Tale
There once was a Piltovian man named Corin Reveck who had a daughter named Orianna, whom he loved more than anything else in the world. Though Orianna had incredible talent for dancing, she was deeply fascinated by the champions of the League of Legends. This fascination compelled her to begin training to become such a champion. It is unfortunate that her sheltered, wide-eyed naivete led her to take unnecessary and dangerous chances which ultimately led to her tragic demise. Orianna's death shattered Corin, driving him into deep depression and an obsession with techmaturgy. He could not stand the void his daughter's death left in his life, so he decided to build a replacement - one that would complete Orianna's dream of joining the League. What was created is the clockwork killing machine that Corin named after his daughter. Knowing that she was destined to be a champion and seeing the way the times were changing, he created The Ball as her pet and protector. This nearly symbiotic creation uses a different type of techmaturgy, relying more heavily on electricity than clockwork.
Orianna and The Ball now fight as Champions in the League of Legends, using her sometimes misguided morality as a compass. She tries in earnest to fit in with those around her. However, no matter how hard she tries, Orianna can never be human and there is always something unnerving and alien about her. Though she attempts social interaction with other champions in the League of Legends, there are few who can get past her exotic nature. To many, it's as if there's nothing inside, that Orianna is just a soulless clockwork shell - a dangerous and deadly one at that. However, all along she remains the perfect daughter in her father's eyes.
''Dance with me, my pet. Dance with me into oblivion.''
Introduction
Orianna is known as a mid AP Champion, i will explain in this guide why she should be known as one of the best Support champions in Game.
Runes
Because you will face AD Carries in botlane, your runes should be focused on armor. I pick also a few mana reg and of course gold per 10 Quintessence. = High Sustain in lane and a lot of extra gold for wards. Allways buy wards!!!
Summoner Spells
Flash for escape! I cant live without.
I will explain why I prefer
Clairvoyance over other summoners:
CV the enemie base after about 10 sec you and your teammates have an advantage if they know how the laneing enemy start. Not only CV their base, watch if they walk away in a group, this could mean they will invade your jungle, warn your teammates. Watch how many wards the enemie supporter buy. Dont spam your CV when its up, use it whise. Watch your top lane if your teammate is pushing without ward help him with CV not to get ganked. If your jungler tries to gank - your lane or other lanes - have an eye on it, you could help by using cv in bush when the enemie tries to escape via a bush. (I blame riot for not giving assists for CV) This could also be used later in teamfights or when chasing an enemie, allways be sure your carrys have sight to the enemie. Dont forgett, you should also use CV in your own lane.
Abilities
Q -
Command: Attack - Orianna commands her ball to fire toward a target location, dealing magic damage to targets along the way (deals less damage to subsequent targets). Her ball remains at the target location after.
Orianna commands her ball to shoot toward a target location, dealing 60/100/140/180/220 (+0.6) magic damage to targets along the way. However, it deals 10% less damage for each unit it hits (Minimum 40%).
Her ball remains behind at the target location afterwards.
Cost
50 Mana
Range
815
W -
Command: Dissonance - Orianna commands the ball to release a pulse of energy, dealing magic damage around it. This leaves a field behind that speeds up allies and slows enemies.
Orianna commands her ball to release an electric pulse, dealing 70/115/160/205/250 (+0.5) magic damage to nearby enemies.
The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 20/25/30/35/40% and increasing ally Movement Speed by 20/25/30/35/40% for 2 seconds. This effect diminishes over time.
Cost
70/80/90/100/110 Mana
Range
255
E -
Command: Protect - Orianna commands her ball to attach to an allied champion, shielding them and dealing magic damage to any enemies it passes through on the way. Additionally, the ball grants additional Armor and Magic Resist to the champion it is attached to.
Passive: The ball adds 10/15/20/25/30 Armor and Magic Resist to the allied champion it is attached to.
Active: Orianna commands her ball to travel to and attach onto an allied champion, shielding them for 4 seconds from the next 80/120/160/200/240 (+0.4) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 60/90/120/150/180 (+0.3).
Cost
60 Mana
Range
995
R-
Command: Shockwave - Orianna commands her ball to unleash a shockwave, dealing magic damage and launching nearby enemies towards the ball after a short delay.
Orianna commands her ball to unleash a shockwave after a brief delay, dealing 150/225/300 (+0.7) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.
Cost
100/125/150 Mana
Range
410
Passiv:
Clockwork Windup - Orianna's autoattack deals additional magic damage. This damage increases the more Orianna attacks the same target
Farming
Stop farming. Seriously, dont attack creeps as long your carry is on your side.