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Orianna Build Guide by Yoyos

Middle Only Orianna Guide for 2026

Middle Only Orianna Guide for 2026

Updated on January 25, 2026
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League of Legends Build Guide Author Yoyos Build Guide By Yoyos 8,029 Views 0 Comments
8,029 Views 0 Comments League of Legends Build Guide Author Yoyos Orianna Build Guide By Yoyos Updated on January 25, 2026
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Runes: Vs Melee/short range mages

1 2 3
Sorcery
Summon Aery
Manaflow Band
Celerity
Scorch

Precision
Legend: Haste
Cut Down
Bonus:

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

Spells:

1 2
TP + Flash
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Only Orianna Guide for 2026

By Yoyos
Runes
The setup on Mobafire doesn't offer a great way to organize thoughts around runes because there's so much nuance in deciding what to do from game to game. Don't be that noob who uses the same page every game (please)

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.
Early laning phase
Ori starts with Dorans Rings + 2 pots. Dark seal is an 'okay' option but not best, and tear start is trolling.

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.
Mid Game
Orianna is really strong on 1 item spike. Your waveclear patter is fairly straightforward especially with Ludens. QW the ranged minions and E back to yourself. Melees will be 1 auto each with the right amound of AP. Looks to be on the waves first, shove out, and you open up the map with your jungler.
Late Game
Once you swap to sidelanes, Orianna has a great sidelane especially with Ghost. You can look to shove waves and move to team or you can get aggressive. Blue wards aren't a bad idea if you're looking to push up the map. If you can even get wards from your support, that's a plus.

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?
Remember, if you have proper runes for the game (think Boneplating and Overgrowth) and you have already purchased defensive boots - which are insanely OP for Tier 3 boots - think about WHY you are building Zhonyas or Banshees. If they have Blitzcrank, or an ability that changes the game the way Blitz Q does, Banshees is a great buy. If the enemy team has HARD dive, think Briar R or Nocturne R, Zhonyas value goes up. Plus into these games, you are likely going Archangels + Cosmic Drive so their 1-shot potential goes WAY down.

Defensive items that delay DCAP will more often than not result in losing LP.
Tier 3 boots
Tier 3 boots as stated earlier are OP. The Defensive boots give you a shield and resistances. The CDR boots are a good option in some games. And upgrades Sorcs get value in those games where you're solo AP.

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.
Thank you for reading!
If you made it this far, thank you for reading everything. Please be sure to ask any questions and feel free to reference this guide whenever needed. I have been playing Orianna for 2-3 years as a main and she is by far my favorite champion in the game.

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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