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Build Guide by chapels

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League of Legends Build Guide Author chapels

Orianna: AS/AP

chapels Last updated on June 2, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Mystical Vision
Presence of the Master

Utility: 21

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When people at riot said that they were making a very special champion, with completely different play style and different mechanics i thought that it might be intersting. I bought her the day she was launched and have been trying to play with her... First i tried standard caster build, stacking AP and all, and it was ok... It's powerfull and all, but i think that its just not taking all that she can do. So i started thinking and noticed that her passive was preety intersting... A precentage AP in auto-attack (20%) is very nice boost, when you have 500 AP... What if you could take very good damage with your standard abilities and very good damage with auto-attacks!? Thats nice... In that case you are unloading more damage... Throwing in some attack speed and we have!? A range carry dps caster...

If you think this makes sense too, stick around and try the build... It may not be the best, but its damn intersting to play with...

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Pros / Cons

- Good farmer
- Good harasser
- Very good support
- Very good damage output
- Its funny to throw balls at other people

- Can suffer in the begining if pushed by two very strong pushers
- Build lacks of mana (solved with blue buff)
- No slowing method besides little dissonance slow (solved with red buff)
- Not funny to walk around looking like lady gaga!

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Now, i think this part is quite easy to explain.

Greater Mark of Insight for magic penetration, wich is very usefull the entire game...

Greater Seal of Replenishment for the mana regen boost wich is very usefull because she is very mana hungry early on...

Greater Glyph of Potency for AP boost early on.

Greater Quintessence of Insight. Now here i prefer the extra magic penetration, however you can switch these with flat health quintessences... Its really your call.

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Now, here's where the thing gets intersting!

I start with an Amplifying Tome and an health pot. Now, if you dont feel confident about your gameplay or if you like to play very agressive, you may wwant to take Doran's Ring. The health and the mana regen allow you to be agressive, take some chances and harass more early game.

After i get about 1900 gold i go back and get mejai and boots... Now from now on its very important that you dont die. The reason that i put mejai in this build is because if you build these items, you will be very weak till mid game... The mejai, if you play well, will boost your power until you get the necessary items to stay strong.

After that i build malady for very good attack speed increase as well as some AP. After you get ginsoo's and get some stacks on your mejai, you can see your damage output is starting to grow.

Nashor's tooth will give you the final AP, attack speed, cooldown reduction and mana regen! After you get this items, your core build is complete and you are now unleashing some preety good damage, both by abilities and by auto-attack.

With this 4 items, depending on how good your stacks are, you get around 400/500 AP wich is more than enough, i think.

Now, after that, its really your choice to see what you wanna get. If you get focused you can go for Banshee's, you can buy rabadon for extra AP boost, you can buy Gunblade if you want some spellvamp and lifesteal or you can even get madred's... I prefer to build madreds or the gunblade...But its really your choice!

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Skill Sequence

I start by maxing out Command: Attack for obvious reasons... This is your main harrassing tool, along with auto-attacks, and is one of the main damage abilities you have.

Now here is where there is a little change in other builds... I max Command: Protect before Command: Dissonance. Why?! If you're going to be auto-attacking enemies, you must have a really good defense in case they try to push you over... Her range isn't all that great! So when they try to counter harass you, you have a very good defense to back you up. If you think you want the damage from dissonance, you can try to split the levels between the two abilities... your call, once again.

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Summoner Spells

I take clarity, because early on she is very mana hungry, and i like to stay in lane as long as i can. Since i dont like to be forced out of lane because i dont have mana, i do prefer to get this summoner spell.

Flash for obvious reasons... Flash in to pursue, flash out/dissoncance to escape... Etc...

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Here i'll just leave some tips...

I usually combo Command Attack, followed by Shockwave and Dissonance and throwing the ball protecting your carry or tank (whoever is getting focused). Another way to do it is to have a good initiator in team (Malphite, Xin Zhao or amumu) and cast Protect on him, so he can initiate and then combo Shockwave and Dissonance for the CC and damage. After you do this you can auto attack anyone and stay focused on the cooldowns so you have your ball moving and dealing as much damage as you can.

If you are alone, facing 1on1 another champion i wouldn't advise using your ultimate... You can use it if you are in a pinch, however auto attacks and protect, dissonance and attack should be enough for the kill. Remember, your ultimate isn't awsome because of the damage, but because of the effect...

Now you should always ask your team and junglers if its ok to take the blue buff or the red. If they agree, then take the buff and say thanks. Good manners never made anyone play bad. Being rude on the other hand... :) You know what i mean!

Hope you liked it... I think this build is still very incomplete, but you can ask me and comment so we can all make it better. I would apreciate it... Thanks everyone.