Orianna
Build Guide by RezoneVerified
⚡ [NEW 14.18] - [SEASON 14 UPDATED!! ] Master Tier Midlane Orianna! THE BALLS HURT ⚡
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Recommended Items
Runes: Phase Rush
1
2
Sorcery
Inspiration
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
Flash
Ignite
Items
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Ziggs
Synergies
Ideal
Strong
Ok
Low
None
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How is it going guys! My name is Rezone and I'm a Master Tier Midlane main. I peaked at 270 LP Master Tier this Season and have 4.5 Million Mastery Points on Heimerdinger! I upload gameplays, guides, tips and pretty much any other League of Legends related content you could ever ask for! I was the BEST HEIMERDINGER EUW in Season 7 and I'm best known for inventing the Holy Trinity of Tilt build on Heimerdinger a couple of seasons ago (Banner of Command, ZZ'Rot Portal and Rylai's)! I've also recently competed in TWITCH RIVALS where I played Heimerdinger ADC and came joint first against other streamers such as TFBlade. Orianna has a very strong, and very safe laning phase. She has the ability to be blind picked, and can succeed no matter what opponent she is against. She brings utility, and scaling, AP damage to the late game. She has a high learning curve due to her unique mechanics with The Ball, but she is extremely fun to play and getting them 5 man, fight turning ultimates can be very satisfying!
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FLASH |
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IGNITE |
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TELEPORT |
Phase Rush | ★ Phase Rush synergizes extremely well with Orianna's kit. When hitting an enemy champion with 3 attacks or seperate abilities within 4s, you gain up to 40% movement speed (based on level) and 75% slow resistance for 3 seconds. Orianna has little mobility in her kit outside of Command: Dissonance, so this rune makes up for that. |
Manaflow Band | ★ Manaflow Band is essential for mages, as they prioritize spamming their abilities over using auto attacks and Orianna is no exception to this. You permanently increase your mana, up to 250 and once you reach that cap, you restore 1% of missing mana every 5s. Very good mana sustain. |
Transcendence | ★ Transcendence provides us with +5 ability haste at levels 5&8, and then at level 11, on champion takedown, it reduces the cooldown of basic abilities by 20%, which is very useful for Orianna to help spamming of spells, and dealing consistent damage. |
Scorch | ★ Scorch adds that little bit extra damage that all poke mages enjoy. If you think the game is going to be a late one, take Gathering Storm for the extra late game damage, as Scorch falls off. |
Biscuit Delivery | ★ Biscuit Delivery keeps us sustained easier in lane. Gain a new biscuit every 2 minutes up to minute 6, and each Biscuit restores 10% of missing HP and mana, and consuming (or selling) a Biscuit permanently increases your mana cap by 50. A small but substantial gain for a heavy mana user. |
Time Warp Tonic | ★ Time Warp Tonic synergizes extremely well with Biscuit Delivery, granting us 40% of it's hp or mana restoration instantly. You also gain 5% MS while under the effects of said consumable, which can help us catch up to an escaping enemy to finish off the kill. |
✦ Sorcerer's Shoes Unless the enemy team has a lot of AD or AP, you want to take Sorcerer's Shoes every time for the increased magic penetration it provides, enabling you to deal more damage to squishies, and even those with some magic resist items. |
✦ Luden's Companion Your core item on Orianna, providing you with more AoE burst damage and a heavy amount of AP it works fantastic with Ori and her combos, especially that of her ultimate. Having the same chapter build path in Season 14 removes any mana issues |
✦ Zhonya's Hourglass With Zhonya's Hourglass, we gain the ability to negate all damage for 2.5s - including damage from Ignite and Death Mark. Invaluable on a squishy mage like Orianna, and even better when you're vs assassins. |
✦ Rabadon's Deathcap Increasing our overall ability power by 35%, while providing an extra 120AP. This item increases your burst exponentially, and despite the hefty price tag, is more than worth it if you're ahead or need some insane burst. |
✦ Morellonomicon This item is fantastic vs healers such as Vladimir, Soraka, Yuumi etc. It provides us with grievous wounds, negating healing by 40% - up to 60% if the target is below 50% HP. We also gain a large amount of AP, and 250 bonus HP with this item, making it a good choice not only for healing reduction, but for increased damage. |
✦ Void Staff If the enemy team is tanky, or building a lot of magic resist, Void Staff can help penetrate that with an extra 40% mpen - absolutely fantastic to get through that annoying magic resist. |
✦ Mejai's Soulstealer If you're ahead in lane and decide to purchase Dark Seal, this is the next upgrade, allowing you to proceed to 25 stacks. Fantastic item if you're ahead and want to continue your lead and close out the game fast. If you're at risk of dying, you lose 10 stacks, as opposed to the 4 on Dark Seal, so take heed on splashing out for this item. |
✦ Banshee's Veil This item is like Zhonya's Hourglass, but it negates only one spell every 40s - after taking no damage from champions. It's great for long range engage champions such as Blitzcrank and Alistar, allowing you to not get caught out by hidden hooks or headbutts. |
✦ Horizon Focus As well as increasing our AP by 85, this new item reveals champions and increases their damage taken from you by 10% for 6 seconds, when you hit them with a non-targeted ability (which is all of Orianna's kit!). The ability that triggers the passive also benefits from the increased damage. |
Clockwork Windup (Passive) EFFECT RADIUS: 1125 / 1225 / 225 |
Orianna is accompanied by The Ball, which she commands with her abilities. The Ball has a 0.15 seconds global cooldown between casts. Additionally, The Ball attaches to Orianna if she is near it, and blinks back to Orianna if she is too far away from it. CLOCKWORK WINDING: Orianna's basic attacks deal 10 − 50 (based on level) (+ 15% AP) bonus magic damage on-hit and gain Clockwork Winding for 4 seconds, stacking up to twice. Clockwork Windup deals「 20% bonus damage 」 per stack, up to 14 − 70 (based on level) (+ 21% AP) total bonus magic damage. Orianna loses all stacks of Clockwork Winding when she attacks a new target. |
Command: Attack (Q) RANGE: 825 COST: 30 / 35 / 40 / 45 / 50 mana COOLDOWN: 6 / 5.25 / 4.5 / 3.75 / 3 |
Orianna commands The Ball to fly to the target location and remain there, dealing magic damage to all enemies it passes through, reduced to 100% − 40% (based on enemies hit). |
- Command: Attack has no cast time and does not interrupt Orianna's movement if The Ball is not attached to her (otherwise an animation will play and interrupt any movement commands).
- The Ball will drop to the ground upon colliding with Yasuo' Wind Wall but not with Braum's Unbreakable.
Command: dissonance (W) EFFECT RADIUS: 250 COST: 70 / 80 / 90 / 100 / 110 MANA COOLDOWN: 7 |
Orianna commands The Ball to emit an electric pulse around its current location, dealing magic damage to all enemies around it and leaving an electric field on the area for 3 seconds. Orianna and her allies gain bonus movement speed upon stepping on the field. Enemies, in turn, are slowed for the same amount, decaying over 2 seconds after leaving the field. |
- Command: Dissonance has no cast time and does not interrupt Orianna's movement.
- Command: Dissonance, if buffered while Command: Attack, will fire at the destination when the ball has stopped moving.
Command: Protect (E) RANGE: 1100 COST: 60 mana COOLDOWN: 9 |
PASSIVE: The Ball grants whomever it is attached to bonus armor and magic resistance. ACTIVE: Orianna commands The Ball to fly to the targeted allied champion or herself and attach itself to her target, dealing magic damage to all enemies it passes through and shielding her target on arrival for 2.5 seconds. |
- Orianna gains Command: Protect's bonus resistances whenever The Ball is attached to her (even if she didn't self-cast).
- The Ball will join Command: Protect's target ally in stealth if they are affected by it when Orianna targets them.
Command: Shockwave (R) EFFECT RADIUS: 350 COST: 100 mana COOLDOWN: 110 / 95 / 80 |
ACTIVE: Orianna commands The Ball to unleash a shockwave after a 0.75 seconds delay, dealing magic damage to all nearby enemies and Apulling them 350 units towards The Ball |
- Command: Shockwave tosses enemies a set distance (those on the edge of the flinging area will be tossed to the center while those close to the middle will go over The Ball towards the edge) and can send them through walls.
- Command: Shockwave, if buffered while Command: Attack, will fire at the destination when The Ball has stopped moving.
Early - Mid Game
During laning phase, you want to trade efficiently with your enemy by auto attacking, proccing our passive - and using Command: Attack into Command: Dissonance. This should be able to give us lane control, and priority. The damage from Clockwork Windup means that we prefer longer trades, and the low cooldown on Command: Attack benefits us when going vs enemies who have longer cooldowns on their abilities. When your lane opponent goes in to take a CS, you want to be abusing them with Command: Attack and this is especially so vs melee laners.
Orianna has amazing gank potential/set ups for her jungler, pulling the enemies back in with Command: Shockwave and slowing them with your Command: Dissonance electric field. On the other hand, when you're being ganked by the enemy, you want to make sure to have Command: Protect on yourself, and then Command: Attack behind the enemies, meaning your Command: Shockwave will pull the enemies away from you, while slowing them with Command: Dissonance.
Orianna has good push potential, and you should look to push in your enemy and then roam. You can help poke down enemy laners, or threaten an engage with Command: Shockwave, pulling them into your allies and securing a kill or two, then proceeding to help push down the tower or take Dragon objectives.
Mid - Late Game
During the mid - late game, you want to be pushing in lanes and looking for roams, objectives and kills. You can hide The Ball in a wall, and surprise an enemy with a quick Shockwave combo.
When you're teamfighting, you generally want Command: Protect on an engaging ally, so you can use his position to cast your abilities from, without being at risk yourself. You have multiple ways to use your abilities, starting with Command: Dissonance, slowing the enemy and disabling their escape from Command: Shockwave, or using Command: Shockwave first, enabling you to pull all enemies together and pushing out massive damage with your full combo.
Remember you have low cooldowns, and by now, a high mana pool to spam these abilities. If you have chosen to take Summon Aery, using Command: Protect on your allies increases the shielding they receive, and you can also use Command: Protect to boost an allies movement speed, helping them catch fleeing enemies.
Make sure to prioritize objectives once you have secured picks/kills, as they are what primarily win the game. Rift Herald spawns twice now, so you can prioritize taking one, if not both, to secure extra tower plates and net you some more gold, allowing you to quickly move forward in your chosen build path.
Thanks for reading my Orianna guide and I really hope you can take some of this information and apply it to your ranked games! Please drop me a comment, and let me know if there's anything I can improve on. I hope you can pop by any of my social media's and say hi! Feel free to check out any of my other midlane champion guides, and I hope you enjoy them just as much.
- 22/11/2019 - Published Guide.
- 16/11/2020 - Updated for preseason.
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