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Spells:
Ignite
Flash
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
Introduction




NOTE; I like to play Orianna as a tanky mage who can do some sweet damage, while still being able to fall into a support role when needed. If you're looking for a full-support build, I'm sure you kind find one elsewhere on this site. :)
-Great Farmer
-Lots of Utility
-Very flexible
-Great Solo mid
-Low cooldowns
-A buttload of AOE
-Great harrasser
-Fun to play
-Nice damage (When built right)
-An AWESOME shield
-She's a freakin' robot
CONS
-Hard to play
-Has mana problems early
-Requires a decent team to preform well
-Falls off a bit late game
-Does not have the power to enslave humanity
9

These are great on any mage. The magic pen is never a bad thing, and these marks will help you throughout the course of the entire game.
9

These are sweet on any mage who has mana problems early and mid game, if you're running these runes, your mana problems should be minimal by mid game!
9

These runes are very solid for almost any mage. They give you a nice AP boost into the late game, and can make the difference between a low HP enemy and a dead one. You really can't go wrong with these runes.
As for quints, you have several options, it all depends on what you're looking for throughout the game.
3

The AP boost from there runes are awesome, it really helps with harassing and picking up kills early on, and continue to be useful through to course of the game. Pick these up if you like to play agressively in lane.
3

These runes give you some nice flat health, which can help you stay in lane and gain an advantage over your opponent since you can trade harassment more often with more HP. Jungler will also be reluctant to gank a beefy enemy, so there's that as well.
3

With these runes you have greater mobility throughout the game. You can get to that dying tower a bit faster, chase down that low HP opponent a little easier, or get away from a gank quicker. These are good runes to have, take these if your positioning is less-than good from time-to-time because they can really be a life saver.






ALTERNATIVES

A viable alternative to



This is a great summoner spell, you can use it so push a lane, save a tower, set up a gank, or just to get back into the action ASAP. If you like this SS, by all means take it, because it'll probably help your team in the long run.

This is a great SS, and I generally don't like going into a game without someone on my team having it. It is like a free ward on a low CD that can be placed anywhere on the map at any given time. However, this is normally taken by the support, and since I don't play


This is a pretty underrated passive in my opinion. While you generally won't get too much use out of it in late game since you'll be mostly staying far out of auto attack range, it can be an amazing little bonus during low levels while you harass your opponent in lane. I can't count the number of kills this has helped me pick up by simply knowing when to poke my opponent after a quick Q=W combo.

Range: 925
Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds
Cost: 40 / 45 / 50 / 55 / 60 mana
Magic Damage: 60 / 100 / 140 / 180 / 220 (+0.6 per ability power)
This skill is nearly always the start of any combo you can pull off with Orianna. It does decent damage, considering it's mostly used to get your Ball into position, and it has a very low cooldown at max level so your Ball will literally never be standing still. I choose to max this skill out last, since it doesn't get any bonus from leveling except for CD and damage.

Cooldown: 9 seconds
Area of Effect: 250 (estimate)
Cost: 70 / 80 / 90 / 100 / 110 mana
Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.6 per ability power)
Movement Speed Modifier: 25 / 30 / 35 / 40 / 45 %
This ability is really amazing, and it is the one I choose to max out first. It is a nice AOE nuke, that can, on top of taking away a quarter of multiple enemy's health, speed up a teammate or slowdown an enemy, and if placed well can do both at the same time! It is amazing for harassing someone down to low enough HP that your full combo can finish them off, but it is also an awesome utility ability than can help yourself or a teammate escape from certain death. I really can't say enough about this ability, use it well!

(Active): Orianna commands her ball to fly to and attach onto an allied champion, dealing damage to enemies it passes through and shielding the allied champion when it arrives for 4 seconds.
Cooldown: 9 seconds
Cost: 60 mana
Range: 1000 (estimate)
Shield Strength: 80 / 120 / 160 / 200 / 240 (+0.6 per ability power)
Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.45 per ability power)
This amazing shield has saved the lives of myself and my teammates multiple times and will continue to do so for as long as I play


Radius: 400 (estimate)
Fling distance: 250-350 (estimate)
Cooldown: 120 / 105 / 90 seconds
Cost: 100 / 125 / 150 mana
Magic Damage: 150 / 225 / 300 (+0.7 per ability power)
This ultimate is what makes



ABILITY COMBOS AND USES


This is your most basic combo, and will probably be the one you use the most throughout the course of the game. This combo allows you to get some nice damage off on your opponent, as well as slowing them and positioning The Ball for more damage and different combos. Learn to time and place this right, and you'll be on your way to learning some of



This a very basic combo used for farming and if placed correctly, harassing your opponent twice, while shielding yourself or a teammate. When placing your Q, be sure to try to place it a little behind your opponent, so that you can force them and any creeps in The Ball's path to take damage as you shield yourself from your opponent's attacks.


This simple combo is quite simple to pull off, and can save the live of whomever you decide to use it on, yourself, or a teammate. You simply need to place The Ball on yourself or a teammate, protecting them from damage while giving them additional Armor and Magic Resist, and then immediately activate your W to speed yourself or your teammate up, while hopefully damaging and slowing your opponent down, should they choose to chase.


This combo, post-six can be used to land your Ultimate on multiple opponents for some sweet damage, or to pull a fleeing/chasing enemy away from/towards you.


This combo is sort of situational in the sense that it can only be used to full effectiveness with certain champions on your team. For example if you have a Katerina on your team and she





This combo can do some sick damage at all levels, if used correctly. With this combo you want to try to place The Ball slightly behind your opponent, just in range to hit them with your W, before dragging your ball back to yourself with your E, hitting them for even more damage. If you can learn to perfect this combo, the rest of





This is easily your most damaging combo in the game, and if executed properly can net your team an extremely easy Ace on the other team, freeing you up to take


Off the hop I usually pick up a







Regardless of what I chose to start with, I usually try to pick up a Catalyst The Protector on my first time back, and at least my


After farming up a bit more, and hopefully picking up a couple of kills, I usually back again to pick up my


The next time you have a large sum of money you should back to pick up your

If the enemy team has a decent amount of magic damage, and have learned to start focusing you in teamfights, you'll probably want to rush your



ALTERNATIVE ITEMS

This is a really good, yet underrated item. It gives you some good MR, and AP, while reducing the MR of all nearby enemy champions. Feel free to pick this up instead of a


This is a solid item on any caster, it gives you a nice chunk of AP, Armor, and comes with a great active that makes you untargetable for a couple of seconds in team fights, it can really be a life saver if you're having trouble staying alive in team fights.


Either of these options can be taken instead of your cooldown boots, if the other team gets early MR, or has lots of CC. Go with what you're comfortable with.

This is a great situational item that you can pick up in certain team comps, instead of your



If the other team has allot of auto attackers this is a great item to pick up as it gives you great mana, armour, and CDR, while at the same time reduces attack speed of nearby enemy champions by 20%. I fell in love with this item a long time ago, and will pick one up anytime I see 2 or more auto attackers on the enemy team.
I like to go solo mid with

After a few of these bursts of aggression, and a level or two, you should be ready to pick up your first kill. By now you should be level 4-5, and have one point in your E. Assuming you've been harassing correctly you should be able to net a kill with a quick Q+W and Ignite combo. Auto attack as needed to pick up the kill, if by some miracle your opponent lived, but was forced to back, take advantage of his absence to get further ahead in EXP and Gold. If you missed out on an early kill, don't be discouraged, you'll be picking it up as soon as you hit level 6. So keep farming, and feel free to back if you have enough for your Catalyst The Protector.
Continue to bully your lane opponent, and abuse the amazing range of your Ball until you hit 6. Once you hit 6 and have leveled your ultimate, you're ready to start picking up kills whenever it's off cooldown. Harass your opponent with a quick Q+W combo, then back off and act a bit passive. Then as soon as he gets overconfident and attempts to farm some creeps, you'll hit him with your Q+R+W combo, top it off with your ignite and you have netted yourself a kill. At this point you should back and buy, and start looking for places to gank, because soon enough a tower is going to be pushed, or there will be a team fight at Dragon, and you want to be as built as possible when that happens.
MID-LATE GAME
This is when

IN TEAM-FIGHTS
This is what

Always keep The Ball moving, Q here, W there, E over there. It makes a HUGE difference, never let your Ball remain idle, but try not to get tunnel vision and lose track of your champion while you're controlling The Ball! Focus on catching multiple people in your ult in team-fights, the AOE damage you dish out with your combo can easily bring everyone caught in your ult down to below half health. This alone makes you an extremely important member of any teamfight, deal your damage, shield your carry, rinse and repeat. If you're preforming your job properly, and abusing the slow from your Rylai's, nobody should escape your team's wrath, and you're well on your way to victory!

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