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Introduction
This is just a build I felt like doing my first guide for my favorite AP caster Orianna.
Pros
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Cons
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This passive ability increases your attack damage depending on how much AP you have, which will be alot. You must not underestimate Orianna's Auto-attacks, Paired with an item like Lich Bane or Nashor's Tooth, you will take down towers fast and harass enemy melee champions like Mordekaiser and Gragas trying to get last hits.
This active ability fires the ball to the target location, dealing damage to any target it hits. Use this to harass along with your Command: Dissonance shortly after. Also use this to check brush before you charge in face first because it reveals the fog of war in a medium radius around the ball.
This active ability is an AOE Ghost and Exhaust in one, with additional damage, it will speed up you and your allies, slow down your greatest enemies (with an exception of Master Yi with Highlander) and deal tons of damage. Use this ability to harass and to kill those caster minions once you have your Chalice of Harmony. This works perfectly to protect an ally: Command: Protect then Command: Dissonance or harass an enemy: Command: Attack then Command: Dissonance.
This ability gives you or an ally a shield. In lane, always use this ability when you think the enemy is going to attempt to harass you so it soaks up some damage. When protecting an ally, always follow up with Command: Dissonance to speed them up as well. Never forget that this ability does damage if it passes through an enemy, and that damage could be the difference of life or death.
This active Ultimate disrupts the enemies ranks and deals tons of damage. This is the ability which makes the difference between a good or bad Orianna player. Your mission is to use this ability to stop enemies getting away! Also use it in teamfights to try and fling squishies onto the front line. Remember that you can use this ability to keep enemies in tower range and use it to enemies away from a fleeing ally. If your abilities are on cooldown and you know you can kill someone with your ultimate, go ahead and use it, unless you see a better place for it. Also remember that it can disrupt channeled abilities like Requiem and Absolute Zero. But always remember to use Command: Dissonance after Command: Shockwave so it will be harder for them to get away in case you miss Command: Dissonance.
This active ability fires the ball to the target location, dealing damage to any target it hits. Use this to harass along with your Command: Dissonance shortly after. Also use this to check brush before you charge in face first because it reveals the fog of war in a medium radius around the ball.
This active ability is an AOE Ghost and Exhaust in one, with additional damage, it will speed up you and your allies, slow down your greatest enemies (with an exception of Master Yi with Highlander) and deal tons of damage. Use this ability to harass and to kill those caster minions once you have your Chalice of Harmony. This works perfectly to protect an ally: Command: Protect then Command: Dissonance or harass an enemy: Command: Attack then Command: Dissonance.
This ability gives you or an ally a shield. In lane, always use this ability when you think the enemy is going to attempt to harass you so it soaks up some damage. When protecting an ally, always follow up with Command: Dissonance to speed them up as well. Never forget that this ability does damage if it passes through an enemy, and that damage could be the difference of life or death.
This active Ultimate disrupts the enemies ranks and deals tons of damage. This is the ability which makes the difference between a good or bad Orianna player. Your mission is to use this ability to stop enemies getting away! Also use it in teamfights to try and fling squishies onto the front line. Remember that you can use this ability to keep enemies in tower range and use it to enemies away from a fleeing ally. If your abilities are on cooldown and you know you can kill someone with your ultimate, go ahead and use it, unless you see a better place for it. Also remember that it can disrupt channeled abilities like Requiem and Absolute Zero. But always remember to use Command: Dissonance after Command: Shockwave so it will be harder for them to get away in case you miss Command: Dissonance.
This is your get out of jail free card, always take it with you and always try to flash over walls instead of forward.
This is a very useful spell, especially with Summoner's Wrath because it will give you AP when on cooldown. Always use it when you think you will get a kill because you never know when they might get away on 1 hp.
Other Viable Summoner Spells
This is a very useful spell, especially with Summoner's Wrath because it will give you AP when on cooldown. Always use it when you think you will get a kill because you never know when they might get away on 1 hp.
Other Viable Summoner Spells
- Heal: You shouldn't need this but if you like it then take it.
- Clarity: Don't take this, if you use your spells correctly you wont need it, plus, you will only use it early game.
- Ghost or Exhaust: Why take this when you have Command: Dissonance?
- Cleanse: this isn't necessary at all.
- Clairvoyance: Leave it to the support.
- Barrier: No, heal is better
Runes
- Greater Mark of Magic Penetration: Simply for more damage, I would highly recommend these over Greater Mark of Ability Power.
- Greater Seal of Mana Regeneration: For the mana sustain in lane, so you can deal more damage, you can take Greater Seal of Mana, it is just a matter of opinion.
- Greater Glyph of Ability Power: Simply for even more damage, you can take Greater Glyph of Scaling Ability Power, it depends on your play-style, and I like a good early game.
- Greater Quintessence of Ability Power: Yet more damage, once again, you can take Greater Quintessence of Scaling Ability Power.
Other Viable Runes:
- Greater Seal of Mana
- Greater Glyph of Magic Resist
- Greater Glyph of Scaling Ability Power
- Greater Quintessence of Scaling Ability Power
- Greater Quintessence of Mana Regeneration
- Greater Quintessence of Movement Speed
- Greater Quintessence of Magic Resist
Offensive Tree
- Summoner's Wrath : It isn't too useful, but that 5 AP when ignite is on cooldown is always welcome.
- Sorcery: Cooldown reduction means damage more often.
- Butcher : Just to help get those important last hits on minions.
- Blast : AP is good.
- Arcane Knowledge : Magic Penetration = More Damage.
- Brute Force : The reason I have chosen this over Mental Force , is that it is more useful for last hitting minions and auto-attack harassment.
- Mental Force : There is one point in this to get to the next tier.
- Spellsword : An underused mastery on Orianna, much like Lich Bane. It helps with Orianna's passive Clockwork Windup.
- Archmage : AP is good.
- Executioner : It increases Damage output, always useful.
- Summoner's Insight : Want that extra cooldown on flash
- Meditation : More mana = More damage output
- Improved Recall : Who knows, that 1 second could save your life.
- Expanded Mind : More mana = More damage output
- Runic Affinity : More blue buff = More mana = More damage output
Item Sequence
Athene's Unholy Grail
2250
Rylai's Crystal Scepter
2600
Abyssal Mask
2400
Rabadon's Deathcap
3600
Lich Bane
3100
Boots and Health Potions: The Boots are there to give you the ability to dodge skillshots like Pillar of Flame, Dark Binding and Light Binding. Health Potions are for early lane sustain, don't use abilities too much and you wont need Mana Potions.
Other Viable Starting Items
- Item and Mana Potion: You wont need these if you use your abilities properly.
- Doran's Ring: But There is no sustain.
- Sapphire Crystal and Health Potions: Not too useful if you use your abilities properly.
- Amplifying Tome and Health Potion: No, unless you are trolling.
Athene's Unholy Grail
Athene's Unholy Grail is the most amazing mid-lane item that you will encounter when playing Orianna, It gives a nice amount of AP for damage, Magic Resist for defense against the enemy mid-lane, Mana Regeneration for great mana sustain and nice cooldown reduction. So it is a blue buff item that also gives AP and I would reccomend getting it every laning phase.
Boots
Sorcerer's Shoes Are a great source of Magic penetration, for maximum damage. |
If you want to harass more often with cooldown reduction, then get Ionian Boots of Lucidity. |
I would only recommend these boots if you are losing your mid-lane badly in order to negate some of their damage. |
I Find both Boots of Swiftness and Mobility Boots a waste of a slot in your inventory when you could have something that does more damage (with an exception of Mercury's Treads).
I would recommend Enchantment: Alacrity if you are winning or Enchantment: Homeguard if you are losing.Use the following items of your choice depending on what is happening in the game.
Offensive Items
This item is amazing, it gives you magic resist to negate damage in lane, ability power to smash enemies and even reduces enemies' magic resist so you and your team can do more damage.
This item is for nuking only, I would suggest it if you love your cooldown reduction.
I wouldn't suggest this item on Orianna unless your tactic is to get as much cooldown reduction as possible and then spam Command: Attack on the enemies.
A great combo with your Clockwork Windup, I would suggest getting this as your last item.
This is actually a great item, and you can get it to replace your Athene's Unholy Grail if you so desire. Do this if their team has a Soraka. EDIT: Don't get this, Morello is evil!!!!
You might think I am an idiot for suggesting this item but it works really well with Clockwork Windup and I would suggest to Consider getting this instead of a Lich Bane.
Spell vamp isn't too useful on Orianna. I would not recommend this item at all, because spell vamp is reduced by 66% for all of your AOE abilities, if it wasn't it would be great.
I would only suggest getting this item if their team is building a lot of Magic Resist.
I wouldn't suggest this because Orianna isn't very Mana-Hungry.
No, unless you are trolling.
Defensive Items
This is an item I would get if their ADC has been fed, I would normally replace Abyssal Mask with this late game. The active on this item is useful for dodging abilities like Requiem, Hemoplague and Ace in the Hole.
I would get this for the health if Rylai's Crystal Scepter didn't exist and I don't think the extra mana is useful with Orianna
Only get this if you lost your lane or if you want to dodge Requiem but can't be bothered to get a Zhonya's Hourglass.
This is always a useful item for any champion but you should probably only get this if you are focused by the enemy team.
Generally, this should be left to the support, jungler or top lane, but if you are dying too much and no one else on your team has this or Aegis of the Legion, then go ahead and get it.
Only get this if there is something similar to Malzahar's Nether Grasp being used on you frequently.
Screw logic, get this item in every game!! For the Iron Solari!
Other Items
- Doran's Ring: If you feel like you need a few of these in your build, go ahead and chuck a few in.
- kage's Lucky Pick: If you like money and expect the game to last long then get this item.
- Health Potions: If you need a few more of these because the enemy champion is harassing you too much then buy some.
- Mana Potions: You shouldn't need to spend money on these items when you should be spending it on a Chalice of Harmony.
- Sight Ward: Don't leave it to the support, go and ward your lane, stop blaming junglers and/or Supports
1. Command: Attack: So you can use your ball as a ward to defend jungle
2. Command: Dissonance: For the ability to harass
3. Command: Protect: For the ability to negate somedamage like Ignite
4. Command: Attack: To reduce the cooldown
5. Command: Attack: To reduce the cooldown
6. Command: Shockwave: Because it is an ultimate
7. Command: Dissonance: To increase the damage
8. Command: Attack: To reduce the cooldown
9. Command: Attack: To reduce the cooldown
10. Command: Dissonance: To increase the damage
11. Command: Shockwave: Because it is an ultimate
12. Command: Dissonance: To increase the damage
13. Command: Dissonance: To increase the damage
14. Command: Protect: No other choice
15. Command: Protect: No other choice
16. Command: Shockwave: Because it is an ultimate
17. Command: Protect: No other choice
18. Command: Protect: No other choice
It is important to reduce the cooldown on Command: Attack so you can use the rest of your abilities.
You should be protecting red/blue buff at level 1, remember to use Command: Attack to defend critical brush. Then when the minions arrive, go and get some last hits with your auto-attacks. You should get all 6 minions on the first wave because you are not harassing at this level. The lowest level you should be harassing is level 2, using Command: Attack at level 1 is just a waste of mana but I would still wait until level 4 before you start using Command: Attack and Command: Dissonance to harass. Take blue buff whenever the jungler will let you so you can harass knowing you don't have to care about mana. Whenever you are pushing too far, go and take wraiths or consider ganking a lane.
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