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Spells:
Ignite
Flash
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
Introduction
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Pros
+ Strong poke.
+ High utility. Besides some good damage, + Good CC. With a strong AoE slow on a fairly low cooldown and an ultimate that stuns/displaces whoever it hits for a short time, + AoE damage. All of + Safe laner With a short speed buff and a nice shield with some passive defensive stats on it, she makes for a safe laner who's also pretty safe from ganks. |
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Cons
- Mana issues. Because
- Difficult to pull off. Because all of - No reliable escapes. An annoying part of playing |
Amumu: His initiation sets up for very easy ultimates. Once you know
Malphite: Same thing as with
Jarvan IV: Another great ultimate that synergizes well with your entire combo.
Sona: You guessed it. Whenever
Ahri:
Xerath: With his extremely high range, he can be very deadly in lane. In order for you to harass a Pretty standard mastery setup for an AP carry aimed mostly at enhancing your damage output.
Offense tree
Tier 1 -
-
Tier 2 -
- Cooldown reduction is very strong on Tier 3 -
- Both masteries will give you an increase in damage. Magic penetration is very much needed as an AP carry.
Tier 4 -
- Decent scaling AP buff. More AP is always a good thing.Tier 5 -
- Another small AP boost, gives you a decent amount by lategame.Tier 6 -
- Good to finish people off.. don't you hate it when they get away at 50 health?Utility tree
Tier 1 -
- Most useful masteries in this tier. Small cooldown reduction on Tier 2 -
- 3 points in
Tier 3 -
- Increases the duration of the blue buffs you should be getting.
These deserve a section I feel. With gold/10 becoming quite popular for mid laners I want to share my opinion on these runes (and items) on
They're actually pretty good to use in lanes where you have close to no kill potential. They delay your early core slightly, but get you to your big items more quickly. Note: this is only really useful on champions who scale well into late game, but with all of
The setup requires you to take both
Here are some laners you can afford using this against.
Flash: A must have in every game for both escaping bad situations, or making aggressive plays. Note: when flashing offensively, try and make sure your ball is attached to you first as you might otherwise leave it behind in a bad spot.
Ignite: Finishes people off, reduces healing taken on your focus target, supplements your burst. Very strong summoner spell.
Cleanse: Viable summoner spell if you want to survive certain lanes (
Clockwork Windup: Orianna uses her ball as a focus for her spells. Orianna's ball automatically returns to her if she is too far away from it.Orianna's basic attacks deal 10 / 18 / 26 / 34 / 42 / 50 (+0.15 per ability power) bonus magic damage. Subsequent attacks against the same target within 4 seconds deal an additional 20% magic damage. This bonus stacks up to 2 times.
Neat passive that makes last hitting on
Clockwork Windup will not be applied if
Orianna's attack misses or if it is parried, dodged or blocked.
Clockwork Windup's damage does not proc spell vamp, life steal or
Rylai's Crystal Scepter slow.
Clockwork Windup stacks additively and deals up to 40% of its damage on the 2nd attack.- A stacking buff on
Orianna indicates the number of times she has attacked the same target, and the strength of
Clockwork Windup.
Command: Attack: Orianna commands her ball to shoot toward a target location, dealing 60 / 90 / 120 / 150 / 180 (+0.5 per ability power) magic damage to targets along the way and at the target location. However, it deals 10% less damage for each unit it hits, down to a minimum of 40%.Her ball remains behind at the target location afterwards.
Cost: 50 mana
Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds
Range: 825
Ball Speed: 1200
Command: Attack procs spell vamp and
Rylai's Crystal Scepter slow similarly with all area of effect spells and abilities with diminished effect.
Command: Attack pops spell shield.
Command: Attack will damage
Black Shield.- After using
Command: Attack, the ball will remain in that location until it is retrieved or if
Orianna strays too far from its location.
Command: Attack has no cast time and does not interrupt
Orianna's movement.- During the movement of the ball
Orianna cannot use her other abilities
Command: Dissonance: Orianna commands her ball to release an electric pulse, dealing 70 / 115 / 160 / 205 / 250 (+0.7 per ability power) magic damage to nearby enemies.The pulse leaves behind an energy field for 3 seconds, lowering enemy movement speed and increasing ally movement speed by 20 / 25 / 30 / 35 / 40 % for 2 seconds. This effect diminishes over time.
Cost: 70 / 80 / 90 / 100 / 110 mana
Cooldown: 9 seconds
Diameter of AoE: 255
Great ability with a lot of utility and damage. The speed buffs you can give to your allies is great and slows down enemies who walk over it at the same time, making it a great disengage ability. Also does a whole lot of AoE damage to everyone caught inside.
Command: Dissonance procs spell vamp and
Rylai's Crystal Scepter slow similarly with all area of effect spells and abilities with diminished effect.
Command: Dissonance pops spell shield.
Command: Dissonance will damage
Black Shield and the slow is negated.
Command: Dissonance has no cast time and does not interrupt
Orianna's previous orders.
Command: Protect: (Passive): The ball adds 10 / 15 / 20 / 25 / 30 bonus armor and magic resist to the allied champion it is attached to.(Active): Orianna commands the ball to travel to and attach onto an allied champion, shielding them for 80 / 120 / 160 / 200 / 240 (+0.4 per ability power) damage for 4 seconds. Enemies the ball passes through along the way take 60 / 90 / 120 / 150 / 180 (+0.3 per ability power) damage.
Cost: 60 mana
Cooldown: 9 seconds
Range: 1100 (Ball leash range is increased by 100 when attached to an allied Champion)
Another great utility ability and another ability that seperates the good
Command: Protect procs spell vamp and
Rylai's Crystal Scepter slow similarly with all multi target spells and abilities with diminished effect.
Command: Protect pops spell shield.
Command: Protect will damage Black Shield.
Command: Protect has no cast time and does not interrupt
Orianna's movement.
Command: Protect grants
Orianna its passive defense bonus whenever the ball is attached to her, even if she hasn't cast the ability on herself.- The ball will not attach itself to
Orianna if she walks by it when it is attached to an ally.
Command: Protect can be used on stealthed champions without revealing them. The ball will not be revealed and will stealth along with the champion.- If an ally dies while the ball is attached to them, the ball will remain at the location the target died.
- If an ally moves too far from
Orianna while the ball is attached to them, it will return to
Orianna, respecting its leash range.
Command: Shockwave: Orianna commands her ball to unleash a shockwave after a brief delay, dealing 50 / 225 / 300 (+0.7 per ability power) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.Cost: 100 / 125 / 150 mana
Cooldown: 120 / 105 / 90 seconds
Diameter of AoE: 410
Fling distance: 250-350 (estimate)
Very strong AoE ultimate but also difficult to land. Has a cast time so never be too indecisive when casting this or you might miss it. Very rewarding if you hit a good one, but punishing if you don't.
Command: Shockwave procs spell vamp and
Rylai's Crystal Scepter slow similarly with all area of effect spells and abilities with diminished effect.
Command: Shockwave pops spell shield.
Command: Shockwave will damage
Black Shield and the pull/stun is negated.
Command: Shockwave has a brief channel time upon cast before it activates.
Command: Shockwave tosses enemies a set distance. This means that enemies on the edge of the AoE will be tossed to the center, and enemies close to the middle will be tossed over the ball towards the edge.
Command: Shockwave can toss enemies through walls.- If the ball forcibly leashes back to
Orianna,
Command: Shockwave will go on a brief cooldown if it is ready.
Ability Sequence
One very important thing about
A few notes:
- You should always put a point in
Command: Shockwave when possible. - When you're having trouble in lane, max
Command: Protect second,
Command: Attack first. - When you want to increase your poking strength and have the mana regen to support it, max
Command: Dissonance first,
Command: Attack second. - If you're having trouble against high burst champions you can max
Command: Protect first,
Command: Attack second.
Starting items
That's right, the only viable starting items EVER (and I mean ever as in 100% of the games) are
Core item build
This is the core of my
Sorcerer's Shoes: Increases your early game damage quite significantly, get these early. (after a
Doran's Ring: 1 or 2 of these depending on how the lane is going. I usually just get 1 paired with a
Chalice of Harmony: Great item that gives
Rabadon's Deathcap:Should be your first big item and the item you'll ALWAYS want to get as
Offensive Items
Athene's Unholy Grail: Great item that you should get since you already have the
Void Staff: Once people start getting more magic resistance, pick up one of these.
Ionian Boots of Lucidity: Once you get a (Yeah I stole this from Salce, sue me!)
Lich Bane: Seeing how auto attacking on
Rylai's Crystal Scepter: Good item if you need more health. All of
Will of the Ancients: Another item
Deathfire Grasp: Strong item but a bit difficult to use properly on
Rod of Ages: Not a fan of this item on Defensive Items
Zhonya's Hourglass: Great defensive AP item if you're getting focused hard. A great life saver in many situations.
Abyssal Scepter: Good against double AP setups or when you're having trouble against an AP carry in lane. You can get a ton of MR on
Banshee's Veil: Another good buy against heavy AP comps.
Quicksilver Sash: If you're getting focused by heavy CC or supresses, this is definitely worth picking up.
First of all, you need to know the leash range on the ball. You need to know how far you can be away from it before it gets teleported back to you. To assist with that,
Here the indicator is green, meaning the ball is close to you and you're able to walk away from it quite a bit more before it teleports back.
As you move further away from the ball, the indicator will turn yellow. You still have some room to run around at that point.
When the indicator turns red, it means you're pretty much as far from your ball as you can be. Moving any further will cause it to be teleported back to you.
In teamfights, it's important to always keep your ball close so it doesn't have to travel too far, as it does so quite slowly. Also be careful when shielding a teammate who's running away too far, make sure to always check where it is and pull it closer to you if needed. You might have to get a quick ultimate off but that's only possible when your ball doesn't have to travel too far.
At level 1, you want to protect your jungler by placing your ball on a spot people usually have to pass to invade your jungle.
Note: this way of facechecking can and should be used for any other occasion in which you find yourself having to run into a brush. Always throw your ball in first to check if there's not a trap setup.
When you get into lane at level 1, you should play passively and just try and last hit. Once you hit level 2 and put your first point into
When doing so, try and position the ball so the enemy gets hit by the ball as it comes back to shield you.
In this picture, the ball is placed just past the champion so that when I recall the ball with ALT + E,
Keep in mind, hitting people with
As you can see, the ball only has to move a short distance the next time I use
Try and keep the ball around that position so that you can constantly poke with your
IMPORTANT NOTE: When positioning the ball as such, try and avoid hitting the creep wave just so you don't put yourself in a bad position being pushed out way too much. This only counts for the first few levels where you don't have any wards, once you get wards, you're generally pretty safe.
Once you've poked your opponent down to about half health, it's time to go for the kill. Try and position your ball on top of your enemy, use
Warding
Another very important part of the laning phase is warding. Mid laners are, despite what some people seem to believe, definitely no exception. In fact, mid lane wards are often the most important ones as they reveal enemy mid lane ganks and enemy jungler invades. Here are the ward spots you should look to cover.
Defensive ward that will reveal any jungler gank from that side, does not reveal enemy mid lane movement so only use this ward if you can't push further up.
More aggressive ward and preferred to the one above mentioned. If you can afford to place this ward without putting yourself at risk, go for it. It reveals any movement the mid laner might have towards your tower lane and/or blue and also keeps you safe from jungle ganks from that side. A nice little bonus you get is that you can catch your enemy from the brush when they go for wraiths or top lane.
And the usual ward for the other side of the lane. Also reveals everything you need to reveal for that side.
Note: When laning on purple side, make sure to mirror those ward spots rather than copy them.
Tricky lane. Has a nasty burst combo if she lands her charm and is pretty much impossible to kill when her ultimate is up. Always be on the move in this lane. Be unpredictable. Try and poke her as often as you can but make sure you're always protected by a creepwave so you can't get hit by her charm.
Suggested item order:
Suggested ability sequence:
Straight forward matchup. Make sure you stay far enough away from her so it's easy to dodge her Q's. When she hits level 6, keep out of her
Suggested item order:
Suggested ability sequence:
This lane is a skill matchup with a slight edge to
Suggested item order:
Suggested ability sequence:
You shouldn't have too many issues winning this lane. Early game you can zone him with auto attacks while shielding his Q's. At level 6 you can continue poking him, when he wants to go offensive with his rift walk, you can shield yourself before the silence hits, absorbing a lot of his burst and then retalliate with even more damage.
Suggested item order:
Suggested ability sequence:
Not much to say. Easy lane to win, just go very aggressive. Make sure to ward well because
Suggested item order:
Suggested ability sequence:
Farm lane. Just make sure you stay far enough away from her so she can't land her
Suggested item order:
Suggested ability sequence:
Suggested item order:
Suggested ability sequence:
Matchup that is hard, but far from impossible. Be very cautious of his potential burst and make sure to get a lot of magic resistance. Whenever he misses one of his cages, you have some time to poke him as he is quite reliant on that to hit. Get
Suggested item order:
Suggested ability sequence:
Difficult lane because
Suggested item order:
Suggested ability sequence:
Landing a good ultimate can be tricky and you should always look to cast it on multiple high priority targets. A good way of doing this is having one of the earlier mentioned champions in your team with whom you synergize well, have them initiate while your ball is on them and then use your ultimate on whoever gets caught.
If you don't have any kind of setup for your ultimate, try and wait for the perfect moment while poking them with your other abilities. Once you see 3~ of them bunched up, strike! Don't hesitate or you might miss it due to its cast time.
Teamfights can get pretty chaotic, so always remember the following priorities:
- Land your AoE skillshots on as many squishy targets as possible
- Land your burst on enemy carry
- Protect your own carries with both a shield and speedup or whoever else is being heavily focused
- Protect yourself
Another important thing is positioning. You do not want the enemy team to focus you because if a melee bruiser or assassin connects to you, there's not much you can do. Always make sure you're in the back of the team and use your high range to its fullest.
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