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Introduction
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Hey, guys! I am Tyler "ecco" Spesick and I am here with a guide for one of my all time go-to and favorite champions, Orianna. In my opinion, she is the second best designed champion on the game (second to ![]() |
The composition that I have built above is a fantastic setup for Orianna. There are multiple jump-in engages that can transport the ball into the middle of a team, leading for an easy setup for a very large shockwave.




As seen in the examples of this composition, you are wanting very strong lanes, overall late-game scaling, and team-fighting potential in an Orianna composition. The only one of these that your team can really forgo having is really strong lanes as long as your late game was that much better (such as having a


With the changes done to summoner spells last patch it has made


Typically you are going to be using heal to help you and/or your teammate survive a skirmish. If they have an ignite at their disposal and it is an all-in fight, then it is typically better to use it earlier rather than later to make sure you get the full heal amount. Other than being used purely for a heal, you can use it for the movement speed buff that it applies. You can use it on your adc to help both of you kite in a team-fight, on your amumu jungle to help him get in position to engage, or purely on yourself in a duel to help dodge skill-shots or position your ball in a better position.
There is another option to heal though. This is

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greater mark of hybrid penetration![]() ![]() ![]() ![]() |
The above runes are the standard set that I run on Orianna. Because her auto-attacks are so strong, I put hybrid penetration into play to make the most use out of that for maximum potential of lane-bullying. I make up for the lack of magic penetration by putting 4 magic pen glyphs into play to create an equal amount as if I was only running magic pen marks.
I also run scaling-health seals to help Orianna's innate low health pool be a little bit higher going into the late game and just make it that much more difficult for the other team to focus you down. Since you shouldn't be vulnerable to any all-ins pre-6 (the point at which flat and scaling health seals are equal), it is always better to take scaling.

These are the masteries that I have been running on Orianna and the majority of my mids lately. The main change that I have done compared to my last editions of it is that I no longer take double-edged sword. Definitely since I am running more of a utility-based mid-laner, I don't think it is worth it to make myself more vulnerable to damage for a boost in my own. I'd rather just stay in the middle and let the game play itself out without the mastery.
Other than that one point, the rest of my page is fairly straight-forward and standard.
Typically I take a point in


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Clockwork Windup (Passive)![]() One thing to note is that it does increase in damage (up to three stacks) when attacking the same target repeatedly. It helps in prolonged trading as well as all-ins but it isn't something that requires a lot of thought or should get a lot of attention for the most part. |
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Command: Attack![]() ![]() There isn't really much I can suggest to help reach a high level of proficiency with this ability other than practice. It is too difficult to put into words how to position the ball in most situations but on a grander scale and more simplistic situations such as dancing around dragon, keeping the ball near choke-points that the opposing team would want to be coming through is ideal. Use it as a zoning tool and it creates an impromptu wall that they will want to avoid. |
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Command: Dissonance![]() ![]() |
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Command: Protect![]() ![]() You have to keep in mind that always when your ball is moving it will do damage to any target that it comes into contact with. Mechanically, this leaves a lot of room to optimize damage. This can be seen with a Command: Attack -> Dissonance combo that is followed up with a Protect. If the combo passes through the target to where Protect hits them on the way back to you, it will give you more overall damage from the same amount of actions. |
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Command: Shockwave![]() The largest piece of advice I can give on Command: Shockwave is to not rush it. I cringe every time I see it used too early because people think that it is something that must be used at the start of a fight. Obviously if the opportunity is there at the beginning of a fight for a sweet ult then by all means take it but don't force it. The mere fact of having your ultimate available can scare off unfavorable fights or influence fights into your favor. Also, a lot of people will assume you used it earlier in the fight and forget that you still have it available so they'll position in an unfavorable spot, allowing for an easy, game-changing ultimate. |
The standard set-up of starting items on a mid-laner. Nothing to see here.
On the first back you're going to want to have at least ~955 gold. Obviously, the more you have the better but make sure to have at least that because you it will allow you to afford a





Finish




Okay, now that we have our core we go straight into a

The very last item that you're going to build depends on how team-fights are playing out. If there are a lot of health-stacking or you're getting a lot of focus in team-fights then


As shown at the very top of the page there is an optional build given where

Orianna is one of the few safest laners in the game. She has literally no bad match-ups in the current meta and the only one that she used to suffer from was
Gragas who recently got reworked. Feel free picking her into anyone or blindly.
On how to play out the laning phase against some of the more popular champions can be read below in the Gameplay section.

On how to play out the laning phase against some of the more popular champions can be read below in the Gameplay section.
Laning
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Orianna is a massive bully. Due to the tankiness from your ![]() ![]() Typically you don't want to be constantly shoving the lane but if you are against someone who last hits poorly under tower (such as Leblanc or Nidalee) then you want to be doing so. It will give you a cs lead for free, allow you to harass them under tower, and kill their turret fairly quickly. Just make sure to be warding on your sides to not leave yourself vulnerable to ganks. On the topic of ricing (farming jungle camps) it is fairly situational as you are giving up lane pressure to do so. Only do it if there isn't something better for you to be doing. Such as if you are laning against a ![]() Roaming isn't going to be something that you will be doing very often as Orianna unless you are following your lane or you know for certain that the route you'll be traveling on isn't warded. Orianna is fairly low mobility (at least more-so early game) and putting yourself away from a tower makes you very vulnerable to being caught, stuck on like white on rice, and then ultimately dying. |
Mid-Game
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Mid-game for Orianna can be an awkward time. Once laning starts to settle down and before she obtains her core items is when she is between power spikes. Don't get me wrong, she is by no means /weak/ during this time but she can just be out-shined at this point in time in the game by more mid-game heavy champions like ![]() During the mid-game you want to be forcing objectives as a team. Although your damage won't be the most immense thing in the world, you bring a lot of utility and the potential to sway team fights heavily with your ultimate. Keep lanes pushed, farm when you can, and force dragon when it is up and move around the map and siege as a team. During the majority of team-fights you want to be staying on the out-skirts of the fray, dancing around with your little clockwork body, waiting for the right time to strike. Poking with your ![]() ![]() ![]() ![]() |
Late-Game
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Late game you are one of the strongest champions to enter the rift. You literally bring everything to a team. Utility/shields, burst damage, poke, game-changing AOE ultimate. What more could you ask for besides a little bit of extra mobility? Keep forcing things as a team just as you did earlier in the game and watch your positioning. When you are poking, be at the ultimate max distance that you can poke safely. If you ever get caught then you have some tools to escape getting bursted/stuck to but it can result in your demise and a lost team-fight or game. Make sure to use your ![]() |
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