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Orianna Build Guide by SlenderTown

AP Carry Orianna - Clockwork Windup Build

AP Carry Orianna - Clockwork Windup Build

Updated on October 2, 2012
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League of Legends Build Guide Author SlenderTown Build Guide By SlenderTown 5,807 Views 7 Comments
5,807 Views 7 Comments League of Legends Build Guide Author SlenderTown Orianna Build Guide By SlenderTown Updated on October 2, 2012
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1
SlenderTown | October 2, 2012 10:22am
If you feel like those are comparable, then do whatever you feel like you should =] I have changed out clarity, and made it an option, instead of my recommended summoner spell.
1
throatslasher (248) | October 2, 2012 7:18am
I didn't downvote it because it's different. I downvoted it because it's beyond sub-optimal. and you go clarity.

I can go AD leblanc top and write a guide for it, doesn't mean it's good, and it sure as hell doesn't mean that people don't have the right to downvote it because it's different.
1
SlenderTown | October 1, 2012 10:58pm
I respect your strategy. I'm offering up a different one, that is fun and entertaining to play for me. I understand the usual AP carry, and there are plenty of builds out there for that. Please do not down vote my guide for not being a different guide =]
1
throatslasher (248) | October 1, 2012 9:15pm
I think it's a poor strategy. Instead of ulting to move them around, why not just one shot their backline with q>r>w? I'd rather burst for 1000+ damage rather than move them around so i can auto attack more.
1
SlenderTown | October 1, 2012 4:24pm
Thanks for your comments!

In response to That Trev Person, thank you for your coding help. I was wondering how all that was done =]
Your mastery, rune, summoner spell and item suggestions sound very viable and interesting, and I will try them out and let you know what I think and like better. Thanks for your very helpful feedback! I will add a chapter with my responses as soon as I get a chance to test that all out.

In response to throatslasher. I understand the role of an AP Carry, this guide is an alternative route to play this role. If you are able to effectively place your ball in such a way to force your enemies out of position, I have been able to drag the enemy carries into the fray with my ultimate, giving me and my team an opportunity to secure the kill. What are your thoughts on this strategy?
Also, thank you for the tip on spell vamp! I will try out a few different quintessences and let you know what I think and which ones I like best. You also have very viable mana solutions, and I enjoy your opinions. I like to rush my rod of ages to get the 10 minutes of stacks in ASAP, but if you let me know when you would purchase that chalice or catalyst I would be happy to test them out and let you know my thoughts!

Thank you both for the comments!
1
throatslasher (248) | October 1, 2012 11:42am
Voted -1
Hi! I'm a plat elo mid player and I consider orianna one of my mains. Here are the reason your build is not viable:
1. On-hit orianna is foolish. Once you get to a point where you finish your malady/wits end, you do NOT want to be auto attacking. Orianna's main function is aoe damage and disruption. I appreciate that you do a lot of on-hit damage, but you'll be auto attacking their bruisers/front line exclusively, and they'll have a lot of magic resist and armor to make your auto attacks count for nothing. It's better to go AP and use your spells to EXPLODE their carries with AoE damage and CC.

2. Spell vamp is terrible on orianna. There is a hidden thing about spell vamp: It only gives you 1/3rd the healing if you use an AoE ability. And orianna is 100% aoe, means that your 6% starting spellvamp is actually 2%. It's not worth throwing away all your quints lots for 2% spellvamp, much less wasting 2500 gold on WotA.

3. Clarity is awful. Clarity does not help your team, it doesn't even help you. Orianna is not very mana hungry, compared to other champs. An early game chalice will solve all of her mana problems. Or catalyst. Or 2 dorans rings. If you don't go ignite, you lose ALL of your kill potential in lane.

"Nobody can tell me that me that they will never find themselves in a round where they need their abilities to farm, and cant always hold themselves at high enough mana to escape a true gank"
I can. Because I go chalice, instead of malady. I also enjoy the occasional blue buff. I use flash to escape ganks, or protect+speed up, which isn't very mana intensive.
1
That Trev Person (77) | October 1, 2012 11:14am
No vote for now, and this is my reasoning behind it.

You don't take spell penetration boots, Sorcerer's Shoes. Extra spells from the CD reduction boots are far inferior if they enemies are building magic resistant. If you really want CD reduction, consider Deathfire Grasp, since it adds huge burst with his active and has been buffed in the last couple months.

Don't build attack speed on Orianna. Yes, it synergizes with her passive, but if you calculate it out, you do farm more burst damage if you build full AP. With Orianna you want to burst your enemy down while causing HUGE AoE disruption. It is the AD carry's job to provide consistant damage, which is why they build attack speed. Mainly, I use Orianna's passive to outtrade other APs in the early game. Since all APs rely on their spells for damage, and they don't have so many points in those early game, you can literally outtrade nearly every AP by trading spells and then autoattacking them in between and afterwards. Just something to consider.

Havoc is a poor mastery. It adds very little to damage and the returns for your mastery points is very small. Say you're ultimate does 500 damaage to each target it hits. With the three points in Havoc , it now does 507.5 damage to those targets. Very small and not worth it. You can put those points in either Butcher or Brute Force for increased farming ability and much better auto-attack harass.

Clarity is considered somewhat of a beginner spell for people learning to manage their mana. Consider Ignite for massive lane dominance, and be more careful about wasting mana. Try taking those points in Butcher and practice minion farming with your auto attacks by waiting until their health is low before hitting them with that last attack. A similar thing goes for Greater Glyph of Mana. The optimal rune for that slot is Greater Glyph of Scaling Ability Power for increased late game DPS.

Try these codes for your guide (Take out all underscore _ so that they code):
[_[Name of character, item, ability, etc]_] = Orianna, Command: Attack, Rod of Ages
[_icon=Name of character, item, ability, etc size=60] *You can give it almost any size you want, 60 is an example. =

Also, concerning Clarity, I have a suggestion. Greater Seal of Ability Power is far from optimal since they have low returns and are a secondary rune. Replace these with greater seal of replenishment which are a primary rune for that slot and very powerful in terms of eliminating early game mana problems.

GL
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