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Orianna Build Guide by LuxVikAsol

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By LuxVikAsol | Updated on September 5, 2020
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Runes: Aery

1 2
Summon Aery
Manaflow Band
Gathering Storm

Taste of Blood
Ravenous Hunter

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist


LoL Summoner Spell: Flash


LoL Summoner Spell: Teleport


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Hey there, you curious Orianna lover!
I am Jochnes, playing League of Legends over 6 years now!
Orianna is one of my most played champions and I had a lot of success in competetive with her. I am hyped for the incoming buffs (according to pbe server and rioters: Command: Dissonance will have 7 instead of 9 seconds cooldown) so I decided to make a Guide about her!
Please always read the text before watching the videos later on, otherwise it won't make sense :D
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Pros and Cons

wave clear and roam potential
+ high impact in teamfight
+ Zoning and CC
+ engage and disengage
+ early push
+ late game

Orianna can push lane at any point in game and has guranteed impact in teamfights via Command: Shockwave. She is very flexible with dmg, peel, engage and disengage.

- reliant on ball
- no dmg in chaotic fights
- weak to assasins

Champions with mobility can be very dangerous for Orianna because they can dodge her whole dmg easily. In chaotic fights it's hard to land Command: Shockwave or Command: Dissonance on multiple people.
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Summoner Spells

FLASH: Don't use it for kills that won't impact the state of game. You can Command: Shockwave on yourself and then Flash before it deals dmg. It will go with you to the new position.
Ignite: makes Orianna's early game much more threattening for your opponent. It will give you one shot opportunities from level 6 on if you poked the enemy a little bit.
Cleanse: Against teams with a lot of dangerous CC abilities it's a good choice, it may already be enough if they have one spell that you want to dodge with this. For example: Cocoon, Glacial Prison, Light Binding, Charm and also Ignite
Barrier: A useful option against assasins so they can't finsh you, where they usually would. Barrier has a low cooldown of 3 minutes so you always got it when u need.
Teleport: Considerable in very bad matchups so you can get a free base off or Teleport to other lanes when playing against Champions like Taliyah or Galio. I'm not a big fan though.
Heal: Very good for 2v2's but since it got nerfed and Ignite got buffed I reccomend to not take it.
Exhaust: Take it only against Yasuo Yasuo Yasuo Yasuo Yasuo Yasuo Yasuo Yasuo Yasuo Yasuo Yasuo Yasuo Yasuopls get deleted from game Yasuo Yasuo Yasuo Yasuo Yasuo Yasuo Yasuo Yasuo Yasuo Yasuo Yasuo Yasuo Yasuo Yasuo Yasuo
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Standart Set

Summon Aery

Summon Aery
Everytime you damage an enemy they will take bonus magic damage. It makes Orianna's lane much stronger as she hits the enemy a lot with Command: Attack. Summon Aery also makes your shields stronger for allies, so Command: Protect gets an insane amount.

Biscuit Delivery

Biscuit Delivery
You will get a Total Biscuit of Everlasting Will every 3 minutes. Great Synergy with Time Warp Tonic since it also counts as "potion". If you need Mana or Health eat one, but try to do it as you get low because it's healing is only based on %missing. Gives huge potential on winning lane or just sell them if you didn't need them. The 40 permanently increased mana per eaten or sold Total Biscuit of Everlasting Will is very nice to have.

Time Warp Tonic

Time Warp Tonic
Corrupting Potion and Total Biscuit of Everlasting Will will grant 5% movement speed while you are being healed by them and also their healing is increased by 20%. Great for trades and roams. Elixir of Sorcery also counts as potion.

Manaflow Band

Manaflow Band
By damaging an enemy champion every 25 seconds you gain 25 permanent Mana and when reaching 250 you also get %missing bonus Mana reg.. There will be a display, showing Manaflow Band's cooldown on top of your ability bar. Try to hit an enemy with Command: Attack as it comes up.


At level 10 you gain 10% Cdr. and that's around the time where you got Sorcerer's Shoes, Oblivion Orb and Luden's Echo. Enables Orianna to be a high burst and dps machine that can always force fights with Command: Shockwave.


On a 20 second cooldown you will deal extra magic damage on your next ability against an enemy champion. Orianna can use this everytime when it's off cooldown due to Command: Attack's high travel speed and low cooldown. If you think it's going to be a long game, I recommend Gathering Storm instead.

Sorcery & Inspiration Variation

Gathering Storm

Gathering Storm
For long games it's definitely insane to get such amounts of AP every 10 minutes but right now the games are not too long. If that changes Gathering Storm will be a better option than it is right now. Orianna is really happy to get this though!

magical footwear

Magical Footwear
The Slightly Magical Boots grant 10 extra movement speed which allows Orianna to go for much more aggressive Command: Attack Command: Dissonance combos and makes it harder to catch her. It's super gold efficient and usually you wouldn't buy Boots of Speed before minute 10 anyway.

cosmic insight

Cosmic Insight
Overall it's pretty efficient since you get the 5% Cdr. from level 1 on. In addition you have less cooldown on Flash which gives more safety and depending on your second Summoner Spell, more kill pressure or even more safety . With blue buff or specific builds you will also reach 45% Cdr. in late game.

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Clockwork Windup Orianna's autoattacks deal additional 10 / 18 / 26 / 34 / 42 / 50 (+15% of ability power) magic damage every hit. This amount increases every 3 levels. Subsequent attacks on the same target within 4 seconds will add 20% more damage per hit. This bonus stacks up to two times..

Command: Attack (Q) :
Range: 825
Cooldown: 6 / 5.25 / 4.5 / 3.75 / 3
Cost: 30 / 35 / 40 / 45 / 50
Orianna commands her ball to fly towards target location, dealing 60 / 90 / 120 / 150 / 180 (+50% of ability power) damage to targets hit but dealing 10% less damage for each additional target hit (minimum 40%). Her ball remains behind at that location afterwards.
Command: Dissonance (W) :
Range: 250
Cooldown: 9
Cost: 70 / 80 / 90 / 100 / 110
Orianna commands her ball to emit an electric pulse, dealing 60 / 105 / 150 / 195 / 240 (+70% of ability power) damage to units around it. Afterwards, the ball leaves a field behind for 3 seconds that speeds up allies and slows enemies for 2 seconds for 20 / 25 / 30 / 35 / 40 % movement speed.
Command: Protect (E) :
Range: 1100
Cooldown: 9
Cost: 60
Passive: The allied champion the ball is attached to gains 10/15/20/25/30 bonus armor and magic resistance.

Active: Orianna commands her ball to fly to and attach onto an allied champion, dealing 60 / 90 / 120 / 150 / 180 (+30% of ability power) damage to enemies it passes through and shielding the allied champion 2.5 seconds for 60 / 100 / 140 / 180 / 220 (+40% of ability power) when it arrives. If the ally dies while holding the ball, it drops to the ground.
Command: Shockwave (R) :
Range: 400
Cooldown: 110 / 95 / 80
Cost: 100
Orianna commands her ball to emit a shockwave after a short delay, flinging affected enemies in the vicinity into the air a set distance (350 units) towards, and possibly over, her ball. Deals 150 / 225 / 300 (+70% of ability power) damage.
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Core Items

Doran's Ring
Start with this if you don't chose to take Time Warp Tonic as rune. Doran's Ring gives you good mana sustain for a long period of time, because you will sell it pretty late. It also makes your push stronger with the 15 AP and protects you from burst damage with it's 60 health. You can add Refillable Potion to it and also Dark Seal if you got some gold left.

Corrupting Potion
Start with this if you chose to take Time Warp Tonic as rune which I am recommending.
Orianna can force trades with Corrupting Potion and similar to Summon Aery it adds bonus magic damage to your auto attacks and abilities. It's a 3 second DOT that burns enemies, hitting them multiple times will only refresh the DOT not overstack it. Orianna's lane becomes insane with this, try to push and go base when your stacks on Corrupting Potion are gone.

Sorcerer's Shoes
Increases your damage against champions drasticly.
With Sorcerer's Shoes you deal 12% more magic damage against enemies with 33 Magic Resistance. With Oblivion Orb it will be true dmg instead of 25% reduced.

Mercury's Treads
Against enemies with a lot of CC Mercury's Treads are a reasonable choice, but don't build them for the Magic Resistance.
Rather go for Banshee's Veil if you are against a lot of magic dmg.

Luden's Echo
+ becomes a delte button for enemy carries!
Orianna has a great wave clear with Luden's Echo as you one shot the caster minions with + and the luden's proc will go on the meele minions because you hit them first with Command: Attack. Luden's Echo will recharge pretty fast with the low cooldown of Command: Attack and movement speed of Command: Dissonance if you end up running through it.

Build Oblivion Orb first and leave it with that for now. Build Morellonomicon after Rabadon's Deathcap as you build it only for the 15 magic penetration The AP gained from Rabadon's is much more valueable than the stats from Morellonomicon.
Only if the enemies have a lot of heals it would be worth to finish Morellonomicon early for the grivious wounds or if you don't have a lot of gold!

Rabadon's Deathcap
Orianna has insane AP scalings so Rabadon's Deathcap is highly recommended. Even Command: Protect's shield scales with AP. It makes her wave clear very satisfying and allows her to get tempo for her team.

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Situational Item Choice

Banshee's Veil
In some hard matchups or overall against assasins you can build an early Null-Magic Mantle and later on build it into Banshee's Veil. Earliest point would be after Luden's Echo and Sorcerer's Shoes, it's an option to skip Oblivion Orb for now and go into Rabadon's Deathcap after Banshee's Veil.

Void Staff
I don't think it's a go-to item anymore though it's still powerful. If the enemy team builds some magic resistance on everyone then it's probably worth it. If they build a lot of MR you should skip Oblivion Orb, go for Rabadon's Deathcap and then buy Void Staff as 3rd AP item.

Zhonya's Hourglass
Seeker's Armguard can be build against physical damage dealing assasins though you don't need to rush for Zhonya's Hourglass!
Build it later because for early/mid game 45 armor should be enough.
If you get jumped on, you can use and activate Zhonya's Hourglass so your team can back you up after you damaged the enemy team.

Liandry's Torment
Great choice against tanks, since you deal %Max Health damage with it and also keep up the 10% extra damage buff on your abilities. Because of the slow from Command: Dissonance and the knock-up from Command: Shockwave Liandry's Torment's passive will deal doubled damage.

Archangel's Staff
Don't buy this in early game!
In late game Mana becomes very important, by buying Archangel's Staff as last item, you provide Orianna with infinite Mana. Though until you get it upgraded to Seraph's Embrace it will grant only 1% of your Mana as AP.
You can get up to 24 Mana every 12 seconds, so if you spam Command: Attack, Command: Dissonance and Command: Protect all the time you need about 7 minutes to get Seraph's Embrace. Because of Luden's Echo, Manaflow Band and Biscuit Delivery and level 18 you will have a ton of Mana which converts into a ton of AP! Also full Cdr. will be available.

Mejai's Soulstealer
If you got 10 stacks on Dark Seal and 1050 gold left, go ahead and buy Mejai's Soulstealer in Mid-game. It grants 10% movement speed 200 Mana and 70 AP which are good stats for now. If you manage to stack it up, it will become insane and it shouldn't be too hard to play safe as Orianna. Though if you don't want to risk anything because you are scared of their catch-comp, better buy a different item!

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Early Game

1. Lane:
Orianna can force trades with Corrupting Potion because it's giving movement speed from Time Warp Tonic, the burning damage and a ton of sustain. By running into the enemy and auto attacking, using Command: Attack+ Command: Dissonance you can get lane control. Orianna likes long trades due Clockwork Windup dmg on every auto attack and the low cooldown of Command: Attack so you may get it off multiple times where your enemy doesn't have his spells up again.
Try to hit your enemy with Command: Attack everytime he wants to take a last hit, the low mana cost and cooldown won't let him punish you. Try to hit him with the damage from Command: Protect to maximize damage in all-ins!
When you go for a push try to hit as many minions as possible with Command: Attack and Command: Protect also do that later on jungle camps.

2. Ganks:
Orianna got great gank setups with Command: Shockwave and the slow from Command: Dissonance! Nobody will play safe enough to stay out of Orianna's because it's way to high! Pretend to be going for the farm and position the Ball close to the enemy, use Command: Attack and follow up with Command: Shockwave to create a get close for your jungler. Never use Command: Attack directly on the enemy if you are planning to pull him into your direction. This could happen:

When 3. being ganked try to get the ball back to you with Command: Protect and create some distance between you and the enemies, use Command: Attack slightly behind them so Command: Shockwave will pull them away from you. Then use Command: Dissonance to slow them so they can't chase you.

4. Roaming:
After pushing you should try to get pressure on the map, by using Warding Totem and Control Ward, spotting the enemy jungler in his or your own jungle and roaming!
If your allies pushed in one lane, you can run behind the tower and pressure them with Command: Attack they have to respect the ball. Poke them down with and . Go for Command: Shockwave when there is an opportunity otherwise, just push the tower and keep zoning with Command: Attack!

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Mid Game

1. Objectives:
When going for tower pushes or Baron, use Command: Attack to hide the ball in a wall. You can suprise your enemies with that and get a quick off. Don't try too hard with it though.

2. Ability Usage
You can use Command: Protect on an ally that is engaging a fight to cast your abilities from his position. The range you get by this is much higher than from Command: Attack. Don't shield them before the start of a fight, since you may need it for yourself, not only the shield but also the ball.
Make clear for yourself, if you want to use Command: Dissonance or Command: Shockwave first after Command: Attack.
Command: Dissonance first provides instant CC and makes it hard for enemies to run away from the incoming Command: Shockwave
Command: Shockwave first has a delay but pulls all enemies hit together so that the following can be lined-up very good. The range is also bigger on it.
Wait for a good moment to use one these combos or create new combos for specific situations.

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Late Game

1. Positioning:
Always try to stay atleast in max range of Command: Attack to your enemies and use walls or corners to get an advantage by controlling the area with and

2. Teamfights
It's not all about hitting the biggest Command: Shockwave ever but if you do it's obviously nice! Orianna also got DPS with Clockwork Windup and low cooldown of Command: Attack and Command: Dissonance (on 8.13 it will have 7 seconds without cdr.). Command: Protect can make one of your other carries very strong as Summon Aery adds up to the shield! You can even use Command: Dissonance on ADC so he goes crazy with the movement speed.
But when talking about Command: Shockwave here are the key points:
Always lookout for potential CC from your team to combo on it.
The enemy team will try to move as a unit, so there won't be fast movements, rather slow and obvious ones. Use that to your advantage as it will be easy to say where they go next!
Put down the Ball where you expect them to go and adjust with Command: Attack as the fight goes on. I call it the "Ball Trap"

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Thanks for watching my guide!

Since the Orianna Buff's on this patch, I will play her a lot now!

You can ask any question in my stream!
League of Legends Build Guide Author LuxVikAsol
LuxVikAsol Orianna Guide
[10.18] Command: Freelo | 💛Back in Meta💛
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