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Choose Champion Build:
Spells:
Ghost
Flash
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
Introduction.
This guide will prepare you to play Orianna in ranked game play effectively and efficiently. Including tips and tricks i have effectively reproduced several times to ensure they weren't just flukes!
Enjoy!!
Orianna requires quite a bit of micro and macro management skills. To become effective with Orianna, learning how to control the pace of a 5v5 team fight is just as important as being able to 1v1 or kite enemy champions!
She is a really high skill cap champion. If you're new to this game than she probably isn't a champion you want to start with. However, if you're looking for a champion that can effectively control the flow of battle with all of her abilities and not just output damage, than learning Orianna could help your elo climb or Tourny team's flexibility in a fight immensely!
More of why she has such high potential in a game will be revealed the more you read this guide!





Other Usefull spells and Useless spells:





SPELLS TO NEVER USE~~~~!









1. The set distance that a player will travel within your shockwave's field is around 350, meaning if you're trying to fling someone away from you it would be better to do it when he/she is closer to the ball rather than, if they were just at the edge of the ball. The closer they are the center of the field the further they get thrown the opposite way of their initial position! This takes some skill to getting used to but learning how to manage the flipping will greatly increase your game play with Orianna!
2. This can be used as an escape mechanic or as a presence amplifier. Once you hit 6 the enemy will have to pay even more attention to the zone your ball creates to make sure he/she doesn't get pulled back at low hp and get W'd and basic'd to death.
~SOLO LANE~
Early game role:
If you happen to be solo laning you're probably going to dominate the lane if you play correctly and aggressively. Orianna's basic attack is amazing for harassment, you want to focus on hitting the opponent 3 times while using your Attack ball command to deal extra damage, then back off.
Once you hit level two, your harass game just hit a whole new level. Not only does your ball now do an AoE slow/speed up move to enemies/yourself+teammates respectively. But it also does a hefty amount of damage AND if you're playing like you should will allow you to keep doing basic damage without moving too far up the lane.
Orianna is amazing at escaping ganks, because as soon as she hits level 3, she can now recall the ball from any position as soon as someone tries to gank and speed herself up and slow the enemy down at the same time if you choose not to use Flash or Ghost.
~Duo Lane~
Much like any other support such as Janna/Sona/Soraka, your job is to make your lane partner's time in the lane as easy as can be. And this is what orianna seems to be made to do.
Now the prime lane partner for orianna would be an aggressive melee champion such as garen/renekton/xin or a heavy damage tank such as Cho/Morde/Alistar. The reason for this is that she can create 2 zones of control and maintain bush control while harassing all at the same time. That isn't is either, she can easily create perfect kill opportunities by giving a sudden speed boost to her lane partner or slowing someone down in a bad spot.
Mid Game Role:
By mid game you should have Catalyst + Ionian boots + Tear. With these items you can do pretty much whatever you want and keep doing it. At this point you can spam your skills at will and incite massive irritation on your enemy. Now by this point your team should be actively ganking/roaming and this is where orianna shines.
Orianna can set up the perfect gank or help the roamer immensely. With controlled harassment you can set up your opponent to sit in a lane at 50% fairly easily, now as soon as your teammate wants to engage you can speed him up by simply putting your ball in defense mode on him speeding him up, then sending your ball at the enemy and as soon as they try to move, assuming they don't use flash you can pull them right back in with your ult and slow them down while speeding up your teammate yet again.
Late Game Role:
Now i'm sure people think orianna is just a support champ. This is completely false, she does as much damage as any other AP champ with the right items, however the big difference is that she can do this while supporting her team at the same time. Orianna's pull if used in the correct way can make or break a game, her W skill pretty much ensures a kill late game if used to initiate a fight on an enemy or speed up your team's initiator.
How well you do late game depends on how good you are at micro managing your ball and its position. Her shield with the full item build i have posted absorbs 500+ damage and has an extremely short cool down.
Her first skill and her first of many ways to harass and and deal damage to players/minions. Very basic skill you shoot it in any direction you wish within it's attack range.
Command: Dissonance
Will place an AoE field around your ball that initially deals damage to any foes and for a few seconds after-wards will place a field that slows your enemy or speeds up your allies.
THIS SKILL IS AMAZING~~~!!!
Not only can you speed yourself up, but you can speed up your MINIONS! Now ever since Denyplank was made obsolete this is the first champion that could effectively control your own minions.
Now you might be thinking how does speeding up your own minions do anything productive? Well for one you can create counter push opportunities early game by speeding up your entire lane from the get go to ensure your opponent gets less Creep kills by forcing your minion wave into their turrets faster than normal.
This skill can also be used to speed up your entire team so that they can travel in a group from 1 place to another extremely fast.
Command: Protect
Creates a shield on yourself or other allies and enables you to use your Dissonance skill on whomever the ball is on. This is an amazing support skill and an amazing offense skill as well.
With your Attack and Protect spell you can create a yo yo situation against an enemy or a group of enemies, this creates an amazing poke combination.
Command: Shockwave
This skill was explained in the chapter above.
Let's say you were being chased by a tryndamere, assume he uses his W to slow you down. Well you can easily send your ball to attack him and use dissonance to slow him down, if he uses his E skill to jump to you, well you can use your protect skill to shield yourself and then dissonance yourself to speed yourself up and create a field where if he passes he gets slowed. By chaining your attack and protect skills you're effectively dealing damage to him without him being able to hit you once. When he's low enough and you think you can force him to endless rage and run simply Attack him Ult him then use dissonance and basic him to death!
Her poking game is simply getting your ball into the right position using dissonance and forcing your enemy to eventually end up in a bad position and either waiting for your team to initiate or to initiate by yourself using your ult to pull one closer to your team.



Early Game Goals:
Catalyst the Protector-> Now orianna's spells have pretty strong base damage, building a catalyst early game is amazing for orianna's mid game considering it'll allow you to stay in your lane and continue harassment for an extended period of time due to the mana+hp every level.


Now you can build the tear or catalyst in any order you want, but i think acquiring the catalyst first gives more of a benefit especially considering you won't miss too many spell casts in-between your boots and tears.
You may ask, why wouldn't you rush a Needlessly large rod first? Well the answer is simple, while orianna does do good damage she also has the responsibility of supporting her team, and having extra health + mana will increase her effectiveness in a early game ~ mid game situation much more than doing some more damage. Remember Orianna can make someone on her team extremely powerful especially an initiator with her shield and the speed up for her whole team. The pull is amazing and you can manage some creative pulls in all situations.
So Tl;DR version, being able to spam her skills more often is in the end more damage and more utility in a team fight situation.
Mid Game Goals: And core items



All 3 of those Items are a MUST for orianna, it doesn't matter how far along the game you are and how badly you're doing, Orianna is like ryze itemization is 40% of her game. The other 60% comes from your skill as a player (which includes positioning/timing/etc.). I can assure you if you don't have these items you won't be even half as effective as you should be in a team fight.
Late game goals: and other possibilities.




Other Possible Items!










Now REMEMBER! When i say a combination of these champions, if there happens to be only 1 of the said champions above than you should really learn to master Kiting with orianna without relying on armor items. Especially since kiting is a major strong point of this particular champion!



I'm sure other items work on her as well however i haven't really had situations where i used them, an example would be obtaining

If you have any suggestions for items that you have personally had experience using comment below! I'll try them out myself and give you some feedback on how it went!
-Amazing early/mid game harass
-Great damage with simple items such as catalyst and tears.
-Amazing survivability
-Amazing nuke potential and can sustain damage output as well if played correctly.
-Creates additional zones in lanes that opponents need to keep aware of.
-Mobile ward to create bush control in top and bottom lanes.
Cons:
-Not beginner friendly. All of her skills are pretty much skill shots, even her protect requires positioning and quick thinking to use.
-Requires good of positioning to maintain status-quo in a lane against anti-carries.
-Again requires good positioning in team fights to make sure she isn't focused from the get go.
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Tips!
Using your ult in situations to mess up an opponents ultimate is eventually what you'll be doing with shockwave!
Example you see an annie on the opposing team getting ready to stun with tibbers, if you pull her away from the fight her placement of tibbers will be ruined and it'll be a wasted ultimate.
Another such example would be an amummu attempting to


HUGE HUGE HUGE TIP!!!1
Use your Dissonance on your minion wave when going back to a lane as much as possible!!! Being able to control the flow of your minion waves besides hard pushing went out the door when deny-plank was made obsolete! NOW ITS BACK!!!!!
If anyone else has done something cool, and wants to share it here comment below! i'll try to reproduce the effect and see if it wasn't just a fluke and can be an actually skillset!
6/8/2011 8:39 PM EST : Published items + why chapter.
6/8/2011 8:56 PM EST : Published tips+tricks! chapter.
6/8/2011 9:01 PM EST : Changed the Ultimate section of Early game Zoning chapter. Credits to Si11yputty and secrono for giving me more feedback from personal experience and an estimate of flip distance.
6/8/2011 9:25 PM EST: Published Summoner Spells chapter.
6/8/2011 9:38 PM EST: Published Why you might be interested in becoming good with this champion! chapter.
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