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Orianna Build Guide by Eruner

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League of Legends Build Guide Author Eruner

### Hard AI - Orianna Bot ###

Eruner Last updated on December 27, 2011
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Middle Lane
Ranked #19 in
Middle Lane
Win 50%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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Cons / Pros


  • Manna hungry early
  • Nerfed AP ratios, damage and ranges
  • 300 base Movement
  • Hard to play
  • Hard to Master
  • Ultimate skill must be placed at right time


  • Pusher, farmer
  • Dragon, Blue Buff stealer
  • Tons of Crow dControl
  • Tricky when played well
  • Great support/team disturpter
  • Can save your *** from sure death
  • Shines with (off)Tank team

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Orianna's autoattacks deal additional 5 / 10 / 15 / 20 / 25 / 30 (+20% of ability power) magic damage every hit, subsequent attacks on the same target within a few seconds will add 15% more damage per hit. This bonus stacks up to three times.

Orianna commands her ball to shoot toward a target location, dealing 60/100/140/180/220 (+0.6 AP) magic damage to targets along the way. However, it deals 10% less damage for each unit it hits (Minimum 40%).
Cost: 50/55/60/65/70 Mana
Range: 825

Orianna commands her ball to release an electric pulse, dealing 70/115/160/205/250 (+0.5 AP) magic damage to nearby enemies.

The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 25/30/35/40/45% and increasing ally Movement Speed by 20/25/30/35/40% for 2 seconds. This effect diminishes over time.

Cost: 70/80/90/100/110 Mana
Range: 250

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 travel to and attach onto an allied champion, shielding them for 4 seconds from the next 80/120/160/200/240 (+0.4) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 60/90/120/150/180 (+0.3 AP).

Cost: 60 Mana
Range: 1000

Orianna commands her ball to unleash a shockwave after a brief delay, dealing 150/225/300 (+0.7 AP) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.

Cost: 100/125/150 Mana
Range: 400

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- Magic Penetration Marks
- Manna Regen per lv Seals
- Ability Power per level Glyphs
- Ability Power per lv Quints

1. Better Marks for Ori doesnt exist.
2. Manna problem solution, because Orianna is so manna hungry.
3. AP/lv, Orianna must snowball. Her early is weak, we know, but since mid game
4. AP, AP/l, Mregen, Mreg/lv, Mag Pen... Choose what you like more.

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Summoner Spells

Flash is a must, Orianna doesnt have escape mechanism, no blink, no stealth, no jump, so she needs Flash.

Ignite is great for getting First Blood or just finishing enemy champions. This is solid SS for many champions, but especially for Orianna, because she must dominate her lane.

Orianna is a great farmer and her present on the battlefield means thread for her enemies.
After your first tele home, you teleport back to map, place a few wards, maybe gang, start farmig with skills and push tower, and
Teleport will be ready at mid-game (for example gang backdooring champ) after its cooldown.
Teleport is very strategic, because Hardcore Orianna farms, harrash, poke and get kills. And with teleport she pushes game to win.
Many times our top/bot is backdoored or just pushed by huge minion wave, so I teleport here and kill 90-95% minions, maybe kill a noob and punnish his effort.

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Starting items:

Easy lane opponent.
Normal lane opponent.
Hard lane Opponent.

After first home teleport:

Catalyst the Protector Sight Ward
Rush Catalyst the Protector as soon as possible, so you will have more manna and less problems at lane.
Dont forget to buy a
Sight Ward if you have spare 75g. "Wards win games" ; and Im sick of noobs who never buy any Ward and then they are killed at river/jungle/bush.

Support isnt only person who must buy wards, help him/her. Map control is importent part to win teamfights/game.

Important item to rush:

Catalyst the Protector --->
HP, Manna, AP, and snowballing effect. Enough for survive and deal damage in teamfights.

Perfect boots for Orianna:

CDR > MagPen
Orianna isnt strong ("OP") because she deals tons of damage like Lux or Annie {they deal more}, but because of her Low CoolDowns - how often she can deal damage (and how cheap, and from large range).

Next items - if enemy will not surrender fast

Snowballing AP during game, because as Orianna you'll get a lot of assists and dont die (if carefull).
Solid AP item for every Mage.
Tons of HP, slow with every skill + autoattacks.
Item with strong effects for such low cost.
Cheap and strong answer agains "resist stacking" opponent team.
Great and cheap sustain and survivality item.
Extra AP and CDR, why not?

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Oriannas combos with her ball

Scout Q
Throw into bush. Easy.
Always do that for your own safety and putting Wards, it will save your live one day (imo everyday).

Easy Farming Q+W
Throw into ranged minions and activate . Then Last-hit low-hp minions.

Fast Farming Q+W+E
Throw activate and yourself. You can do this without protection of your own minions. Of course, last-hit minions, ranging ones would be dead after this combo.

Agressive Scout Q+W
Throw into area, where is hidden enemy champion and activate if you hit him/them. He will stay or move out (and reveal himself), so you can avoid gand and can harrash a little.

Dragon/Baron Stealer Q+R+W
in the middle of them, wait for right time, press and and run away.

Protect E
some1 for saving life and giving Armor/Resist bonus. Easy, but it really can save life.
your Tank and let him initiate/tank/soak damage.

Chasing Support E+W
your melee chaser and activate when is enemy in range to slow/damage him.

Harrash/Kill combo Q+W
Just throw where enemy will probably step and activate . Sometimes its enough for kill, sometimes not. Dont worry, after a few seconds you can do it again, and again, muhehehe.

Going for Kill (combo) Q+R+W (+E)
Disable enemy with and activate . After this combo you may disable whole enemy team, damage them, and give enough time to you and your team to get a kill/kills. Remember, positioning and timeing = success.

Counter-Push Q(+R)+W+E
If you can hit just minions, use QWE, but when they puss like crazy, them and force to leave.
You can always damage minions from range, you dont have to wait untill they come to your Turret. Risk a little and slowdown them sooner.

Mass-Effect Delivery E+R (+W)
This is fun combo. your "Jump-in" teammate (Fiddle ulty, Jax/Pantheon/Jarvan jump, Nunu/Galio with Flash), let him jump into whole enemy team, and the most champions you can. Its called "Surprize Attack".

Gather and Divide - Orianna + Janna E + R + Jannas R
This is the best Baron/Dragon/5-Enemy counter in game. Perfect Timeing of Janna is neccessary.
Janna and she Shield herself with her Shield. Then she jump in with a Flash and you must instantly activate . If Janna is clever, she will wait until your Ultimate gather enemy team into group and THEN activates Monsoon.
Rest of team gang in 3v1, but you join them for 4v1 or 4v2 and chase rest living enemies.


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Coming Soon

Videos with Orianna (my own)
Extending Guide and adding new informations
Maybe a new Orianna pictures