Orianna Build Guide by Cubby1313

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League of Legends Build Guide Author Cubby1313

Upgraded for Season 3: "Make the Ticking Stop"

Cubby1313 Last updated on May 18, 2013
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by giantzombie » February 27, 2012 6:34am | Report

VOTED +1

Good informing guide that actually was pleasant to read. Something that doesn't happen to often. Keep up the good work! +1

Can't give you any feedback on the information in the guide couse I've never played orianna, but it looks good.


Just finished my first guide Lanewick! Good and look and ofcourse don't forget to leave comment!
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by Cubby1313 » February 27, 2012 6:41am | Report

Well I appreciate your feedback and up vote nonetheless :) Thank you!


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by Valientee » February 27, 2012 8:27am | Report

VOTED +1

I play Orianna for long time too. This build looks really helpful +1

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by smiLiwaT » February 27, 2012 11:58am | Report

Great ori guide, well writen , Nice images it's deffinetly a + but i got few advices,

  • Think about boots of mobility , you are ap carry so you could get sorceres shoes or mercuries.
  • I see Lichbane vialble but i dont really what about nasharons tooth?
  • You got no sustain with this build try to add some rylis or RoA, it would fit in place of Tooth.
theese are my advices.


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by Cubby1313 » February 27, 2012 2:37pm | Report

Quoted:
Boots of Mobility:
  • Remove the need for Greater Quintessence of Movement Speed and therefore grants you more Ability Power for Early Game
  • 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
  • When paired with Command: Dissonance you get a great burst of speed that makes you almost impossible to chase down
  • Command: Dissonance does not remove the Enhanced Movement 5 buff unless it damages an enemy

Nashor's Tooth:
  • Nashor's Tooth is the only end game item that grants the user Attack Speed AND Cooldown Reduction AND Ability Power AND Mana Regeneration
  • The 25% CDR combined with the 4% from your masteries sit you at 29% total CDR. Command: Attack now has a 3.1 second cooldown and is extremely spammable. Get Blue Buff, or Elixir of Brilliance between buff times, on top of that and your Cooldowns are maxed
  • The +50 Attack Speed awarded brings you to 1.54 Attacks per second which makes it even easier to build up your Clockwork Windup
  • The +10 Mana Regen per second compensate for your sold Doran's Rings so that you don't start running low on mana quicker than usual
space

Rod of Ages
  • If I were to use this item it would take the place of my Will of the Ancients
  • This being the case I would not see an increase in Ability Power
  • I would lose my 20% spell vamp which supplies most of Orianna's sustain
  • Although it would be nice to have more health, I find that health pointless if the only place I can go to restore it is the spawn pool or... clearing out the jungle... twice.
space
space

Mercury's Treads
  • 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 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

Thank you for your input and for your vote! I do feel however that I have covered my decisions to take the items I have chosen as well as why I have decided to not take the items you have mentioned. I also explain that Build #2, which includes Sorcerer's Shoes, is a situational build for me. Why stack Magic Penetration if they aren't trying to counter you with it? It becomes wasted gold if you buy it just to buy it. For that matter I believe that the amount of magic pen awarded simply by grabbing a Void Staff (total of 60% magic pen when runes and masteries are accounted for) is more than sufficient since it is unlikely that one champion will build multiple MRes items for a single opposing champion. On this same note I believe that the perks I mention for Boots of Mobility far out weigh the one perk (20% magic pen) recieved from the sorcerer's shoes. If you require any clarification on any of these points just let me know and I will be happy to discuss them with you over a PM :) Thanks again for reading and putting forth your input!


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by Sayerk » February 27, 2012 3:08pm | Report

VOTED +1

VERY detailed, yet easy to read. Awesome job. I love the screenshots and videos, it adds an even greater lvl of detail that most guides lack. Your item details are also very good, good justifications for each instead of what is standard.

Definitely a top of the line guide, and for ranked!
good job.


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by NightshadeX13 » February 27, 2012 3:10pm | Report

VOTED +1

I can't be a fair judge of what's better for Ori to do, as I'm not an AP character player, but from what I've seen him do as Ori is impressive. As a whole, the idea of a support Ori is rather ridiculous in most aspects, as her abilities protect her teammates based on her AP. Just about all support Ori builds out there require letting someone else get the CS and therefore gold necessary to increase her AP and protect her team better.

Overall I'm impressed with Cubby's guide and build, since I realize how long he spent working on it and just how intriguing the exploration of possibilities was. His explanations for each choice was thorough and to the point, and I highly enjoyed reading this as it gave me a rather brief and knowledgeable understanding of a character I will likely never play. But, if I can gain understanding of one of the more difficult characters of the game,and an AP caster at that, then I feel it's doing it's job. Great Work!

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by jhoijhoi » February 27, 2012 3:16pm | Report

VOTED +1

Great guide! I'd be wary of allocating Clarity as a primary summoner spell though - you may get downvotes because of it.




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by Cubby1313 » February 27, 2012 9:55pm | Report

Quoted:
Don't knock the Clarity. Haters say it is noob but it keeps you in lane forever and can give your team a second wind in a mid/late game team fight when mana pools get low


I invite anyone who thinks Clarity is a weak spell to chose, to simply play a custom bot game with this build. The number of times you will use it just on yourself will surprise you. When playing in normal or ranked games you will find yourself supporting your team members as well by supplying then with mana during a team fight. Orianna is a lot of fun and moving her Ball around can be very addictive, but with a starting mana pool of only 300 you get a whole 7 uses of Command: Attack before you are completely OOM. The more often you have to leave your lane in order to restore your mana the more often your turret is likely to take damage and be the first to fall. You also lose valuable CS every time you have to recall. To put it quite simply, Clarity can secure a mid lane carry's "Win" of their lane.

I have been seeing Clarity more and more as I face various opponents mid because I think people are starting to realize how important it can be. An AP Carry's early game will define his late game and this ability helps you farm, secure kills and survive ganks while giving you the possibility of turning that gank around an getting an unexpected, but always appreciated, kill. I would hope someone wouldn't downvote due to something so trivial, especially considering I specifically say, "Fits my personal play style." People are of course welcome to change it up a bit, but when they find themselves having some trouble or wishing they could harass just a little bit more, they'll finally give Clarity a try and then it will all just fall right into place :)

Thanks again jhoijhoi, your guide was opened up right next to mine the entire time I was writing it and the information contained was invaluable.


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by Mikuroo » February 29, 2012 1:04pm | Report

VOTED +1

+1 nice!
I will say this now, you are definitely a better orianna player then I. however, I still have some advice for you!

I think teleport is better, but I respect opinion, so I shall stick with clarity. hpwver, you may want to get the 2% move speed, it is actully alot. I would replace the 3 mana regen / 5 s, but you can replace the points in offense also.

runes: great

items: Sheen : with passive, abuse this early with orianna's passive, with your low cooldown on Q, it will deal alot of harass damage. It will allow you to zone your opponent early game. In exchange your that, take out Will of the Ancients, all of oriannas skills get diminished returns, and it I'd not worth it.

also, lich bane is over powered in the roaming phase. It lacks power in the end game. Buy it early enough to gain this advantage, but not so early that you have no ap.

you list coding , many parts of your guide are walls of text. Also, use this for items , when you explain item choices.
Code:
[icon=health potion size=30]

that's really it! you can do some other things for aesthetic appeal.
: )


yolo, teemo to strong in low elo
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