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Orianna Build Guide by FalleN3


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League of Legends Build Guide Author FalleN3

[8.1] Orianna Mid | FalleN3's Guide to Orianna

FalleN3 Last updated on January 19, 2018
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Cheat Sheet

[8.1] Orianna Mid | FalleN3's

Orianna Build

Sorcery
LoL Path: Sorcery
LoL Rune: Summon Aery
Summon Aery
LoL Rune: Manaflow Band
Manaflow Band
LoL Rune: Transcendence
Transcendence
LoL Rune: Gathering Storm
Gathering Storm

Precision
LoL Path: Precision
LoL Rune: Triumph
Triumph
LoL Rune: Coup de Grace
Coup de Grace
Bonus:

+6 Attack Damage or 10 Ability Power (Adaptive)

Precision / Domination / Inspiration: +6 Attack Damage or 10 Ability Power (Adaptive)
Resolve: +65 Health

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Middle Lane
Ranked #19 in
Middle Lane
Win 50%
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Ability Sequence

1
4
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
Ability Key R


Threats to Orianna with this build

Threat
Low
High
Show all
Threat Champion Notes
2
Heimerdinger He will push lane, ALL DAY LONG... and a decent Heimerdinger will focus hard on doing this. He is an immobile champion so pushing his lane will lead to him overextending which will leave him open to ganks. Keep an eye on his turrets and try your best to keep them destroyed, especially if you are going to try to kill him or are getting a gank from your jungler. Teleport will be a wise option here as it will allow you to get back to lane quicker.
2
Karthus This is a pretty easy match-up for an Orianna. He has no real CC and will likely focus his efforts on farming instead of trying to kill you. It is important for you to dodge his (Q) Lay Waste as much as possible and dont be afraid to use your Command Attack to zone him. Be sure to let your teammates know when he turns 6, they likely wont care but at least you gave them a heads up. Use your Command: Protect on yourself (or an lower HP teammate) if he uses his (R). It is also possible for you to interrupt it with your (R) if he is still alive when he tries to ulti.
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Introduction


About Me
Hey guys, my in-game name is FalleN3. I'm from Ireland and have been playing League of Legends for some years now. I'm a mid lane main and I enjoy playing champions such as Orianna, Fizz, Akali, Annie among others too.

I stream Monday to Thursdays at 6pm GMT+1 until 9pm GMT+1. It's highly unlikely that you will learn anything by watching me on Twitch but I do offer a chilled and relaxed stream.



Orianna is what can be considered a 'control mage'. She has been a consistent champion for several seasons due to the amout of utility and power she can bring to any team composition.

Her main weakness is the fact that she has lacking of any real excape and is pretty immobile. This akes her susceptible to getting ganked and tower dived. She has a very high skill cap and it is not un-common to see new players losing track of her ball in skirmishes and teamfights and ulting in completely random places.

You will need excelent positioning and the ability to make quick decisions/plays in order to excel as an Orianna player. Orianna is a great champion that can follow up on other's engages especially should you have some diving champions on your team that you can place your ball on (for delievery of you ultimate) as they dive deep into the back line.

She has the ability to come back into any game so long as you keep your mind focused and don't continue to fall behind or continuosly get caught as the game progresses.

Laning phase is rarely terrible when playing Orianna and CS'ing is made easier by your passive. She has very good wave clear and is rarely banned in ranked play.

I hope you enjoy reading this guide and can perhaps learn a little bit of something from it.


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Runes Reforged




Summon Aery:
is a strong pick for Orianna. It deals additional damage to a champion that you damage and will also strengthen you shield when you cast it on an ally. Aery lingers on the target for 2 second before flying back to you, and cannot be sent out again until she returns to you. Aery is initially very slow, but gradually accelerates, and can be picked up by moving near her.

Manaflow Band:
Every 60 seconds, your next ability used has its mana refunded, and restores 8% of your missing mana. It's not an extreme amount of mana refunded but a 'LOT' of Orianna players really struggle to keep her mana reserves up when trying to play her effectively. I prefer to take the Manaflow Band over The Ultimate Hat but you should pick what suits your gamestyle best.

Transcendence:
Gain 10% cooldown reduction at level 10. Each percent of CDR exceeding the CDR limit is converted to an adaptive bonus of 1.2 Attack Damage or 2 Ability Power. CDR is great to have on Orianna as it will allow you to cycle your spells sooner and also have your Command: Shockwave up more often. Celerity is another option here, especially since Orianna is a very immobile champion. It will also help you to dodge skill-shots from enemies like Nidalee, Morgana, Brand or Ahri etc... and to roam to other lanes quicker.

Gathering Storm:
Every 10 Mins gain AP or AD, adaptive. As the game progresses you will gain some extra AP to help burst down carries in skirmishes and team fights. It scales very well into late game as the longer the game goes on, the more AP you will gain. If you prefer to roam more a lot it is possible to pick Waterwalking instead as you will gain extra movement speed in the river. Your final option here is Scorch which will give you some extra burst in the early game because your first ability hit every 20s will set the enemy champion on fire dealing 30-60 Magic Damage base on level after 1s. Generally, I think it is best to take Gathering Storm.

Triumph:
Champion takedowns, after a 0.5-second delay, restore 15% of your missing health and grant an additional Gold 25. It is a similar rune to the old Dangerous Game and will help you to stay alive and useful during skirmishes and team-fights. It's a solid choice for any Orianna play style.

Coup de Grace:
Will enable you to do even more damage to low HP champions as you will deal extra damage to targets below 40% HP.



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Summoner Spells



Flash is a very useful spell on Orianna. Orianna has no real escape so not taking it can leave you in trouble. Having Flash gives you some extra safety in lane, extra safety from the enemy jungler & also allows you to make riskier plays and engages. I generally take Flash + Ghost in 90% of games.

Ghost will offer you some extra mobility which will allow you to roam more efficiently, dodge skill shots easier, escape potential ganks and engage. It's a great spell for chasing enemies down and it will also allow you to better position in teamfights. Ghost is a great choice on Orianna.




Barrier is a solid option for Orianna if you're playing against assassins like Fizz, Talon, Zed. Combine Barrier with your shield and you can negate massive amounts of their all-in burst and survive.

Cleanse I don't often take it but it can be useful when you're playing against heavy CC team comps or an enemy that has hard CC, Annie, Ashe, Thresh, Leona or Lulu etc... Be careful if they have multiple champions with CC though because even if you Cleanse one ability, you can still be hit by the others. (Note: Cleanse will NOT work against Malzahar ultimate, Warwick ultimate, Skarner ultimate, Tahm Kench Devour or Urgot Fear Beyond Death due to them being 'suppression's')

Ignite offers extra lane pressure but I rarely take it in Orianna games. I find that defensive spells offer me the most when I play her as they add to her overall kit.

Exhaust can be a go-to item for playing against AD Assassins such as Zed or Talon. It's not a favorite of mine but definitely an option.

Teleport can be used if you want to pressure other lanes, especially bot lane. Just remind your bot lane to ward in the brushes.



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Items


Starting Choices:

Doran's Ring is a great item to start with and I take it first in 95% of my Orianna games. It gives you some ability power, health and some useful mana regeneration.

Boots of Speed will help you to dodge skill-shots and make it a bit easier to position in the early laning phase. Consider starting Boots of Speed against enemies with ranged skill-shots like Lux, Syndra, Morgana, Nidalee etc...

The Dark Seal can be taken if you are confident that you 'will win' the lane and want to start snowballing quickly. Only take this as your starting item if you are sure that the enemy laner is not going to get a kill on you. I do not recommend taking this as a starting item but thought it was worth a mention as some players seem to like it.

Cloth Armor can be purchased first if you are playing against an AD champion. It's a part of the Seeker's Armguard which means you will be able to pick it up faster. Remember, you do not need to finish Seeker's Armguard into a Zhonya's Hourglass right away. I do not necessarily recommend this as a starting item but it can certainly be worth considering.



Standard Items:

Morellonomicon provides Orianna with pretty much every stat she could require from an item. It is definitely as a 'Core Item' and provides you with lots of mana, mana sustain, 20% CDR, Grievous Wounds and Ability Power. Perfect item for an Orianna.

Rod of Ages is a great item throughout laning phase and I personally like to have plenty of health in late game. A solid choice if you need the extra health to survive enemy burst or are going to be playing passive. This item will leave you feeling a little under-powered though, especially until the 10mins of stacking are up. A very situational item that I would try to avoid if at all possible.

Rabadon's Deathcap When you just need raw ability power, this is a great item. 120AP + 35% offers you amazing burst increase. It's a great pick up as a second last or last item on Orianna.

Void Staff Great to have the extra Magic Pen.. A must have item really, even if the enemy is not stacking MR.

Liandry's Torment Awesome item, especially against high health tanks. The extra health will help you out when in extended fights. Synergizes with really well with Rylai's Crystal Scepter

Luden's Echo If you want some extra burst / roaming ability or both. It's a great item if you're ahead in game as it will help you to position better and help you to avoid skill shots.


Zhonya's Hourglass Great active that can save you countless times. It's a great defensive option against AD heavy teams or assassins. A great item to rush if you are struggling against a Zed or Talon etc..

Banshee's Veil Gives 70 AP & 45 MR and also gives you a shield against an enemy ability. Nice to have the 10% CDR too. I buy this item a lot. An excellent item for when you're matched against an AP heavy team.

Rylai's Crystal Scepter In general I love this item as it offers lots of health, utility from it's slow and some ability power. Synergizes really well with Liandry's Torment. Helps you to stick to a slippery enemies such as Ahri and chase them down if need be. Also, allows you to kite melee champs. It can be a viable item depending on a particular game.


Seraph's Embrace is a decent item to pick on Orianna. It offers a whopping +1000 mana, some ability power and a shield that if combined with your (E) Command: Protect and a Barrier makes you almost unkillable. It can take a long time to get the Tear of the Goddess stacked though.


Athene's Unholy Grail can be a viable option if you are behind or are really sruggling against a particular match-up. Although it doesn't offer much AP, this is not the reason for picking it up. It offers some MR, Mana Regen among other defensive stats (healing with your shield) and 10% CDR.


Abyssal Mask is not an ideal item to purchase on Orianna but in if the enemy team consists of multiple AP champions it can possibly become an option. It will offer you some survivability should an enemy AP assassin try to burst you down. It's more viable against melee AP Assassins like Fizz, Diana, Akali etc.. as they will have to be in the range of it's aura when they try to burst you down.


Guardian Angel can be a viable option (but probably not recommended) if you're ahead in a game and doing really well. It will offer you some extra AD (which we don't really need), Armour and an extra life should you get bursted down in a teamfight. It has a very high cooldown though and is pretty much useless for you when it's not up.




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Abilities



-Skill Order-

> >


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
W
E
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E


Clockwork Windup
Orianna's autoattack deals additional magic damage. This damage increases the more Orianna attacks the same target.

Not only will this make last-hitting creeps easier but it's such a strong passive against enemy champions too so be sure to abuse it when possible.



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 60/90/120/150/180 (+50% Ability Power) 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.

You will want to take (Q) first in almost every game, the exception being if the enemy team has strong ranged champions like Syndra or your're not confident in a certain match-up. In this case you should take (E) first.

Command: Attack offers you zoning potential, wave clear and poke.



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 (+70% Ability Power) 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.

Don't underestimate the damage this will put out during skirmishes or teamfights, a well placed (Q)+(W) can really chunk an enemy carry's health bar. It can also help you to move around the map quicker, assuming you have the mana regen to use it.


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 (+40% Ability Power) damage.
Enemies the Ball passes through along the way are damaged for 75% of the shield value: 60/90/120/150/180 (+30% Ability Power).

This is such a useful shield, not only can you use it on yourself but you can aslo use it on your teammates. If you or a teammate going to take a lot of damage simply pop the ball onto them or yourself as needed. It can also be used for extra damage and will proc Thunderlord's Decree if it passes through an enemy on it's way back from a (Q)+(W) combo.

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 (+70% Ability Power) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the Ball.

This ultimate is one of the most useful team-fighting ults in the game. Try your best to not waste it as Orianna becomes a lot less scary without it. If you die before the cast is completed, the spell will not take effect.



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Pros / Cons


+ Very useful passive which makes laning easier
+ Great comeback potential if behind
+ Extremely fun to play
+ One of the easier champs to CS with
+ Easy to push a lane and wave clear
+ Has burst and DPS damage in extended fights

- Immobile and lacks a real escape
- Very high skill cap
- Can be difficult to keep track of your ball
- Weak to assassins and champs with gap closers
- Heavy on mana
- Missing your ultimate in teamfight :(



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How to Play




Early laning, pre 6 is where you want to concentrate on farming creeps. Depending on what champion you are laning against, it may be possible to use this time to zone and bully them off their farm also. Immobile champions with short range are easily bullied and zoned, for example Annie.

Most importantly you will want to CS as much as possible. You have a strong, safe laning phase and your passive makes early trades worth attempting as you can easily soak up some damage with your Command: Protect. You have a strong AA especially when it begins to stack up on an enemy with multiple hits and you should try to use this to your advantage.

On your way to level 6, be sure to not miss farm as you can get your first item ASAP. Farming is pretty easy for Orianna so be sure to take advantage of this. Remember that roughly (19 CS = 1 Kill) so farming efficiently and out-farming your enemy can give you a massive advantage. You are pretty mana heavy so take care when using your combos to harass the enemy.



Farm, Farm, Farm: A farmed Orianna is equally as effective as a fed orianna and she is so effecient at it. CS is the bread and butter of your gold income so be sure to continue last hitting each minion. By this time you should be close to finishing if not already your first item and you now have your ultimate. Although Orianna is not the stronges cahmpion to gank with, it's still possible to shove out your lane hard and look to roam to another lane or help your jungler out with a pick on the enemy jungler.

Botlane is your likely target and use your numbers advantage to try to kill the ADC and Support if possible. You have reasonable mobility due to you Command: Dissonance which will speed you up if the ball is placed on yourself. It requires a lot of mana though so don't overuse it.




OK, so you've managed to make it to mid game. This is the time that players will begin to roam and group up for ambushes, ganks or to secure and objectives (Towers, Dragon, Rift Herald etc..). Large scale Team-fights and smaller skirmishes will begin to occur. Since taking objectives usually results in a teamfight Orianna can play a big part in these fights. You are not as scary if you don't have your Ultimate up so don't waste it unnecessaraly. Victory or Loss of these fights at this stage can sway the outcome of the game.

Orianna has a solid mid game so you need to use this time as best you can. You have the ability to CC the entire enemy team (should they be grouped) and also your damage/burst at this point is not to be underestimated. Remember it's possible to place the ball on an initiator like Nocturne, Amumu, Jarvan IV, Wukong, Vi etc.. within your team and have them bring it to the enemies backline if necessary.

Don't forget to continue to farm whenever possible!

Vision control is an crucial part of mid-game and this can definitely turn games to your advantage or destroy a well earned lead. A well placed ward can help you to get picks on the enemy team.

You will want to try to keep wards in key areas on the map and at key objectives, keep farming all the time and roam as much as you can.

Do your best to 'never' get caught alone.




Late game Orianna is all about teamfights. Similar to midgame, teamfights will break out around objectives, only this time a misplayed Command: Shockwave can cost your team the game. You will want to get as much damage as possible out onto the enemy team while at the same time using your abilities to protect your team. Once you have used your Command: Shockwave and your combo has finished you should not begin to peel for and protect whoever on your team requires it. It's highly likely that you or your ADC are the targeted ones but if neither of you are being focused and bursted down at this moment, identify who needs your protection/peel and help to keep the alive.

Your positioning is absolutely crucial because at this point you are pretty immobile and fairly predictable. You are likely to be a 'priority target' for the enemy team so you can't get too close but at the same time you need to be close enough in order to get your damage off. Standing in the fron line yourself is probably not a good idea.. standing behind your front line makes more sense :)




Do to the fact that your ball can dictate where an enemy can & cant go (without either being harassed or dying) Orianna can be considered a 'Control Mage'. Use this to your advantage throughout laning phase and the rest of the game.

It's possible for you to place the ball either within the minion wave or on the enemies side where you can easily (Q)+(W) it onto them for harass. This works exceptionally well against melee champions because they will need to walk up to farm or immobile champions like Annie. It's also possible for you (if you know where the enemy jungler is) to shove an enemy into their turret and keep harassing them with the ball from a distance with as they try to last hit under tower.

To zone enemies late game, the same general tactic applies - Keep the ball out in front of yourself/team in order to dictate where the enemy team can & can't go. Jungle 'choke points' are a great place for an Orianna to flex her strength at zoning, they are also great for team-fights as the enemy team is usually forced to group allowing you to more easily catch multiple of them with your Command: Shockwave.


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Twitch Stream



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Conclusion



Well that's it for my guide to Orianna. I hope you have found it an interesting read and that it might help you to improve, if only just a little. If not that, at least some food for thought, so to speak.

Orianna is one of my favourite (go-to) champions and I hope you enjoy playing her as much as I do.

It's not all about winning/losing guys, at least we get to play the game!


Thanks for stopping by,
FalleN3


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Work in Progress - WIP

- Add Champion Match-ups