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Spells:
Flash
Ignite
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
Introduction
Hello and welcome to my first guide on MOBAFire! I am demonstrating how I play my favorite champion, Orianna. Most of the League of Legends community plays Orianna as either AP mid (most popular) or support (slightly less popular). In this guide, you will learn how to play her like a Teemo, yet better than Teemo himself. You will be able to wreck almost anyone just by right clicking, even enemy AD Carries! Please read the whole guide and get ready for the most fun you will ever have on Orianna!! :D
Here's where it gets a little weird. I go with some pretty mixed up runes that seem to work better than anything else I have tried. With one attack speed quintessence and the rest health, this gives a perfect balance of survivability and damage output. Combined with your 9 Greater Seal of Attack Speed and a Dagger, this adds up to exactly +25% attack speed and +52 health, which makes for a pretty potent early game. Your Greater Glyph of Scaling Ability Powers will make sure you scale into the late game with quite a bit of AP since around the mid game you will be focusing more on AS. Finally, the reason you get 3 Greater Mark of Precision and 6 Greater Mark of Magic Penetration is because you need the Armor Penetration to do more damage with the your auto attacks begin game (Pre-Malady) and you need the Magic Penetration to do more damage with spells and your passive.
23/4/3. Why?
- 23 in Offense: AS, CDR, and AP are absolutely perfect for this playstyle.
- 4 in Defense: Resistances galore! Great compensation for how squishy you are, just like your health Quints.
- 3 in Utility: Although 3 in Good Hands is optional, let's be honest here: dying sucks. The longer you stay dead, the more it sucks. As Orianna, you will be very very squishy and 95% of the time you will die at least once in a game. If you don't mind waiting about 6-20 extra seconds dead per game, then I suggest Expanded Mind because mana is definitely an issue.
Core Build:
Item Sequence
Health Potion
50
Dagger
300
Malady
2035
Berserker's Greaves
1100
Ionic Spark
2100
Stinger
1100
Nashor's Tooth
3000
Fifth Item:
Item Sequence
Madred's Bloodrazor
3800
Last Item:
Item Sequence
Lich Bane
3100
Rylai's Crystal Scepter
2600
Rabadon's Deathcap
3600
Max your
the most and your
second. This gives you an overall advantage when it comes to one-on-one's, saving yourself/an ally, and getting somewhere/away from somewhere.
An alternative could be maxing your first then second for better harass when not auto attacking, but you and your teammates have a much greater chance of dying, so I do not recommend that. Otherwise, always get your ultimate whenever you can.
An alternative could be maxing your first then second for better harass when not auto attacking, but you and your teammates have a much greater chance of dying, so I do not recommend that. Otherwise, always get your ultimate whenever you can.
What I Use:
If you need that true damage to help kill a tank or to finish someone off before retreating, Ignite is the spell for you. Another reason to grab Ignite is because it shuts down an enemy ADC from lifestealing all of your health away in a 1v1 encounter.
Alternatives:
This can also shut down an enemy ADC's damage to anyone and provide a crazy slow. Use this if you are more used to it.
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