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Recommended Items
Runes: Vs Melee/short range mages

+10% Attack Speed
+2.5% Movement Speed
+65 Base Health
Spells:

Flash
Teleport
Items
Ability Order

Clockwork Windup (PASSIVE)
Orianna Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

LeBlanc
Difficult but manageable. Take similar approach to Akali but you can take bone plating into this matchup. LB will likely cheese Ignite into you so TP is your friend here. You win this matchup by leveraging Teleport

Rakan
Ori wants ball delivery, Rakan does that. If you see Rakan on your team, Ori value goes up
Synergies

Rakan
Ori wants ball delivery, Rakan does that. If you see Rakan on your team, Ori value goes up
Champion Build Guide
TLDR:
Phase Rush - good when you need to kite. Lacks damage early game
Aery - good into melees and shorter ranged mages (Vlad, Swain, etc.)
Comet - good into longer ranged mages and AD mids (Viktor, Syndra, Akshan, etc.)
100% of the time you go Manaflow band - if you want to min/max, you can try to trade when this is up. If you don't care, just be aware of W mana cost before lost chapter.
Celerity is something I'm currently testing but I think this rune has enough value to include in this guide. If you're suspicious, you can go Transcendence. My feelings won't be hurt.
Scorch gives Orianna added laning presence. The other 2 don't offer enough value to even consider IMO
SECONDARY TREE
Domination = trolling (your team should report you if you do this)
Inspiration = meh, what would you go? Triple Tonic & Cosmic into J4/Camille or in matchups where you need to flash every 217 seconds? Fine. Otherwise meh
Precision = best option. This is Haste and Cutdown if you're not going resolve. Don't be that noob who uses the same page every game (please) BUT.. if you're using a default page, Aery page w/ this secondary is fine..
Resolve = here is where the nuance comes into play. People think runes are meaningless but it just isn't true. You aren't opting into Demolish, Font of Life or Shield Bash - ever. The debate will be Second Wind vs Conditioning and Overgrowth vs Unflinching.
IF you are getting poked a lot in lane, second wind value goes up (think Syndra, Viktor, Lux, etc.) IF the enemy is trading onto you with a very clear trading patter, Bone Plating value goes up (think Fizz, Talon, Leblanc, etc.)
IF you are facing teams with heavy CC, Unflinching value goes up (think Leona, Taliyah, Maokai, etc.) OTHERWISE Overgrowth is best default option when running resolve second.
The SHARDS:
Attack speed classes the other 2 options. You are going to be contesting waves by autoing the wave. The Adaptive shard is meh. If you're opting out of AS shard, you're going Haste - never Adaptive
Movement speed is something I'm again, testing. This coupled with Celerity and Homeguards, and Ghost, and Cosmic (if you build it) is something I am testing. It -feels- good so I am defaulting to the MS shard here in the 2nd tree. If you are finding that movement speed doesn't matter to you, Adaptive is fine. Currently 4.7% of the Oriannas are taking the MS shard in Diamond+ matches (shoutout Lolalytics) - the rest are taking Adaptive.
3rd shard is entirely up to you. I prefer flat HP so that I can have a stronger early game. If the early game is a free matchup or I value the scaling HP, I will opt into the scaling HP rune. Again, don't overthink this. There is a reason for going one over the other, this will be what fits your playstyle.
Before minions meet on the 1st wave, you want your ball already in the middle of the lane. This gives you first access to the wave and a decent Q will proc manaflow band help push the wave a little. Into assassins, you don't want to over push the wave, try and match auto for auto on the wave with the assassin. Into ranged, you can trade abilities on each other and match auto for auto on the wave. It's tough to realy generate push uncontested into mages early the higher up you climb.
Q W Q E -- this order is good if you can greed not having your E ability in the early levels. Play around with how this feels from game to game but E isn't always required on level 3 especially if you're playing tear that game. By the time level 4 comes, you should be able to afford tear. You can reset on 550g and buy tear + refill
Q W W E -- better into those mage matchups that outrange you. You will sacrifice some HP for these trades, but procing comet (remember comet into ranged) and scorch along with your 2 points in W. This damage is good early but keep in mind the mana cost of W. Don't just Q-W combo on repeat as it'll be a waste of mana. If you really want to min-max, you can trade with Q when your manaflow band rune is up
Q W E -- honestly, I rarely level up E on level 3, but the times I do are when the enemy jungler is aggressive early (think Lee Sin, J4, Nunu, etc.) Season 16 jungle as of 1/25/26 primarily revolves around farming junglers so those early ganks are rare, but QWE is worth considering in those few matchups.
Your teamfighting at 2-3 items is really strong as well. People tend to underestimate Orianna damage. A Q-W onto a squishy will do 50%+ of their HP bar.
With that said, positioning in teamfights depends on who is strong on your team. If you are the carry that game, try and stay off vision as long as possible as 1 Shockwave from a fed Orianna can end the game. Don't be afraid to hold R (just don't wait TOO long!)
If you are NOT the carry, and your jungler or ADC is the primary focal point that game, you can play with your carry and look to be a peel-bot with R and E and W for those carries.
Orianna is extremely versatile in how she builds and how she wants to play which is why she will be a viable champion so long as they don't gut her.
Defensive items that delay DCAP will more often than not result in losing LP.
This isn't even why Tier 3 boots are OP. The fast recall should be abused whenever possible.
Earlier in the guide, we talked about how TP is good and Ghost has value too, because Orianna wants to play around Tempo. If you don't know what Tempo is, more or less it's your ability to be on the map faster than your opponents (with some nuance thrown in there)
IF your fast recall is available, you can stay on the map longer, push and extra wave, greed as much as you can without dying while your fast recall is available.
Try to NOT waste your fast recall to base and spend 400g on an amp tome. We want to use this tool to move the enemies to you when your team is looking to play the map. With Baron spawning at 20 minutes again, you will find yourself weaksiding bot lane often while your team is dancing around Baron.. BUT if you can utilize the fast recall and draw enemies to the bot-side of the map, you can fast base, and TP/run to the topside of the map while they're catching waves or collapsing on you.
If you're looking to add other champs to your pool and you're considering Ori, she is currently insanely strong in soloq and comp and has been played at nearly every worlds I can remember since 2015. That says a lot about her longevity and champ design. She can neutralize poor matchups and excels in games where she can play for free. Good luck in your adventure!






















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