Orianna Build Guide by snakebytes
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
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Orianna: Lady of Clockwerk
Orianna is a very versatile champion who can either play as strong caster carry or be very strong utility/support. Unlike most other champions she excels at whatever role she chooses despite her broad play styles. Orianna brings a very unique play style to the League of Legends with her special mechanics unlike any other champion. Her Ball is the center of all her abilities rather than herself essentially making it a resource like mana or energy. The Ball also grants her long range but safe and effective play. On the other hand she can be very difficult to learn and has a very high skill cap.
Please check out my Orianna vision change thread.
Pros / Cons
+ Long range
+ High burst damage
+ Good with any team composition
+ Slow and speed boost in one
+ Long range shield
+ Can easily zone and harass
+ Teamfight control and modifiers
- Needs to farm well
- Reliant on cooldown reduction
- No reliable escape method
- No sustain
- Very mana hungry
- Isn't forgiving of mistakes
Flash is such a great summoner with so many uses you can't afford to pass up.
Ignite is a great spell to add extra burst to your champion, great way to secure kills.
I prefer to give Orianna extra movement speed to increase her ability to
poke and harrass in lane while starting with a medium amount of AP.
Greater Mark of Magic Penetration
Standard marks for all AP casters. Gives you great magic penetration when paired with Sorcerer's Shoes and Liandry's Torment
Greater Seal of Scaling Health
These help compensate for how squishy you are throughout the game and are a lot more noticeable then a little bonus mana regen from other seals. Some would disagree so choose at your discretion.
Greater Glyph of Ability Power
These help compensate for your lack in ability power early on, giving you something to work with until you get your Doran's Ring later on.
Greater Quintessence of Movement Speed
I've found that I like these better over flat ability power quints. The extra mobility is great for helping you poke your opponent and dodging there own skills in the process. This now works even better because of the tier 2 boots enchantments. With these you'll start with about 340 move speed level 1.
When I play Orianna I like to focus on a caster carry style oriented build
emphasizing on ability power, cooldown reduction, and mana.
Starting Items (465 Gold)
Faerie Charm x2/Health Potions x3
My default setup gives me extra mana regen and pots for sustain. I mainly like this the best because it builds right into your Chalice of Harmony.
First Recall (1,525+ Gold)
If your doing well in lane or vs. a non magic damage champ these would be the way to go. The extra stats it gives you are really great especially with it's new passive, since Orianna can cs like a boss.
Chalice of Harmony
Build this before duo Doran's Rings if your having a tough time in lane. Builds into your core and most important item: Athene's Unholy Grail. The magic resist adds up with Command: Protect passive making you pretty resistant against your opponent.
Essentials (9,900+ Gold)
More mobility and extra magic pen to work with which is a pretty rare stat to come buy, I'll go over enchantments on this item later.
Athene's Unholy Grail
It might as well be called Orianna's Unholy Grail. I can't stress enough how good this item is for Orianna, she needs every single stat this item has to offer. I usually finish this right after my first recall.
This is a major power curve item every AP Caster buys. Its full out focus on ability power increases your damage tremendously!
Very strong item vs. hp stackers (which is a huge trend now) so I usually buy this right after my deathcap. Her low cooldowns and AoE make this an extremely effective item. She can also apply the double damage burn when using her Command: Dissonance too.
Archangels staff gives a HUGE boost to your mana pool. And when fully stacked the shield from Seraph's Embrace can be EXTREMELY useful in a pinch similar to Barrier or Heal.
Although Orianna isn't a big single target champion, it can add huge amounts of damage to her kit, plus it builds from a Fiendish Codex. The cooldown reduction is a great bonus too!
This item is actually a very good choice for Orianna, applying with her AoE. The passive applies to Spellsword mastery and Clockwork Windup as well. Even if you can't make great use of the passive the stats it gives are reason enough for me to buy.
Attack speed is very beneficial to Clockwork Windup along with it's other starts. I consider getting this item if I'm hopelessly fed. But I usually prioritize defensive items over this.
Season 3 made this item A LOT better because of penetration order changes. As much as I like to buy this item sometimes others just take priority unless there heavily stacking MR.
The active can save your life from DoT effects and has extremely good stats too. If the armor from Iceborn Gauntlet isn't enough this is my second up choice! Seeker's Armguard can be a great early game counter item towards those pesky bruiser mids like Pantheon or Zed.
Although Orianna should NEVER be in range for the aura to activate, the stats are still pretty good and is still a decent option.
This item provides a lot of tankiness and has an incredible passive to help carries avoid getting caught to easy. I usually buy this item vs "stun into gap close" team compositions.
Huge amount of armor and other useful stats make this item another great option, and the aura range is in line with Orianna's preferred positioning. Although a lot of times you might find an off-tank buying this item rather than you.
Good mix of magic resistance and armor along with a literally life saving passive for a pretty cheap price.
Gives a great chunk of armor, some ability and cooldown reduction for some good stats. The spell blade passive makes it a good choice vs. more melee focused team compositions.
Although I prefer Banshee's Veil over this its great at completely disrupting chain cc champions like Leona and can save your life when timed correctly.
Even though this is mostly used on off-tanks it is still extremely good! I buy this often vs. fed, heavy gap closing champions like Pantheon, Jax, Lee Sin, etc...
Rod of Ages
This item is EXTREMELY effective at it's job and is overall good item if you want to be more bulky. It synergizes very well with Athene's Unholy Grail and Archangel's Staff too.
Mostly supports buy this item but it still has a pretty good mix of stats and it builds from a gp/10 item. It's cheap too and offers a cool active for even more utility which is great for Orianna.
Enchantments are basically a tier 3 add-on to your tier 2 boots. In most cases these add greater utility to your champion. They're meant to be compatible with all champions (some better than others), but in this section I'll go over my opinion on each one. Remember which ever you choose is totally up to you, the enchantment I prefer most is Enchantment: Alacrity.
Orianna isn't an assasin but she's an excellent carry.
For this reason I take 20 in offense and 10 in utility
Offense Tree (21)
Sorcery : Cooldown reduction.
Butcher : Great way to add last hit power.
Blast : Ability power per level to transfer our of flat early AP.
Arcane Knowledge : Percentage magic pen.
Mental Force : Extra ability power.
Spellsword : Amazing synergy with Clockwork Windup.
Archmage : Bonus AP on top of Rabadon's Deathcap.
Executioner : Bonus damage towards units with below 50% health. Good for last hitting minions too!
Utility Tree (9)
Meditation : combined with runes and Chalice of Harmony = good early mana regen.
Mastermind : Applies to Ignite and Flash.
Expanded Mind : Adds to your mana pool.
Runic Affinity : Longer crest of the ancient golem duration.
Orianna's Ball and Abilities
Orianna's Ball mechanic and unique play style give her a very high learning curve and skill cap.
When played to max potential, she can be very fun, powerful, and rewarding.
In the following sections I will go over the Ball itself, and her ability pool.
Orianna's Ball (Must-Read)
The Ball is not affected by any terrain or unit collision, and can be sent anywhere you have range to do so.
- This includes within walls, through champions, outside corners of the map, etc...
- She can also cast any of her abilities while her ball are in those portions of the map
The Ball gives 550 range vision where it is placed (about half a champions sight range).
- If the ball is in a brush it is considered hidden from the enemy (unless they have vision inside).
The Ball has a special leash range indicated by small triangle indicators.
- Blue: being within a safe distance to the Ball's Command: Attack range
- Yellow: being just outside Command: Attack cast range.
- Red: is the max leash range, heading just out of Orianna's sight range.
- If you move farther than the red indicator, the Ball will immediately flash back to Orianna (like other pets).
- Command: Attack leash = 1125
- Command: Protect leash = 1225
- Alternatively walking straight into the Ball will pick it up giving Orianna possession (No one else can pick up the ball).
When in possession of the Ball, Orianna's spells will be casted on top of herself.
- This includes the passive from Command: Protect, even if she does not cast it.
The Ball has a missle speed of 1200
The Ball may not take other cast orders while still in transit.
The Ball is untargetable.
The Ball cannot be moved by any other means other than Orianna herself.
Basic Abilities and Mechanics (Must-Read)
Clockwork Windup (Passive)
INNATE: Orianna’s autoattacks deal additional magic damage every hit. Additionally, attacking the same target within 4 seconds deals an extra 20% magic damage on the second hit, and 40% extra on the third and further hits.
Clockwork Windup adds nice sustainable damage on top of your burst combo. Its also makes Orianna a great farmer being able to easily last hit minions under the turret, and poke champions with only a few auto attack to hurt them, thanks to the bonus magic damage.
Command: Attack (Q)
ACTIVE: Orianna commands her Ball to fly towards target location, dealing magic damage to all enemies that the Ball passes through and that are on the destination area. However, the ball deals 10% less damage for each subsequent target hit down to a minimum of 40% damage done. Her Ball remains behind at that location afterwards.
Command: Attack is your main way of moving the ball around the battlefield. When the ball is finished traveling, you are able to cast other spells to manipulate a portion of space around it. Think of this spell as an extension of Orianna, or your "right hand man" spell.
Command: Dissonance (W)
ACTIVE: Orianna commands the Ball to emit an electric pulse around its current location, dealing magic damage to all units around it and leaving an electric field on the area for 3 seconds. The field speeds up allies and slows down enemies that walk over it. This effect diminishes to normal over 2 seconds after leaving the area.
Command: Dissonance is your all-in-one spell; It acts as a nuke, steroid, and crowd control. This spell has the potential to slow all 5 enemies in a team fight, or speed your allies on the path to victory, being your primary means of controlling the battlefield
Command: Protect (E)
PASSIVE: The allied champion the Ball is currently attached to is granted bonus armor and magic resistance.
ACTIVE: Orianna commands the Ball to fly to and attach onto an allied champion, dealing magic damage to enemies it passes through and shielding the allied champion when it arrives for 4 seconds.
Command: Protect is your main supportive spell that allows you to buff an ally. Once the ball has finished traveling, that champion now "has the ball". When in possession of the ball they benefit from any effects it gives off, including the cast of Command: Dissonance or Command: Shockwave. This essentially is what makes Orianna an amazing team fighter, being able to cast her Command: Shockwave using an ally, rather than using a shorter ranged Command: Attack.
Command: Shockwave (R)
ACTIVE: Orianna commands her Ball to unleash a shockwave after 0.5 seconds, dealing magic damage to nearby enemies and flinging them into the air a set distance towards, and possibly over, the Ball.
Command: Shockwave is basically a greatly improved version of Command: Dissonance, and is Orianna's main teamfight ability. Landing this spell correctly can either initiate a teamfight, or change the tide of a battle entirely.
Orianna's ability sequence is very simple. I max her W first for the most damage and utility,
Q for cooldown reduction, and E for sheilding in late game team fights.
Orianna In-Game Analysis
Orianna's in-game analysis will revolve around early game laning, ganking, teamfighting, etc... And how/what she does in each of them.
In the laning phase Orianna is extremely powerful.
She is great at farming, harassing, zoning, and ganking; pretty much everything.
She's pretty hard to counter unless she is outplayed in lane.
When the game starts buy your starting items and head towards the edge of your jungle and defend it. If you have a strong invasion team you may decide to invade instead which is still a fine choice
If the enemy is invading coordinate with your team and make them aware of what is happening. Your best role at this point is your utility, so use your Command: Attack in order to give you allies vision of the brush they are camping. Most of the time the enemy will back off and leave (because they no longer have the element of suprise) or will move to another brush. In which case you can either chase them out and try to get first blood, or just stay put and help your jungler start his path. As your ally continues his path give him a Command: Protect every once in a while around wraith camp
If your team decides to invade make sure you have your Ball is in an optimal position, but try not to reveal yourself in the process
When you get into lane at level 1 you are at your weakest. Prioritize farming so you can get more gold and exp to reach level 2 faster. Reaching level is a giant power curve for Orianna being able to harass and poke a lot easier now that you have Command: Dissonance.
As you get closer and closer to maxing Command: Dissonance (level 9) you will be able to farm waves with ease. Just Command: Attack > Command: Dissonance and you have 3 guaranteed minions a wave. This is the main reason why I can end games having upwards of 300 minions if it goes on long enough.
It is also important to buy a sight ward whenever you back. This simple little thing can easily protect you from ganks and other forms of aggression. The most common warding spots are in the river, around buffs, and near wraith camps.
Harassment, Poking, and Zoning
With Orianna's range she is really good at poking. Here are some great opportunities to harass your opponent:
- Spells are on cooldown.
- Lower current health pool
- Out of mana.
- Near the minion wave about to take a last hit.
- Out of position
Orianna has the gift of being able to zone her opponent with ease. After poking down your enemy, naturally they won't want to take any more punishment over a certain threshold and this is your time to shine. The easiest way is to stay right next to your caster and melee minions then keep the Ball right behind the enemy caster minions. Any time they try to come in for a last hit, just move the Ball in their path and they will either back off or take more punishment.
If they get to the point where you are sure they can be killed with a simple combo wait for the perfect moment and BAM, hit them with a Command: Shockwave > Command: Dissonance > and a few auto attacks to finish them off.
Be aware when zoning! Although Orianna is relatively safe when zoning don't forget your main resource (Ball) is being spent on aggression rather than farming and scouting. So buy a sight ward whenever you back and don't forget to last hit with those enhanced auto attacks! Otherwise you might find yourself farther behind than your opponent which is no good!
Orianna's lane matchups are pretty solid over all especially if your knowledgeable of your opponent's champion. In this section I'll analyze each champion and share a difficulty rating.
and experience, this section may not be 100% accurate***
2/5 Medium Easy
4/5 Medium Hard
Jungler and Ganks
Orianna has great synergy with her jungler and ganking, lending them her Ball gives her extra range to cast her abilties on the enemy, and buff her ally in the process!
Here is a list of junglers that work really well with Orianna
Maokai: His Twisted Advance gives him a strong targeted snare, placing the Ball on him while he goes in will essentially give you a targeted Command: Dissonance and possibly a strong Command: Shockwave.
Nocturne: Paranoia gives him a very long range gap closer, you can capitalize of this by Command: Protect > Command: Dissonance essentially giving it a slow when it hits. This will then make it difficult to escape Unspeakable Horror allowing you to easily chain a lot of your abilities together.
Nautilus: Is an incredible cc jungler that you can work with very easily. Just make sure you give him a Command: Dissonance to help him close the gap so he can Dredge Line > Riptide.
Shyvana: Her great burst on top of Dragon's Descent and Orianna's cc make a very potent combo, especially in team fighting.
Alistar: The cc king with more cc? YES! After completing his Headbutt > Pulverize combo, landing a Command: Dissonance right under them will HEAVILY cripple you enemy.
Amumu: His Bandage Toss > Curse of the Sad Mummy stun lock makes a great tool for Orianna to amplify from, allowing her to easily land her Command: Shockwave > Command: Dissonance. This combo is extremely powerful during teamfights as well!
Malphite: Unstoppable Force provides a good opportunity for Orianna to land her combo, this is another dangerous potent team combo (similar to Amumu).
Jarvan IV: His Demacian Standard and Cataclysm make him perfect for Orianna. Giving her an attack speed buff and the enemy will only have a small area to work with in which they will be slowed and bursted anyway.
Lee Sin: When you both reach 6 your ganks are overpowered. If you position your ultimate so they are pulled behind lee, he can kick them to you. I like to call it "shaolin soccer"! It's basically a death sentence if they get hit by Resonating Strike.
The emphasis on a strong gap closer here is important but not necessary. There are a lot more other examples like Skarner, Udyr, Riven, etc... who work well with Orianna as well.
Receiving a Gank
It is important when ganking to spread apart you and your allies crowd control to maximize the success of the gank. Also make sure you are auto attacking the enemy while you cast your spells because it adds extra magic damage with Clockwork Windup! In most scenarios you will be casting your spells on top of your alliy using Command: Protect leash range, so make sure you help him meet his target first! You only get one chance to do this right so make sure you have efficient placement and positioning!
If you are having a tough time in lane, remind your jungler to visit often as your lane will be pushed in most cases allowing for and easy kill or pressure relief.
Ganking Other Lanes
When ganking other lanes you might be expected to initiate. Orianna's Command: Shockwave makes for an amazing initiate by grouping them together in order to Command: Dissonance and slow them.
*Her Command: Shockwave is probably one of the best contributors to AoE team comps 2nd only to Jarvan IV's Cataclysm.*
If you aren't expected to initiate, just buff your ally by lending him the Ball. Basically like you would when receiving a gank except your presence will be supportive.
Since Orianna can sometimes be a bit of a power laner it is common to also receive pressure from the enemy jungle. Buying a sight ward whenever you back is a very good habit to get into. See Ward Locations.
When you are being ganked it is best to Command: Protect > Command: Dissonance yourself away, most of the time the speed boost will be to great and they will just give up.
In the even you are being tower dived do not panic! Position your ball in between them and Command: Shockwave > Command: Dissonance. This will do a huge amount of burst under the turret and will slow them, allowing you to get away or kite them to death!
In this section I will be covering the Crest of the Ancient Golem buff and the wraith camp. Two instrumental camps that you will be using throughout the game to help you get ahead.
This buff can be extremely crucial to Orianna's success in a match. It's bonuses are godly especially for her, the % mana regeneration, and cooldown reduction are incredibly helpful! Although you should be getting frequent blue buffs don't become to dependent on them and manage your mana like you would without one.
Your jungler should being giving it to you as early as 7:30ish minutes (the second blue spawn) if they started there. Some jungles are dependent on blue for exp and sustain in the jungle so don't be to upset if you don't get one when you want it.
When you get Tear of the Goddess, blue buff allows you to SPAM your spells to gain stacks faster. So long as you don't push the lane it can be very beneficial to do this. If you do this correctly you can reach max stacks extremely quick!
*Now that the blue wraith is a little bit stronger I advise you only go to clear them around levels 7-9 when your Command: Dissonance is stronger. You will also have to commit a bit more to taking them since the positioning of blue wraith doesn't allow you to take them over the wall easily*
The wraith camp is a very popular way now for the mid champion to get extra gold and exp when laning. Because of its frequent respawn time you can take them very often. When taking the wraiths make sure your lane is somewhat pushed, or else the enemy could take the opportunity to kill you while out of position.
Always make sure you clean up your mess. Don't just take a few wraiths and leave the other ones sitting there, unless you actively tell your jungler "i only took the blue wraith" and he might come by and clear the rest. If you don't communicate with your jungler, the wraiths might not respawn the next time you come back!
During the early mid game Dragon is an extremely important neutral camp. Giving the team a huge gold boost over the enemy. When taking Dragon Orianna should be zoning out any threats of stealing, while auto attacking to help deal damage.
Although this should be Vision Warded frequently, sometimes your ward will be killed and you have no vision of Dragon 's river. In the event where you believe the enemy is going to take Dragon and your team needs vision, that's where the Ball comes in!
During the late game times of the match Baron Nashor will become a higher priority than Dragon giving more gold and a powerful buff Exulted with Baron Nashor. Giving the team a huge boost in damage over the enemy team. Orianna's role at Baron Nashor is much more crucial during the later stages when teams need to be together so make sure you are there to help zone the opposing team, if not your team might die!
Although Baron Nashor should be Vision Warded frequently, sometimes your ward will be killed and you have no vision of the river. In the event where you believe the enemy is going to take Baron Nashor and your team needs vision, that's where the Ball comes in!
Orianna is great in teamfights, her range and utility make her a good role filler at this time in the game and she can adapt to whatever she needs (anti carry, support, carry, disruptor, etc...)
Before a team fight it is common for enemies to use there spells and poke at the enemy and see who gets caught out. This is a risky practice because sometimes you can get caught out, unless your Orianna of course. Your range should allow you to poke them with Command: Dissonance quite safely but don't get to over confident.
When initiating it is essential that you have Command: Shockwave at the ready. After poking at the enemy pre-fight wait for the right moment in order to pulverize the whole team.
During this time lining up for your shot be aware of your mini map. If you or one of your team mates get caught it could completely ruin everything.
In general the highest priority target is the AD carry. But in Orianna's case this can differ mostly because of her versatility to support and deal damage.
Those were only basic scenarios in where you would focus priority, but that is the basic idea.
When fighting it is crucial you maximize the effectiveness of every skill you have. Because once they go on cooldown you loose all your utility and can only damage with Clockwork Windup.
(S3) Match History
Although score and numbers don't mean anything, It's really the only tangible proof I can
give you to say that this guide will help and teach you something about Orianna.
I will be adding to this section as I continue to play in for season 3.
Resourceful BBCode color list.
HUGE thanks to JhoiJhoi's guide to making a guide!
HUGE thanks to IceCreamy's guide on columns!
Specifications and numbers provided by Orianna Wiki
Please leave feedback in the comments of what you think and share what you know, I might look into it and add to the guide!
Check out my Orianna vision change thread.
Patches: How they affect Orianna
- No big changes to effect Orianna
- Sheen total cost reduced to 1200 from 1260.
- Lich Bane combine cost increased in conjunction with Sheen.
- Iceborn Gauntlet has been redirected for a more tanky role, more armor less AP.
- Seeker's Armguard ability power reduced to 20 from 25.
- Athene's Unholy Grail now has 20% cooldown reduction!!
- Glacial Shroud has received more armor but only 10% cooldown reduction.
- Deathfire Grasp cost reduced but cooldown reduction has gone down.
- Iceborn Gauntlet cost reduced!
- Iceborn Gauntlet slow field radius and cooldown reduction has been reduced.
- Double Faerie Charm can be a new opening option because of Chalice of Harmony buff.
- Negatron Cloak is now a more affordable magic resist option.
- Liandry's Torment has no diminished effect and highly compliments your AoE!
- Rabadon's Deathcap now has a slightly increased cost but a buffed passive!
- Seeker's Armguard now offers a good alternative item vs. bruiser mid champions.
- Zhonya's Hourglass has a new recipe and has been buffed!
- Fiendish Codex now offers a lot more build paths and is way cheaper (no more mana regen though).
- Nashor's Tooth had its price reduced no longer grants mana regen.
- Deathfire Grasp now builds from Fiendish Codex and gained more ability power.
- Morellonomicon now builds from Fiendish Codex.
- Athene's Unholy Grail is now cheaper!
- Frozen Heart is now cheaper.
5.12.13 - Updated patch note section for patch 3.5 (no major changes)
3.22.13 - Moved Iceborn Gauntlet to defensive items section.
3.22.13 - Updated patch note section for 3.04.
3.19.13 - Patch 3.04 Released.
3.9.13 - Tweaked and adjusted Starting Items.
3.9.13 - Better highlighted Morellonomicon in the Offensive Items Section.
3.9.13 - Changes seals to Greater Seal of Scaling Health in the Runes Section.
3.9.13 - Replaced Iceborn Gauntlet with Liandry's Torment in the Essential Items section.
2.16.13 - Guide updated and re-published for Patch 3.02
2.15.13 - Added Executioner to the masteries section.
2.15.13 - Updated patch note section for 3.02.
2.13.13 - Patch 3.02 Released!
2.2.13 - Updated match history section.
2.1.13 - Created a patch note section to better highlight Orianna in the patches.
2.1.13 - Noted Seeker's Armguard in the Items section and made other general tweaks.
2.1.13 - Season 3 Officially begins! Currently making changes for patch 3.01.
1.20.12 - Experimenting with Greater Seal of Scaling Health in accordance with Doran's Ring changes.
1.20.12 - Updated Starting Items and First Recall Items in accordance with Pre Season 3 Patch.
1.16.13 - Currently Testing Pre Season 3 Balance changes (revolving around items and masteries).
1.16.13 - Preseason Balance Update Patch 2 released.
1.12.12 - Updated Orianna's Ball and Basic Abilities with more precise details and tweaked aesthetics.
1.11.12 - Completed Laning Matchups section.
1.10.13 - Added and updating a Laning Matchups section.
1.6.13 - Added Orianna vision change thread.
1.6.13 - Added Lee Sin to "Your Jungler" list
1.6.13 - Completely revamped Items and changed Masteries after thorough testing in S3.
1.6.13 - Updated match history section.
12.9.12 - Guide Published.
10.12.12 - Season 2 End.
Guide drafted in wait for season 3