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


When you follow this guide, you won't end up with 800AP and oneshooting enemies, you will more likely have a nice amount of survivability, which you normally need as an AP-Carry. In my opinion










My Runebuild is nothing very special on a caster: For Marks I take the one and only choice for an AP-Carry:
Gives you a nice amount of MPen right from the start. Extremely useful Earlygame, but falls off a bit lateron. Due to the fact, that Runes are most helpful in the beginning and we build some more MPen later, this is no big Problem.
In the current Meta you will most likely face another Caster in Mid, which makes Magic Resist the first choice in Glyphs. Also very important, because
Banshee's Veil is going to be our only Item, which provides MRes.

Gives you a nice amount of MPen right from the start. Extremely useful Earlygame, but falls off a bit lateron. Due to the fact, that Runes are most helpful in the beginning and we build some more MPen later, this is no big Problem.

In the current Meta you will most likely face another Caster in Mid, which makes Magic Resist the first choice in Glyphs. Also very important, because

greater seal of replenishment
These Seals grant a decent amount of Mana Regeneration, which will be a big issue in the first seven or eight minutes. The Summoners, who prefer to start with
Meki Pendant, can replace these by Life/Level or Armor Seals, but because we start with Boots and will have Blue from the seven Minute mark we don't really need the additional ManaReg.
These Seals grant a decent amount of Mana Regeneration, which will be a big issue in the first seven or eight minutes. The Summoners, who prefer to start with

My Materies are also not too special. I go 21/0/9 with my offensive Points in Ability Power, Magic Penetration and Damage. I also take the Point in
Summoner's Wrath
, because I have
Ignite as Summoner Spell. In Utility Tree I run Mana, ManaReg,
Summoner's Insight
for the lower Cooldown on
Flash, the little bit of Movementspeed and most important, the increased Buffduration which will help us a lot with spamming Abilities.
You maybe may ask yourself now, why I don't go into the Defense Tree when I said, that this build would concentrate on survivability. Yes, it is right, that survivability is focussed in this build, but we are no tank! When focussed even the defensive Tree won't help us. Additionally, the offensive Tree strenghtens our Shield, which helps us way more than the Lifeboost from the Defense Tree.




You maybe may ask yourself now, why I don't go into the Defense Tree when I said, that this build would concentrate on survivability. Yes, it is right, that survivability is focussed in this build, but we are no tank! When focussed even the defensive Tree won't help us. Additionally, the offensive Tree strenghtens our Shield, which helps us way more than the Lifeboost from the Defense Tree.
My Summonerspells in nealry 95% of my Oriannagames are
+
Flash is and overall useful Spell, you will find yourself using it to close the gap to an enemy, hop over walls, get away from ganks, etc. Even after the nerf the best Summoner Spell in my Opinion.
Ignite is also a nice spell, dealing true damage(!) to your enemies. One of the safest ways to finish of a running low-health-enemy, because there are not many ways to survive it (in Top- and Mid-Lane there won't be many ways to heal and
Cleanse is rarely seen).
Teleport is the only alternative I see for
Orianna, and this only in the case that you have to go Top. With her
Command: Dissonance she can change lanes quickly enough for a gank and doesn't need to teleport in.
Command: Dissonance is also the reason, why
Ghost is not that helpful on
Orianna, it just works as a built-in
Ghost.
All the other Summoner Spells are either useless on an AP-Caster or just fall off the longer the Game goes (
Clarity).













All the other Summoner Spells are either useless on an AP-Caster or just fall off the longer the Game goes (


Orianna's basic attacks deal 5 / 10 / 15 / 20 / 25 / 30 (+0.2 per ability power) bonus magic damage. Subsequent attacks against the same target within 4 seconds deal an additional 15% magic damage. This bonus stacks up to 3 times.
This Passive is one of the less useful Passives in the game. Your Autoattacks do extra magical damage, which makes Lasthittig a breeze, but as a Caster you should never be in the situation to trade Autoattacks with your Opponent. If you think you can harrass with one or two basic attacks without taking any damage you can walk in, but don't risk to take a


Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds
Magic Damage: 60 / 100 / 140 / 180 / 220 (+0.6 per ability power)
Definitely your most important ability. Not because of damage (which is obviously not high) but because this positions your ball at a set place for the next seconds. The cooldown seems low, but it can feel like years until you can move your ball again. The difficult thing about the ball is, that depending on the distance between his current and his new position it needs different amouts of time. I would highly recommend not to let it travel to big distances, because it moves very slowly and can easily be dodged. This is also a great ability to scout brushes, as the ball provides sight. Learn to place your


The pulse leaves behind an energy field for 3 seconds, lowering enemy movement speed and increasing ally movement speed for 2 seconds. This effect diminishes over time.
Cooldown: 9 seconds
Magic Damage: 70 / 115 / 160 / 205 / 250 (+0.5 per ability power)
Initial Movement Speed Modifier: 20 / 25 / 30 / 35 / 40%
For me,




Bonus Armor & Magic Resist: 10 / 15 / 20 / 25 / 30
(Active): Orianna commands he ball to travel to and attach onto an allied champion, shielding them for 4 seconds. Enemies the ball passes through along the way are damaged for 75% of the shield value.
Cooldown: 9 seconds
Shield Strength: 80 / 120 / 160 / 200 / 240 (+0.4 per ability power)
Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.3 per ability power)
This is one of the best Shielding Abilities in the game. The Shield itself is already pretty strong but the best about it is the bonus armor and magic resist that it applies to the champ which carries the ball. That means, even after the shield is popped or timed out you have up to 30 armor and magic resist for free! Whenever the opponent comes in for harrassment you put your shield on yourself and either punish him for coming too close or back away without taking any damage.
The damageoutput of this ability is prety low, but normally it isn't any source of damage for you. If you aim perfectly you can




Cooldown: 120 / 105 / 90 seconds
Magic Damage: 150 / 225 / 300 (+0.7 per ability power)
This Ultimate ist just Trololo. Again it might not seem like too much damage, but the utility it provides is just incredible. In a Teamfight you just fling the enemy team together on one point to totally disrupt their positioning and prepare them for AoE-abilities. Also very useful to stop these nasty chanelled high-damaging abilities like



Lets do some Maths now: At Level 18 you should have about 500 AP with this build. In a teamfight you want to catch at least 4 members of the enemy team in your Ultimate. Letsassume, that you



This is 300 (+ 0.7 per ability power) + 250 (+0.5 per ability power) (+ eventually 220 (+0.6 per ability power) from your

All in all my Skill Sequence is
>
>
>
There are a few exceptions: I usuall start with
Command: Protect, to give my jungler a nice shield at blue and so giving the possibility to gank with more health than he normally would have.
Orianna also has the problem in earlygame, that the manacosts are just to high to canstantly harrass from Level 1. Therefore you wouldn't be in the position to start to harrass with you
Command: Attack, even if you picked it as first Skill.
The reason for which I take
Command: Attack over
Command: Dissonance ist fairly simple. You need the increased CD from the high-level
Command: Attack to have the possibility to hit your W. It really doesn't help you if you have to wait on and on until
Command: Attack is off CD to hit with
Command: Dissonance. Another Point is, that
Command: Dissonance has very high manacosts, which would force you to go back too soon.
Of course, this sequence is not set in stone. If your jungler wants to gank mid you can also take another point in
Command: Dissonance to get a stronger slow. If you get shut down hard level up your shield earlier. Skill Sequence is always situational so think what would be best for the moment.




There are a few exceptions: I usuall start with



The reason for which I take






Of course, this sequence is not set in stone. If your jungler wants to gank mid you can also take another point in

Starting Items




Your normal choice should look like this: It helps you do dodge any kind of skillshots, you have a nice amout of survivability and in combination with





A very unconventional start and only recommended if you don't expect to take much damage. Viable against matchups like





Core
catalyst the protector->->->

Your main objective is to get catalyst the protector as fast as possible, because it gives you a decent amount of health and Mana. The Regeneration at Level-Up will let you stay in Lane as long as you want without having the necessarity to go home. Strictly run to build it in a


After finishing the


Why





Mid-/Lategame-Items

The


After Rabadon's we want to build up some defense to survive the Teamfights which should start right now.






A wild





If the game went so far even the biggest ****** has built some magic resistance to couter the metal lady. U mad bro? We just build a


Why don't you take...?







WotA is one of the most cost-efficient items for casters and it can really work nice on













Great Item on the majority of Casters. Gives a huge Healthboost, great AP and that cool passive that slows everything you hit.







Start with
Command: Protect and pull Blue for your Jungler and shield him, then go to lane. The first 3 Levels you should try not to use any spells if possible, it just drains your Mana way too fast. A few safe autoattacks can have the same effect, but make sure to stay safe when attacking your opponent. When your Jungler comes for wolves or Wraiths do him the favor and just go back a few steps to shield him. This has two effects: A smart opponent will see, that your jungler is somewhere nearby and play very very careful, which can help you at farming for a short time. The other effect is, that your jungler will have enough health to set up an early gank. At Level 4 you can start with your harrass. Throw your Ball behind the enemy Minions right on your opponent. If possible, constantly poke him with your ball now. It's important, that you always try to keep the ball behind the enemy minions, because it does less damage, the more enemies it hits. Don't use
Command: Dissonance to harrass before you have Bluebuff! You won't have Mana after 4 or 5 Combos, which is deadly for you. If you think you can go in for the kill, throw your ball out,
Command: Shockwave him into your direction, cast
Command: Dissonance and
Ignite on him and finish with a few basic attacks.
At about 7 Minutes you are going to take Bluebuff (call your jungler to help you). From that point you are going to be a pain in the *** for every enemy. You can constantly poke and immediately shield yourself to negate any incoming damage.
Orianna can be one of the best zoners when played correctly. When you have put some pressure on your opponent, that he always walks back when you head his direction you can just position yourself between the at the side of the creeps and put your ball between him and the wave. He has the choice now to take damage from your ball when heading towards the creeps or miss a lot of CS.
Tip: It's always a good idea to put a ward in one of the river brushes. This is your "safe side", you don't need to be afraid of
Lee Sins jumping out of the brush. Because you don't have vision on the other river brush try to avoid this side. If you can afford it ward both sides, but especially in Early Game this can be very expensive.





At about 7 Minutes you are going to take Bluebuff (call your jungler to help you). From that point you are going to be a pain in the *** for every enemy. You can constantly poke and immediately shield yourself to negate any incoming damage.

Tip: It's always a good idea to put a ward in one of the river brushes. This is your "safe side", you don't need to be afraid of

Mid Game is where
Orianna begins to shine. Your Damageoutput will be great, farming is somewhat easy with your QW-Combo and you have great mobility to run around the map like a derwish. The main objectives in this Phase are Dragon and maybe even Baron Nashor. Know what?
Orianna is an awesome buffstealer. You can just position yourself on the other side of the wall and throw your ball inside. Due to the fact it provides sight and can't be removed, you will just see everything going on and maybe throw a well timed
Command: Shockwave followed by
Command: Dissonance to steal that drake away. If you have to use your Ult to secure the steal, that's woth it. The Cooldown is not that high with all the CDR we have. Most likely you will hit a majority of the enemy team and give them a shock to the face, either they decide to fight you at half health or they back away which gives you the possibility to push or even splitpush and destroy some towers.




One great deal about
Orianna is that even if you sucked pretty hard until now, you are going to be very important for the Team. You still can shield them, can haste/slow, your Ult still does it's job, where is the problem? You are even free to change to a full support by switching to more supportive Items. Everything is possible. Otherwise it's just about Teamplay now. Whoever relies on his personal skill now will just fail. Coordinate with your team, ward, ward, ward, just ward the whole map and victory will be yours.
Orianna falls back at damage at this point in comparison to the AD-Carries and Bruisers but unlike other AP-Casters, which can just get useless
Orianna still offers a bunch of utility to the whole team. I think I don't have to mention it, but stay with your team, push your lanes, NEVER FACECHECK BRUSHES and run for that damn Nexus.



Teamfights are the biggest strength of
Orianna. She can just blow up the enemy team with her AoE-Burst. Before engaging, make sure that your team is in position and everybody knows what he has to do. Then just wait for your or the enemy Tank/Offtank/... to engage, eventually put the shield on him and the fun begins. It's a bit tricky to figure out, when to Ult best. On the one hand, you want to do it as fast as possible, to give your team the early upperhand in the fight. On the other hand you want to catch at least 4 enemies in your Ulti. If you wait for the right moment too long, your team is already dropped to half health and starts to back off.
Keep your ball moving all the time. The more it moves, the more damage it does. But nevertheless the most important rule is to play safely. You are the one, who is able to rescue your running mates with your shield and haste/slow! So keep an eye on your positioning, chase when the enemies run, back off when you loose the fight and try not to die (pretty self-explaining, heh?;))

Keep your ball moving all the time. The more it moves, the more damage it does. But nevertheless the most important rule is to play safely. You are the one, who is able to rescue your running mates with your shield and haste/slow! So keep an eye on your positioning, chase when the enemies run, back off when you loose the fight and try not to die (pretty self-explaining, heh?;))
I also want to say something about Countering. In my Opinion, there is no specific strong counter for Orianna. Silence is not the best way to counter her, because her basic attacks are very strong and can easily trade back some damage and shield the burst of the typical Anti-Mages like
Kassadin or
LeBlanc. While she isn't countered by any specific champ she also doesn't hardcounter any other. Of course she can interrupt chanelled Spells like
Karthus
Requiem but on the other hand he can put out constant harrass with
Lay Waste, which is the most effective method, to shut down a
Orianna. I have most problems with very low CD-Mages like
Ryze,
Xerath (his Range is deadly to
Orianna) and especially
Cassiopeia. Generally everyone, who still can throw spells when the shield is timed out.










Well, if you made it till here you got it! I really hope, you enjoyed this guide, learned some new ways of using
Orianna and log in right now to try it. I would be really happy about comments, especially if you write me, what I could improove at this guide.
Tanks for reading, Flixiflott

Tanks for reading, Flixiflott
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