Orianna Build Guide by Sylvan Lore
[10.10] Command: Attack - One Trick Orianna MidBy Sylvan Lore | Updated on May 18, 2020
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Runes: Current Meta Runes
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Akali is a very strong threat to all control mages with her high burst damage, mobility, and ability to shroud and stall for her team to follow up. Luckily she is often quite weak in the very early and very late game if played around properly. Make sure to outrange her Q from levels 1-6 and go for simple Q poke as much as possible. Scorch can work quite well in this matchup for this reason. Poke her and just do your best to get enough farm to outscale her lategame. DO NOT roam or push lane to tower when she is level 6 and above unless you are substantially ahead or have someone nearby to protect you. She should win any 1v1 with you after level 6, but will fall off to cc in late. Recommend: Barrier and AP Assassin Build.
This is a pretty even matchup, but i would say slightly favoured towards the ahri. Early levels make sure you are around minion wave so she won't land a charm. At 6 dont overstep because you won't likely win a 1v1 if you are too far from help or turret. Usually i will try to land a few QWs after we both back around lvl 6 so she doesn't have the hp to all in me. Definitely hesitant about trying to ult her when she still has charges of her ult up. A lot of her power has been moved to her charm, avoiding it is crucial in every case, but cleanse won't help much if it has already hit you. Recommend: Barrier and AP Assassin Build.
You should be able to bully decently well into this matchup, especially early on. Most Avivia players will take Q lvl 1 which is quite easy to dodge. If her Q is on cooldown, you can walk up to harass and even zone her of wave with just Q and Auto Attacks. At level 6, you should still be stronger than her, but if she lands a combo its going to hurt. Try to remain in a range where she cant trap you in with a wall unless moving up with jungle pressure. Recommend: Barrier and Dmg Build
Annie has large powerspikes lvl 2 and 6, but the main threat to you is the gank reception she has with her stun. Orianna outranges her quite well, but she can always land a stun with flash or predator. I usually play this matchup quite aggressively as you have a lot of kill pressure, just respect her all in at lvl 6. Recommend: Cleanse and AP Assassin Build with Merc Treads. Barrier is strong against the damage from her all in, but if her jungler is there as well, all that can save you is cleanse. Again in late game team fights, cleanse will keep you alive.
I haven't played this matchup too often, but it usually goes well. Its important to know that your ult cc cancels his passive stars. You can trade with him as early as lvl 2, just make sure you dont take too much damage from his stars in the process. The most important part of this matchup is effective warding of possible ways he can leave lane and pinging to your teammates about his roaming and location Recommend: Barrier/Ignite and Dmg Build
This champion has good range and strong dmg in early game and in team fights. If he ever lands his stun on you, you will probably die, even through barrier. Try to play safe through this lane and scale up. I wouldn't recommend trying to poke him too much unless you will have the jungle pressure to finish off a kill. Recommend: Barrier and Dmg Build with Merc Treads
In theory Orianna is a good pick into Cass, but this matchup can fall apart quickly if you fall behind. Her main weakness is that she has to come at you in a straight line to deal her damage which will allow you to land your combo for free. You can trade relatively evenly early and late game. If in a fight she ever misses a Q, you should win the trade. Recommend: Barrier/Ignite and Dmg Build
This matchup is decently even early game so feel free to trade and pressure him within reason. He powerspikes much harder than Orianna mid game with trinity force, so try to match his roams and power as you hold out until late game. He does do lots of damage late, but he doesn't have the same impact as you do with your ultimate and shields for your team. Recommend: Barrier and Dmg Build
Early levels you can sort of pressure Diana, but a good one will be able to mitigate most of what you do with her shield. If you get enough of a lead pre-6, she shouldn't be a problem. But if she gets ahead at any point, this champion has the serious ability to 1 shot you with just landing a single Q skillshot. With that said, she is overall weak in a team fight setting and just a Banshee Veil should keep you safe. Recommend: Barrier and AP Assassin Build. If you are not comfortable with this match-up yet, it may be a good idea to take exhaust instead of barrier.
This is a pretty tough match-up until you get some items in. He will win almost any trade with you before level 11 due to his passive damage being very high. You also have very low kill pressure when he gets his ult, but you are fine to stay safe and outscale him. Make sure if he leaves vision that he isn't about to dash forward and land a W stun he charged out of vision on you. Recommend: Barrier and AP Assassin Build
Middlesticks is something I've actually encountered a decent amount so i thought i'd put it in. He will max E and try to shove wave while poking you. His kill threats can be completely neutralized by good vision around mid lane so just buy lots of pinks and keep everything well warded. Don't underestimate the power of his silence and fear with his ult. In many cases if he catches you offguard, you won't be able to flash or barrier. Recommend: Barrier and Dmg Build with Banshee late
Fizz has always given me a lot of trouble on immobile mages. You can bully him incredibly hard early as long as you play around his Q and E cooldowns, but even with a 20 cs lead, his lvl 6 is absolutely devastating. If you have flash and think there is a possibility you will die, just flash his ult before it hits rather than waiting to see if he will all in. In many cases i will get either a tear or a lost chapter and go straight into a banshee veil rush to negate the insane catch ability of his ultimate. You can also alter your runes to get stopwatch in your secondary tree if you don't want to go the banshee rush build and want more damage. Recommend: Barrier and AP Assassin build with Banshee rush.
The new gallo is really strong against almost all squishy mid lane champions. He can go nearly full damage with just a rod of ages and we will be both tanky and bursty. Above all else, his rank reception is superb and if his jungler ever comes, they will definitely clean you up. He will also easily outroam you and effect the map very well with his ult. You can match his push pretty well, just make sure he never lands his E->Passive->Q combo on you in lane or you will lose 50-70% of your hp. You can bully him if you are careful about dodging that ability. Recommend: Barrier or Cleanse and Dmg Build with Liandry's Torment as your second main item and Banshee Veil third if he is strong/ahead.
You can bully him pretty easily early game, especially with the recent nerfs to his mana costs on Q. You definitely have kill pressure against him and if he ever uses his W as a heal post 6, consider and all in for kill with your ultimate. Recommend: Ignite or Barrier with Dmg Build. Morellonomicon is also quite effective against him with flat pen and grievous wounds.
This is mostly a troll pick, but if you disrespect it, he can take over your lane very easily. He will only kill you if you allow him to land his dash E on you to begin his combo or if lands an Ult on you towards him or under his turret. Both of these shouldn't be a problem with proper spacing as you will outrange both of these abilities with yours to poke him out and dominate lane. Recommend: Barrier and Dmg Build
Heimer is usually very good at pushing people in and gaining large leads through cs alone. Orianna however does not struggle at all in dealing with him. You can use your range to safely remove his towers faster than he can replace them by simply using Q. I would not reccomend using Q->W to take them out though as this will make you run out of mana very quickly. Without towers up, this champion really struggle. Especially if you can push him under his own turret! If he has 3 turrets up, DO NOT try to kill him, even with your jungler. Recommend: Barrier and Dmg Build
Jayce is very strong early game and will most likely win any 1v1 fight you have with him unless you enter at a strong health or mana advantage. I usually just push him under turret since he has weak wave clear. Zhonyas and HP are really important against him. Building items like liandry's torment or Morellonomicon will help you be able to take the levels of damage his EQ does late. Recommend: Barrier and Vs. AD Assassin with Tabis if they lack team magic damage.
Dont play against this very much, but it is very high damage and very high healing. Don't trade before level 3 unless her ult is down or you will lose every trade. Recommend: Barrier and Dmg Build with Merc Treads.
Although he does do lots of damage, his skillshots are easy to dodge and he has no cc. I find this matchup quite easy as long as you can outthink the Karthus and dodge his Q spam. You should be able to bully him early, and burst him out nearly instantly mid and late game. He cant do much against a banshee veil, but you can just go full damage on him and be much more impactful. Recommend: Barrier and Dmg Build
Kassadin is a surprisingly easy match-up for Orianna. On paper, it seems like after level 6 he would be really good against an immobile mage, but it really isn't the case. You can bully him VERY HARD early game and get leads he will never be able to recover from. If you are able to freeze lane at any point, he can never step up to cs. Do your best to stay out of his Q range and every trade will be in your favour. Recommend: Ignite and Dmg Build
Katarina is a really high risk high reward champion that can easily get out of control. Trade carefully with her early and never walk near a dagger on the ground if you want to trade with her. Also if she is chasing you and lands a Q, do not run directly away into the dagger about to be placed, but instead turn and walk towards her. This may seem weird, but it will serious drop off the damage she can do to you. Never underestimate her all in damage after level 6. You win this matchup by landing short QW trades on her when she is trying to cs with her E. Recommend: Barrier and Dmg Build. Use the Vs. AP Assassin build only if behind, but a banshees is definitely an option in this matchup.
Kayle has a very strong lategame and a game changing ultimate, but a lacklustre landing phase. You should be able to poke her out and bully the lane for most of the game. Once she gets a rageblade going, you won't really be able to match her in a splitpush position, so you need to build as much damage as you can and hopefully crush teamfights harder than she can splitpush. Recommend: Barrier and Dmg Build
A good Leblanc will bully you very effectively from as early as level 1. Since they have mostly reverted her, she has higher burst, but weaker wave clear. Take advantage of this again by pushing her under turret with minion dematerialized. Go very defensive build with Merc Treads right after your opening mana item and banshee veil ASAP. Breaking even is a complete victory in this situation and you will outscale for sure. For the most part, don't try to trade early, and do not Ult her unless both charges of her W have been used. Also keep in mind if you are going for an all in, that her passive can activate and dodge your Ultimate in a Q->W->R combo. Recommend: Barrier and Dmg Build
I used to main this champion and find her quite easy to counter. Her only real threats come from roams, ganks. and teamfights. Orianna outrange her easily and as long as you take cleanse, she doesn't even have kill pressure on you. Don't waste your time with defensive items and go full damage to crush her all game. Recommend: Cleanse and Dmg Build
This guy always seems to sneak his way into mid meta, usually around worlds time. He is a strong pick into Orianna as he can dash forward and evade your Ult and W damage in most trades. You should play this matchup very careful at long range and only trade if his E is down. Recommend: Barrier and Dmg Build
Lux is a tough matchup as one of the few mages that out-ranges you and out-damages you. If she lands a Q on you either in lane or by hiding in a bush, you are most likely dead. Against her i will usually take E level 1 and just match every long range E she throws at me with a shield to block it entirely for the first 3 levels. You can kill her if she ever gets overly aggressive and lets you land a combo. Banshee veil as a second item should be more than enough MR for late game. You want to roam and affect the map as best you can, because her ultimate does much more damage and is on a lower cooldown in lategame. The one thing you have on her is better DPS into tanks which can be important late game. Try to roam and get the map going as much as you can so the game has team fights early and mid game when you are stronger. Recommend: Barrier and Vs. Ap Assassin
The only reason this isn't a higher threat is that this champion has been pretty nerfed recently. Malzahar will shove out lane and avoid interaction with you and then just Ult you when his jungler or team is nearby. I usually get a QSS after my first item just because of how important it is to escape the cc of his ult. Orianna is pretty good at keep his passive shield down, but killing a Malzahar is really difficult in most cases. Recommend: Barrier and Dmg Build with a QSS
This is an interesting pick mid that i usually don't struggle too much with. She will max W to try to push you under turret early so just do your best to push back and keep even farm. If she lands a Q into her Ult with ignite, she will kill you, but simply taking cleanse means she should never kill you. Just endure farming under turret early and you are much more useful in mid and late game. Make sure you dont try to Ult her when her Black Shield E is up. Recommend: Cleanse and Dmg Build with a Banshee Veil later in build (item 5 or 6)
Due to his low range, this is a matchup that Orianna excels in. You can bully him early as long as you don't let him spread his E from minion kills onto you. You should be able to zone him from minion wave or kill him and get substantial leads. Also at 6 he doesn't get a combat Ult so it is a great time to engage him. The only thing you really have to worry about is that you cannot match him in a side lane at 6 items if thats where the game ends up. Recommend: Cleanse or Ignite depending on your confidence in the matchup and Dmg Build with Merc Treads.
Lots of people struggle with this matchup but it isn't too bad. You should take E level 1 if you are unsure of your ability to dodge her Qs. You can win trades with her early since overall your abilities are easier to land than hers. The only way to really lose a trade is to allow her to land a stun on you. Late game is much easier for you than it is for her as well. You can Ult her whole team and she can only Ult one of you. Respect her level 6 greatly and wait for jungler pressure. Even at full health a combo from a level 6 Syndra can just kill you. Recommend: Barrier and Vs. AP Assassin Build
Taliyah is pretty good against Orianna as you can't really obstruct her play style of shove in and roam. Its unlikely you will win a trade with her before level 6 since she has such high base damage in her combo with good range as well. Play safe and go for an all in after level 6. Since she doesn't really have a combat Ult, you should be able to win in the 1v1 eventually. Make sure to ward well and call out her roams to your allies to avoid her snowballing the map. Recommend: Barrier and Dmg Build
Talon has the highest first blood rate in the game and it's for a reason. You need to respect his passive stacks on you since the bleed of the 3rd stack is so heavy in early game. If he lands 2 stacks of his W on you, completely back of from the minion wave until they decay. If he flash Q Ignites you, you will bleed for nearly 400 damage at level 2 which can go straight through your barrier. Don't get to worried about the first part of his W hitting you, just never let the return part hit as well. Do your best to poke him out in lane without taking too much damage so that he cant all-in you. He is useless from anywhere but ahead lategame, so just farm up and outscale him hard. Recommend: Barrier and Vs. AD Assassin Build. Take Tabis as well if their team lacks sufficient magic damage. Also consider swapping runes so you can get a stopwatch and have an even safer early game.
Twisted Fate is a relatively even matchup with Orianna. You can win trades early if you dodge his abilities and hit yours so just see where your comfort is with fighting him. If he ever walks up while shuffling cards, back up and respect the possibility of a gold card and a gank about to come in. At level 6 he makes the game a nightmare for your sidelines. Its very important if he is mid that you do everything you can to get him low. Often i will even take bad trades just to make sure that he doesn't have the effective hp he needs to roam and Ult my side lanes. Take cleanse so that gold cards early, mid and late won't mean instant death and the matchup should go well. Recommend: Cleanse and Dmg Build
Veigar has a really strong late game due to his stacking AP, but it usually never gets to the point where he actually outscales an Orianna. You can harass him early since his W and Q are not that hard to dodge. Lots of people take barrier, but i find cleanse really counter Veigar, since 9 times out of 10, if i die to him it was because i got stunned in his cage and he landed a full combo on me. If you do get caught to close, just walk into the cage and cleanse out instantly to escape whatever damage he was going to land on you. Recommend Cleanse and Dmg Build with a Banshee Veil as item 4-6 so that if he does get that the insane level, you have a shield to block high damage spells. Recommend Cleanse and Dmg Build Note: If he goes tank, opt into Liandry's Torment and Void Staff.
Vel'koz is a strong champion into Orianna with high damage and long range skillshots. Keep in mind when he throws out his Q, that he can cancel it early if you dodge towards him. You can win trades only if you dodge his abilities while landing yours. Any time he lands an E, you will more than likely lose the trade pre-6 or die post 6 so stay out of range. Your ult can be used to cancel his if you are quick which may save your team in a lategame fight. Other than that, do your best to shield your allies and peel in team fights while damaging to be more useful than he is. Recommend: Barrier and Vs. AP Assassin Build
Strong pick in competitive, but most games end too early and depend too much on the early game for him to be useful. You can trade pretty well evenly with him early and neither of you really has kill pressure unless the other makes a mistake. I usually like to trade quite heavily before level 4 because if we both back to buy anywhere below 1250 gold, i will get a useful item, and he will not be able to get his hex upgrade. This will delay his wave clear and make him quite weak. Other than that just respect his E range and it shouldn't be too difficult to deal with him. Recommend: Barrier and Dmg Build
Even though Orianna is a great pick into Vlad imo, things can still fall apart very easily. He has low range, but high damage. If he gets on and has all of his abilities up, he definitely has the ability to kill you. In landing phase you should be able to bully him, but make sure you commit to what you decide. If you only bully him a little, he will just heal your damage and you will lose mana. Either bully a lot and look to zone, or don't bully at all until you get more items. Once you have a mana item, you can rush a Morellonomicon to destroy his healing. You can also just finish your mana item and play safe. Recommend: Barrier and Dmg Build Note: if nobody on your team has ignite, it is important for you to take it so in late game teamfights he can be ignited.
My least favourite orianna matchup in the game. He outranges and outdamages you with a low cooldown Ult and skillshots that are nearly undodgable if placed properly. The best you can do if counter picked this hard is try to break even and land some nasty late game Ults. Build Mercs and Banshees after a mana item so that you can survive his rotation. Do you best to hide in minions to he cant land an E in laning phase. If you somehow do get in range to combo him, he actually is quite squishy and you have kill pressure. But that is unlikely if he is spacing well. Recommend: Barrier or Heal and Vs. AP Assassin build with merc treads.
Yasuo is a matchup that you will improve at over time. I used to think it was a lot worse than it is. Early game when he is a low threat, make sure to auto attack him to get his passive shield down before going for a trade. Take not of whether or not he takes Q or E level 1 as he can surprise you with mobility and damage by taking E level 1. You outrange him but if he ever gets close to you or lands an ult, you are in for a lot of pain. I would recommend building some armor so you can take a bit of damage, but mostly you just want to get lots of damage to poke him out before the trade starts. Always respect his ability to get close to you through a minion wave and he should be fine. Recommend: Exhaust and Vs. AD Assassin. This is the one time i take exhaust against a champion since there is always enough time to exhaust him while he is Ulting you and you can block tons of his all in.
Zed has kill pressure on you at every point of the game after level 3. Always respect his shadows and do you best to not let him get a combo that procs his electrocute. Poke him out hard when his W is on cooldown. A stopwatch can be life or death in this matchup, but it won't be up until long after he has Ult. HP and Armor are your best friends in this matchup, but dont build too defensively. Late game you still need to be a damage threat and your team will be able to chain cc and shields to peel whoever he is trying to dive. Recommend: Barrier and Vs. AD Assassin Build
The way this lane plays out really depends on how good the Ziggs is at landing his abilities. He can outrange you and outdamage your E shield so you need to dodge skill and stay away from the splash damage he will be doing while he pushes the minion wave. Late game you will need a banshee veil to survive just a few spell from him, but he is an easy target if you can get close to him. One R->Q->W should be enough to 1 shot him on only 4-5 items. Most of my losses to Ziggs are from my team trying to rush objectives and him just Ulting them away from us. If you are confident in dodging, i would say trade with him in lane, but be cautious. Recommend: Barrier and Dmg Build
Zilean is actually quite a strong mid pick imo. He excels at peeling for allies and stopping pick comps from working. Unlucky for him, Orianna ult can pick multiple targets at once. In laning, always try to trade with him, especially after he throws a double bomb since he has a decent cooldown on his W. Don't push into him too much because his stun coupled with his E slow makes for a free kill for any jungler nearby. Recommend: Barrier and Dmg Build. If he is hitting a lot of Qs on you, banshee veil works. But i personally find high damage and one-shooting multiple targets is much more effective against his playstyle.
Zoe is a strong champion, but with the right understanding of her kit, she isn't that hard to win trades against. Make sure you are never close enough to your minion wave to take splash damage. You can trade with her, but try to do it in the minion wave so she cant land her bubble on you and get a free long range Q. Keep in mind that if you barrier or flash, she will also get to use them. You kind of have to treat it like your flash is always down in the 1v1 and never depend on it to win a trade or survive. Take cleanse for the off chance she lands a bubble and build banshee veil second item so she doesn't one shot you late game. Teamfights really dont go well for her so just make it to that stage of the game even. Recommend: Cleanse and Vs. AP Assassin Build
I haven't had too many games against swain, but he is quite strong right now. You can afford to trade early, but if he ever lands his E onto you, you will always lose the trade. Dont forget that it can travel through minion waves as its deceptive in how far it can catch you and pull you in from. Building morellonomicon second really hurts his healing and he isn't very good at tanking consistent damage from mages like Orianna. Outplay his E and the lane is won for sure. His Ult is quite strong if you get stuck in it so avoid close encounters at all costs. Recommend Barrier and Dmg Build
Irelia is an absolute menace in the mid lane for immobile scaling carries like Orianna. She can kill you from level 2 onwards and throughout you will have very little kill pressure on her without substantial jungle support. Zhonyas is a great early buy into this matchup so that you can avoid her all in if her Ult lands on you. Dont underestimate her ability to jump on you and burst you with just a Q and E once she has Tiamat. Do your best to avoid solo deaths and match her roams in order to minimize her impact. The usual on good thing about this is that their team is likely to lack the magic damage of a control mage in the mid lane. Cleanse can work decently for her stun, but she will likely still kill you. I would recommend either Exhaust or Barrier depending on whether or not you expect her to take Teleport or Ignite. Recommend: Exhaust and Vs. AD Assassin.
Sylas is a very strong melee midlaner that does quite well into mages. Orianna does not win this lane 1v1, but can build quite efficiently into him to be more useful lategame. Sylas also struggles to effectively use Orianna ult. I strongly recommend building lost chapter and following that up by immediately rushing Morellonomicon to counter his healing super early on.
Neeko is a strong burst mage with good lockdown and lots of damage. Her range is similar to that of Orianna if not a bit smaller. You really want to avoid being hit by her E after it travels through minions as you will lose any trade where this happens. You should be able to trade evenly pre-6 outscale her into the lategame. Just don't fall for any tricky plays that let her land her ult on you. Keep in mind in laning phase that her Q will re-pop for extra damage if it kills a minion or hits a champion. Don't make the mistake of taking extra damage from it. Recommend Barrier and Dmg Build or VS Ap Assasin if behind.
I find this match-up quite even, but i would favor it slightly towards the Azir. In lane the idea is really to make trades as short as possible. After level 2 he has strong consistent damage that he can move to wherever you are. The best way to counter this is with long range Q poke and QW poke . This should beat out his base Q-auto trade and slowly pressure him out of lane. Anytime post 6, he is a major threat with his all in. Azir also has very similar scaling to Orianna, but the difference is to land his game-changing ult, he has to dash into battle. This is where you excel in changing teamfights from a safe distance. If your jungler comes to gank, try to make him use his dash aggresively to ensure the kill. Recommend: Dmg Build or Vs AP Assasin if you fall behind.
Pantheon is a strong laner, but he really has no place in mid lane. He does a very good job of going in, but really struggles to escape. He will win any trade with you where he lands his W, but short long distance trades should be relatively even against him. As long as you break even in this lane, you will be much more useful than him. Consider taxis if their jungler is also AD, otherwise a Seekers Armguard should suffice.
Qiyana is a really hard match-up to understand if you haven't tried her yourself. I would highly recommend actually playing a few games of Qiyana if you are struggling with this matchup. Lane phase should be relatively easy since you have the range advantage, but as soon as she hits 6, this lane gets really rough. Zhonya is a must have for her damage. If you zhonya her combo, she won't have anything left over and you should be safe. Recommend vs. AD Assassin and barrier.
I've always leaned towards mages as my preferred play style, and my main champion is Orianna. I have just over 400 000 mastery points on Orianna and I am currently Diamond in season 10. Throughout my climb, I used many of the guides on this website and I feel like it's time to give back with the most in depth guide to Orianna I can create. Feel free to add me or post comments if you have questions about Orianna or tips for how to improve this guide.
-Always Meta (especially at worlds)
-Ability to Solo Carry
-Can Peel/Shield Fed Allies
-Ult Can Win Any Teamfight
-Lots of Outplay Potential
-Very Susceptible to Ganks (No Escapes and Low CC)
-Very Mana Dependent
-Long CD on only CC
-Tough Learning Curve to Manage Character and Ball Mechanics
I have been really on the fence for this keystone, but I am starting to come around to phase rush. The mobility this gives you can be vital in teamfights and is very useful when combined with teleport for affecting other lanes. I will still take Summon Aery into specific matchups that I want to try to bully, but it is really situational. I would say either keystone is fine so play what you are comfortable with.
Mana Flow Band is definitely core on Orianna. This item increases max mana when you trade and then eventually just returns mana when it's off CD. You can feel the increases from this in the mid-game, but it really shines in late game fights when your blue buff wears off!
Although you never really need to use the overcapping cdr bonus that this rune offers, the increase 10% at level 10 is really strong. Not only does it increase the amount of abilities and damage you can output, but it allows you to build greedier damage items that lack the cdr you would need normally.
Since Orianna is quite a lane bully, I like this rune a lot in gaining early leads. Gathering Storm is strong in certain situations where you fear losing early and being outscaled, but I always like to stick to Scorch for that little bit of extra damage every time I poke my opponent.
For Inspiration Secondary:
Along with Scorch for a strong lane phase, I like to take biscuit delivery to allow me to trade aggressively and expand advantages from early lane bullying.
This rune works well on Orianna of course because she scales very well with CDR. This isn't a whole lot better than the Zhonya rune or free boots so it is really up to you for which one of these will make the most sense depending on team comps and matchup.
I feel like this goes without saying, but flash is very core on Orianna. As an immobile mage, this will likely be your only escape from bad situations. If you have an option to flash for a kill, really consider just saving it, because in many cases it is much more useful defensively than offensively on Orianna.
Teleport is in a very strong state for midlane right now and as such Orianna is quite strong with it. Combined with phase rush, this will give you much better map pressure, lane pressure and side wave control depending on how well you can use it. I will take this into any matchup that I feel like I can survive without a combat or defense summoner.
Barrier gives a strong chunk of effective hp to save you from early ganks as well as late game death. It is very strong into situations where you think they will take ignite because it is not affected like heal is. Since Orianna does sufficient damage with just items, a defensive summoner is the perfect thing to close out your build.
This is the main secondary I take instead of barrier. It is perfect to shutdown matchups where a crucial stun is going to cost your life. Take this into champions like Veigar, Lissandra, Annie and Twisted Fate that can only effectively land their damage if you are stunned. I also consider this is situations where their jungler and mid have good synergy and a potential to layer CC. This would be relevant into something like Ryze/Elise or Ahri/Sejuani. This case is much more situational, but still an option.
Heal is also an option if you are uncomfortable with barrier. It can be effective if you need speed to escape situations or need to heal your jungler in order to turn a 2v2 fight mid. This has slightly better team play that barrier, but overall I find it weaker. It is also especially weak after the recent buffs to ignite and nerfs to its cooldown.
Exhaust can be good into specific assassin matchups, but i usually find it quite underwhelming. I take this into champions like Yasuo and Talon that have clear times they can be exhausted. Zed is also a good pick, but in lots of cases he can get most of his damage off before you are in range to exhaust him. I would NOT recommend taking this into Fizz. If he lands his Ultimate on your and uses his invincible E "hop" towards you, you will be unable to exhaust him until after all of his burst has landed.
Ignite is not a great summoner on Orianna because apart from landing phase you don't really want to be in ignite range. However I do take this into very specific matchups. You can take this into Swain and Vlad if your team has no other ignite in order to hinder their healing. But since Morellonomicon is core, even hear i will often take a defensive summoner instead. I also take this into Kassadin since Orianna has such an oppressive lining phase over him and can usually secure a substantial lead and/or kill with it.
This item used to be amazing on Orianna by allowing you to maneuver effectively in teamfights, avoid ganks, and roam more effectively. However, with the nerfs to this in regards to the acceleration, it is no longer strong. Most of the effectiveness of ghost is in the first few seconds which is now much weaker. I would not recommend taking this on Orianna at all anymore.
Your passive gives your auto attacks increase damage based on your AP. It also does increased bonus damage for each consecutive auto attack on the same target. This makes getting CS much easier than for most mages. It also means that you still do decent damage when your spells are on CD. You can even abuse this by starting with E in certain matchups and just auto attacking them.
Your Q commands the ball from its current position to a target position doing damage to anything it hits as it travels and anything it hits at its final location. It does less damage for each target it has gone through so ideally you want to poke champions without hitting minions first for the most damage. This is the primary way you zone champions and set up for your Ult. It is on a very low cooldown and it has cheap mana cost so don't worry about using it for CS or poke constantly.
Your W is a unique ability that creates a small zone around your ball. It does high damage (higher than your Q) and creates a zone that slow enemies and speed up allies. If you are chasing someone, this will slow them down and speed you up allowing you to get at least a bit more damage in. In most cases, you will poke in lane by using a Q->W combo where your press W as your ball is moving to the target Q location. On arriving the W will automatically go off doing both the Q and W damage to the target. Late game, this can be enough to do 70% of a adc's hp alone.
Your E sends your ball to an allied champion (yourself included) and shields for a moderate amount of damage. The ball moves very quickly (faster than Q) and does a small amount of damage, Combined with the Aery rune, this will actually become a large shield. If you have a strong adcs, you can E->W them to give them a shield and speed them up. You can also E->W a tank to speed them up and help them catch up to someone in the cleanup of a lategame teamfight.
Your R is the most important part of your kit. A moderately sized shockwave charges around your ball and then detonates pulling in all targets in the zone and damaging them all highly. It stun them as well. If you land an Ult on all 5 members of the enemy team, the fight is usually over. But in most cases, your ultimate is best used to kill or stun the highest priority target on their team. R followed by a Q->W on the spot is usually enough to 1 shot any non tank champion. In dire situations, you can also use your R to stun a jungler that is trying to gank you or peel your fed adc.
There really isn't much to this. The only time I would ever deviate from this is in matchups where I start E level 1. But after that I still go back to maxing them in the same order as shown below.
This item is incredibly versatile and great for a multitude of reasons. It has small enough build components to synergize well with basing on different amounts of gold. It contains lost chapter to aid in early game mana issue. Not to mention the CDR and large damage boost you obtain when completing it.
This item is a great second option on Orianna. Offering flat pen and health it is a great item once you have enough mana and cdr. Also a must buy into strong healing champions such and Vlad and Swain. You will be surprised how much damage this does to tanky and squishy champions alike. A very large 2 item power spike for Orianna.
Deathcap is incredibly strong with lots ap and scaling on your ap. I love to play high damage as early as i can so if i am very ahead i will even consider buying this as my second item. In most games however, i would recommend getting it no earlier than 3rd and no later than 4th.
Once the enemies notice how much damage you are doing, they will tank up to your damage. I put this in a necessity in most builds, but if they really aren't buying MR, swap this with a Liandry's Torment for more damage and flat magic penetration.
-Great into tanks or anyone stacking health. It is also a great fit for Orianna overall because her W and R can use the double % health burn damage that is offers. The ramping up damage in combat is very easy to proc and strong to use throughout long teamfights where you are doing lots of damage.
This item is core against all AD champions with nice armor, survivability and cdr. It also works well against champions like Fizz and Syndra that depend on their ult damage. It is a good second or third item, but it really doesn't offer enough mana or mana regeneration to ever work well as a first item.
This item has saved my life more than any. Strong in any situation where you are likely to get dove or picked by some sort of cc. Can block damage Ults like Fizz R as well as Blitzcrank and Thresh hooks. In almost any case where the enemy team has a dive Champion like Kled or Malphite that can inhibit your ability to output damage, you need this item.
Sorcerer's Shoes are by far the strongest boots on Orianna with flat magic penetration at an early level. Pick these in any case where you dont need the other two desperately.
Mercury's Treads are an option for if you are against a burst mage that also has some sort of CC against you. Weaken damage a lot but keep you alive.
Ninja Tabi are an option I only resort to in the case of full ad team comps or when they have more than 3 auto attack based champions.
Why not Seraph's Embrace?
Although in recent patches it has been a very strong item on Orianna (and all mages for that matter) it has finally been nerfed out of meta. Although the mana is great on Orianna, the struggle in the early game from making such a defensive choice is not worth it. It is difficult to be a lane bully without damage, and with the new runes i feel Luden's to be much stronger again.
Why not Rod of Ages?
Although this item will give you a large mana and health pool that scales alongside you, the cost to your early game really isn't worth it. As a lane bully building health and mana is a waste of your strong early game. Both Morellonomicon and Liandry's Torment offer health alongside lots of early damage that is more valuable to your goals.
The second I hit level 2, I will walk up and land a Q->W combo with refunded mana. After that I will still have nearly full mana and do my best through the next 4 levels to harass while maintaining a cs lead. If your jungler comes, you can use their body to land a E->Q->W quickly on their location and burst out the enemy. If you're still in lane at level 6, you may also attempt an ultimate kill before my first back to at least blow summoners. I always make sure to push my lane out quickly before basing or roaming.
I usually have my first back around levels 5 to 7 and either go with the Tear or Lost Chapter buy depending on how comfortable I am feeling in the matchup. I will go Tear if I'm confident I can live (avoid being solo killed), and I will go Lost Chapter if I feel I need the damage to deter their all-in or gain a lead.
Using Command: Protect instead of Command: Attack
You should use your E to recall the ball if it is ever far away. Although you can technically Q from one side of your range to the other, it will move much slower and the target will likely move before it gets there. A much more efficient way to do this would be to E the ball to your location and then Q it forward to its destination. This seems small but it can be the difference in a lot of close plays that are time sensitive.
It is often a waste of a flash since you were already in range to place the ball and Ult, but it can be effective as a guaranteed stun in certain situations. You press your Ult and wait for it to do the initial charge, then at the last second possible, flash towards an enemy and instantly stun the area. This can be effective if you have zhonyas and need to dive a twitch that just came out of stealth, but it's very very situational. Most of the time when I see it done, its a waste of a flash.
In tight areas around baron and dragon pit, you can zone the enemy team by placing your ball in a tight area and not allowing any of their team to walk over the ball without a threat of being Ulted. This is even more useful if you can place your ball between their front and back line to zone their back line from doing damage. This will in most cases allow your damage to melt the tanks and turn the fight.
Using Dive Champions
Some champions pair very well with Orianna because they can either get in deep or CC a bunch of nearby enemies. Sion, Akali, and Rengar are perfect examples of these kind of dive champions. Simply E your ball to them quickly and instantly Ult to CC the enemies again and chain your damage. This can also be good if you E an invisible champion as the enemy team will not be able to react fast enough when you Ult on them.
Hiding the Ball
Since your Ult is such a high impact ability, lots of the time the enemy team will avoid it and make it nearly impossible to land a good Ult. In fights in the jungle, it is possible to hide the ball completely in walls. Even more common of a situation is that you can hide the ball in the stubs left behind after a turret has been destroyed. You can then Ult enemies if they walk by the area for a free stun. You can also make a quick Q->R from its hidden position to land on more targets in a way that is still usually too fast to react to.
Using Command: Dissonance on Minion Waves
In tight situations where your team is rushing to break open the enemy base or make it to the next turret before the other team can rotate this can be crucial. Not only can your W speed up allied champions and slow enemy champions, but it can increase the speed of allied minions. Base races are won or lost in seconds so the sooner you can get your minions to their nexus turrets, the better your odds of winning!
Using Travel Time to Surprise the Enemy
In rare situations your ball will be max rangein the complete opposite direction of the enemy. For you to Q all the way across will take roughly 2 seconds. If you command attack the enemy and walk away from them, the command will continue even though it far exceeds your actual Q range. This acts as a fade-away of sorts that can be used to catch people off-guard for a late-game one shot or small poke.
Supporting a Carry over Damage
Orianna is a great champion for supporting and or peeling a fed carry. Although I would not recommend changing you build at all, in certain cases, it is more useful to shield and speed up your carry than use your spells on their tank. The more you play Orianna, the better you will get at understanding what your optimal actions should be in a teamfight. You should always consider things like how much gold you have, who their threats are and most importantly what the win condition of your team is. In many cases it will be a game changing 5 man ultimate, but there are situations where even landing those won't matter if you don't peel your hypercarry from their assassin.
Using W to Shield Allies
There always comes a situation where an ally is about to die or burnout from an ignite and your E is on cooldown. It is important to remember that the speed boost from your W can proc Aery on your ally and give them a reasonable shield. It seems super situational but I encounter situations where this is useful quite often!
Special thanks to Chadosan for help in making and editing the guide!
Thank you for reading my guide! Let me know if i missed anything and leave a comment or a like!