game is going, whether you find yourself saving your teammates often, whether your base is under attack, or whether you really need to have your Flash available as much as possible. After you have taken these things into account then the choice for what enchantment you should buy will become abundantly clear.
In this position you are capable of assisting both top and bottom lanes as well as keeping a lookout for you jungler in case he gets caught while roaming between lanes.
My Primary Build promotes a fast, hard hitting, sustainable AP carry. With it you can stay in team fights for a very long time and really help your team out. For instance, if a game is going poorly and your entire team is defending your inhibitor turret Orianna will become the constant presence keeping the other team at bay while the rest of your team takes turns refreshing their health at the spawn pool.
Once a team fight breaks out you should be using Command: Attack in order to move the ball as often as possible! Remember, every time the ball moves it does damage. End game Command: Attack does around 600 damage to the first target it hits and 240 to the last target it hits if you hit every member of their team and a couple minions. This poking can make a huge difference and really wear your opponents down.
If you get a chance to initiate with Command: Shockwave then go ahead, but make sure that it will really make a difference so that the threat of a group stun isn't removed. Orianna needs a bit of mystery surrounding her :) *Hint* If you cast Command: Protect on your initiator, let them run into the middle of the opposing team and then you can destroy their team by casting Command: Shockwave followed quickly by Command: Dissonance so that they can't escape before your team can pick them off one by one. Be sure to continue to Command: Attack so that you can pick up a few of those kills yourself though. One thing to take into account though is that you can not control where your initiator will go and because of that it makes your ultimate much harder to hit correctly. This move isn’t suggested unless you have played with your initiator before and you know that he won’t cause you to waste your ultimate since it can be a game changer. space
How to Initiate a Teamfight
space Always be on the lookout for champions that use channeled ultimates such as Katarina's Death Lotus or Nunu's Absolute Zero because Orianna's Command: Shockwave will interrupt their ultimate and save your team from a lot of damage! Properly spotting these opportunities and executing Command: Shockwave will make your opponents curse you and your teammates love you.
Most importantly, you should constantly be watching the rest of your team and keeping them safe. Command: Protect is a portable shield that, end game, absorbs 480 damage as well as raises the targeted champion's Magic Resist and Armor for the entire time you keep the ball on them. With 25% Cooldown Reduction you get that shield once every 7 second! You can save many lives if you just pay attention and keep Command: Protect at the ready! Just to be safe you might want to give them a burst of speed with Command: Dissonance to make sure they can get out safely. space
Early Game
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Your role during the first 10 to 15 minutes of the game is simple; Farm! Last hitting minions is the most important thing you can you do for your team. Other than NOT DYING... you should really strive to not die... Write that down .
Here are a couple notes about your Abilities and your early game:
Once you raise it to level 2 (Level 1 is just a waste of mana)
To safely last hit caster minions while staying out of range of the opposing champion
For those last hits that you just can't time correctly due to minion intervention or because you are out of Auto Attack range
Feel free to Command: Attack the opposing champion but NEVER sacrifice a last hit for a poke. In the end it just isn't worth it. Remember, 15 Minion Kills is Equivalent to 1 Champion Kill!
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As a general rule of thumb, you should constantly be moving around which is why I always start with Boots of Speed. These become invaluable when laning against a Brand or Swain who can root you in one place and remove a large chunk of your health with ease.
If at any time you find yourself possessing Blue Buff then feel free to spam all of your abilities to really do some damage to your opposition. Command: Attack- Command: Dissonance- Command: Protect while charging your Clockwork Windup on an opposing champ can really do a lot of damage and make them think twice about initiating you again.
I should note however that unless there is a reason for you to, you should never push your lane with your abilities. When you have blue buff feel free to do a lot of damage to the opposing champion but try to leave the minions untouched. Remember that the only reasons to push your lane are:
The enemy jungler is dead and all other champions are accounted for
Your opposing mid is dead
Your opposing mid has gone back to buy and you want to make him lose out on a wave’s worth of CS and XP
Your team plans on taking dragon and you want the pushed minions to be a distraction
You need to go back or plan on ganking one of your other lanes
This is extremely important in the early games because at this point in time you are at your weakest and there is no chance in you being able to successfully 2v1… yet! :) By pushing only in the above situations you greatly lower you chances of dying to a gank due to bad positioning in lane. Properly controlling a lane and the minions in it can be one of the most important skills you can work on as it will help you no matter what lane or position you are playing.
to learn more about zoning and lane control take a look at these videos!
I apologize if you find her voice annoying but the important thing that you should be taking note of is her message. Remember that Orianna has amazing zoning capabilities due to the movement and leash range of Orianna’s ball. This fact is accentuated further when you consider the vision granted in brush.
Shurelia’s Zoning Tutorial
This next video is a great breakdown of how important the mid lane is to a team. I don’t agree with every point that is made but I do agree about the general concepts and ideas that are brought up.
Mid lane guide with Roaming + Farming continuum
Lastly this is a video about Wave Manipulation. The video was geared towards top players but this concept and ability is extremely important to mid lane because there are 6-7 different entrances that enemy junglers can use in order to initiate a gank and the more of those that you leave closed the better off you will be overall.
Minion Tanking, Wave Manipulations and Zoning
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Mid Game
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Mid game is where Orianna really starts to shine.
Anywhere from 15 to 30 minutes is when you should be making sure that the first turrets are destroyed in all lanes. Presumably this will be a ranked game and there is probably an opposing jungler that has been keeping your other lanes at bay and those lanes will need a bit of help in order to finish off their respective turrets.
As soon as you finish off your turret mid I suggest recalling and buying your boots 2, assuming you don’t have them already, so that you can rush around the map as quickly as possible. It only takes about 15 seconds to move from one lane to another and as long as you have good map awareness there is no chance of a turret being left unmanned.
After you have purchased your items I have found it more beneficial to the entire team to push Bottom lane's turret before pushing top. My reasoning is simple; whoever is solo top gets just a bit longer to enjoy their Solo Experience and minion waves. Also, once the bottom turret has been destroyed, your entire team is now available to go top and team push until Top turret has been razed to the ground!
Keep an eye on your mini map at all times in order to make sure that your mid isn't taken while you are pushing another lane. Taking one of their turrets out is not a win if you lose one at the same time!
By the end of Mid Game you should be farming minions from all of the lanes constantly and should easily be nearing 200-250 CS by the 25-30 minute mark. With the gold earned from finishing off the two remaining turrets, kill/assist gold bonuses, and the massive amount of CS you should be raking in, you should be able to complete your Liandry's Torment/ Will of the Ancients as well as Rabadon's Deathcap and your Tier 3 boots upgrade. space
End Game
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Late Game is where Orianna becomes the key to winning teamfights and ultimately the game.
At this point in the game you need to be sticking with your team. Orianna is just too valuable in a team fight to be off somewhere else. If it is available then you always need to have Blue Buff on you. When pushing a lane remember to always stay behind your tank/offtank/jungler so that you can help him to initiate and keep yourself safe.
One of the most important things is for you to stay alive and to keep everyone else on your team alive as well! If you have to recall be sure to let your team know that you are going back to base so that they don't assume that you are with them. Don't forget that by now you have completed Will of the Ancients and you can likely get most of your health back by jungling for a minute or so.
As you complete your build you gain some survivability with Zhonya's Hourglass and gain the ability to cut through any built up magic resist with your Void Staff. Because of this a well-placed Command: Shockwave followed immediately by Command: Dissonance pretty much ensures a won teamfight as long as your team capitalizes on the situation as they should. If for some reason however your team doesn’t follow through it isn’t a huge deal because your ultimate will be back up in about 54 seconds and you can have another go at it :) If you find that you aren’t quite doing as much damage as you feel you should then you should go ahead and change to Sorcerer's Shoes with the appropriate tier 3 upgrade.
Remember that when pushing to be sure to always be on the lookout for an initiation from one of your teammates. It is times like this that a quick Command: Protect in order to give them the shield and buff to their armor/magic resistance can really make a difference. Don't forget that shields are stronger depending on how much armor/magic resist the champion with the shield has. Because of this your shields will actually absorb the most damage when placed on a tank but can also be used to make a squishy champion more tanky. Due to this fact it is smarter for your teammates to build resistance items such as Guardian Angel or Sunfire Cape than flat HP items such as a Warmog's Armor. Supports or even your bruiser from top lane should build a Runic Bulwark do to the fact that it raises the resistances of everyone within its aura range which will strengthen all shields cast on your team.
Assuming everything goes well and as a team you clean up shop then hopefully you can get the ace. Remember, an Ace at this point in the game pretty much means instant GG. This is your goal! space
Champion Matchup
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Here are couple notes so that you fully understand the information that is being presented. I will be adding more and more champions to this section but I wanted to go ahead and get a large chunk of them out now. All of these are notes on how I play Orianna against the various champions. Some of the statements are specific to a certain build and some of them are just general guidelines. “Difficulty” is in relation specifically to the laning phase of the game and does not include end game or the rest of the team’s composition. The build that I have listed is the build I suggest using for countering that specific champion. This does not mean that it is necessarily the correct build for your game though because there are 5 people on the opposing team and it is unlikely that you only need to counter 1 of them. It should be noted that most of the builds suggested are or are variations of My Primary Build because, although The Punisher Build is a lot of fun, I feel that the first build is more suitable for ranked play. For requests on specific champions feel free to PM me and I will work on getting those champions added to the guide. Enjoy!
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Ahri
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Difficulty: Medium- Hard
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For In-depth Information to use when facing Ahri Click Here
When friends of mine ask me how Orianna does when going head to head with Ahri I always have a little trouble explaining it. Ahri’s Orb of Deception and Charm both have a larger range than Command: Attack and can therefore be extremely dangerous. Ahri actually can’t do much damage to you if you can consistently dodge Charm and you make her choose between trying to hit you with Orb of Deception or using it to farm minions.
Ahri’s passive Essence Theft grants her 35% spell vamp on basically every 3rd spell. Once Ahri buys her Hextech Revolver she will get 12% spell vamp for using any of her spells and will receive 47% spell vamp when her passive is proced. Because this grants Ahri so much sustain in lane it is important for you to decide whether you want to burst her down quickly, or pick up your own sustain. In this case I think it might be better for you to rush a Rabadon's Deathcap and continually poke her so that she is using her spells simply to regain her own health, not to actually cause damage to you. Afterwards you should feel free to go back and build your Will of the Ancients.
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Tips:
One of the best ways to counter Ahri is by keeping the ball out and about. Ahri is an extremely linear champion so the player is constantly trying to make straight lines in order to cause damage. You can use this to your advantage because Ahri will completely forget about your ball location and you should be able to side swipe her fairly easily and land a few good Q,W Combos. You also want to be sure to position yourself so that in her attemps to hit you with Orb of Deception she actually won’t be hitting all of your minions. Do NOT stand at the back of your caster wave in order to dodge her attacks. Doing this will make it so that she can hit every single minion with a single Orb of Deception and the fact that you dodged it isn’t really a big deal. You should try to be between and to the side of your two minion waves so that minions are still between you and Ahri so she can’t hit you with Charm but so that if she tries to hit you with Orb of Deception she only hits 2 or 3 minions.
After Ahri has reached level 6 she is quite difficult to kill since Spirit Rush is similar to having 3 flashes, plus she likely has Flash as well. If you can arrange for your jungler to show up, make Ahri burn her flash, and then come back 20 seconds later so that she burns her Spirit Rush then you don’t have to worry about Ahri trying to dive you at your turret. Remember that if Ahri has blue buff then Spirit Rush only has about a 90 second cool down so you need to act quickly and cause as much damage as possible in order to get the kill. Also, try not to use your ultimate on her unless you know that her Spirit Rush and Flash are down so that you can cause some serious damage.
Remember that once Ahri is out of mana, she is out of spell vamp, and this is when you are going to be able to get your kills with a well-placed Ultimate combination.
Fox-Fire is deceivingly dangerous. If you see her activate this ability and notice the 3 blue fire balls surrounding her you need to keep your distance so that you don't get hit by any of the fires. Consistently doing this will make this spell cast a waste of mana that will become very frustrating to your opponent.
The most important thing you can do is to avoid getting hit with Charm. Allowing Ahri to hit you with this skill shot is just giving her free damage… mid to late game a single Charm can and will spell defeat for your team if you aren’t careful. If you have a Garen, Talon, Soraka or Lulu on your team then you should convey to them that they need to save their silences for Ahri so that you, as a team, can shut her down and make her useless to her team.
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Akali
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Difficulty: Medium
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For In-depth Information to use when facing Akali Click Here
Note that this is one of the few times that I believe it to be okay to get Abyssal Scepter on Orianna. Overall the item does not do well on her but the fact is that if you are playing against a champion like Akali that can constantly get in your face then it is definitely both the best defensive and offensive choice you can make. You will be slightly starved for mana early on because you should rush your Negatron Cloak first, but once you start getting blue buffs you shouldn't have any issues.
When playing against an Akali you need to be extremely aggressive before she hits level 6. Her ability to escape is minimal and her damage output isn’t that high. Remember that Akali, although very fast, is still a melee champion and has to be right in your face to do much damage. You however are Orianna and your Ball is just as blood thirsty as you are. If you constantly harass her with your auto attacks and your ball whenever she is in range you will deny her precious farm. I find myself pushing Akali all the way to her tower so that her tower will help me to deny her the CS. Of course I don’t stick around though since that would leave me open to a gank and that just isn’t very smart. The only time that I will continue to push at the turret though is if I see all of the other members of her team somewhere on the map.
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Tips:
Once Akali has her ultimate, Shadow Dance, you have to be a bit more wary because the dash range on Shadow Dance is 800. Use your Q,W to farm but otherwise just stay back and stay safe. If you are slightly pushed to your side of the lane, be sure to stand just inside of turret range so that if she does dash to you she will take a turret hit.
If I have blue buff and Akali uses Twilight Shroud I will quickly spam my Q,W combo where she disappeared so as to do a decent amount of damage to her even though she is stealthed.
Vision Wards can secure kills for you. If you have an aggressive jungler then Akali will simply throw down her Twilight Shroud and run away. While Akali is pushed to her turret you should place a Vision Ward in the middle of your lane and she won’t know what hit her. Akali players get cocky because they think they can just stand in their shroud and escape all danger. Because of this it will take them a second to realize that the hits you are landing on them aren’t just lucky guesses, you are flat out targeting her. This is an excellent advantage that you MUST take advantage of. If you can get one kill off of her because you bought the Vision Ward then it paid for itself and also granted you an extra 150 gold and by denying Akali any last hits and experience she would have gained had she not died it has helped you even more.
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Anivia
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Difficulty: Medium - Hard
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For In-depth Information to use when facing Anivia Click Here
Anivia is a difficult champion to play as, but if you are good with her then you can really mess up your enemy. The best way to counter an Anivia is simply by knowing how she works so that you can deny her damage and have her waste her mana. Anivia is also one of the few other champions that starts at a base Movement Speed of 300 which means that you two are starting on equal fighting grounds as far as that goes. Another important thing to take note of is understanding Anivia’s passive Rebirth and respecting the fact that in early game you will not be able to kill her AND her egg simply because you do not do enough damage. space
One important thing to remember is that Anivia has to farm... a lot! Because of that you should focus on forcing her out of lane by ganking other lanes as often as possible. This might not seem like a big deal but the fact is Anivia will be able to farm well if you are there or not. The only way to keep her from getting the farm is making it so that her team is QQing at her for not being enough of a threat to keep you in lane. Arrange ganks both top and bottom and force the Anivia player out of their comfortable farming zone and you should come out on top.
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Tips:
“Chilled” is a status that is similar to Brand’s Blaze. While you are chilled you move 20% slower and are open to an attack from Frostbite that will cause double the normal damage. Note that the “chilled” effect lasts for 3 seconds after Flash Frost has passed through you or 2 seconds after the stun from it has worn off *considering you aren’t wearing mercury’s treads* Anivia’s ultimate, Glacial Storm will also apply the “chilled” effect which makes it even more dangerous to stand inside. Do yourself a favor and just STAY AWAY from Anivia while you are chilled. Trust me, it is much better than watching yourself continually die…
Anivia’s primary goal before she gets to level 6 is to hit you with her Flash Frost but not because of the damage it does, but because if she hits you with it and is able to stun you with it, she can then follow up with an easy Frostbite and cause some serious damage for only half of the mana cost. After she gets to level 6 her goal of getting you “chilled” is much easier for her to accomplish because she can simply use Glacial Storm to immediately “chill” you and wreck your day.
Experienced Anivia players will not open with Glacial Storm but will instead cast Frostbite and while the projectile is in motion will cast Glacial Storm where you stand so that you are unable avoid it or get out of range. This is a deadly combination when you consider that if she throws up a Crystallize wall then you might be stuck in her ultimate longer than you expected which will make it easier for Anivia to stun you with Flash Frost and then hit you again with Frostbite since it only has a 5 second cooldown. Moral of the story? Keep some distance between you and Anivia or you will pay the price for it!!!
Rebirth has a 4 minute cooldown. KEEP TRACK OF THIS. If you are able to get her down to egg then that means you have 4 minutes where you only have to kill her once in order for her to die. To do this you simply have to pay attention. When Anivia turns into the egg, take note of the time *8:44*, add 4 minutes to that, and type in the chat log, “Egg 12:44.” In these next 4 minutes try to arrange a gank with multiple team members, preferable the ones that do damage the quickest. If you can get a full team gank then that is great because as soon as you have taken care of Anivia you can go down and get your team a free dragon.
Rebirth doesn’t reset if Anivia dies again. Remember that no matter what she will not go into egg form again until she has reached the 4 minute mark *12:44 in the earlier scenario*
Anivia is extremely Blue Buff dependent. Deny her blue, and you can deny her and her team the game. Blue roughly comes up for the second time at 7:10 if their jungler started at blue buff. This being the case, buy wards on your first trip back to the shop and do your best to ward THEIR Blue Buff at around the 5:45 mark in the game. This will give you vision on their Blue Buff for 3 minutes and will greatly increase the likely hood of being able to steal it. Using Command: Shockwave followed by Command: Dissonance to steal is completely acceptable and encouraged since at those early levels you are not doing as much damage as you will late game and it is 100% worth it to deny Anivia that Blue Buff. However after stealing the buff you should GTFO because they are gonna get pissed and might call in the cavalry to try to take it back from you, lol
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Annie
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Difficulty: Medium- Hard
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For In-depth Information to use when facing Annie Click Here
This B*tch… Okay, Annie is one of THE most dangerous champions to lane against simply because of how often she has her stun up. If your jungler isn’t paying attention and ganks her when she has Summon: Tibbers as well as her stun available then his day is about to get wrecked, period. Another thing that is annoying about Annie is that she is encouraged to build up her stun as often as possible because if she uses Disintegrate and it is the last hit on a minion, it doesn’t cost her any mana. What does this mean? Farming is extremely easy, requires no mana, and rewards her with a stun once every 4 spells…
A talented Annie will play mind games with you and try to shove you out of your lane. But before she is level 6 you have a bit of an advantage on her because Disintegrate only has a range of 625 which means you are able to poke quite easily with Command: Attack since it has a range of 825. After she gets to level 6, that slow playing sadistic little pyromaniac is going to whip out her full arsenal and just wreck your day. Stun up+ Flash+ Summon: Tibbers+ Ignite+ Disintegrate+ Incinerate= just about dead… if you stick around and try to fight she will have another Disintegrate ready which pretty much does = dead…
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Tips:
Speed, that’s what you need to hard counter this little devil. Be sure to use movement quints, reallocate your masteries so that you have 3 points in Swiftness and then rush Boots of Mobility before you even get your Chalice of Harmony. I’m not joking here. If Annie is faster than you then she will hit you with every stun she has and you will get owned during the laning phase which will make her extremely dangerous to your entire team.
Have your jungler come by with full intention of only making her waste her Flash. Annie becomes much easier to handle when the aforementioned combo *shudders* is not available to her…. Be sure to tell him to do it while she does not have her stun up so that she can’t go all Rambo on him and ruin his day. Discussing tactics like this right at the start of the game is extremely useful.
Frostfire Annie’s stun indicator is almost impossible to see while Molten Shield is active. If you are playing against Frostfire Annie then she probably knows this and plans to use this to her advantage. Be sure to click on her whenever she is in lane so that you have another visual representation as to when her stun is up.
When Annie’s stun becomes available she giggles this really sick giggle that means she’s about to pwn some noobs. Make sure you are not one of those noobs. As a visual representation she also get's this little cloud around her waist to give you a head's up that the stun is ready to wreck your day. Stay out of range and last hit using your ball ONLY. If she is level 6 or higher and you know that her Flash is available then you need to stay back even further than your Command: Attack range which is 825 while Summon: Tibbers + Flash = 850 range. Be extremely careful!
If you have been lucky enough to not experience the full wrath of Annie then you are one of the lucky ones… Here is a video from the League of Legends Cypher series by LilyPichu that pretty accurately describes why I hate Annie so much…
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Brand
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Difficulty: Easy -Medium
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For In-depth Information to use when facing Brand Click Here
Brand is an opponent that will always keep you on your feet. For some reason a lot of people feel that Brand is a counter for Orianna but for the life of me I can’t figure out why. Pillar of Flame and Sear both have a larger range than Command: Attack but considering they are both skill shots that can be avoided it really isn’t that much of an advantage. As long as you keep your distance from Brand around the same as your Command: Attack range he is unlikely to hit you with either his Conflagration or Pyroclasm.
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Tips:
All of Brand’s spells proc you with Blaze and do some ticking damage after the initial hit. You can tell that you are ablaze by the icon above your head and your screen flashing red annoyingly. When you are ablaze Brand is going to try to hit you with Sear because if he does, you are stunned for 2 seconds. If you are ablaze you should move so that there are minions between yourself and Brand so as to avoid Sear. If there are no minions and you are running away from Brand then do not run in a straight line away from him. Being stunned for 2 seconds is much worse than Brand being close enough to auto attack you because you made a beeline so as to avoid the skill shot.
Conflagration is not a skill shot and only requires that you be in range of Brand or near a minion that has been ablaze in order for it to damage you and then also set you ablaze. What does this mean? If he just missed you with Pillar of Flame but he managed to hit some of the minions then you need to put a little distance between yourself and those minions because Conflagration will bounce slightly and does have the capability of damaging you and opening you up to getting stunned becaue you are ablaze.
DO NOT LET YOUR JUNGLER GANK IF YOU ARE LOW ON HEALTH AND BRAND IS LEVEL 6 OR HIGHER!!!! Pyroclasm is a fairly lack luster ultimate in my opinion because it doesn’t really do too much to only one champion unless there are some minions in the very near vicinity. Pyroclasm however becomes deadly when there are two champions in lane because it starts bouncing between two champions and damaging them for each hit. When bouncing between two champions, at early levels this ultimate has the potential of causing 570 damage, and at late levels it has the potential of causing 2100 damage. The only time that you should accept a gank from your jungler after level 6 is if you are at full health and there is no fear of dying. Be sure to tell your jungler “Not enough HP, he will ult and use you to kill me.” They will likely respect your wishes and go to another lane or their jungle, or they will try to solo Brand so that you are kept out of danger.
Movement Quints are very useful against Brand to help you avoid all of his spells. Be sure to listen because each of his spells have a very audible indicator which will give you just enough time to react and not be hit.
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Cassiopeia
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Difficulty: Medium
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For In-depth Information to use when facing Cassiopeia Click Here
When laning against a Cassiopeia, speed is your greatest ally. If she can’t hit you with her Noxious Blast then she isn’t able to do much other than waste her mana trying. If she IS able to hit you with her Noxious Blast then she has one of two options depending on how passively she feels like playing: She can slowly widdle you down to about half health and then use her Twin Fang when you she finds you out of position or a jungler is able to land a snare/stun/slow on you and just completely wreck your face. Be sure to poke when you can and change directions often. NEVER stand in the same place for any measurable amount of time. You should be moving between each and every auto attack! space
One note I feel I should mention is that I believe Orianna versus Cassiopeia to be a skill matchup. I happen to main both of these champions and whenever I am playing in solo queue and I see an Ori on the other team, I counterpick with Cass and vice versa. Both champions can be very strong against each other and success is completely dependent on how well you know the OTHER champion. This is where player skill and champion knowledge are more important than usual.
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Tips:
Rush Boots of Mobility after you get your Chalice of Harmony. As I stated, I feel this matchup to be a skill matchup and because both of you rely on landing skillshots having that extra base 20 movement speed is a godsend. Having these boots also makes it easy to gank other lanes or take the longer, but safer, routes through the jungle in order to avoid getting caught by the river bush hitting you with Petrifying Gaze... On that note, even if you are going through your jungle you should always check the bushes with your ball before you run into them.
Equip movement speed quints and place points in the Swiftness mastery! Orianna’s base movement speed is only 300 so you move pretty slowly. Cassiopeia actually gets a movement speed buff if she hits you with her Noxious Blast which means if you are hit then she can close in on you that much quicker… If you start out with Boots of Speed then you are only moving at 350. Boots of Speed and movement quints: 367. Boots of Speed+movement quints+ Swiftness =373 movement speed to start your laning phase.
If you get hit with Noxious Blast then you need to back away from the fight! That CS you missed wasn’t worth the possible damage you could have taken if Cassiopeia would have gotten off 1 or 2 Twin Fang on you.
If Cassiopeia casts Miasma in your area while she is in turret range you should step into the affected area for the briefest of moments so that you take a bit of damage. Miasma doesn’t cause nearly as much damage as Noxious Blast and is therefore much saver when it comes to the amount of damage taken. Doing so will shift turret agro to Cassiopeia and will help you shave off a decent chunk of HP. Be sure to still stay out of her Twin Fang range while you are poisoned though since those still really hurt…
Always Always Always check the brush with your ball first if you think she might be waiting for you to come back to lane. If you went down to bot and did a gank and then start heading back to your lane but don’t see Cassio farming, you need walk back to your lane through your jungle. Cassio has a technique called “Snake in the Grass” that is very deadly and will rip you apart. If you’d like to read up how it works you can do so here just before the “Late Game” section.
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Evelynn
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Difficulty: Medium
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For In-depth Information to use when facing Evelynn Click Here
So the trick to laning against an Evelynn is speed and experience; let me explain: If Eve can’t get the drop on you then that makes things much more difficult for her in lane. In order to make sure she can’t get the drop on you you have to go about leveling your spells differently and you have to be experienced enough to know exactly how much damage you can take versus how much damage you can deal.
Normally I tell you to evenly level up Command: Attack and Command: Dissonance so that you have a decent amount of damage while not completely draining your mana pool. When playing against Evelynn it is important that you level Command: Attack as fast as possible because repositioning the ball as soon as possible is the most important capability you need because you might only get a brief glimpse of Eve before she’s on top of you. If Command: Attack is only level 1 or 2, and you move the ball, you have quite a bit of time before you can move it again and that is enough time for Eve to get in, really mess you up, and get back out. Having Command: Attack on as low a cooldown as possible seriously helps in discouraging a very large amount of damage throughout the game.
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Tips:
Vision Wards ARE A MUST!! No excuses! If you and everyone else on your team are keeping Vision Wards up around the map then you pretty much shut down Evelynn’s gank potential. This is amazingly important because if she can’t get kills in lane and she can’t get kills from roaming then she will end up extremely under leveled and will not be a threat to anyone.
If you are on the verge of starting a team fight and don’t see Evelynn DON’T START THE TEAM FIGHT! I can’t stress that point enough. I hate it when we get to end game and the initiator on my team doesn’t take this into account and just goes all in. Everyone on our team gets to about half HP and we kill two people on their team and then all of a sudden “A Wild Eve Appears” and we are all dead in seconds. The only time you should dive a tower or start a risky team fight when there is an Evelynn on the other team is when she is dead! Otherwise you just need to take your time and poke down the towers and don’t do anything stupid. Falling into the trap of diving at their turret is the easiest way to completely throw the game.
Eve has amazing burst damage and will get up close and personal. If there is a second AP champ on their team and you find that you are being focused by Evelynn then I would suggest that you purchase an Abyssal Scepter instead of Will of the Ancients so that when she does get in your face she will do less damage overall which will allow you more time to take her out.
Don’t forget that Agony's Embrace grants Eve a shield… if she has her ultimate up and you are neck and neck in a 1v1 fight she will likely ult you and will end up with anywhere from 150 to 300 more HP than you originally calculated. Be sure to factor this into your decision as to whether or not to continue and try to win a 1v1 against her. Also be sure to keep the ball on you all the time so that you have as much magic resistance as possible. Does that mean you should never use Command: Attack? No. It means you should cast Command: Attack in such a way that it does damage and you can immediately pick it back up. One of the perks to Evelynn being a melee champ is that this is extremely easy to accomplish :)
Evelynn should pretty much always be the primary focus in team fights. Make it known to your team that as soon as she is visible everyone needs to shift focus to her and shut her down as quickly as possible.
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Fiddlesticks
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Difficulty: Easy-Medium
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For In-depth Information to use when facing Fiddlesticks Click Here
Guess who is one of the easiest champions to play against? That’s right, Fiddlesticks is the correct answer! The reason this is the case is because Fiddlesticks is a one trick pony that otherwise isn’t very dangerous. Crowstorm CAN take you by surprise and do a lot of damage to you if you aren’t prepared for it or are out of position. Other than that though, if you stick to using your ball to do all of the damage to him and never get close enough for you to Auto Attack you will NEVER be in danger.
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Tips:
Did you know that if you are fast enough you can use your ultimate to completely cancel Crowstorm? It's true. There is a brief amount of time that you might notice Fiddle start to channel his ultimate, before he blinks and you hear all the crows attacking, that you can completely negate the ultimate. Pulling this off is doubly as good because his ultimate will still go on cooldown and he wasn't able to do ANY damage with it.
In order to make sure that you take little to no damage from Dark Wind you should just stay away from your minions until after Fiddlesticks has used it. The cooldown on Dark Wind is pretty high starting at 15 seconds and therefore gives you a lot of time to harass with your ball without any fear of being silenced.
If Fiddlesticks starts channeling his Drain on a minion you can feel free to close the distance and move into auto attack range so that you can stack your Clockwork Windup and severely punish him with your ball with a Q,W,E combo so that you end up with the shield and magic resist on yourself for if he decides to break the channel and attack you with Dark Wind. After you do this the first time he will be sure to stick back and only use Drain on your melee minions… fortunately you have excellent range on your Command: Attack and you can still harass him with a Q,W combo without having to put yourself out of position and in danger of a jungler gank.
So you think to yourself, “ Fiddlesticks was only around 30% HP when I saw him leave lane… chances are he just recalled so that he can come back and ult me while he’s at full health.” WRONG!!! WRONGWRONGWRONGWRONGWRONG!!! THIS is that one trick that I am talking about. Fiddlesticks players will happily just wait in the brush for you to get into a position so that they can Crowstorm, Dark Wind, Terrify and Drain you which will quickly end your life. I don’t care how confident you are running around with 60% HP, if you hit level 6 and Fiddlesticks disappears then you need to go back to base, buy your items and buy 2, that’s right, 2 wards. Ward top and bot sides of mid lane when you get back because I assure you that the next time you see Fiddlesticks it will be him channeling his ultimate and getting ready to rape your face.
If your Fiddlesticks is smart he will take teleport, make sure that you see him recall, and then port to one of his own wards about 10 seconds later with intent to completely surprise you and just destroy you. Always keep your wards up and when you have killed Fiddlesticks you need to take out that tower as soon as possible.
Maokai, Xin Zhao, Nocturne, Alistar, Pantheon, Volibear and Rammus are all extremely dangerous junglers when teamed up with Fiddlesticks because they all have either a fear, stun, snare, knockup or taunt that will make it very easy for Fiddlesticks to use his own combinations on you to secure a kill. Pay special attention to jungler position on the map if any of these champions and jungling for their team and consider purchasing extra wards to avoid getting caught out of position.
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Fizz
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Difficulty: Medium
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For In-depth Information to use when facing Fizz Click Here
Fizz is a hard hitting, high mobility, pain in the A** that will walk all over you if you let him. Your initial thoughts when dealing with a champion that is so offensive is likely to stay back and take the least amount of damage possible. That strategy is in fact the exact opposite tactic you should be using. With Fizz if you let him take ownership of the lane then he will farm as much as he likes and gank other lanes often, all because you were too worried about taking a hit. Instead you need to stay in Fizz’s face and make him pay for each and every last hit he goes for. Be overly offensive with your auto attacks and use your ball to poke at Fizz every single time he runs forward to hit a minion. Be sure to push all the way to the tower and then go sit back at your tower so as to avoid getting ganked.
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Tips:
Because you have to keep your lane pushed it is dangerous to stay with your minions all the time. It might be worth it to talk with your jungler and arranging for him to let you have his Wraiths. It is better though that you not farm Wraiths unless you have Blue Buff so that you don't lose too much mana or health while getting the extra farm.
When Fizz procs his Seastone Trident then he is planning on coming in on you for a hit. He is likely going to try to use Urchin Strike in order to close the gap in order to hit you with it. When you see his trident light up you know that he has activated Seastone Trident and that you should harass with your ball in order to keep him at bay for the remaining 5 seconds of the Seastone Trident spell. If he does attack you with Seastone Trident then I suggest that you wait to use your health potions until you see the grievous wounds icon disappear from over your head. Also makes sure to make him pay for getting a hit on you by continually auto attacking and harassing with your ball.
Playful / Trickster will waste Command: Shockwave if the Fizz you are playing against is any good. For the sake of training we will assume that you are playing against and experienced Fizz. DO NOT use Command: Shockwave unless he has used Playful / Trickster in the last 10 seconds otherwise you stand to lose the very powerful amount of fear that your ultimate can afford you.
After you have pushed your minions to his turret you should travel to the other lanes and gank whenever possible. By doing this you give the upper hand to all of your other lanes and get yourself some kills or assists.
Chum the Waters slows you by 50% at level 1 at which time your Command: Dissonance will be at level 2 and has the potential to reduce that 50% slow down to 25%. This 25% can save yours or someone else’s life while they are carrying the fish. Late game Chum the Waters slows by 70% and Command: Dissonance will speed you up by 40% bringing it only to a 30% slow. Be sure to try to help out your entire team by giving them a chance to escape by giving them a nice E,W combo
Remember that against Fizz the best defense it an almost reckless early game offense
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Heimerdinger
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Difficulty: Medium - Hard
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For In-depth Information to use when facing Heimerdinger Click Here
Heimerdinger is a pretty annoying opponent mid… There are two different type of Heimer players that you will come across. One is extremely offensive and the other is extremely passive. The offensive play style will keep you near your turret for almost the entire laning phase while the passive play style will put you out of position and at risk for jungler ganks. If you are playing against a passive Heimerdinger then you need to be ganking the other lanes as much as possible so that you can give the rest of your team an edge. If you are playing against an offensive Heimerdinger then you need to stay in your lane and focus on taking out his H-28G Evolution Turrets since they are Heimerdinger’s best source of last hitting and gold. Because of his turrets you will likely get pushed back to your turret pretty quickly. In order to help you take out his H-28G Evolution Turret as quickly as possible while they are within your turret range you should draw their fire so that your turret will target them as soon as possible.
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In early game farming you should only focus on taking out the H-28G Evolution Turrets when you aren’t last hitting. Caster minions are worth 5 more gold than his turrets are are therefore a higher priority.
CH-1 Concussion Grenade is probably one of the easiest skill shots to see coming. You’ll get hit by it once or twice if you haven’t versed a Heimerdinger in a while, but after that you should be able to see it coming from a mile away. Just walk out of its path and you will avoid getting blinded or stunned.
The Heimerdinger in the available replay was a mix between passive and offensive so you kind of get to see how to play against both options although this was before I started ganking more. If I can get an updated replay then I will post it for you guys.
For In-depth Information to use when facing Karthus Click Here
This is another one of those times when speed can be your greatest ally. If you continually harass Karthus with your ball then he will want to return the favor trying to hit you with his Lay Waste. The best part about this though is that if you position yourself correctly then he won’t be hitting you, and he won’t be hitting his minions. This is extra good because Defile’s passive makes it so that each time Karthus kills a unit he gets some of his mana restored. So by consistently dodging Lay Waste you make kathus waste mana, not farm, and therefore not get his mana replaced. The best part about this is that the entire time you are going through this process you are just continually poking at Karthus with your Ball and causing some serious damage.
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I suggest, in most cases, purchasing your Zhonya's Hourglass right after purchasing your Hextech Revolver. If you are playing particularly well and don't quite need the sustain then feel free to get if right after you finish your Athene's Unholy Grail. By doing this you are in essence making yourself immune to his ultimate due to the fact that Requiem at level 3 and 40% CDR will bring the cooldown to 96 seconds and Zhonya's Hourglass's passive only has a 90 second cooldown :D
The cast range on Wall of Pain is 1000 and is therefore greater than the range of your Command: Attack. Good news for you though, most Karthus players only put a single point into Wall of Pain and level it up last. This means that it only causes a 40% slow which is reduced down to 15% when you use your level 2 Command: Dissonance which you should have when you reach level 5. This 15% slow is merely an inconvenience and if you are using movement quints, Swiftness and start with Boots of Speed then you shouldn’t have any trouble getting away from Karthus since he will have a small gap to close in order to be able to cast Lay Waste ahead of you in order for it to actually hit.
Be sure to cast Command: Protect on yourself just before Requiem strikes so that you can reduce the damage done to you by simultaneously increasing your magic resistance and giving yourself a shield. If you have plenty of health then you might want to considering shielding an ally that is in a less than optimal position as far as HP goes… as you level up and reach your end game your shield will absorb over 500 damage and grant the recipient of the shield 30 magic resist, which is equivalent to about a 22% reduction in damage. The math on this is pretty cool. Requiem based on Karthus having 550 AP is as follows; 550 base damage + 330 *.6 of AP* = 880 damage. 20% reduction from 880 is 704. Subtract from that the damage absorbed by your shield 704 - 522 = 182 total damage caused by Requiem. In a way, you are a single target counter to Requiem. Once you have your Zhonya's Hourglass you are a dual target counter because you won’t be in danger of taking the hit yourself either.
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Kassadin
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Difficulty: Hard
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For In-depth Information to use when facing Kassadin Click Here
Note that this is one of the few times that I believe it to be okay to get Abyssal Scepter on Orianna. Overall the item does not do well on her but the fact is that if you are playing against a melee caster champion like Kassadin that can constantly get in your face then it is definitely both the best defensive and offensive choice you can make. You will be slightly starved for mana early on because you should rush your Negatron Cloak first, but once you start getting blue buffs you shouldn't have any issues.
That being said... My initial instinct is to ban Kassadin in champion select. This isn't because I have issues with him, but because most of the rest of the team will during mid/late game. However if you are playing normals then here is what you do. Before he is level 6, harass the hell out of him. Let him run towards you to cast Null Sphere but then back up and hit him with your Command: Attack. Be sure to Auto Attack him whenever he gets in your range because Clockwork Windup as well as your q and w will really weaken him. Don't forget that Null Sphere has a 9 second CD, same as your Command: Dissonance which means you have quite a bit of time to do a good amount of damage before he has another projectile and if you were able to get off your Q,W combo before he silenced you, then you can give him one more before he can silence you a second time. Chances are you can get a kill on him around level 4 or 5, which then gives you a 1 to 2 level advantage on him once he gets back to lane.
Once he is level 6 you have to switch up your strategy. Stay back a bit farther so that if he Riftwalks to you he might get hit by the turret or you can Command: Shockwave him into the turret. Also, remember that his ultimate isn't what silences you, it is his Null Sphere which any good kass will cast right after jumping to you with Riftwalk. This means that you have time to cast a single spell. As soon as you hear his ult you should immediately cast Command: Protect on yourself *I changed the hotkey’s so that the middle mouse click is "Smart/Self Cast Spell 3" so that I have a one click shield for these opportunities* and then start auto attacking him. As soon as you can you then Q, W, while continually auto attacking him. If you can, getting blue right around when he gets to 6 is extremely useful because of the 20% CDR that is awarded. It can make the difference in a kill or a miss. By now, since you have been farming, and likely have a kill, you should be able to buy your Hextech Revolver which will grant you some sustain so that you can survive a bit longer.
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Feel Free to buy some magic resist against this guy. Kassadin packs quite a punch and can destroy you if you don’t build to counter him. Mercury's Treads work very well against Kassadin because they reduce his damage output and reduce the length of his silence by 35%
Force Pulse can only be used after you have cast 6 spells in the general vicinity of Kassadin. If you click on him you can actually see the number of stacks that he has going towards his Force Pulse and you can make the conscious decision to either grant him stacks or not. Also, while he is at 5 or 6 stacks you want to be extremely wary because a single Command: Protect will allow him to use his Force Pulse and cause some serious damage. If he only has 4 stacks and attacks you, ONLY use Command: Protect and then hit him with as many auto attacks as possible. Clockwork Windup will do an excellent amount of damage to him and will seriously make him reconsider jumping to you again. As he is running away and you are no longer in his Force Pulse range you can then, and only then, attack him with a Q,W combination
Don’t forget that Null Sphere is not a skill shot which means you can’t dodge it. Just let it happen and don’t panic! Be sure to Auto Attack as much as you can during your silence so that Clockwork Windup will stack and do the maximum damage possible
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Katarina
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Difficulty: Easy
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For In-depth Information to use when facing Katarina Click Here
Katarina: The Sinister Blade… what can I say about good old Kat. Well, as you might have read previously, champions that have a good gap closer are generally more difficult for Orianna to handle. Akali, LeBlanc, Wukong, dianna and Kassadin all make this list.
So why doesn’t Katarina make that list? The reasons are vast, but the main two that come to mind is that Katarina is a melee champion with only a single projectile move, Bouncing Blades that actually safely causes damage, and the other is that you are one of a few champions that is pretty much immune to her ultimate, Death Lotus. “What… what? How are you immune to her ultimate? Kat kills me with her ultimate all the time?!?” It is simple really, Death Lotus is a channeled attack, and Command: Shockwave disrupts all channeled attacks, lol. Every time I get “counter picked” by a Katarina I instantly relax a bit because I know that I am just going to dominate the lane.
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Stay on top of your MIAS! You are going to do everything in your power to not feed the Kat, make sure that includes keeping your teammates from feeding her as well!
Plan ganks with your jungler that start just as the new minion wave is entering the middle of the lane. By doing this she won’t have any minions around her tower to Shunpo to and hide under the safety of the tower’s crushing blows…
If Katarina uses Shunpo and jumps kind of close to you or to you, be sure to use your auto attacks as well as a Q,W combo to punish her for doing so. You vastly out damage her in these exchanges due to your high mobility and your Clockwork Windup and she is likely to stay back from then on out
I suggest putting a second point into Command: Protect around level 7 so that you have slightly higher resistances as well as base shield so that you can better defend in case she does decide to go all Rambo on you because of her new flashy ultimate, which isn’t too much of a concern for you
Bouncing Blades can and will bounce towards you and do damage if you are near the minions that Katarina uses it on. This being the case, step away from your minions to begin with so that her initial Bouncing Blades doesn’t hit you, and then later when she is ready to do it again to finish off some of the CS simply cast a Command: Protect on yourself and you aren’t likely to actually take any damage
As I said in the earlier section, if you ever, and I mean EVER see Katarina using Death Lotus your immediate response should be to use your ultimate on her. If you do this successfully you will likely save your entire team’s life and help to win that team fight, and later the game
If Katarina tower dives you and you use your ultimate to stop hers, it is likely that you will get an easy kill because kat is still pretty squishy and can’t stand up to towers very well :)
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Kennen
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Difficulty: Easy - Medium
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For In-depth Information to use when facing Kennen Click Here
As far as laning goes Kennen actually isn’t that difficult to lane against. The range and low mana cost of Command: Attack allows you to poke often and hard. Kennen is most dangerous mid to late game in team fights which is why he might be worth a ban. If you are in charge of banning then I suggest that you ask your team if they would like a Kennen ban since he shouldn’t be a problem for you in lane.
The only issue that you will run into is lane sustain. I would suggest rushing a Rabadon's Deathcap so that you can do as much damage as possible so as to keep Kennen out of lane as much as possible. A different form of lane sustain that Kennen has is that he uses energy instead of mana, there is no reason for him to go back to base other than to heal or to buy. His use of energy also grants blue buff to his jungler for almost as much as he wants. Because of this there are certain junglers that you really have to be wary of. Shaco, Maokai, Xin Zhao, Sejuani and Nocturne are all much more dangerous when they know that they can have blue buff as much as they want.
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Ever notice that blue throwing star and just wonder to yourself “Wtf is that?” For those of you that don’t know, this blue throwing star is the passive of Electrical Surge and can cause you a lot of damage. The easiest way to counter this is by clicking on Kennen so that his stat card shows up on your screen so that you can count the stacks. This is exactly like playing against Annie and is no less important. Many players don’t take into account that Kennen is able to place a Mark of the Storm with just an auto attack and can cause you to get stunned multiple times without Kennen having to land a single skill shot.
Mark of the Storm stays on you for 8 seconds from the time that you received your most recent mark. If you have one mark, be careful. If you have two marks then you need to gtfo. Remember what I said earlier, Electrical Surge’s passive is can put that third mark on you which will stun you. At this point Kennen can simply use Slicing Maelstrom and get an easy second stun off on you. Combine this with their jungler coming in for a gank and you are done for. Mark of the Storm should be your primary concern, period.
Thundering Shuriken will hit the first target in its path. Stay behind your minions and you will pretty much never have an issue with getting hit by this spell. I actually suggest that you play a few games as Kennen so that you can learn the actual range of Thundering Shuriken since the animation that you see in game is nowhere near a accurate measure.
You can and SHOULD hit Kennen with Command: Attack while he is using his Lightning Rush and is doing a sweep of your minions. Most people seem to forget that Kennen can take damage while he is running around as that little electrical ball. Attacking him during this time serves two purposes: One, you do damge to your enemy, DUH! Two, because you suddenly went on the offensive Kennen is likely to turn around and not hit you with Lightning Rush which will save you not from 1, but two Mark of the Storm stacks because immediately after using Lightning Rush he is likely to use the active for Electrical Surge in order to get you with a second mark. As you can see, not running in fear will help you far more than trying to out run a MUCH faster opponent.
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Leblanc
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Difficulty: Medium
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For In-depth Information to use when facing Leblanc Click Here
LeBlanc can be extremely dangerous if you let her get fed. As with most of the champions you will face though, if you understand the champion, you can shut them down and make them useless to their team. LeBlanc is, in my opinion , one of the weakest late game AP mids. This means that she can make life hell for your entire team during early and mid-game, but towards the end she is easy enough to shut down. Your goal when laning against a LeBlanc is to make sure that she NEVER gets that early to mid-game advantage so that she ends up being useless for the entire game instead of just end game. To do this you can simply deny her kills, CS, and making sure to always, always, always call MIA and ping the rivers for top and bot if you don’t know where she is. You can deny her kills all you want, but if you let her feed on your top or bot lane then all of your hard work was wasted.
The secret to success AS a LeBlanc is being able to scare mid lane champions with her silence. The dirty little secret is that Sigil of Silence doesn’t actually silence you! That’s the important thing to remember. Sigil of Silence simply marks you and if you are hit with another one of LeBlanc’s spells THEN you are silenced. This means that unlike Kassadin, LeBlanc’s silence is completely reliant on being able to land a skill shot. That is… until she reaches level 6 at least… Then she actually has the capability of using Sigil of Silence followed immediately by Mimic which will Recast Sigil of Silence which will then of course silence you.
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You should Level Command: Protect faster than you normally would. Q-E-W-E-Q-R should be your opening skill sequencing so that when you have the ball on you, you have a decent amount of magic resistance and your shield will absorb just a bit more damage to keep you in lane longer.
In your early game if LeBlanc uses Distortion to get close enough to cast Sigil of Silence she now can’t actually silence you unless she can hit you with Ethereal Chains. Be sure to stay around your caster minions and she won’t have a clear shot in order for her to silence you.
If Sigil of Silence is the first spell that LeBlanc casts then you need to back away from the fight so that she can’t follow up that spell with Distortion and get an easy silence on you.
When you see her use Distortion to jump towards you, you should immediately cast Command: Protect on yourself so that the amount of damage that you take from the likely Sigil of Silence is greatly reduced. Once you have your shield you should immediately start auto attacking LeBlanc so that she starts staking bonus damage for Clockwork Windup. You’ll notice that after LeBlanc uses Distortion the first time, there is a little “launch pad” that is left on the ground. LeBlanc only has 3 seconds to be able to return to that pad before it disappears and therefore lets you know exactly where she is going to go once she reactivates Distortion. Continue auto attacking her and as soon as she jumps back to the “launch pad” you need to use a Q,W combo in order to damage and slow her so that you can continue to harass her with your now stacked Clockwork Windup. Doing this correctly once will be enough to make LeBlanc be very careful about initiating you.
Once LeBlanc gets to level 6 she becomes a bit more dangerous since she can close the distance between you and almost instantly silence you. Because of this you should increase the distance between you and LeBlanc, simple as that. As soon as she uses Distortion you should back away and deny her the ability to do any real damage.
Since Distortion has a fairly long cooldown on it you can harass LeBlanc with your ball once she returns to her launch pad since Sigil of Silence only has a range of 700 and Command: Attack has a range of 825. Be sure to punish her while you can.
Learning to predict Ethereal Chains and being able to dodge them is extremely satisfying. If you are hit however you have very little time to react. IMMEDIATELY start running away from LeBlanc while simultaneously casting Command: Protect on yourself and then quickly cast Command: Dissonance in order to counter the 25% movement speed reduction so that you can break the chain before you get stunned. Movement speed quints and points in Swiftness are useful for helping you to counter this specifically.
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Lulu
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Difficulty: Medium
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For In-depth Information to use when facing Lulu Click Here
Lulu is my second favorite champion to play and will be the next champion that I write a guide for :) In game play she is actually very similar to Orianna and can be just as fast paced. Now some of you may be asking why I am placing her in the matchup section, and those people are lucky enough to have never faced a Lulu mid before.
Lulu scales similarly to Orianna, has excellent range and a slow with her Glitterlance, a shield from Help, Pix!, has a silence from her Whimsy and has her own personal Heal in the form of Wild Growth that has less than a 2 minute cooldown at level 1. All of this adds up to a very formidable opponent mid that you should not underestimate.
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Keep moving constantly. If Lulu can’t hit your with Glitterlance than you have removed a good amount of the damage she can inflict on you. Remember that humans are creatures of habit and she will likely try to figure out which way you dodge in order to better hit you next time. Mix it up and don’t be predictable!
Glitterlance is interesting because it fires a lance from Lulu and her faerie friend Pix. One of Lulu’s best weapons is that if she casts Help, Pix! on a minion, allied or enemy, she can easily double the range on Glitterlance to well over a range of 2000 which means you can easily be zoned out of farm if you play too passively or don’t pay attention to what spells Lulu is using.
A Lulu that is using smart/self casting is extremely dangerous. The above increase in range can happen in a split second if the player knows what they are doing and that makes this very difficult to predict. I would suggest backing away from the fight or even casting Command: Protect on yourself after she casts Help, Pix! on a minion if you notice that she has been casting multiple spells quickly without any time in between castings. There is no need to cast the shield on yourself though if you are dodging her attacks consistently.
Lucky for us, the cast range on Whimsy is only 650, so the likelihood of getting silenced is low. Another good thing for us is that Whimsy has an 18 second cooldown at level 1 and we can use that to our advantage. Whimsy does make ganking with your jungler very difficult since she can immediately shut down one of you but my suggestion here would be to make her waste it on you ahead of time. This isn’t a huge issue because Whimsy doesn’t actually cause any damage. Just run in and make it look like you are going to get up close and personal so that she casts Whimsy on you and ss soon as it has been cast, back off a bit so that Lulu pushes forward in the lane or even chases you a bit. THEN have your jungler initiate the gank. You will morph back into yourself and she will have almost no defense against the incoming jungler. Be sure to let your jungler know that this is what you are doing though otherwise he might preempt the gank and make a mess of things.
If Lulu wasn’t cute enough, here is LilyPichu playing and giving her own little commentary as she plays. Adorable! It also shows you how powerful AP Lulu can be, even if you aren’t very experienced with her. space
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Lux
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Difficulty: Easy - Medium
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For In-depth Information to use when facing Lux Click Here
Might catch some flak from this but I'm going to say it anyways. There are quite a few Lux players that like to take Clarity so that they can constantly spam all of their abilities all the time. Due to the range that Lux has you'll find more often than not that you simply can not cast Ignite on her because she is so far out of range. Here you have a choice; You can either take Clarity so that you can constantly spam your spells at her all the time and keep her in check or you can take Teleport so that you can react to her roaming ganks quickly. I honestly feel that the first option is better because if you are doing consistent damage to her then there is no way she will be able to gank other lanes.
Lux outranges you with every single ability she has in her arsenal. So why is it that I don’t list her with a Medium – Hard difficulty? It is quite simple really… All of Lux’s abilities are skill shots and can be avoided if you pay attention. Does it take skill to properly face a good Lux? Hell yes it does, but that doesn’t mean it is impossible and once you have been playing awhile, dodging skill shots becomes second nature and is why I don’t consider it to be very difficult.
Lux does however have a snare, shield, and a very powerful ultimate, so if you aren’t careful then yes, you will find yourself having a very difficult time with this matchup. Pay attention to your opponents positioning though and you shouldn’t have too hard a time with her.
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Tips:
A lot of Lux’s damage actually stems from her passive Illumination. Essentially, if she does hit you with one of her spells you are marked with a light indicator. If Lux hits you with a basic attack while this indicator is present then she will do bonus magic damage that really stacks up. At level 10 her passive alone will cause 110 magic damage. “That doesn’t seem like that much, why are you wasting my time with this?” Well… if you are hit with Light Binding for roughly 200 HP and she immediately casts Lucent Singularity on top of you she can hit you once for the 110 magic damage, then pop the Lucent Singularity to cause about 300 damage, Final Spark you for about 375 damage while simultaneously damaging you with Illumination and then resetting it so that Lux can Auto Attack you one more time for yet another 110 magic damage. Without even factoring in basic attack damage, you just took 1205 magic damage from a single combo and Lux’s passive was ¼ of that damage. Moral of the story: Back away from Lux when you have that mark on you.
I have seen a lot of Lux players taking Clarity recently and the good news is you’re on even ground with them since you are also taking Clarity. Another great thing about this is that her main harassment tool, Lucent Singularity costs quite a bit more mana than Command: Attack and has a slightly longer cooldown. Essentially what this means is that you can cast Command: Attack twice to her one Lucent Singularity, still not use as much mana, and cause much more damage since you were skilled enough to avoid Lucent Singularity in the first place, right?
Don’t forget that Light Binding is only a snare. You can continue to cast spells in order to protect yourself and damage Lux if she tries to bring on the pain. If she gets within your auto attack range then you are able to stack up your Clockwork Windup and really take a chunk out of her health. Just because you are stuck in place doesn’t mean you are helpless. Your ball loves you and will do anything to protect you and destroy those that try to harm you.
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Malzahar
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Difficulty: Medium
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For In-depth Information to use when facing Malzahar Click Here
So Malzahar is a pretty annoying champion to face. He is by no means unbeatable and you shouldn’t really have too much trouble with him. The biggest issue that you will face while playing against a Malzahar is that his ultimate, Nether Grasp, suppresses you so that you can’t move or cast any spells during the 2.5 seconds that it takes for the spell to finish channeling. So how do you counter this? Personally I like to get a Quicksilver Sash as my first purchase after getting my Chalice of Harmony.
That’s right, I just said you should put off completing Athene's Unholy Grail so that you can be sure that you don’t die as soon as Malzahar hits level 6. Quicksilver Sash will do two things to save your life; it will essentially render Nether Grasp useless against you and will give you a nice bit of magic resistance so that all of Malzahar’s attacks do less damage to you overall. Also, mid to late game this item can save you from any number of crowd control abilities and will continue to get you out of otherwise hopeless situations. If you do take Quicksilver Sash then it should take the place of the Will of the Ancients in the primary build.
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Tips:
Be sure to buy your Fiendish Codex right after you get the quick silver sash. At this point you’ll realize that you don’t really do much damage at all… unfortunately that’s just something you have to deal with for a little while until you get some more ability power.
Malzahar’s voidling now prioritizes targets that Malzahar auto attacks over targets that are infected with Malefic Visions. Because of this you need to avoid auto attacks at all costs! A single auto attack could cause major damage just because his voidling will focus his attention on you until Malzahar auto attacks someone else or casts Malefic Visions onto a minion.
Most importantly you should stay far enough away from minions with Malefic Visions so that the infection doesn’t spread to you once your minion dies. However, if you are infected you should immediately cast Command: Protect onto yourself so that your shield takes the bulk of the damage. If you find yourself being infected often then you might want to put a few points into Command: Protect earlier than you would otherwise so that the damage you end up taking is minimal or even nonexistent.
Malzahar is most dangerous when he has an allied Warwick, Skarner or Maokai as his jungler. If this is the case, be sure to wait until after Malzahar has started using Nether Grasp before you use your Quicksilver Sash. There is no reason to waste the cleanse on Warwick’s ultimate when Malzahar’s is likely going to follow it immediately and will end up doing much more damage to you.
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Mordekaiser
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Difficulty: Medium
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For In-depth Information to use when facing Mordekaiser Click Here
Mordekaiser’s main source of damage in early game is Siphon of Destruction which is extremely easy to see coming. All you have to do to avoid taking damage is moving out its range, which is only 700. Then as soon as he has used Siphon of Destruction you need to turn around, use your auto attacks and Clockwork Windup to take down Mordekaiser’s shield. Once Morde’s shield is gone you can then, and only then, attack him with a Q,W combo while you continue to auto attack. The good thing about this is that by the time Mordekaiser’s shield is gone your Clockwork Windup is already at full stacks and you do the maximum amount of damage possible with your auto attacks. Be wary though, Siphon of Destruction only has a 6 second cooldown so you need to keep track of this and back off before he can can hit you with it.
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Tips:
DO NOT waste your mana and cooldowns taking down Mordekaiser’s shield. If you do this, you will run out of mana so quickly and when it comes time for you to really do some damage and get a kill, you won’t be able to, period.
Be patient. Please don’t confuse being patient with being passive. You should not be playing passively against Mordekaiser. What I mean by, “Be Patient” is that you really need to be paying attention to your creep score, to Morde’s shield, to your placement in lane, and to your jungler so that when you get a chance to take Morde out, you don’t mess it up.
If you notice that Mordekaiser is jumping in and out of lane all the time but you have no idea where he is going since you never see him in another lane, he is likely farming his and YOUR wraiths. You CAN’T let him do this!!!! This allows Mordekaiser to get tons of extra farm and it also denies your jungler quite a bit of experience. You MUST pay very close attention to Morde and you can’t let him free farm your jungle. If you know that he is doing this then feel free to ward your own wraiths so that you and your jungler can punish him for being greedy ;)
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Morgana
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Difficulty: Medium - Hard
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For In-depth Information to use when facing Morgana Click Here
Morgana isn’t actually too hard to lane against. The reason she is always banned is because her ultimate Soul Shackles when combined with zhonya’s hourglass makes a combination that can be devastating to your entire team. When she only has to survive for 3 seconds in order to stun your entire team and 2.5 of those seconds she is incapable of taking damage she becomes lethal simply because of all of the damage that will be caused by the rest of her team while you are stunned for that second and a half. Keep this in mind while laning so that you don't psych yourself out.
Laning against Morgana is pretty straight forward. Stay behind your minions so that you can avoid Dark Binding. Tormented Soil does damage… don’t stand in it. Don’t use Command: Shockwave or Command: Dissonance when Morgana has her spell shield up because it will do little to no damage and will not cause the slow or knockup that is intended by the use of those spells.
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Tips:
Dark Binding is a fairly slow moving projectile. With practice and attention you will find yourself reacting to the sound of the spell being cast immediately and are therefore unlikely to get hit by it.
If you are really good at avoiding Dark Binding then Morgana is simply going to focus on farming. Morgana can easily farm wraiths, so it might be good to ward next to her wraiths at around the 8 minute mark since she is likely to have blue buff and will have mana to burn.
Using the “Surprise Ultimate” combination is the safest way to initiate Morgana so as to make sure she doesn’t mess it up by using her Black Shield and essentially wasting the ultimate. You can also go a bit more on the offensive with your Command: Attacks in order to try to force her to use her Black Shield so that it will be on cooldown in order for you to really make your move and secure the kill.
Using Command: Shockwave and Command: Dissonance while Morgana, or any champion really, is pushed to your tower can be extremely deadly. By around level 11 your spells should be strong enough that these two moves will clear an entire minion wave. Why is that important? Because while you were killing those minions you also just flung Morgana into your turrent and slowed her so that she can’t get away quickly while simultaneously destroying all other targets for the turret to aim at. You my friend, just did a lot of damage and forced turret agro onto your opponent. If your jungler happens to be in the area this is a guaranteed kill for your team. If he isn’t and you are sure to continue following and harassing then you can likely get the kill on your own :)
If Morgana casts Tormented Soil in your area while she is in turret range you should step into the soil for the briefest of moments so that you take a bit of damage. Doing so will shift turret agro to Morgana and helps you shave off a decent chunk of HP
If your team feeds Morgana… buy some magic resist. Hopefully your team won’t be that stupid, but if they are, be ready to counter her.
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Talon
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Difficulty: Hard
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For In-depth Information to use when facing Talon Click Here
So if you’ve ever played against Talon, as any mage, you might have noticed that he completely raped your face… Talon is an extremely difficult opponent for pretty much any AP mid because of his kit. The fact that he is a fast melee champion that can blink to you while simultaneously silencing you and then doing a serious amount of damage while you are helpless to defend yourself is hands down the reason he is the subject in most caster’s nightmares… Is there a counter to Talon? Of course there is! How often do you see him honestly? Not often because many AD champions easily shut him down. However, Orianna isn’t AD… so how do we counter him?
The tricks are fairly simple… keep him at a distance, and give yourself some consistent high speeds so that he can’t blink to you and close that gap. Luckily talon doesn’t have a single skill that outranges Command: Attack. Will this mean you instantly won the lane, or even the matchup? No… it will just mean that you have a fighting chance and aren’t bending over for him to Rake you since you’ve given up on any and all hope.
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Tips:
Talon starts out with a base movement speed of 325. Boots of Speed, which are usually first purchase for Talon players, bring him 375. What are the chances he got movement speed quints and also put points in Swiftness ? EXTREMELY HIGH. This means that coming from the spawn pool, level 1, Talon has a possible, and likely, movement speed of 399… no, I’m not joking. You out of the spawn pool have a possible movement speed of 372 if you also use movement speed quints and place points in Swiftness . This obviously leaves you at quite a disadvantage. This is the only time that I say you should, AS SOON AS POSSIBLE buy Boots of Swiftness. These boots bring you to a base movement speed of 415. Once Talon upgrades to boots 2 he will have 421 movement speed… still faster than you. The difference is, now you at least have a fighting chance to keep him from being able to close that gap and silence you since the range of Cutthroat is 700 and your range on Command: Attack Is 825. Mimic his movements and you should be just fine at this point :)
Farm from a distance so as to stay out of Cutthroat’s and Rake’s range so that you don’t take any unnecessary damage. Remember, first and foremost, Talon is a melee champion and has to get close to the minions to get last hits. Punish him with Command: Attack and Command: Dissonance each and every time that he goes in for a last hit. Make him pay for that CS with his own blood, hehe.
Due to the fact that Talon does attack damage you should but a Chain Vest on your first back so that when he does do damage, he doesn't do as much damage. After this you want to go ahead and finish your Zhonya's Hourglass so that you get that large AP increase in order to move you solidly into mid-game.
Blue Buff is a must. No questions about it. If you are laning against Talon then you have to have it as often as possible.
The ONLY time that you should Auto Attack Talon is immediately after he has used Cutthroat and has silenced you. He has forced himself into your range and you much punish him for this. You should never, on your own accord run into your Auto Attack range in order to harass Talon because all of his skills can now be used with ease and there is nothing you can do to stop it, but I’m sure he’ll thank you for making it easier for him to destroy you and feed his greedy face.
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Veigar
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Difficulty: Medium
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For In-depth Information to use when facing Veigar Click Here
So a lot of people tell me that they have trouble when facing Veigar and I believe it is because most casters stick with Sorcerer's Shoes instead of switching to Mercury's Treads because they feel that the damage is more important than the magic resist and tenacity. Trust me on this one, in order for Veigar to hit you with his full combo he needs to be able to hold you in place during the cast time of Dark Matter. Mercury's Treads simply make it so that your opponent’s casting/reaction time has to be instantaneous in order to do the damage required.
With Event Horizon at level 2 the stun time is 1.75 seconds. Dark Matter has a 1.2 second cast time which means that even without Mercury's Treads he only has a .55 second window in order to hit you with Dark Matter while you are still stunned. Throw Mercury's Treads into the mix and that 1.75 second stun turns into a 1.14 second stun. Dark Matter will still take 1.2 seconds to fall which means that unless he cast Dark Matter before you were stunned by Event Horizon he is extremely likely to miss. This will quickly become frustrating to your opponent and will cause him to put further points into Event Horizon instead of leveling up his spells that actually do damage. It should be noted that even with Event Horizon at level 5 it only has a 1.63 second stun which means he has to react within .43 seconds to you being stunned; still pretty good odds in my opinion :)
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Tips:
A good Veigar will not farm early game with Baleful Strike. Wait what?!?!? It’s true! A good Veigar will more often than not use Baleful Strike on you instead of on minions because it turns out the early game harass is much more important than the 1 AP he gets for getting a last hit with it. Come mid game this will change due to the cooldown being lower and the presence of blue buff but still, it is important to know that since Baleful Strike only has a range of 650 and Command: Attack has a range of 825 you should be able to stay out of range easily while still providing good harass.
Always remember that just because Event Horizon is cast around you, it doesn’t mean that you have to run into the wall and actually get stunned. You could just run around inside, dodge the Dark Matter and then cast Command: Protect on yourself when you see that he is going to hit you with Baleful Strike and/or Primordial Burst. Command: Protect provides you with a shield as well as bonus magic resist so timing this properly will negate quite a bit of damage. Doing this correctly requires you to not panic and will also show your opponent that you have a clear head and some skill.
Event Horizon has a fairly long cooldown; 20 seconds at level 1 and 16 seconds at level 5. Because of this you are pretty much free to harass with your spells and Clockwork Windup for a good amount of time after he casts Event Horizon. By continually harassing when you aren’t in danger of setting up a gank for his jungler you will force him out of lane and that will give you more experience and gold from farming or give you the opportunity to go and gank another lane.
Don’t use your Flash in order to get outside of Event Horizon unless the jungler has joined in and you can tell that they will get the kill if you stick around too long.
If Veigar starts roaming then you better follow him. His ult can devastate your bot lane and he can easily get fed off of them if you don’t keep him in check. If you see that Veigar is starting to head bot then you should coordinate with your AD Carry and Support to meet him in the river so that he is surrounded and you can get an easy kill. This must be done quickly and might require you to mention it beforehand.
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Xerath
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Difficulty: Medium
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For In-depth Information to use when facing Xerath Click Here
So it is kind of difficult to write on Xerath because Ori players tend to have one of two experiences with him; either they completely destroy him or get completely destroyed… Chances are it all has to do with individual skill but I hate saying that because I personally have issues when playing against a Xerath. The most important thing you can do is make sure that when you get stunned, and you will get stunned, that you don’t just sit there and continually take an obscene amount of damage due to a single well placed spell. By combining the magic resist from Athene's Unholy Grail and Mercury's Treads you put yourself in a position to not take much damage while lowering your potential stun duration to less than a second.
It should be noted that most of the tips that I’m going to give pertain to when Locus of Power is not in use. When it is being used you should just back up and let it get wasted. Xerath is just too dangerous when he is using Locus of Power do to the fact that Arcanopulse and Arcane Barrage both have a range of 1300 and Mage Chains, which is the source of his stun, has a range of 1000. Just sit back until he starts moving around again before you go in to do anything, including farming.
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Tips:
If you primarily level Command: Attack in your early game you’ll find that after you successfully dodge Arcanopulse you have enough time to attack Xerath with a Q,W, *pace back and forth*,Q combo and get back out of range, which is 900 by the way, before Arcanopulse come off of cooldown :) Continually harassing this way and never getting within the 600 range of Mage Chains doesn’t push the lane and leaves Xerath with little that he can do other than beg his jungler for a gank. A stun is still possible due to the fact that he can go into Locus of Power and hit you with Mage Chains and quickly follow up with Arcane Barrage but it isn’t a huge deal because he will end up doing minimal damage since Arcanopulse will still be on cooldown and that tends to be the spell most players level first.
If you see Xerath run behind the river wall often and then you find yourself getting hit by a Arcanopulse that you didn’t see coming it is because your opponent is using the fog of war and his superior range to poke you down without you having any chance of being able to dodge his abilities. How do you counter this? Simple :)
Just ward in the same spot on the other side if you are on blue side.
Eventually you will easily be able to roam to other lanes and help your team pick up some kills. I would suggest doing this right after you get your Fiendish Codex so that you actually do damages
Don’t stand in lane in a way that puts your minions in the way of a straight line between you and Xerath… this is somewhat hard to explain but it is very similar to laning against an Ahri. Essentially what you are doing is making sure that if he tries to hit you with Arcanopulse he doesn’t hit all of your minions even if he misses you. The benefit of this is that he has to decide whether to focus you or focus the minions. Either way it gives you the opportunity to harass as soon as he has finished casting Arcanopulse
Become a Better Player
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This section of the build is not aimed directly at Orianna players, but is aims at All Players. Please review the guides I have listed below as they will help you become a better player and make the League of Legends community a more friendly place. Please note that some of the information contained in these guides is slightly out of date, but most of the information contained can be extremely useful.
A Guide for Beginners and Other People - Am I calling you a beginner? No. Do you fit into the category of "Other People?" Most likely... This is a very good read which covers a lot of general information that can be very helpful to ANY player. space
How to Last Hit and Why it is so Important - It took me awhile to find this section again since I read it so long ago. The build is intended for AD Ranged, but this section has all of the important information about Last Hitting Minions! space
QQing and Game Ettiquette - The more pleasant people there are to play with the more fun you will have while playing League of Legends. Take a glance at this guide and learn how to better compose yourself when communicating with your team. If you are ever matched with me you will recognize me immediately because of my opening lines. "Hello everyone. I'd like to be mid please." It is amazing how receptive people become when you use common courtesy. space
How to Build Moral and How to Lead - A humbling guide to make you pay closer attention to yourself so that you can better lead your team to victory. space
The Ultimate Warding Guide - Wards Win Games... or waste a lot of money if you don't know what to do with them. Read through this and learn the finer details of warding. space
Scores
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I'll be posting my scores with the build attached so that you have some proof!
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As something new that I hadn't thought to do until now, *September* Feel free to post some of your scores in the comments or in a PM to me and I'll gladly add them and share your success! space
click here to see other's successful games!
DarkestCara wrote:
Before guide: 1/9/4
After:
Veni84 wrote:
In-Depth, a lot of explanation(with videos too) clearly the best Ori guide :)
Justice48 wrote:
Before your guide i was terrible with orianna. But since reading your guide I've only gone negative with her twice.
XenonShades wrote:
I loved your build (at least the first half because the enemies wont let me finish it >:D) anyways, they surrendered 6 GAMES IN A ROW OUT OF THE ONLY 6 I'VE USED THIS BUILD. Thanks man C:
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Season 3: *sorry there aren't many, haven't played much ranked yet*space
Season 2:
Summary
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You made it! We have come a very long way and covered an enormous amount of information! I hope it wasn't too confusing and that you were able to take away why Orianna has the potential to be the most dominating mistress on the Field Of Justice. Remember, it doesn't matter that she doesn't have her own heart... she'll have the enemy's soon enough!
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I hope you all learned something and I hope to see more Orianna players out there "Ravaging" the competition!
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Again, as this is my first guide, comments and constructive criticism are most welcome and I would be happy to address any concerns you might have. Thanks again for reading!
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Fun fact: Made a copy of my guide in Word for my own referece. 93 Pages long and 24,318 words... wow! Let's just say every upvote is appreciated for all of the work put into this guide!
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Changelog
space 2/17/2013
Changes made to Builds 1&2 item choices and purchase orders
Item chapter edited to reflect Build changes and "Situational Items" section reformatted.
Catalyst versus Revolver section now included in "Situation Items" section under Will of the Ancients
Enchantment section added to explain the enchantment and proper usage of them
Suggested builds updated in the Champion Matchup section to reflect my current gameplay
space 12/11/2012
Major visual update and formatting done throughout the guide
Jayce Patch Notes section removed since most traffic is from players that didn't know her pre jayce patch which means the information was technically outdated
New screenshots added to the Scouting section to reflect new terrain
space 12/04/2012
Preseason 3 patch is dropping today! New builds, New Items and New Masteries! What isn't new? I still explain every single choice to you in full!
Suggested Builds added to the Champion Matchup section
Revamp of quite a few sections including new photos in the "Skills" and "Game Setting" sections as well as new videos in the "Early Game" section
space 11/16/2012
In preparation for the new season I have removed a few sections that are no longer relevant due to various changes in the game
Added Banners to the beginning of all of the current chapters except for the introduction and Changelog sections
Several sections are currently being edited and a couple new sections are being formed. Check back and see the changes as more information becomes available and Mobafire starts adding the new items to their BB Code stores
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To view previous changes to this guide click here
7/11/2012
Added "Jayce Patch... So wtf did they do?" section to the guide since I have had many people asking me about the various changes. A link to the section is included in the introduction
Updated the stats for Athene's Unholy Grail in the "Recommended Items" section
Updated my Runes, Masteries, and items on Builds 1 & 3 to reflect my current gameplay
6/13/2012
"Help This Guide Grow" section removed because all but one of the poll options have been added to the guide already. Another poll should be taking its place soon enough
"Champion Matchup" section cleaned up and slightly reformatted
5/31/2012
"Unique Skills" Section renamed "Special Skills"
Added "Super Leash" Video to the "Special Skills" Section
"Catalyst Versus Revolver" Section Added
5/23/2012
"Champion Matchup" Section Added. More champions will be added as I write them. Be patient and if you have any requests then please PM me about them
"Recommended Game Settings" Section Added
Entire guide was given an aesthetic overhaul. Sections are now uniform and clean looking
Removed some extra material and sections that are no longer relevant to the guide
Added Spoiler coding to "Recommended Game Setting", "Changelog" and "Champion Matchup" sections
space 3/22/2012
"League Replays" Section Added
space 3/12/2012
"Clarity Testimonial" Section Added after Changelog
Added "Surprise Ultimate Combination" Video to the "Skill Combinations" Section
space 3/06/2012
"Help This Guide Grow" Section Added. Poll is fully functional and will allow me to better serve those viewing this guide
space 3/05/2012
Added Deathfire Grasp to the situational section of "Item Choices and Reasonings Behind Them" A special thanks to slydunan for his input in the comments section!
space 3/04/2012
Added "Nashor's Tooth: The Controversy" section to my guide. Hopefully this will answer many questions that I have seen presented often over the last few days on various guides
3/02/2012
Added Baron Steal Video to "Stealing Dragon and Baron" section. Special Thanks to Dame Red for finding it for me!
Edited Typo in regards to the statistics I presented for Sorcerer's Shoes Thank you Needlous for catching this and bring it to my attention :)
3/01/2012
General cleanup and "prettification" completed
Fixed an error in the coding for Orianna's abilities. BB Coding now requires a colon between "Command" and the following statement. Example: ((command: attack)) instead of the previous ((command attack))
Added Surge to the list of Possible Summoner Spells. Thank you AstralGhost for your input
2/29/2012
"Become a Better Player" Section Added
"Changelog" Section Added (o_O) Paradox....
Minor changes in some Text Composition
Added "How to Initiate a Teamfight" video to the "Orianna's Role on the Team and during Teamfights" section
Added New Banner sporting edited Bladecraft Orianna Photo
Some overall "prettification"
Changed Purchase Order so that Lich Bane is bought before Zhonya's Hourglass in builds 1 and 3