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I always start with 2 faire charms, a potion, a ward, and a vision ward.
Magic pen marks, mana regen seals, Flat CDR gliphs, 4/5/21 masteries. Get to the front lines with 17.5% CDR
I then spend all my games far away from the enemy if I can, rushing locket and spamming my heal and CV. Trying to talk my carry out of intentionally pushing lane.
My question is if you have such crazy range with Ori, why are you tanking? I get the core items and want to try banshee's veil, but something has gone wrong if the enemy is in range for frozen heart or Randuin's omen. Hell. In my book something went wrong if I'm in range for exhaust/ignite.
Regards
redpathcc
I personally hate playing Ori as a support, but if I were to do it, I actually think you've chosen a pretty effective play style. You do a decent amount of early damage while keeping yourself safe and keeping your carry tanky enough to withstand quite a bit of damage. Also by keeping your ball on the carry it gives them an immediate shield if you are quick enough in order to negate an incoming attack.
Just from reading through the comments I can tell that your guide has already come a long way and I hope you continue to improve it. The way I try to look at it is this, if I like to play a champion a certain way then chances are there are other people out there that would also enjoy playing the champion that same way and those are the people you are writing this guide for.
Don't get discouraged by downvotes, just understand that your playstyle isn't for everyone and unfortunately not everyone can understand that just because something doesn't work for them, doesn't mean it doesn't work at all.
Keep it up, be open to suggestions, and most importantly, Have Fun. If you have any questions about coding or theory crafting then feel free to ask :)
Since
The thing is that
Secondly, many of your suggestions are extremely valid, but I feel they lend to a hybrid AP/Support Ori, while this guide is aimed at a particular playstyle of tanky/utility Ori. I don't think that the style described in this guide is the only way to play, in fact I often change it up, but I hoped to create a clear and easy guide for those learning.
I'm presently indisposed and will incorporate many of your critiques later on tonight
Best regards
redpathcc
Runes:
There are actually a flexible set of rune sets you can take on
Marks should be either Armor or Magic Penetration.
Seals should be either Armor or Mana Regen. Possibly Gold seals as well, although I don't recommend it.
You need to take armor in at least marks or seals. The other choice is up to you.
Quints are either Flat Ability Power, Movement Speed or Gold.
Glyphs should be magic resist, scaling ability power or flat ability power.
MRes is for when your lane or their jungler has a lot of magic damage, or alternatively when their mid laner is a roaming champ. If the enemy team runs an AD heavy team comp (as seems more common these days), then you can do without the magic resist and take AP glyphs.
Masteries:
Another option is:
9/7/14, taking the CDR, AP, Magic Penetration and
You can also run a full offensive tree when you're confident in lane or whatever with a 9/0/21 or something, but let's be honest, no one would seriously run that if they were playing smart.
Skill Sequence:
Now, this is the longest part to talk about, because technically speaking,
The general rule of thumb when deciding which one to max first is this: If you're ahead, go for damage. If you're behind, go for defense.
Items:
Same as the versatility of her skill sequence, the same is said of her items.
Item choices that you missed out are:
Now, the reason that
A comment on your start. Quite simply, it's rubbish. You don't get enough wards to cover anywhere and if they have a single
Guide Format:
Is extremely poor. You don't use any coding whatsoever and you just end up with walls of text. However, the walls of text are at least paragraphed properly, so kudos to that. Either get someone to code everything for you, or learn how to do so yourself.
You do not have a proper explanation of any of your decisions, which makes your guide horribly bad. You barely explain your runes or your masteries.
You barely write anything useful in terms of the Teamplay section. Where's the suggestion of shielding your initiator and giving them a speed-boost followed by a lockdown with
And believe me, you haven't written nearly as much as you should have. Feel honoured. I haven't written such a detailed critique of a guide since S2. You have a LOT of work to do.
Interesting point about getting more AP as opposed to defence in masteries, I will have a play around. The main reason I wrote this guide was my surprise at how tanky orianna could become while being a extremely versatile support.
While you did make a good point on AD runes, I think the slot could go to something better.
Twin shadows would be a good item on orianna support because of the kage's gold and AP.
I think you should get command: attack at level 3 to harass the opponents better.
Orianna support won't be getting hit very much and can stay back so your mastery points could be better used in AP than defence.
A large problem is the lack of BBCode. People will not want to read large amounts of text if it doesn't look interesting.
I couldn't find any horrible problems and you have some quite good reasoning behind everything. +1 because it has good content and doesn't deserve its low rating.