My Primary Build
Primary Build Path
Hey guys, I know the guide needs updating but the core build is still quite good on Ori. Everything you need to learn about her mechanics are still correct in the guide, just some of the item descriptions and matchup information is a bit off. Please be patient while I make updates and learn from the plethora of important information that is available in the guide.
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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 :)
I have been playing Orianna since the day she was released and she has taken a special place in my
In all seriousness though, Orianna has a super-simple, thematically cohesive kit that births breathtakingly complex gameplay that is difficult but extremely rewarding to learn and challenging but rarely unfair to play against. To master her, read on :)
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
- Keeps you from wasting gold on unneeded Magic Resistance
- Compensates for not having Athene's by using a Tear of the Goddess
- Mixed with a couple early levels in Command: Protect you can get decently tanky
- Having Seraph's Embrace and Zhonya's Hourglass makes you almost unkillable!
- Unlike any other champion in the game. Her game mechanics are completely unique!
- Extremely High Survivability due to Command: Protect and Command: Dissonance
- Versatile! She can Carry, Support or Push with ease!
- Great Crowd Control with both Command: Dissonance and Command: Shockwave
- 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 and harass!
- 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"
- 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!
- Clockwork Windup: Orianna deals bonus magic damage that stacks after hitting the same target multiple times. Early game you are able to out trade most mid laners because of this passive and that is invaluable. Don't forget though that its 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!
Here's the Proof of how devastating Ori's Ultimate can be to the Opposing Team
Basic Farming Combination
Your Ball. Your Scout. Your Lifesaver.
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 and use your ball where you don't have wards when taking major objectives then 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.
Mid Inner Towerspace
Top Bush Gank Checkspace
Top Outer Towerspace
Bot Outer Tower (No River Ward)space
Bot Outer Tower (River Warded)space
Check for Impending Gank when moving toward Bot Inner Towerspace
Bot Inner Towerspace
Dragon Protection (Option 1)space
Dragon Protection (Option 2)space
Dragon Protection (Option 3)space
Baron Protection (Option 1)space
Baron Protection (Option 2)space
Baron Protection (Option 3)space
Baron Protection (Option 4)space
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!
- Greater Mark of Hybrid Penetration: As an AP Caster you require Magic Penetration so that the spells you do land do the maximum amount of damage possible. On the other hand early armor penetration can be great for harass. I played quite a few games and kept track of the magic and attack damage caused using these versus straight magic penetration and I ended up doing just a bit more total damage with these runes which is why they are now recommended.
- 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.... It should be noted however that if you are against an AD heavy composition, or if the opposing mid laner is AD such as Zed or Yasuo, Greater Seal of Armor will go a long way in keeping you alive :)
- 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. If you don't find yourself needing the movement speed then feel free to take Greater Quintessence of Ability Power to give your spells a little extra umph!
This Mastery list is a standard 21/0/9 Caster setup.
The Offensive Side of the tree has emphasis on increasing your:
- Attack Damage to minions by 2 for even easier last hitting
- Bonus late game damage on your Auto Attacks
- Magic Penetration by 6%
- Cooldown Reduction by 4%
- Bonus Ability Power (+ 16 AP @ Level 18, 8 flat AP and a 5% overall AP increase)
- Stacking Bonus Damage just for hitting people with your ball... score!
- 5% More damage to champions with less than 50% HP
- 3% More damage for every offensive move you make
The Utility Side of the tree improves your:
- Mana Regeneration by 3 per 5 seconds
- Recall time by 1 second so that you can escape quicker from sticky situations
- Decreasing Summoner Spell Cooldowns by 10%
- Health or Mana Potions by increasing them by 10%
- Some immediate health when you drink a potion which can save your life
Recommended Summoner Spells
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.
Less Viable Options
I find Barrier to be most useful against champions that have a great deal of burst damage. I will usually use it to counter a LeBlanc, Annie, Fizz or even an Ahri if I haven't played the matchup in awhile and feel a bit rusty. Champions like this only need one or two kills before they can really run away with the game and destroy your whole team so if there is anything you can do to avoid feeding them those first couple kills then it is a good choice and that is why I have put Barrier at the top of this list.
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 on the support in the current meta... In the end you really shouldn't be getting caught out enough for this to be used as a retreat mechanism and 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. Adversly, the damage reduction can be extremely powerful against a burst caster such as Zed so that the damage taken before his Death Mark detonates is lessened and the overall damage you take from the ultimate will likely be enough for you to survive when you otherwise wouldn't.
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.
Stealing Dragon and Baron
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!
Dragon Steal Positioningspace
Baron Steal Positioning
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!
You can change the outcome of the entire match by successfully stealing Baron
Full Game Replays / Tips and Tricks
Tips and Tricks
Here is where things get really detailed
I am giving you all a heads up that from this point on my Guide will turn towards specific strategies that I employ as an Orianna Player. If you are serious about playing Orianna well, then I suggest you continue reading but if you are just trying her out for a free week then you should practice what has been spoken of already in this guide and then come back later.
Recommended Game Settings
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.
Changes in the "Interface" Menu
These changes will give you MUCH more room on your screen in order to see what is going on in your immediate viewing area as well as making it easier to keep track of Jungle timers by being able to see Timestamps
Changes in the "HotKeys Menu" 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.
Also, if you haven't experienced Range Indicators yet I can't recommend them enough! They fit Orianna perfectly and once you get used to them you will never want to go back to not having them.
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.
Item Choices and Reasoning Behind Them
Build #1 - My Primary Build
- +15 Magic Penetration for cutting through the other teams magic resist items such as a Negatron Cloak or a Athene's Unholy Grail
- When coupled with Liandry's Torment and your runes you have a total of 38 flat magic penetration
- This Item is essentially a permanent, though slightly modified, blue buff that comes with Magic Resistance and Ability Power
- + 25 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
- 10 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 35 Mana Regen/5 + (35*80%) which brings you to 63 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 15% of your max mana back to you as a bonus for getting a kill or assist
- +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 :)
- 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
- 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.
- 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
Other Situational Items and why they aren't part of My Primary Build
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 damage 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.
Grants a total of 50 Ability Power to your champion (65 after Deathcap bonus) . 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 or recover from an annoying poke composition that is constantly trying to just wear you down. This item mixed with Athene's Unholy Grail gives you an amazing amount of sustain throughout the game
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 :)
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.
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.
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.
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
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
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
So, for season 3 we got 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.
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. I don't find myself getting this enchantment often, but it is very good on Orianna
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...
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...
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.
Orianna's Role on the Team and during Teamfights
As Orianna you should be the AP Carry Mid
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.
How to Initiate a Teamfight
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.
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...
Command: Attack should only be used:
- 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
Command: Dissonance should only be used:
- Once you raise it to level 2 (The damage output for level 1 is just sad...)
- To last hit multiple minions that are about to die and cause you to lose CS
- For light harassing. Do not do a Command: Attack- Command: Dissonance combo for every poke. Make Command: Dissonance count!
- To quickly remove yourself from ganks. A Command: Protect- Command: Dissonance combo can get you out of many sticky situations.
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.
I should also note that in the early game you can out trade MANY of your opponents simply by sticking on them with Auto Attacks so that your Clockwork Windup stacks up and does a ton of bonus damage. Be wary of doing this when in range of minions though because you can end up taking more damage from enemy minions than you actually inflict on the opposing laner if you aren't positioned properly.
Now, 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
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.
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. If the opposing team is AP heavy then someone, whether it be your Support, Jungler or even your Top Lane Bruiser should build a Locket of the Iron Solari due to the fact that it raises the magic 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!
Become a Better Player
- League of Legends: The Essentials (New Player Guide) - Am I calling you a new player? No. Do you fit into the category of "Other People that can probably use some of this information since there is no way you already know everything about the game?" Most likely... This is a very good read which covers a lot of general information that can be very helpful to ANY player.
- 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!
- 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.
- 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.
- How to be a nicer LoL player - Don't be that guy - The title pretty much says it all... it details the different types of players, situations and frustrations that you might run into while playing as well as the appropriate actions to take so that you can turn a bad situation around and make a better gaming experience for everyone on your team and in your game. A very good read that I suggest to every player out there.
- 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.
I'll be posting my scores with the build attached so that you have some proof!
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!
Season 3: *sorry there aren't many, haven't played much ranked yet*space
I hope you all learned something and I hope to see more Orianna players out there "Ravaging" the competition!
- Updated a few things that were a bit out of date with my current play style and were way out of date for the meta, lol. This includes Runes and Masteries as well as some item updates
- The Punisher Build changed to Against AD since there are many more AD mids now instead of the previously noted high HP meta.
- New photos in the Skill Breakdown section to reflect current HUD and full build damage numbers
- Replaced all photos in the scouting section with photos that reflect current brush locations
- Replaced Dragon and Baron Steal photos with photos that reflect current brush locations
- Created new videos for QW, QWE, and QE farming combinations since the previous ones were from Season 1 I believe...
- Preliminary 3.14 changes made throughout the guide
- Trinkets added to the cheat sheet, Trinket section pending
- Removed builds 3&4 because On-hit is a no go and Support, although more viable now, is very different than it was and I do not want the outdated info on my cheatsheet
- Added PSA stating that new photos will be added to properly convey the brush terrain that has been changed in this patch
- Changed name of guide to convey the 3.14 update. Will return to previous format upon the start of Season 4
- Updated the photos in the "Recommended Game Settings" section to represent new Options Menu released in the Patch 3.12
- Modifications to the layout of Builds 1&2 in the cheat sheet made and alternate starting items added
- Three videos about Last Hitting and how important it is not to die added to the "Early Game" Section
- Minor reformating of the "Early Game" Section
- Somewhat On-hit build modified to fit current selection
- "Orianna versus Anivia" youtube video added to Replay section
- "Orianna versus Lux" youtube video added to Replay section
- "Full Game Replay" section added
- "Orianna versus Veigar" youtube video added to Replay section
- 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
- 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