Orianna Build Guide by loolstar
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.
Here in my guide I'll show you my way of playing Orriana. Over my experience with Orianna, I believe that hybrid Orianna can be a lot more useful than jsut a full AP build. Some of you may or may not agree with me but that really doesn't matter. If you just searching for a new way to play Orianna then you've come to the right place (unless you've already played hybrid Orianna).
Well this is my first ever guide guys (and girls). Hope you enjoy!
Note: Sorry if my Skill Sequence Chapter looks a little muddled up. I thought putting the skills in order (QWER) would make it look a bit nicer. Also, the cheat sheet seems to not add up the mastery tree bonuses.
Pros / Cons
Why follow my guide? Well here are some of my reasons why I think you should.
Easy last hitting to gain creep kills
Great supporter as E and W are maxed first
Pretty durable in the lane
Lots of AOE
Dish out heavy damage early and late game
Creativity while throwing your ball around
Of course there is no such thing as a perfect build so here are some things which may be flaws.
Some players may have trouble playing Orianna
Quite weak in AP late game
Like about every other champion, cannot win the game by herself (unless your Lee Sin)
Yes I know. Some of you may be saying "wtf?" at my rune build but I have tried this for myself and I believe these runes will help out in many ways.
Marks & SealsGreater Marks & Seals of Strength (otherwise known as flat damage runes) will allow Orianna a great early game. Not only does she deal great amounts of damage to enemy champions with just basic attacks, it makes last hitting creeps/ minions a lot easier. Her passive will also allow some extra damage while basic attacking enemies. Plus if you think your a lucky guy (or girl) you could land a critical hit on enemies with your 2% critical chance from your masteries and land MASSIVE damage. I can't tell you how many times I've done this.
GlyphsGreater Glyphs of Clarity (otherwise per level mp/5 runes) will allot you to cast your spells 24/7. Although I believe my skill build doesn't require much mana others may find ways to constantly spam and use their mana. I myself have gone oom with Orianna in the lane without these runes so I believe these can be really useful. If your feeling that you do not need these runes, I suggest that you change these runes to eitherGreater Glyphs of Malice (Critical Chance runes) orGreater Glyphs of Celerity (Per level cooldown reduction runes).
The 9 Greater Glyphs of Malice will add up to another MASSIVE 2% critical chance. You've just doubled your chances of landing a critical strike if you get these. Getting the Glyphs of Celerity will allow you to recieve some cooldown reduction which will allow you to cast more frequently later in the game. Why per level rather than flat? Well for one, they're cheaper. And the other reason, The cooldown reduction surpases the flat cooldown at level 13. A pretty good time for when cooldown reductions help.
QuintessencesGreater Quintessence of Swiftness (Or movement speed runes) are great for any situation. It allows you to chase those who try to run or allow you to run away yourself. These make you one fast little person and you should be feared for this. They also may make up for some of the movement speed which you don't have when playing with those who build boots first.
Why do I choose to go to 26/1/3? Well this mastery tree may look a little dodgy but I also believe that this build works. Obviously building in the offensive tree allows you to deal some bonus damage from the buffs that the mastery points are in. 2% bonus crit chance, Some AP, Some Cooldown Reduction, 15% Spell Pen, Ignite bonus effect (10 AP when on cooldown), 4% Bonus Attackspeed, 6 Armor Pen, 3 Bonus Damage, 10% critical DAMAGE, and 4% extra damage from physical and magical attacks. All these bonuses help out by being able to both help in the areas of AD and AP hence the name of hybrid. So why the 3 points in the utility mastery? Because i believe this mastery has got to be one of the better masteries in the game. The Bonus 4% regen in both HP and MANA will allow you to stay in the lane a little while longer. Now for that last mastery point I have put in the Defense Mastery. Well how I play Orianna is that I put her as SOLO MID. It's one less person to take damage from when going up against another solo. Usually from my game experience, I have seen mostly ranged AD champions put against in mid. So that 2 bonus armor may come in handy.
You may look at my item build and say "That looks stupid!" but just have a go and try it out.
Why Dorans Blade? Well once again this helps with dealing massive damage during early game with it's +10 damage. It'll also give you a little more durability with +100 hp and a little bit of lifesteal from the 3% it gives. Getting this first would make you a force to be reckoned with.
Next up are the Berserker's Greaves. My hybrid build with Orianna requires some attackspeed to make it more useful with it's passive. And as any other boots, these will give movement speed which will help with your racing around the map.
For the next item Guinsoo's Rageblade is great with Orianna. Since her passive requires her to constantly hit the same target for stacks, why not also get an item with stacks? Guinsoo's Rageblade will allow you to deal a good amount of AD damage while being able to gain AP and Attackspeed from each stack after attacking. The AP and Attackspeed bonuses go great with Orianna's passive.
Rylai's Crystal Scepter is also a great item to buy earlier in the game. It allows a lot more durability while giving AP bonuses and slows down champions with it's passive. Althought Orianna may not have any target enemy spells, the 15% slow really comes in handy when wanting to hit down running targets. Note: If your feeling a bit rich then buy aGiant's Belt before Guinsoo's Rageblade.
Trinity Force is also a great hybrid item. Pretty self explanatory. Having all three of zeal, sheen and phage's passive effects make you a monster. The stat bonuses on all these items have also been buffed a bit when becoming trinity force. Although in this guide I say to buy trinity force, I believe you can also replace it for another item,Nashor's Tooth which will give attackspeed, AP, mana regen and cooldown reductions. You can try out both of these items depending on what you feel like.
So now time for some massive AD damage. Yeah thats right Infinity Edge. Time to make use of some of that critical strike you already have. With this, Orianna will become a beast with her basic attacks. Infinity Edge's passive will stack with the mastery passive and critical strikes will become uberly strong. Note: If you feel Orianna lacks some more AP I suggest to swap this item out for either a Nashor's tooth or Rabadon's Deathcap.
Now last but not least, Hextech Gunblade. No AD,AP hybrid build would be complete without this item. Be sure to use it's active as it is good for slowing down some champions for you to attack and adding a little extra damage output. This item is a pretty cool one. It gives heaps of AD damage even though it only consists of one pickaxe and quite a good amount of AP. Not to mention the lifesteal and spell vamp bonuses as well. These will supply Orianna with the hp she needs when fighting and can be a lifesaver. Overall this item is put last as the lifesteal and spell vamp effects should not be put early in. Your 20% spell vamp will give you a lot with your 100 damage abils.
You look at my skill build and say "ARE YOU CRAZY?" but not I'm not. Why have I chosen to skill these abils in this order?
At level 2 is when I first put a point on Command: Attack (Hotkey: Q). I know some people may think about upping this skill first as it is in the hotkey Q but in my opinion this skill is not as great as it may look, especially in it's early stages of the game. I only up this skill at level 2 since it allows me to deal damage with my Command: Protect. Although I do up this skill a bit more in the ongoing levels instead of Command Dissonance all the way as I do know that Command: Attack can definately score you some kills. I from my own experience have used this skill to takedown those on the chase so I do up it a bit more along the way although it is the last skill I do max out.
By level 4 is when I begin to up Command: Dissonance (Hotkey: W) and skill it to a max level before Command: Attack. Why? Well since building as a hybrid, you can also rely on some basic attacks to deal damage. Using this skill properly will allow you to slow or boost yourself with movement speed to catch up to enemys and chuck your attack at them. This skill will also alow you to nuke creep waves although you may have some trouble as the aoe of it isn't as big as you may expect it to be.
I max the skill Command: Protect (Hotkey: E) first as both it's passive and active are great in the lane. Caitlyn trying to shoot you with her skill shot? Activate your shield. Ezreal trying to **** all over you? Activate your shield. Most of the time, if your shield is up'd quite a lot, then you will be able to block most of the skill shot damage. Not only do you have to use the shield so defensively but you can use it to charge into creep waves and deal some harass damage to enemy champions while the shield absorbs minion damage.
Command: Shockwave (Hotkey: R) is Orianna's ultimate. Just like most other champions, this should be skilled at the levels of 6,11 and 16. Simply because these are the levels in which you can up this skill. This skill is a great way to help with some damage output and a way to run, initiate, or keep up with enemies depending on how you use it.
Why have i chosen ignite? Well I always take this spell into the game as it's one way to finish off enemies. By the time your level 18 this spell does about 500 true damage to one target. Not only does this spell deal damage but it reduces all healing and regen effects on the target enemy by 50%. NOTE: "ENEMY". BE SURE NOT TO MISCLICK AND TARGET MINIONS. Also the bonus 10 AP when ignite is on cooldown from the ignite mastery may be useful early game.
Flash is a great all rounder summoner spell to take into the game. You can use it as a blink over walls, a way to gain distance to cast your spells or simply just run. With Orianna, I have been able to gain kills by flashing forward and simply last hitting a champion with my basic attack as I have harassed them so much or they have tried to run. Although this summoner is spell is great, I have seen MANY flash fails when trying to escape over walls. I probably have failed some myself. Don't be too reliant on flash.
Just a little summary. This build is an AD AP hybrid of Orianna solo mid. Runes and masteries should allow you a great early game. Items will help you progress into a stronger late game. Skill build is pretty defensive as early game you can rely on basic attacks to deal damage. Summoner spells are good during any time of the game.
Well guys (and girls), that's the end of my Orianna guide. Hope you enjoyed reading and be sure to try it out. These are just Recommended things about my Orianna build. If your interested put a comment below if you'd like me to go into more detail. Also with this build try to make use of the early game advantage Orianna can have. Leave any suggestions below about any changes to the build. Thanks for reading!