Build Guide by Stoning
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
There once was a Piltovian man named Corin Reveck who had a daughter named Orianna, whom he loved more than anything else in the world. Though Orianna had incredible talent for dancing, she was deeply fascinated by the champions of the League of Legends. This fascination compelled her to begin training to become such a champion. It is unfortunate that her sheltered, wide-eyed naivete led her to take unnecessary and dangerous chances which ultimately led to her tragic demise. Orianna's death shattered Corin, driving him into deep depression and an obsession with techmaturgy. He could not stand the void his daughter's death left in his life, so he decided to build a replacement - one that would complete Orianna's dream of joining the League. What was created is the clockwork killing machine that Corin named after his daughter. Knowing that she was destined to be a champion and seeing the way the times were changing, he created The Ball as her pet and protector. This nearly symbiotic creation uses a different type of techmaturgy, relying more heavily on electricity than clockwork.
Orianna and The Ball now fight as Champions in the League of Legends, using her sometimes misguided morality as a compass. She tries in earnest to fit in with those around her. However, no matter how hard she tries, Orianna can never be human and there is always something unnerving and alien about her. Though she attempts social interaction with other champions in the League of Legends, there are few who can get past her exotic nature. To many, it's as if there's nothing inside, that Orianna is just a soulless clockwork shell - a dangerous and deadly one at that. However, all along she remains the perfect daughter in her father's eyes.
''Dance with me, my pet. Dance with me into oblivion.''
Orianna is one of the most fun champions I've played. She is extremely easy to snowball, as you keep your distance, using your ball to fight for you.
Why this build works*
There have been a lot of comments saying
1.Build her support, not full AP
2.She has no survivability in this build!
3.Rod of Ages doesn't work well with Orianna
Well, even though most of these comments are from level 20s to fresh 30s or unranked 30s ( Yes I looked you up), I can see the thought behind these points.
1.By building her AP, you are already building support. More damage, more shield from your E.
2.Like said in this guide, her E has a huge shield with our AP, you can kite people with Q,W forever speeding/slowing 45% doing 1/3 of their health every time, and RoA + Rylai's gives you a lot of HP already.
3.Rod of Ages works extremely well, I don't know why you would say this. Catalyst helps her to lane forever, making the RoA rush faster. The AP helps her overall with every single skill.
Since credibility is key on MOBAFIRE,
BigFatJiji plays a mean Orianna since release. He has an extremely similar build, except I focus on rushing RoA instead of dorans rings. His play style in team fights is exactly how I try to explain it, getting off his Q>W combo, then E'ing inbetween with raw AP.
Here is a video of BigFatJiji on his smurf (Sandy Richard) playing Orianna in ranked
My ranked so far(Will update as I play more)
Orianna's autoattacks deal additional magic damage every hit, subsequent attacks on the same target within a few seconds will add more damage per hit. This bonus stacks up to three times.
The only use for this is bonus damage to help last hit creeps
Orianna commands her ball to fly towards target location, dealing damage to targets hit but doing reduced damage for each additional target hit. Her ball remains behind at that location afterwards.
Max this out first. This does most of your damage and positions your ball to get your W or R off
Orianna commands her ball to emit a magnetic pulse, dealing damage to units around it. Afterwards, the ball leaves a field behind for a few seconds that speeds up allies and slows enemies.
This skill can be used offensively and defensively. You can use it to speed yourself, slow enemies, and combo after your Q for a strong poke
Passive: The allied champion the ball is attached to gains bonus Armor and Magic Resistance.
Active: Orianna commands her ball to fly to and attach onto an allied champion, dealing damage to enemies it passes through and shielding the allied champion when it arrives.
This is a great skill because you can use it while your waiting for your QW combo in team fights. It also does more damage than you would think if it passes through an enemy.
Orianna commands her ball to emit a shockwave after a short delay, flinging affected enemies in the vicinity into the air a set distance towards, and possibly over, her ball.
This skill makes Orianna even more amazing. If you have blue buff you can use this as part of your poke and nearly kill an enemy carry. You should Q>R>W. Try to use it when you land a Q in the middle of 3-5 opponents. The damage you do is unexplainable. Not to mention, the satisfaction of landing a double, or triple kill with your R is legendary.
The rune choice for Orianna is very flexible. Feel free to exchange yellows,blues or quints with CDR or AP.
This complements our Void staff, making our skills deal more damage.
Mana per 5 help Orianna due to her mana starvation. Since you rarely get hit in fights, you can stay on the field for a long time, which strains your mana. These runes help out a bit
Greater Quintessence of The flat AP makes you deal more damage
I've seen many guides that do not grasp the role that Orianna is best played at. Resulting in item builds that do not mesh well with her playstyle.
You should never get attack speed items on Orianna. Orianna is a champion that stays at the very back of the team but is able to dish out all her damage as if she was in the front. You should rarely get hit by the enemy in team fights.
Why AP > AS on Orianna
To the untrained eye, attack speed seems viable. It makes your auto attacks do alot, which boosts your DPS greatly. Yes, this is true, but here is the reason why AP > AS: With AP, you can stay at a comfortable range, not being hit by enemies. Throughout the whole team fight, you will be dishing out all the damage you can, while staying full hp.
> If your team wins the fight, congrats, you won.
>If your teammates lost the fight, you will be close to full hp, able to kite away, and chase the remaining opponents
Item choice is very simple. The most important thing to remember is to rush your Rod of Ages.Unless you are getting focused hard, you should always be using this build up to the deathcap. After deathcap, feel free to mix up the order of items or get more defensive ones.
I get these items because it leads right in to the Rod of Ages you want to rush, and the health potions help you in lane before you get your catalyst.
Catalyst the Protector Build your sapphire crystal into a catalyst, you need to stay in your lane as long as you can to get all your CS for your rushed Rod of Ages.
You want to rush this item as fast as you can. This is the definition of a core item. You should get this around the 12-15 minute mark if you are soloing.
I like cooldown boots because we don't have much CDR from runes or items. This helps us use our ball more often.
Now that you have your Rod of Ages, you need pure AP to dish out the damage you want. The Deathcap is a great item to follow up after your RoA.
The magic penetration provided by this item makes you hurt a lot more. Since you are skill based, magic penetration is a must.
The health you get from RoA + this items makes you tankier than you would think. If you use your shield as well, you are, dare I say it, unkillable. With flash, your for 45% speed, and a 45% decrease on the enemy, these two items for slow and a lot of health, and your , it is HARD to kill you.
Orianna needs to stay back in fights and do her damage from there. With our item build she is extremely strong throughout the game and has amazing utility. You should take a solo lane, but she does great in a duo as well.
What to do in fights
Stay back, and let your ball do the damage. Go in with your Q, then immediately activating W. Then, Command: Protect to an ally that needs it. Once the enemies are 3/4s HP or lower, Q your ball in the fight, then use your R directly after.
-The reason we R before W is because it gives less time for enemies to run away, and your W's slow works well after you deal your insane damage-
After your R, use your W to slow them down. They should be running for their lives by now. Command: Protect to your ally closest to the enemy and use your W as soon as it comes off CD. This will allow your teammates to catch up and guarantee the kill if they haven't already.
Play passive. you want to focus on getting all the CS in your lane. You are not OMFG strong until you get your RoA. Your catalyst will help you stay comfortably in your lane. Harassing the enemy is pretty simple. Just Q to them then W. If you are getting zoned, use your Q and W to last hit if needed. This, and in small team fights are the only times you should be using your auto attacks to do damage. When you get into team fights you should not be auto attacking.
If you are mid, you can Q to wraiths, W, then E to yourself to do them quickly
With your RoA and Boots of Lucidity, you should be doing alot of damage. You should be getting your team's blue buff for the CDR. Keep up your CS in lane, but feel free to co-ordinate ganks. If your teams are pretty even, be confident that you will win a team fight because of you. In team fights, use your Q,W combo then E to an ally. Use your ult when you want to.
If you have blue buff, you can use your ult to do insane poke with it's reduced cooldown. If you catch someone off-guard, Q,R,then W.
Orianna is extremely easy to farm with now. Q to the caster minions, W, then E to yourself and this should combo all the minions. You should be doing a lot of damage with your full build. Your also 10x tankier than a traditional AP carry.
Stay back in fights and keep combo-ing your enemy.
The flash-ignite combo works extremely well with Orianna. I can't think of any other replacements for these spells. You do not need ghost because you should be safe from enemies during fights, and your W gives you amazing move speed
Flash-Ignite is useful because in the laning phase, you can do your combo then flash in and ignite to finish the opponent off.
-If you're mid lane, you can kill your wraiths while laning by combo-ing them from your lane and E'ing yourself to finish them off.
-Use your W on yourself to move faster when chasing, running, or going to your destination. If you have blue buff and are in mid-late game, you should be able to W on yourself without losing any mana.
-Keep track of where your ball is. Know what path it will take when you Q so it hits as many people as it can. Also, you can use your E on yourself or an ally ahead if you are chasing and your ball is behind you