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Recommended Items
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
Threats & Synergies
Zed
During laning phase it's crucial that you are able to dodge Zeds (Q) Razor Shuriken. This is how he will get the majority of damage onto you for pre level 6. Use your ball to your advantage and zone him as much as possible. If he is using his (Q) to farm minions, then he's not using it on you! It is possible to start with cloth armour if you feel the need to, it really depends on your ability to avoid skill-shots and keep yourself moving. Take Exhaust or Barrier for this match-up. After level 6, due to his incredible burst damage he will become a problem. An early seekers armguard can go a long way, you don't have to upgrade it to Zhonyas Hourglass right away, but remember that Zhonya's Hourglass will completely counter Zed's Ultimate. TIP: Don't Zhonya too early against Zed's ultimate as it's protection is shorter than the length of his (R) Death Mark's mark.
Champion Build Guide


Hi, welcome to my Orianna guide. I'm FalleN3 and I've been playing League of Legends since season 2. I mostly play mid lane or jungle on the EUW server. I enjoy playing aggressive champions that enable me to take risks in my games. 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. |

Her main weakness is the fact that she has lacking of any real escape and is pretty immobile. This makes her susceptible to getting ganked and tower dived. She has a very high skill cap and it is not uncommon to see new players losing track of her ball in skirmishes and team-fights and casting

You will need excellent 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 delivery 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 continuously get caught as the game progresses.
Laning phase is rarely terrible when playing

I hope you enjoy reading this guide and can perhaps learn a little bit of something from it.
+ 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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Summon Aery: Is a strong pick for ![]() |
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Manaflow Band: Every 15 seconds, hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.. After reaching 250 bonus mana, it will restore 1% of your missing mana every 5 seconds. It's not an extreme amount of mana refunded but a 'LOT' of ![]() |
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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 ![]() ![]() |
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Scorch: I recommend taking ![]() ![]() |
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Magical Footwear: You get free Slightly Magical Boots at 12 mins, but you cannot buy boots before then. For each takedown you acquire the boots 45 seconds sooner. Slightly Magical Boots grant you an additional +10 Movement Speed. Take care with this rune if you are against a skill-shot champion and you struggle to avoid them as you cannot purchase boots before the 12 minute mark. ![]() |
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Cosmic Insight: +5% CDR | +5% Max CDR | +5% Summoner Spell CDR | +5% Item CDR. Cooldwon Reduction is always a plus on any champion and ![]() ![]() |
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It 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 team-fights. Although it's not as strong since the changes in patch 7.2 ![]() ![]() |
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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 ![]() ![]() |


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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 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(+50% of ability power) when it arrives. If the ally dies while holding the ball, it drops to the ground. 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 ![]() |

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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 200/275/350 (+80% 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 ![]() |
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Level 1: 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 ![]() ![]() ![]() |
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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

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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 ![]() |

Farm, Farm, Farm: A farmed ![]() ![]() ![]() ![]() |
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Bot lane 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


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 which will suit you perfectly because








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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, make sure you place a ![]() ![]() |

Late game



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)

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

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


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Well that's it for my guide to

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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