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Orianna Build Guide by LaCorpse

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League of Legends Build Guide Author LaCorpse

O r i a n n a ❤ Belle of the Ball // Mid Lane

LaCorpse Last updated on November 14, 2012
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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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Chronological Introduction

Hello MobaFire! It looks like you've stumbled upon my little Orianna guide here, welcome! Orianna is a lovely little nuking robot. She has some really good utility, and nice burst.

Orianna takes time and patience to learn, she is not a face roll. You will need to logically make decisions and practice a whole bunch to play her well.

Once you have mastered her a bit, you'll find that getting a kill with Orianna brings great satisfaction. There is nothing like tossing that ball out in the field and wrecking face with it.

I hope you enjoy my guide. I put in a lot of effort! Please read thoroughly before critiquing me :)

Thank you,

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Wind-Ups & Wind-Downs

||||||||| W i n d - u p s
+ Utility
+ A Slow
+ A Shield
+ Cute!
+ Burst <3
SPACE SPACE W i n d - d o w n s
- Mana Hungry
- CDR Dependent
- Requires Practice
- Requires Farm

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Mechanical Masteries


Since I take Ignite, I put a point in here. It will give me 5 AP when Ignite is on cool down. It is not a lot, but it is still AP.

I take this over Mental Force because the little AD over AP will allow you to last hit minions much easier.

4% Cool Down Reduction. Orianna needs all the CDR she can get.

Magic pen is great. It equals more damage.

Increases your damage dealt by 1.5%.

18 Ability power at level 18. The more AP you have the better.

Increases your ability power by 5%.

Increases damage dealt by 6% to targets below 40% health. More damage! yey!

I take this because I use Flash.

216 Mana at level 18. This is a nice boost :3

I take one point here.

3 mana regen per 5 seconds. This helps out a bit, because Orianna can be mana hungry. It seems like little, but take everything you can.

This has to be my favorite. Blue buff is great on Orianna. (Well any mage :p) and this gives you more time with blue. The more time, the better!

A note:
Most of the time, masteries are about personal preference. Especially the ones in utility. If you feel like mixing it up, go ahead. :3

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Analogous Runes


Greater Quintessence of Ability Power

Greater Glyph of Scaling Ability Power

Greater Mark of Magic Penetration

Greater Seal of Scaling Mana Regeneration

My runes are pretty much the normal "AP" runes. Since I normally play AP champions, this is sort of my "cookie cutter" rune build that works just as well on Orianna as my other AP champions.

I go all out AP on Orianna with some mana regen.

Greater Mark of Magic Penetration - Ability power.

Greater Seal of Scaling Mana Regeneration - This will help Orianna's mana regen.

Greater Glyph of Scaling Ability Power - Ability power.

Greater Quintessence of Ability Power - & Even more ability power!


Here are some other runes you can think about using. Runes are all up to you and your play style.

Greater Quintessence of Health - Health/survivability

Greater Seal of Replenishment - More mana regen

Greater Glyph of Cooldown Reduction - Cool down reduction.
Greater Glyph of Magic Resist - Magic resist
Greater Glyph of Desolation - Armor

You can switch it up with different runes if you want. Runes are sometimes about personal preference.

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Corresponding Summoner Spells

Summoner Spells are and always will be personal preference. So, if you find you don't like one of my spells, switch it to one that you'll find that fits your play style!

As for my personal preference, I like to use Flash and Ignite.

Flash is my favorite escape tool. I know that it has been nerfed pretty hard, and has a long cool down compaired to Ghost, but because of the fact that I can escape through walls.

Ignite Because we have put mastery points in Summoner's Wrath , you will get 5AP when this is in cool down. It will help you get those early kills and secure run-away enemies.

Teleport Is another good on if you're mid, it will let you get to your turret faster if you need to B home early. This can also help your team if there is a huge minion wave at a friendly turret or to help gank.

Exhaust This would be okay, but you won't need it that much because you do already have a slow, even though Exhaust is more powerful, it could be a wast of a spell if you replace Ignite with this.

Ghost I can understand rocking this summoner spell, it has a shorter cool down than flash and helps you catch up to your enemy or run away. Command: Dissonance acts as a mini ghost anyways. You can use it to catch up to or get away from your enemy.

Clarity When I first started using Orianna I used this over ignite because it allowed me to last much longer in the game. The only time this spell would be useful is in the beginning because later on you have almost no mana issues. So, unless you're completely new to the game and don't know how to manage your mana, you should not take this.

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The Clockwork

SPACE Clockwork Windup- (Passive) -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 4 seconds will add 15% more damage per hit. This bonus stacks up to three times. SPACE

|||||||||||| SPACE // Always auto attack your target.
// Paired with Lich Bane, this passive is beast when utilized.
// Makes farming minions a breeze.
// Do not underestimate this damage.
// Makes getting blue easy peasy.
SPACE ||||||||||||

SPACE Command: Attack - Orianna commands her ball to fly towards target location, dealing 60 / 100 / 140 / 180 / 220 (+60% of ability power) damage to targets hit but dealing 10% less damage for each additional target hit (minimum 40%). Her ball remains behind at that location afterwards. SPACE

|||||||||||| SPACE // This is your poke. Awesome poke.
// In team fights, this ball will move all the time.
// Use it to scout bushes.
// When farming, and laning keep this in the middle of minions,
// That way you can poke the enemy champion.
SPACE ||||||||||||

SPACE Command: Dissonance - Orianna commands her ball to emit an electric pulse, dealing 70 / 115 / 160 / 205 / 250 (+50% of ability power) damage to units around it. Afterwards, the ball leaves a field behind for 3 seconds that speeds up allies and slows enemies for 2 seconds for 20 / 25 / 30 / 35 / 40 % movement speed. SPACE

|||||||||||| SPACE // Always use this when you toss your ball to a champion.
// When you use your Command: Protect on a friend, pop this and,
// help them excape.
// This does amazing damage.
SPACE ||||||||||||

SPACE Command: Protect - (Passive): The allied champion the ball is attached to gains 10/15/20/25/30 bonus armor and magic resistance.

(Active): Orianna commands her ball to fly to and attach onto an allied champion, dealing 60 / 90 / 120 / 150 / 180 (+30% of ability power) damage to enemies it passes through and shielding the allied champion 4 seconds for 80 / 120 / 160 / 200 / 240 (+40% of ability power) when it arrives.

|||||||||||| SPACE // This is a sweet shield.
// Toss your ball out and pull it back to you using this for a nice harass.
// Use it on friends who are trying to run away!
// Use it on friends (or you), when ignited.
// Use it on friends (or you), when enemies try to ult you.
// Examples; Caitlyn's Ult, Lux's Ult, Ezreal's Ult.
SPACE ||||||||||||

SPACE Command: Shockwave - Orianna commands her ball to emit a shockwave after a short delay, flinging affected enemies in the vicinity into the air a set distance towards, and possibly over, her ball. Deals 150 / 225 / 300 (+70% of ability power) damage. SPACE

|||||||||||| SPACE // This plus Command: Dissonance is great!
// Can help you get a kill on a champion running away.
// Use it to push enemies into your turret. Ha!
SPACE ||||||||||||

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The Motionwork

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

My skill priority goes like this:
>> >> >>

Rotate Command: Attack and Command: Dissonance over Command: Protect. Command: Shockwave at 6,11,16.

Command: Attack Is a great poke/harass. I choose it first (level 1) and use it to poke my enemy. I zone them by tossing this out behind the minions and every once in awhile, while pretending to minion farm, toss it at them. Over a period of time, you'll find that you have done some nice damage to your opponent.

Command: Dissonance I get this at level 2 and level it along side Command: Attack, at levels 5, 8, 10, and finishing it at level 15. Popping this after a successful attack on an enemy can do some lovely burst.

Command: Protect you pick this ability up at 4 and max it last. The reason why I do this is because I want my damage over survivability at first, because this is a carry build. Not a support one.

Command: Shockwave, take this at 6,11, and 16. This is an awesome spell! Once you learn how to position it, it can be a game changing ult. If you use it when you have a tank like Nunu or Amumu, you can toss your ball in the middle of it all and shockwave + dissonance and just own.

Midding as Orianna can be fun and rewarding. Your main goal early game is farm. Farm, Farm, Farm, Poke, Poke, Farm. A farmed Orianna is a great Orianna.

As long as you poke with Command: Attack you'll be golden. Toss your ball out in the minion wave and flaunt it to your enemy. Poke them to show them who is boss and most of the time they will back off.

Remember that you have limited mana early game so poke sparingly.

Once you get Command: Dissonance, poke with your ball and pop dissonance. The burst will add up and soon you'll either have a kill or they will teleport home.

Always be weary of ganks. Especially if they have a jungler. Never push too hard, only last hit minions and not auto attack them.

At level 6, try to obtain blue buff and keep it on though the game. You'll need this because the cool down reduction is key to your success, along with the mana regen.

In conclusion, your "rotation" against your enemy is this:
- Command: Attack \\ Toss your ball out and hit them. (try to aim a bit behind them)
- Command: Dissonance \\ Pop this for some burst and slow.
- Command: Protect \\ If your enemy is still in front of your ball, use your shield on yourself and while the ball comes back to you, it will deal some damage to your enemy/
- Auto Attack \\ Do that while things are on cool down, the longer you attack, the more damage you will do. If you have Lich Bane you'll want to utilize it whenever your hands glow gold, just auto attack!
- Command: Shockwave \\ You can use this to kill an enemy if they are running with low HP. But remember that until you get more cool down reduction, this has a semi-long cool down. You'll want to choose wisely when to use it.

Late game is a lot like early game. You'll always be that poker. You'll always be harassing your enemies. There are a few different things you'll be doing now though...

Always be aware of your companions. If some one looks like they need a Command: Protect shield, put it on them. If your tank is going to pop their ult, you should toss your ball in the middle of the clustered enemy champions and pop your Command: Shockwave too, then pop Command: Dissonance right after.

If you're getting ganked, flash out, Command: Protect, Command: Dissonance and GTFO. Otherwise, just do what you've been doing the whole game. P O K E. Your poke is amazing.

After you have mastered your positioning and timing, you'll find that Orianna is super under-rated.

In conclusion, your "rotation" against your enemy is this:
It is the same as early game. If they are running, use your dissonance to catch up and always aim the ball out in front of your enemy if they are running and behind them if they are not.

If you're being chased, you can put your ball down before them and use dissonance when they are near the ball trying to catch you.

In team fights:
- Command: Attack \\ Your ball will always be moving around the battlefield. Always. At this point you should have blue buff.
- Command: Protect \\ Combined with Command: Attack you'll be harassing the hell out of everyone.
- Command: Shockwave \\ In time you'll learn when to use this. The best time is when the enemy is stacked up, or when some one is focusing your carry, this will knock them up and give your carry a chance to switch position.
- Command: Dissonance \\ When you've done shock wave, this will deal some nice damage. You'll always be able to use this in the fight, so pop it when you can.

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The Devices

You have 2 different choices here

Boots of Speed with three Health Potions is what I mainly use. Moving swiftly in the start will help you mjorly early game, you'll want to dodge anything you can. The help pots will keep you in your lane a bit longer, and you'll be less afraid to be hit by your enemy. You don't need to start off with Doran's Ring unless you want to.

Doran's Ring Is a nice choice. It gives you health, AP, and mana regen. Everything you really need. Some people will stack rings, I can understand this. The times I take this over boots is when I'm laning against some one like Annie, since she does not really have things you can dodge, so you'll have to stay back. You'll miss out on having pots in the start, so you'll have to play more defensively and try to stay out of range of the other champion.

A Note on stacking Doran's Rings
If you find, that you have to teleport home before you can afford a Catalyst the Protector, my suggestion would be to get a Doran's Ring. You can stack up to two of them and then sell them back later on in the game. I would buy a ring over a Sapphire Crystal or Ruby Crystal.

Catalyst the Protector

My "core" Items are Catalyst the Protector, Sorcerer's Shoes, and Rod of Ages. I want to rush my Rod of Ages so I can enjoy the benefits of it ASAP.

Catalyst the Protector Catalyst the Protector The first time I go home I'll want to get this, to build my Rod of Ages.

Sorcerer's Shoes I like to go for these over the cool down reduction because I get more damage out of these. The CD reduction comes from Morello's Evil Tome, and I'll just stick with that.

Rod of Ages You want to build this item ASAP to benefit from the health and mana. This is a really nice item on Orianna, expecially when rushed because of the health and mana you'll gain through the game, aswell as the regen when you level up. This is why I like to rush my Catalyst the Protector, it keeps me in lane longer.

Rabadon's Deathcap Like every other mage build - I include this deathcap. It is an all around good item. If I die, or go home before I have enough to buy the item all together I shoot for my Needlessly Large Rod first. If I don't have the 1600 gold for that than the Blasting Wand. The more damage the better.

Athene's Unholy Grail is a godly item. It is amazing for both cool down reduction and mana regen. You'll want to build this item most of your games. This will be the item that cures a lot of your cool down and mana issues.

The End items are sorta situational and you may swap them for something you personally think would be better depending on your play style, your team, and the enemy team.

Lich Bane is another key item for Orianna. You already do some nice damage with your Clockwork Windup. You'll want to utilize Lich Bane every time. 1v1, you'll be bursting them down like nothing. Remeber that it takes three auto attacks for Clockwork Windup to charge up and deal nice damage.

Void Staff Is another great option, magic pen is always a good thing especially if the people are building against you. Can't really go wrong here. I normally end up with this item on almost all my AP carries.

I will list some other items you may use instead of "the finishing touch" items, I'll list reasons why these items can be good or bad choices. Again, it all depends on how YOU want to play.

Zhonya's Hourglass Can be awesome. It has 100AP, and it can save your butt, especially if you're getting focused or if you've been snared, all you need to do is pop this to avoid damage and GTFO. I take this as my defensive item if need be.

Will of the Ancients Is a great item. If you find that your team has more AP than AD, you may want to get this. I can see spell vamp being useful to Orianna early/mid game.

Archangel's Staff This can be good if you want to fix your mana issue at the start - This would be an "okay" item for some one who is laning with a partner.

Abyssal Mask Can be good if the other team has magic resist.

Haunting Guise would not be something I would use. Yeah, it gives magic pen and health but, you get the magic pen from Void Staff, and better AP.

Mejai's Soulstealer Just don't get this. I may try it some time just for the laughs, but this would be a bad choice because you want more survivability. Normally when you have this item you'll be foccussed and thats not good. So just leave it alone unless you know you can pull it off.

Morello's Evil Tome is an okay item, but easily replaced with Athene's Unholy Grail. The only benefit from this over unholy grail is the grievous wound, for champions that have a whole bunch of healing, but for the most part this can be cured with Ignite.

Banshee's Veil Is a lovely defensive item. It can be good when the enemy team has some one like Annie, Morganna, or Lux.

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If you have any screen shots you would like to add to my collection, feel free to give them to me! :)

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The Last Wind-Up

Thank you for the support and love for this guide. I read and try to respond to every one of my comments. Your constructive criticism is welcome!

If you have any suggestions, questions, or screenshots, feel free to inbox me if you wish.

Thank you again,

Sunday, July 09th, 2012 // Updated guide due to buffs/nerfs. Added Athene's Unholy Grail to main build.!

Sunday, February 26th, 2012 // Guide is up and ready to be read!