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Orianna Build Guide by RobinValentine1

Support Oriana Support - Puppeteer the Battle

Support Oriana Support - Puppeteer the Battle

Updated on April 16, 2023
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League of Legends Build Guide Author RobinValentine1 Build Guide By RobinValentine1 4,596 Views 0 Comments
4,596 Views 0 Comments League of Legends Build Guide Author RobinValentine1 Orianna Build Guide By RobinValentine1 Updated on April 16, 2023
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Runes: Poke

1 2
Summon Aery
Manaflow Band

Biscuit Delivery
Cosmic Insight

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-140 HP (lvls 1-18)


1 2
LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


Threats & Synergies

Threats Synergies
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide

Oriana Support - Puppeteer the Battle

By RobinValentine1
This is Off-Meta
It is important to acknowledge that this is NOT a pick you can do every game and be fine. There are games where you will be the indisputable reason you won and other games where the pick is just straight griefing. So we need to understand what this pick even does and why it is off-meta.

  • Provides unparalleled movespeed to your team
  • Gives 1140 gold worth of resistances to a single ally
  • Strong playmaker with ult
  • Controlls enemy movements in team fight
  • All of the above help remove the weaknesses of bruisers
  • Counters enchanter supports
  • Helps ADC kite out melee threats
  • Only needs boots and mythic to come online.
  • Strong poke in lane
  • Resistances provided denies 2 items worth of lethality thus slowing down AD assassins tempo
  • Useless against teams with high mobility
  • Cannot save herself or her ADC from engage supports. If they die, it is your fault.
  • Cannot deal with lanes where both opponents outrange her.
  • No hard CC without ult
  • Ult is not as wide reaching as other enchanters e.g.: Nami, Renata
  • Low damage after level 6

When to Pick
  • The enemy does not have an engage support
  • The enemy does not have more than 2 champions with strong gap closers
  • Your team has at least 1 strong teamfight ult (Yas ult counts in this case)
  • Your team has at least 2 bruisers or skirmishers.
  • Not required, but the enemy team has 1 AD assassin.
Clockwork Windup causes your attacks to deal increasing magic damage every time you attack the same target. It isn't something you will use much out of lane. However against enchanters and most mages, it will allow you to out trade them as you can get much higher sustained damage. After they throw a spell to poke, if you get in a Command: Attack and 2 auto attacks at a minimum, you will win the trade.
Command: Attack moves the orb to target location dealing damage to everyone it passes through. As support, you will be using this to poke with Command: Dissonance and gaining vission in bushes.

Once you get in team fight phase, you primarily use it for vision. I will go over how to use it in teamfights later.

In mid, you max this for it's cooldown and consistent damage. However as support, we max this last every game. If you max it as support you will grief your laner's wave management and sacrifice much needed utility.
Command: Dissonance creates an area around the orb instantly doing damage to enemies and slowing enemies and speeding up allies. This applies Aery triggering on shield effects.

In lane this will be your main poking tool. If you can afford to poke you take 3 levels of this. We stop at 3 levels because your damgae starts falling off after level 6 and this only gains 10% movespeed in the last 2 levels. The better shield and resistances from Command: Protect are just so much more important.

Once you have tear and mythic you can afford to spam this off cooldown to get you and yoru team around the map signifficantly faster. In fights, you use this to peel the frontline off your backline and get your frontline in. Here is where we use Command: Attack, always think of where you need space denied, try putting it between your team and the enemy when possible, however as soon as you hit Command: Dissonance INSTANTLY use Command: Protect. You want the ball to ALWAYS be on an ally.
Command: Protect moves the ball to an ally and shields them. Whoever the ball is on gains a sizable amount of armor and magic resist.

As support it is VERY important that this is always on an ally and rarely on the ground (I do say rarely, in laning and sieging situations you may want it on the ground). For perspective, the 30 armor and magic resist this gives turns 1500 health into 2000 ontop of a sizeable shield being enhanced. This armor also completely negates 2 lehality items making it so AD assassins cannot kill your carry alone until later in the game dramatically slowing down their tempo.

If poking is not feasible in your lane do not get 3 levels of Command: Dissonance first and just max this immediately instead.
Command: Shockwave pulls enemies in the ball's radius towards the ball and stuns them for .75 seconds.

The main ways to use this is to set up for a teamfight by pulling the enemy team together for other strong teamfight ults, pull the enemy backline forward letting your frontline kill them, or to peel for your backline pulling off enemies inside it. Typically you want to use Command: Dissonance after Command: Shockwave
Ball Control
Having good control of where the ball is can make or break a play. The closer the ball is to where you want it to go next, the faster it will arive reducing counterplay. On the flip side, if the ball is super far away, there is no way it is arriving on time for what you need it to do. Here are some tips on how to control the ball, some more obvious than others
  • Make sure the ball is nearby the enemy when you want to use it aggressively
  • The leash radius of the ball is longer than Command: Attack range you can use this to safely pressure an area. Enemies will avoid being near the ball.
    1. The above is very strong during sieging as they have to respect your ult or be hit by a losing team fight.
    2. It can also be used in lane to control ADC positioning and force the enemy either out of position or away from CS and additionally making it easy for your ADC to land skill shots.
  • If you need to use Command: Protect on someone just out of range, use Command: Attack towards the target first that way the Command: Protect has significantly shorter travel time once the ally is in range.
  • If you are in no hurry, collect the ball by walking over it rather than wasting the mana using Command: Protect
  • As a rule of thumb, ALWAYS COMMAND THE BALL never leave it behind you or with an ally that is walking away. Your cooldowns are short, make sure the ball is always in a good position.
This is a WIP

Shurelya's BattlesongThis item allows you and your team to rapidly move across the map, enables your ADC to kite out most threats, and gives a powerful gap closer to your frontline. Thanks to having 2 low cooldown abilities that can proc this, you can easily maintain 100% uptime. With Command: Dissonance This amounts to a 75% speed boost to your whole team. That's more than 100% stronger than a Sivir ult (30% at level 16) and on a 4-9 second cooldown. There is no better mythic to run on support

Tear of the Goddess You almost always want to get a tear first back. It solves your mana issues. Even if you don't turn it into a Seraph's Embrace it was well worth the buy and has good resale value.

Ionian Boots of Lucidity These are the only boots worth taking. You are not mid, damage is not your job and you do not have the income to support it. Even if you did, you are maxing E so when building damage items, you still will not deal damage.
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League of Legends Build Guide Author RobinValentine1
RobinValentine1 Orianna Guide
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Oriana Support - Puppeteer the Battle

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