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Orianna Build Guide by Azbine

AP Carry Kill Them With Kindness- Orianna Twisted Treeline

AP Carry Kill Them With Kindness- Orianna Twisted Treeline

Updated on June 27, 2013
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League of Legends Build Guide Author Azbine Build Guide By Azbine 16,704 Views 4 Comments
16,704 Views 4 Comments League of Legends Build Guide Author Azbine Orianna Build Guide By Azbine Updated on June 27, 2013
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Introduction


  • Welcome to my Orianna Twisted Treeline guide. This is my first guide on MobaFire, so please give any and all constructive criticism that you can.
  • Orianna is a AP AoE Burst Champion that can really excel in both Dueling and Teamfights. Her abilities revolve around the little ball that Orianna carries around (I personally named it Kindness). Her skills require precision and accuracy, but they can be the most useful and deadly set of skills in the game if used correctly.
  • She is a very difficult champion, and should not be expected to master within a couple games. Just keep practicing, and eventually you'll see Orianna's true power in League of Legends
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Pros / Cons






Pros
Cons
[+] High Burst
[+] Strong AoE
[+] Great CC
[+] Strong Teamfight Ability
[+] Ball for Bush Checking / Vision
[+] Strong Auto-Attacks from Passive
[+] Great Harass
[+] Great Utility
[+] You will always have a Friend
    [-] Focused
    [-] Can be Squishy
    [-] Mana Draining
    [-] Difficult to Play / Master
    [-] Kindness can be a bit Moody...
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Champion Abilities







Clockwork Windup (Passive): This is one of my favorite AP champion passives. It makes getting CS much easier than most AP champions. It also allows for easy and cheap harass. Auto Attacks are actually a good source or early game harass, especially if you can auto attack more than once (stacking the passive to two). CS like normal though, just last hitting. Trying to attack the minions more than once to build the passive will only push the wave (which may be good if intended of course).



Command: Attack (Q): This ability is what moves Orianna's ball around. The ball will do damage to anything in it's path as well as where it lands. The ball will remain there until Orianna casts the ability again, shields herself or a friendly champion with Command: Protect, picks up the ball by running over it, or runs out of range (indicated by the colored triangle) of the ball.
The ball also gives sight! Free Ward! No more Face-Checking!

Spoiler: Click to view



Command: Dissonance (W): This is Orianna's main source of damage. The ball gives off a small AoE, doing damage to all enemy units within the area. It also leaves behind a small graphic for a couple seconds. Friendly champions gain a movement speed increase when they run through it, and enemy champions get slowed when passing through it. This can be used to set up kills as well as help your team escape a loosing team fight.


Command: Protect (E): This is Orianna's shield ability. The ball rushes towards the friendly target (including yourself) and gives them a small shield, absorbing both physical and magic damage. The ball remains on the target until moved or out-ranged by Orianna. As a passive, while the ball is on the target, it gives a good amount of magic resist and armor.


Command: Shockwave (R): Probably one of the most useful teamfight ultimates in the game. After a short delay, the shockwave activates, pulling enemies towards the ball for a short distance. This can both pull them closer to you, push them farther away, or bunch them up together. It ALSO interrupts channels, as it works similar to a knock back.
Use this to set up other abilities from your teammates!
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Masteries



Option 1



Option 2

Both mastery sets are viable; picking should be determined on playstyle and experience with the map/champ.
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Runes



Option 1

Runes

Precision
Fleet Footwork
Phase Rush
There are two options with Runes as well. The first having mana regen seals, allowing for more harass and longer sustainability in lane.



Option 2

Runes

Precision
Fleet Footwork
Phase Rush
This is the more "tanky" set of runes, sacrificing the mana regen for a bit more armor.


Both rune sets are viable; picking should be determined on playstyle and experience with the map/champ.
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Ability Sequence




What I Build

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Seems weird, right? Hear me out. Most people, on Orianna, max Q first for the damage and mobility of the ball. This is great, but aimed more towards Summoner's Rift. I've tried both ways of ability order in Treeline, and feel that maxing BOTH Q and W is the most effective.
But why is this better?

There are a couple things about Twisted Treeline that someone may skip over when preparing a champion.
  • Shorter Teamfights
  • (Usually) One Carry
  • Shorter Games
  • More Roaming and Escape Needed

What this means is that burst is needed more than sustained damage, skills must be chose wisely with the little points you get, and slows/movement speed buffs are important.

When maxing Q, you sacrifice a lot of the early game burst damage that is needed for the teamfights in Treeline. Teamfights start happening very frequently around level 6, which is WAY earlier than it is in Summoner's Rift.

In Treeline, you HAVE to have that burst as soon as possible. You cannot take what you know of Summoner's Rift and try to make a perfect fit for Treeline, there are certain mechanics of Treeline that will stop you.
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Summoner Spells






Ignite: This spell is great for finishing off targets, preventing healing, and sometimes just a good source of additional damage during an even fight. As the APC on your team, you will most likely have this in all games. The total number of Ignites on your team should be dependent on matchup.


Flash: As a mage, not only will you most likely be focused, but you will die extremely fast. This spell may be the only thing that can save you as you Flash into a bush or over the many walls in Treeline. Long CD though, so use your Flashes wisely.

Other Valid Options


Exhaust: This is a very situational spell to pick up. As a carry, you should be the last one to resort to picking this up. However, if Ignite is just not needed on your team, then go ahead and grab this. This can help ensure a kill or escape from a gank.
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Item Explanation



Starting Items
Very general starting items. Amplifying Tome for a bit more level 1 damage, and a nice, shiny Health Potion for a little bit of sustain.


Core Items
OK, I know this probably looks a little weird, but let me explain. What I have found most useful on Orianna is rushing Wooglet's Witchcap. These items are what make up the item (don't pay attention to what MobaFire database says :P), so feel free to buy them in any order depending whether or not you need the armor.


Optional Core
* Chalice of Harmony is a great item, don't get me wrong, but I often don't get this until AFTER Wooglet's Witchcap. I still truly love this item, and is great if you want to be putting out very frequent harass. The reason this goes under optional, is how deadly an early Wooglet's Witchcap can be. I've seen many games end in less than 13 minutes because of a high burst, high survivability Orianna using it.
*The other item on the list is Haunting Guise, another very popular item on Orianna and many other AP champions. I usually buy this item only if I'm loosing, as it is cheaper than the Wooglet's Witchcap while still giving a good amount of AP, Magic Pen, and Health. Obviously, I build this item when heading for the Blackfire Torch, but because that is after the Wooglet's Witchcap, I do not list it as a normal "Core" item.


Mid/Late
* Wooglet's Witchcap. Have I not expressed how much I love this item? The ultimate combination between Rabadon's Deathcap and Zhonya's Hourglass from Summoner's Rift. High damage, never die. Rush this if you can, you won't regret it.
* Blackfire Torch gives great overall damage as well, giving you CD Reduction and Magic Pen on top of a Percent Max Health DoT. This allows for a stable amount of damage against high health, tank champions that encounter in the Treeline.
*If your game is still going on at this point, I would recommend getting Athene's Unholy Grail, granting great mana regen, allowing you to stay in the game after a successful teamfight. If you chose to build a Chalice of Harmony at some point in the game, then this will be a quick and easy to purchase item adding some more damage to your attacks.
*Your game is getting incredibly long at this point, and I feel sorry for you. Buy a Rylai's Crystal Scepter. Very tanky. Nice slow for teamfights/pursuits as well as getting away. And of course, it has AP on it for a little bit extra damage.
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Twisted Treeline+Orianna



Vilemaw

Hey look! It's Baron Nashor in Spider Form!


This works exactly like Baron Nashor in Summoner's Rift. The buff is very similar (not in the MobaFire Database, so I can't link it), and fighting it is relatively the same. Some AoE damage to the players and a good amount of single target damage to the tank.



Shrines/Alters


Being in control of the two Shrines/Altars in Twisted Treeline is very important. Your team receives a buff for the number of Shrines you are in control of.
Don't kill yourself or your team by trying to grab these when the odds are not in your favor!

It reminds me of Dragon, grab it when you can safely take it without getting yourself killed, or if you are using it as a bait tactic.

Damage temporarily interrupts the capturing of a Shrine, which Orianna can take advantage of. To delay the enemy from capturing one, simply Command: Attack into the Shrine area. If you have to, Command: Dissonance to hit the enemies standing near the edges of the capture area. This tactic allows Orianna to stay at a safe distance while dealing harass and stalling until your team can come and help kill the enemy trying to take what is yours.


Teamfights


Command: Shockwave is easily one of the best abilities for teamfights, whether in Summoner's Rift or Twisted Treeline. In my opinion, it's better in Treeline. Smaller areas make landing it easier, less enemies leaves very little time for the enemy to recover, and it's ability to set up other skills from your teammates (as mentioned in the "Champion Abilities" chapter).
Let's not forget about her other abilities though!

Command: Protect is a great shield, and Command: Dissonance is a great slow!
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Summary



Orianna. One of the best champions in the game. She is very difficult to master, but great Orianna is almost unstoppable!

Thank You for reading my guide, and I hope you enjoy playing Orianna in Twisted Treeline! Please comment and vote. Remember, this is my first guide, so PLEASE give any advice or criticism that you may have!

Thank You so much Jhoijhoi for your amazing, Making A Guide!

-Azbine
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Change Log


6/27/13
  • Added Ability Sequence chapter
  • Added Change Log
  • Changed Runes Around
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