Build Guide by kodebob
Not Updated For Current Season
Not Updated For Current Season
Orianna- The Hybrid Reaper
Welcome to my guide for Orianna the Clockwork Girl. Please note that this is NOT a typical AP build, however will start the game similar to one. Orianna can in fact be a carry, and will be a huge part of winning team fights if built correctly. Follow my guide and enjoy the game with Orianna as I have.
The Idea Behind Rune and Mastery Choices
Orianna's passive is amazing. With that being said I stuck with early game AP and magic pen. Because we will be itemizing into attack damage and speed a bit, it is best to maximize the static AP and magic pen we have early game. Having runes for AP will not only raise your ability damage early game, but also your auto attack damage. People HIGHLY underestimate this.
The summoner spells I went with make Orianna extremely deadly and extremely annoying.
Ghost: Makes escaping with Orianna an almost assured success, especially with Dissonance. It also allows you to catch up to enemies and/or pull them back with your ultimate.
Ignite: I went with ignite because it makes all the difference early game. The faster you get the items in this build, the faster you can crush just about anyone on their team.
Pros / Cons
Great at Zoning enemies
Late Game Pusher
Late Game Carry
Amazing Team Fighter
She Reminds You of How Great Portal Was
Small bursts early game allow enemies to escape
Weakness to enemies that flash(ezreal, katarina, leblanc, etc...)
Steep Learning Curve
With this build farming goes to a whole new level. You will find yourself ending games of 45 minutes or more with close to 300 creep kills. The attack speed and AP combo will help you clean the map of creeps with ease.
*Make sure you are last hitting creeps, even when you start to accumulate attack speed.*
As a summoner playing Orianna you will be helping your team tremendously. Throwing a shield at an escaping ally and popping dissonance will likely save them and send enemies fuming. Dissonance will also help speed up your entire team to catch an unlucky over extender. Her Ultimate will keep enemies with short range abilities away from your ranged as ranged blows them up, and can even be used to start a combo of AOE ultimates.
With my build I highly recommend going mid. This will allow you to be a wrecking ball earlier on and will help team fights mid-game significantly.
Early game is all about staying alive. Although you will still harass and zone your enemies NEVER overextend. By placing you ball mid lane, it is extremely difficult for your enemies to dodge it, so while they are farming creep xp (or trying to last hit) you can deny them by doing small bursts of damage. At level six setting up ganks will be easier with your ultimate.
This is where the Orianna build starts to shine. By now you should have a Rageblade and the team fights should have commenced. *Stay Back* after initiation start with your Command:Attack followed by your Ultimate. After enemies are pulled in use your Dissonance to slow them down. Between cool downs please remember to auto attack, your auto attacks will be A LOT of your damage.
Late game will be a combination of team fights and tower pushing. Luckily my build utilizes attack speed as well, so not only will Orianna be great for damage in team fights, but an amazing tower pusher and escapist after doing so. Remember to keep an eye on your team and save any stragglers if necessary. Its all about doing tons of damage while disabling the enemy and enhancing your team.
Thank you for reading my build. I will be updating it as often as possible :) Find me in game for questions. Name is : Kodebob