Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x
![](/images/avatars/caitlyn.png)
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
![](/images/mf-thumb-icon.png)
I didn't like this Guide
![](/images/mf-thumb-icon.png)
![](/images/mf-thumb-icon.png)
![](/images/mf-thumb-icon.png)
![](/images/guides/vote-popup-heart.png)
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Flash
Teleport
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
Introduction
![](/images/spacer.png)
Why do I love Orianna? Besides the fact she sounds very similar to one of the cute little turrets from Portal? How about controlling a slightly- disturbing giant mass of metal and destroying your enemies with that, all the while frolicking like a ballerina? How about being able to carry, support, and 1v2 in many instances, and do so decently all with the same build? How about that wonderful ult, capable of flinging escaping enemies back into your allies, while dealing a nice chunk of damage at the same time, and then immediately hitting your w to slow them all down? Did I mention the ball gives a passive AR and MR resistance to whatever ally it's attached to? And that you can cause them to gain a temporary shield at the same time with it? Read on, if any of this interests you. :D
Summoner Spells:
If you're a generally aggressive player (meaning with Orianna you'll get closer than you ought), pick
![](/images/spacer.png)
![](/images/spacer.png)
If you're doubtful, like to hang back more, or don't trust yourself to control your mana, pick
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Abilities:
Max
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Strategy:
Early on,
![](/images/spacer.png)
The Mastery build is a pretty basic 9/0/21 build. The points between
Expanded Mind
,
Meditation
, and
Good Hands
can float around a bit without much effect, I've noticed. Not much else to say, really.
I'll admit, I suck with runes. My rune suggestion is probably not the best, and gives nada in anything like durability or mana control. I realize I'm suggesting not to get a chalice AND not get MP5 runes, but honestly, with a single potion I can usually make it to the 7 or 8 minute mark before I'm OOM, and I usually need to go get my items then, anyway. Feel entirely free to suggest other runes (preferably with an explanation why they're better), and if it makes sense, I'll probably list them as an alternative if not as the main set. Right now it seems pretty clear: increase your damage through straight AP and MPen. If you look at the calculations below, that 14.22 MPen is absolutely delicious. Most champs start at around 30 MR, and you over halve that between your runes and your
Archaic Knowledge
. I'm personally a fan, but I repeat, I suck with runes.
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
I'll admit, I suck with runes. My rune suggestion is probably not the best, and gives nada in anything like durability or mana control. I realize I'm suggesting not to get a chalice AND not get MP5 runes, but honestly, with a single potion I can usually make it to the 7 or 8 minute mark before I'm OOM, and I usually need to go get my items then, anyway. Feel entirely free to suggest other runes (preferably with an explanation why they're better), and if it makes sense, I'll probably list them as an alternative if not as the main set. Right now it seems pretty clear: increase your damage through straight AP and MPen. If you look at the calculations below, that 14.22 MPen is absolutely delicious. Most champs start at around 30 MR, and you over halve that between your runes and your
![](/images/spacer.png)
Recommended Spells:
Flash
Teleport
Clarity
Yes, there are three I would recommend. The reason for this is threefold: Orianna has no true escape/closing the distance method, so Flash is wonderful. With her low speed and no abilities to really boost it, flash can make all the difference. Teleport uses this reasoning as well: long distances in short amounts of time, simply. Clarity, I personally don't use, but I strongly recommend it for anyone who spams abilities too much-- If I try, I can run out even in endgame, so it has it's uses. Just be sure to move a point over to improving it's effect for your allies' benefits, yeah?
Optional:
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Please Don't Use These:
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Abilities:
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Early Game:
So first of all, you should get B1HP1MP. I personally find that since I can keep distance so well between her abilities and the
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Mid Game:
After your early success, the general build goes
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Late Game:
After you already have at least
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Replacement items:
Depending on the enemy composition, you may want to switch out one or more items to better suit your needs. AD-heavy team, ganky, or lots of CC? You may get rid of the
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Note about
![](/images/spacer.png)
Many Orianna builds get Lich Bane, for both its great stats and unique passive. With Lich Bane, Orianna has the potential to do an even larger amount of damage all the way around, and move faster to boot. However, the problem with this is that she only has a 500 autoattack range, meaning you have to get 300 range closer than normal to be able to reap the passive's ability. I'm not saying it's a bad item, but the entire idea behind Orianna is that the ball does all the work while you're safely sitting at a distance, prepared to get a head start running if need be, due to your overall slow speed. Autoattack Orianna just doesn't work with this build at all, and I haven't actually seen one that has worked very well with a different build, either. I'd leave it to another character, personally.
Note about
![](/images/spacer.png)
I foresee many people criticizing my choice of using Tear. To which I retort, why? Orianna needs MP5 and a large amount of mana never hurts, and it later builds into her
![](/images/spacer.png)
![](/images/spacer.png)
Why I chose my items:
Making this build has been a lot of trial and error on my part. I have done many matches with many different combinations of items-- for a long time I was sure that
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Your AP does not cap out at 443.74. It maxes at 560.74 with
Archangel's Staff.
AAS Calc: 443.74+(443.74*.03)=560.74 AP
Theoretical Damage Per Ability at 18, Assuming 0MR:
Q:
Command: Attack220+(.6*AP) = 220+(.6*560.74) = 220+336.44 = 556.444 Theoretical Damage on first target
W:
Command: Dissonance250+(.6*560.74) = 250+336.44 = 586.444 Theoretical Damage
E:
Command: Protect180+(.45*560.74) = 180+252.333 = 432.333 Theoretical Damage
and 240+(.4*560.74) = 240+224.296 = 464.296 Theoretical Shield Strength
R:
Command: Shockwave300+(.7*560.74) = 300+392.518 = 692.518 Theoretical Damage
Damage and Spell Vamp Output Examples at 18, including 80MR:
Enemy has 80MR:
80-20(from AS)=60MR
60-20(MPen from boots)=40MR
40-14.22(MPen from Runes) = 25.78MR
25.78*.85(15%MPen from
Archaic Knowledge
mastery) = 21.91MR
21.91MR =17.97% Damage Reduction, or 82.03% damage received
Q:
Command: Attack556.444*.8203= 456.451 Damage Dealt and 456.451*.25*.33 = 37.657 Spell Vamp from first target
W:
Command: Dissonance586.444*.8203 = 481.06 Damage Dealt and 481.06*.25*.33 = 39.687 Spell Vamp per target
E:
Command: Protect432.333*.8203 = 354.643 Damage Dealt and 354.643*.25*.33 = 29.258 Spell Vamp per target
R:
Command: Shockwave692.518*.8203 = 568.073 Damage Dealt and 568.073*.25*.33 = 46.866 Spell Vamp per target
Damage Per Mana Cost, Single Target
Q:
Command: Attack 456.451/60 = 7.608 Damage/Mana
W:
Command: Dissonance 481.06/110 = 4.373 Damage/Mana
E:
Command: Protect 354.643/40 = 8.866 Damage/Mana
R:
Command: Shockwave 568.073/150 = 3.787 Damage/Mana
![](/images/spacer.png)
AAS Calc: 443.74+(443.74*.03)=560.74 AP
Theoretical Damage Per Ability at 18, Assuming 0MR:
Q:
![](/images/spacer.png)
W:
![](/images/spacer.png)
E:
![](/images/spacer.png)
and 240+(.4*560.74) = 240+224.296 = 464.296 Theoretical Shield Strength
R:
![](/images/spacer.png)
Damage and Spell Vamp Output Examples at 18, including 80MR:
Enemy has 80MR:
80-20(from AS)=60MR
60-20(MPen from boots)=40MR
40-14.22(MPen from Runes) = 25.78MR
25.78*.85(15%MPen from
![](/images/spacer.png)
21.91MR =17.97% Damage Reduction, or 82.03% damage received
Q:
![](/images/spacer.png)
W:
![](/images/spacer.png)
E:
![](/images/spacer.png)
R:
![](/images/spacer.png)
Damage Per Mana Cost, Single Target
Q:
![](/images/spacer.png)
W:
![](/images/spacer.png)
E:
![](/images/spacer.png)
R:
![](/images/spacer.png)
You must be logged in to comment. Please login or register.