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Eleven Years Clockwork Child
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Orianna I must say takes let's say some skill and ALOT of patience to play. This is my first guide and build so don't hate. This is what I recommend from seeing different players, the champion itself then adding my own play style in. If you have any concerns PM me and I'll take a look into it.
- Very affective when played well
- Great Chaser
- Long Range
- Large Variety Use of Skills
- Lots of AoE
- Amazing Harasser
- A Bit Squishy
- Late Game Champion
- Very hard to Control (imo)
- Easy to misuse.
- May cause Rage.
- You'll get targeted alot (Once you get annoying anyway)
Offense is used for the 15% spell penetration and that little bit of extra AP.
Defense is useless sides the fact that you're squishy but you're pretty much going to be long range most of the time.
Utility is for utility. You're mana hungry, movement speed helps. Oh look more cooldown reduction. It explains itself.
These are my referred masteries though it's pretty much up to you. If you feel the need for anything else you may tweak as you wish.
Greater Mark of Magic Penetration: Magic Penetration? Duh.
Greater Seal of Scaling Mana Regeneration: You're mana hungry
Greater Glyph of Cooldown Reduction: Cooldowns can save your life. Seriously.
Greater Quintessence of Ability Power: AP helps with damage and your shield in general which also does damage.
Greater Mark of Magic Penetration: should stay the same. Their only good for Penetration.
If you're feeling squishy, grab some Greater Seal of Vitality or Greater Seal of Resilance
Greater Glyph of Cooldown Reduction: these should stay the same. Cooldown reduction is very essential for Orianna. Unless you want more surviability. Greater Glyph of Magic Resist
You can use Greater Quintessence of Magic Penetration if you really wanna be offensive or grab some Greater Quintessence of Health if you need.
Teleport: It helps ALOT when you want to get around the map. In my opinion.
Flash: Orianna is mostly movement speed. Flash is for getting out of sticky situations then allowing you to quickly escape.
Alternatives: Add your own if you like if you're missing anything. Ex: Always oom? Get Clarity.
Um. Attack? . Commands the ball to the targeted area and does some AoE damage. You do not require to pick up the ball again to use it again. Yes. It can jump over walls, go backwards, any direction you want.
Commands the ball to do AoE damage around the area of where the ball is located then slows nearby enemy champions and giving nearby allied champions additional movement speed. Hmmm. Not bad. When the ball is in possession all effects still apply, but your ball does not drop.
Commands the ball to equip itself the the targeted champion giving them a mini shield absorbing an amount of damage and giving them additional Armor and Magic Resistance. This does damage to whoever the ball passes through by the amount of damage the shield absorbs (or something like that) So if there was a minion wave and my ball was on the other side, commanding it to protect me would send across hitting multiple minions dealing again, amount of damage the shield absorbs. Early game I usually just equip this to whoever I'm laning with and leave it there so they can take damage. I start going offensive when the enemy team start to get bored and do stupid things like dive. I don't ever recommend diving an Orianna.
Commands the ball to do AoE damage and relocate enemies caught within the area. Now this is unique. After playing Orianna a bit I noticed that there's a trick to it. If the enemy champion caught within the AoE is on the right side, they would be sent to the left side after the shockwave.
Your W is maxed second because it deals LOTS of damage, AoE slow, and AoE movement speed for you and allied champions that walk through it.
Your Q simply just flings the ball to the targeted area. USELESS. Waste o'l Mana. You just need this for early last hitting and control over the ball.
Your R. It's your ultimate. Nuff said.
R > E > W > Q
After this you rush into a RoA so it can build itself up giving you additional HP and Mana along with AP. Not that shabby of an item for her I'd say.
CDR for Orianna is very essential so I chose Ionian Boots of Lucidity Just like Katerina a second cooldown for shunpo can might as well kill you. If you had that second you can just shunpo away like a boss. For Orianna is the same, you can use your shield earlier and your W which gives you movement speed in chasing or running.
I get Rylai's Crystal Scepter to prevent squishyness as well as to annoy the hell outta people with the extra slow adding with your W.
Rabadon's Deathcap Which castor doesn't get this? +AP? + AP%? Derp.
Void Staff More penetration and AP helps. unless you want to grab some other item be my guess.
Banshee's Veil because you're worth it. More HP and mana along with a spell shield. You get targetted as you get annoying so it really helps. This item can be replaced.
Note: You can also start with an Archangel's Staff replacing if you prefer to. This path is more offensive but makes yourself more squishy.
Update: I've added Archangel's Staff into the core build. It adds AP according to MP allowing your banshees to give you that extra push. Though, if the other team is stacking MR, Void Staff is a better choice
When running, keep in mind where your ball is. The mistakes I usually make with Orianna is that when you attack someone, you usually use your Q first right? So after that I realize if their melee they come over and target me so that my ball is no where near them. Blanking out and unable to think I start running use my W forgetting that the ball is over there and not in possession. It just really screws me up. I can't explain it.
I also realized usually when I'm chasing, (after beating the guy up a bit) you need to be a certain distance before the ball can automatically return to you. When you use your Q, it takes time for it to travel from it's location to somewhere else.
JUST REMEMBER TO ALWAYS MAKE NOTE OF WHERE YOUR BALLS ARE. Aha.