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Mobafire League of Legends Build Guides Mobafire League of Legends Build Guides

Orianna Build Guide by SeMike

Middle master

10.10 Orianna

By SeMike | Updated on May 14, 2020

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Runes: Standart

1 2 3
Sorcery
Phase Rush
Manaflow Band
Transcendence
Gathering Storm

Domination
Taste of Blood
Ravenous Hunter
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)

Spells:

1 2 3 4 5 6 7
Default (High-Elo)
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

LeagueSpy Logo
Middle Lane
Ranked #32 in
Middle Lane
Win 51%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

10.10 Orianna

By SeMike
Itemization
This item can be your every-game go. It's always worth it's value. Allows you to clear mid wave in a matter of few seconds, massively increases your poke and gives you a ton of mana which allows you to spam your abilities for a while even without having a blue buff.
If your teammates don't want to build healing reduction and enemy has a lot of champions with healing in their kit (such as Dr. Mundo, Kayn, Olaf etc.) or many lifesteal items, you can build this. It's also a very strong item against champs who don't build any MR since it gives a nice portion of flat magic penetration.
Great option for 3rd/later item, situationally when you don't need Banshee / Zhonya and you are ahead even as 2nd item. Amplifies your damage dramatically and therefore gives you insane damage numbers power. Negative side of buying this item is that it costs a ton of gold and delays further itemization, without giving you any defensive stats. You might be a glass canoon if you buy this early on so keep that in mind. If you already have 3-4 items and no idea what to build, this is always a great choice.
This item is a must have if more than 2 enemy champions are building magic resist. You can build this item later on in the game (4th or last) even if enemy players do not buy a lot of magic resist. The later on in the game it is, the higher value this item has.
Great option against team comps with a bunch of champions that you need to kite (such as Singed, Shen, Kalista etc.). Base stats of this item are amazing for it's price and the slow, even tho it's just 20% is significant enough to do it's job of not letting enemy to get on you.
Strong item against tanky team comps, if enemy have 2+ tanks, buy it as 3rd item. You can buy this item later on in the game even if the enemy enemy has just one tank, it's value even against squishy champions is decent. This item also works well in extended fights thanks to it's passive that increases your overall damage the longer the fight lasts (up to 5s)
Must go item against full / very heavy ad team comps since Orianna's base armor is very low. A good option to rush as 1st item if you are laning against something like Qiyana / Talon / Zed (champions profiting from lethality)
You should always get this item later on in the game even if you don't need the armor itself so much, just because the statis-effect can turn around the team fight a waste a lot of enemy spells pretty easily.
Great item against champions such as Syndra or LeBlanc. You will lose a tiny bit of damage if you go this instead of other damage items, but the MR numbers it gives you are insanely huge, especially against champions that profit from magic penetration, and makes you an unkillable threat against LB especially. If you buy this item, you usually don't have to go Mercury boots and therefore you can opt-out for the ideal boots options - Sorcerer's Shoes
Possible replacement for Luden's Echo, if you need a little bit more CC in your team. Especially if you have a ton of skill shoots in the team which could use some extra slow for easier hit and and meele lane opponent who does not stop you from hard-showing the wave in mid without the Echo, this is an amazing purchase.
Strong scaling item. If you know you will be able to get away with buying this item without getting punished for it by enemy team comp, and you know your team won't be able to do much until about 15/20min. Works well with RoA, but that's even more scaling and even less early game power.
Strong scaling item. Again, buy only if you know you won't get punished too much and don't need early/mid game strength. Works well with Archangel's Staff.
Spellbinder gives you insane amount of ability power and huge movement speed boost, but.. nothing else. If you play against team comp with a ton of skillshoots and you think you will be able to utilize the extra MS properly for dodging those, you can buy this item. Do not forget to use it's active (extra ms+ap for a short time, needs to be stacked)
This might be a surprise but it's actually a solid choice for Orianna. Gives you huge sustain and also increases damage of your auto attacks significantly. Good if you play against meele champions and also need if you also need additional sustain (good option if you don't go domination tree for healing.

Boots

Default choice, useful especially if enemy don't build a lot of MR. Howerver, you can't always afford building these instead of safety boots. If you see early on that enemy team is already buliding a lot of MR, get some other boots instead and build Void Staff.
Good choice against team comps with multiple Marksmans or just many ad champs. If your opponent is an ad assassin and gets ahead by any chance, you can build this instead of having to building Seeker's Armguard.
Safety choice you might end up going for most of the time. Must have if the enemy team has a lot of CC and you are not running cleanse. Great item especially against champions like LeBlanc or Syndra. If you don't need the tenacity, but just the MR part, you can just buy one null magic mantle into your inventory, build Sorcerer's Shoes instead and then finish Banshee's Veil later on. Finished Mercury Treads give the same amount of MR as just the flat null magic mantle.
These are rarely worth it, but in very specific situation that I will describe further, they are an amazing choice. If enemy has a ton of slows but no harder CC, and you don't want to build Sorcerer's Shoes, this is your choice.
(: If your jungler is trolling you and you feel like going for a little run(down) ;-)
Abilities explanations and tips Back to Top
(P):
Orianna's basic attacks deal bonus magic damage on auto attack. Also, with additional auto attacks to the same enemy, stacking up twice, you deal an extra little portion of damage with each auto attack.

Orianna loses all stacks of her bonus damage when she attacks a new target.

(Q):
ACTIVE: Orianna commands The Ball to fly to the target location and remain there, dealing magic damage to all enemies it passes through, reduced to 100% − 40% (based on enemies hit).
This is the ablity with which you position the ball on the ground.
If you move too far from the ball, the ball disappears from the ground and teleports to you

(W):
ACTIVE: Deals huge chunk of magic damage around the ball area, and also leaves an electric field on the ground.
The electric field gives MS boost to your ally and MS slow to the enemy, decaying over time. (field stays on the ground for 3 seconds)

(E):
PASSIVE: The Ball grants whomever it is attached to bonus Armor icon armor and Magic resistance icon magic resistance.

ACTIVE: Orianna commands The Ball to fly to the targeted allied champion or herself and attach itself to her target, dealing magic damage to all enemies it passes through and shielding her target on arrival for 2.5 seconds.

(R):
ACTIVE: Orianna commands The Ball to unleash a shockwave after a 0.75 seconds delay, dealing magic damage to all nearby enemies and Airborne icon pulling them 350 units towards The Ball.


Tricks:
- When your E while moving to someone to shield him passes through an enemy, it deals damage as well to the enemies it hits on the way!
- When wearing the ball on yourself, you can R->Flash and catch the enemy off guard with your ultimate, without having to spend any of your cooldowns to reposition it.
- You can keep your ball at the max range of disappearance (next to Orianna model there is a little arrow which changes the color based on how close are you to losing the ball) and then surprise the enemy by launching Q from you instead of the place you have been keeping your ball at.
- While having ball on yourself you can R->Flash mid R animation and surprise the enemy by this outstanding move! Especially useful in meele matchups or with ghost when you are able to run close to the opponent. Biggest advantage of this is that enemy does not react to the ultimate, when while the ball is on the floor, and enemy is nearby it, he is constatly aware and prepared to react.
- You can hide your ball in textures / walls / structures and surprise enemy by this outstanding cheesy move, because they won't be expecting the ball to be arriving from some wall or smh.
Ball management Back to Top
Basics of ball positioning, and how to think about using the ball as a weapon of potential damage, without really having to use the damage abilities (W/R) itself.

Laning phase:
During laning phase you most of the times either wanna keep your ball near your enemy, therefore you can easily poke (QW) them, keep in mind to not spam it unless you have finished some item that gives you mana or you have blue-buff. If you place your ball slightly behind the virtual area where the enemy has to stand when he goes for the last hit, you can give him the full combo, which is Q->W->E->AA and possibly additional auto-attack and one more Q on the way out if you run phase rush.
If you don't know about enemy jungler's position and are trying to play a specific side of the map, but you are not 100% certain if the bush is safe or not, you can just check it with the ball. Orianna players often underestimate the vision that your Q gives you. You can also use the ball to clean control ward in the bush from a more safer distance.
If you are getting ganked and both the person ganking you and enemy laner are coming from around the same direction, when the distance is gonna be closing you may be able to ultimate them all and secure your safety with that.
If enemy is endangering you with all in, such as LeBlanc or Talon, make sure to not keep the ball too far so you can E yourself in time (shield + additional resistances).

Dragon / Nashor objective take:
With Orianna you can zone a lot of enemies, even the whole team, if they come from one part of the jungle, very easily, by just placing your ball to the entrance. Because they can't walk through it multiple-people at a time coz of your ultimate, and you can get enough time to take down the objective before enemy figure out how to re-position properly.

Tower siege:
You want to push your ball as much forward as possible without getting yourself in the risk of getting all-inned, from that point, you disable enemy from engaging on your team because you are set for a multi-man shockwave.
Laning phase tips Back to Top
Laning phase depends on the matchup.
Against most of the enemy champion you can play aggressive first few levels, however, you have to watch out for the enemy jungler as you don't have any safety tools besides the little shield on your E and micro-movement speed boost on W, however, those two tools are anyway something you should consider in a situation where you need to avoid enemy jungler, but they are not as powerful as dash or other tools that some champions might have.

Not all the champions might be listed below, but the ones which are should give you an idea of about what type of a champion the paragraph is about

Against:
Against these champions, you need to get info against enemy jungler lvl 1 start. You can do that by asking some of your teammates to ward enemy jungle early on. The reason is you have to punish them early on, otherwise, if you go even, they will have lethal combo ready for you not much later on, and therefore, you are trying to put them as much behind as possible on the early levels. Against melee champions, you have the obvious range advantage, which if you utilize properly (not getting much damage from enemy minions aggroing on you) can get you a few cs advantage early on. Orianna also has her passive which increases basic attack damage early on a little bit and very significantly later on in the game.

Against:
You can get E on lvl 2, even at lvl. 1 if you see she is about to play very aggressive since the first wave.
Keep in mind that besides the small shield that your E gives you, it also gives you X armor&mr whenever the ball is on you. Therefore, you can avoid up to about 100 damage from her combo if you E yourself, where if you go W at lvl 2 she can not only dodge it but you also get huge chunk of damage from her combo, since your base stats aren't very high unless your ball is on you and LB profits from low MR on the enemy champion, especially later on in the game.

Against:
You want to utilize your range advantage and never let your opponent do the proper trade. Especially with blue buff or some finished mana item you can always just Q->W your enemy when he is looking for a trade, poke him down and zone him from your body. Against these champs, you almost never wanna go for trades with your basic attacks, which would allow them to use their abilities at you.

Against:
You must harass Kassadin as hard as possible on early levels, mostly using your basic attacks while using your abilities (primarily just Q) to push the wave and also create a cs advantage.
If you go even with Kassadin, you lost the lane.
Other SeMike's guides Back to Top


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