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I like this guide, you've explained it well and even though it's a bit of a text wall it's still readable because of the pictures. I don't like your runes though, why not pick mana regen seals? Also AP/lvl glyphs are better than flat AP.
As for why I don't usually pick scaling AP glyphs, I've found that the extra AP they give you in later levels is really negligible in comparison to the power that Flat AP glyphs give you early-game. By level 18, I almost always have my Deathcap and I get the other AP items before then, so I don't think I'd really notice much of a difference.
For the mana regen seals, though, because this build has us buying a Tear of the Goddess immediately, that gives us enough regen for steady harassment.
If you play more of a support I'd change skill order to max out dissonance and protect first. I've personally tried to max out Attack first, Dissonance first and after either of those I max protect and the last one together. Both ways are fine, but Dissonance actually makes quite nice AOE damage so I'd definitely up it a bit earlier.
The tricky part about this build is that yes, you are essentially a team support, but when in-lane, you're very aggressive and you want to push your lane opponent back to their turret and keep them there to deny last-hits. If they resist that, then it's our job to punish them. The best harass that I've found is also the most mana-efficient, and that's the Q+E combo. Leveling Orianna's shield somewhat in tandem with her Command: Attack still allows her to play support fairly well without having severe mana problems in mid-game from using Dissonance often.
Thank you for the vote and feedback! :)
If you play more of a support I'd change skill order to max out dissonance and protect first. I've personally tried to max out Attack first, Dissonance first and after either of those I max protect and the last one together. Both ways are fine, but Dissonance actually makes quite nice AOE damage so I'd definitely up it a bit earlier.
Also I'd prefer to use flash ;P
1) Instead of saying "derp no flash" and giving you a downvote, I'll give you an explanation of why Flash is a dominant summoner spell for Orianna over Ghost. That's pretty much because Orianna has a built-in Ghost skill. When you're being chased, just give yourself E to shield yourself and press W to give yourself a field of speed boost. And the enemy chasing you will be slowed as well. Flashing over walls is necessary on any champions, especially someone squishy and likely to be targeted like Orianna. Flash provides instant escape and allows you to dodge CC moves. Ghost cannot provide that.
Thanks for the feedback. The guide was changed to include Flash over Ghost before your post, however. The main reason I had Flash listed before is because Orianna's built-in escape only widens the gap between her and her opponent. Especially given this build taking only 1 level in Dissonance before level 13, the speed buff/debuff is small (but still useful) and dimishes quickly. I have found Flash to be more useful since trying it again, however I do think that Ghost is still viable.
:>
2) Philosopher's Stone is a useless item on Orianna (referring to Pacho7's post). You should not be having any trouble farming, and you are an AP Carry with much more important items to build. If you really need the tenacity, opt for Mercury's Treads.
In regards to Flash, I pointed out in the guide that Flash is a perfectly acceptable Summoner Skill that you can take over Ghost if it's your preference. I'll try a few games grabbing Flash instead of Ghost and if I prefer the results better then I'll edit that part of the guide.
Nice pictures to make it clear.
But i don't agree that ghost thingy.
You alrdy have a speedboost with your skill + slow for your enemys. It's enough to escape. Better use flash, it's also better to jump in and do your ulti instead of ghost, else they see you comming.