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



Why Orianna is Fun
All of


Items
-
-
: // Standard starting AP middle caster items. You can harass easily and dodge spells and ganks with higher MS.
-
: // Great for providing extra burst and extra damage to your auto attacks as well.
-
: // This build supplies you with necessary MR to be able to withstand burst from characters such as
Orianna and
Annie, as well as giving you mana regen to spam your skills in lane. Beware - this build severely lacks AP, if you want to have Magic Resistance without sacrificing too much of your burst, you can forego the
Chalice of Harmony and only get
Mercury's Treads, or play safe early on and pick up a Negatron Cape early on to build into an
Abyssal Mask or
Quicksilver Sash (if they have Suppression and are focusing you). Since you are not going ROA, you need to get
Chalice of Harmony so that you can farm appropriately in lane.
-
: // Adds a large amount of damage and utility to your kit with the damage absorbtion with her shield and overall just makes her really strong. I feel you can rush this item because
Orianna is naturally pretty hard to kill and kinda tanky with her shield too.
-
: // Gives you a good amount of magic pen to kill tanky foes quicker.
-
: // Finishing off her tankyness with dual armor and MR stats combined with her ball allow her to be very tank. She'll have lifesteal, dual resistances and a lot of damage so that she can utilize her passive auto attacks and not have to fear dying instantly.
Endgame Items
Skill Sequence Order
Clockwork Windup



Command: Attack


Her ball remains behind at the target location afterwards.
Cost
50 Mana
Range
815
Cooldown
6/5.25/4.5/3.75/3 Seconds
// This is the basis of all of

Command: Dissonance


The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 20/25/30/35/40% and increasing ally Movement Speed by 20/25/30/35/40% for 2 seconds. This effect diminishes over time.
Cost
70/80/90/100/110 Mana
Range
255
Cooldown
9/9/9/9/9 Seconds
// This is an amazing utility and poke ability. It can keep enemies from closing distance on you by creating a slowing zone, or it can create a gap between your opponents by speeding up yourself as well as nearby allies. It can be used for the damage as well when used in tandem with

Command: Protect

Passive: The ball adds 10/15/20/25/30 Armor and Magic Resist to the allied champion it is attached to.
Active:

Cost
60 Mana
Range
1095
Cooldown
9/9/9/9/9 Seconds
// This ability is really hard to wrap your head around just because it has so many uses. To really maximize its effects, you want to be shielding someone that's taking heavy damage then dive into the enemy team for the


Command: Shockwave


Cost
100/125/150 Mana
Range
410
Cooldown
120/105/90 Seconds
//


Runes
Greater Quintessence of Magic Resist
Greater Quintessence of Health: // On
Orianna, I play her differently than I would most casters. The reason to play
Orianna is late and mid game when you can use your ultimate to chain with your team composition. That is why I play a safer early game and go for defensive quints. Ive played with aggressive quints, but since the nerf, I've found its not worth it. Just play safe, farm and then wreck mid game.
Greater Mark of Magic Penetration: // The vast majority of
Orianna's damage is magic. You will want magic penetration marks for the best damage output. Even
Orianna's auto attack has majority magical damage attached to it.
Greater Seal of Scaling Mana Regeneration: // With
Orianna, I prefer taking mana regen so you can just farm in lane early game. As I mentioned before; I dont play
Orianna aggressive in lane. The only reason to take her is to synergize with her ultimate and go for late game. So I take runes that are for late game, not early game - the mana regen helps you farm easily if your being zoned. If you are going to build
Chalice of Harmony early on in the game, you can sub these out for HP/level runes to be tanky or for AP/level runes for more damage (or even Armor if you're up against a
Gangplank,
Pantheon, or just a heavy AD team overall).
Greater Glyph of Magic Resist: // If you are new to
Orianna and want to play safe, play with magic resist and just farm and play safe in lane.
If you are an expertOrianna player - As with your seals, ability power per level is a pretty significant damage boost once you start reaching higher levels, especially once you’ve bought your
Rabadon's Deathcap (12 ability power at max level with the
Rabadon's Deathcap). We take the two magic penetration glyphs in order to give you a value of 9.7 magic penetration, which rounds up to 10. Once you have your
Sorcerer's Shoes, you'll have 30 magic penetration, which is the base value on every champion. Taking defensive glyphs such as flat magic resistance is again an option to make your laning phase much easier, as you'll typically lane against another caster as
Orianna.
Masteries
// I opt to go 21 utility as the cooldown reduction on her skills and summoner skills are vital for positioning correctly. 21 utility is better than 21 offense on






Summoner Spells
Ignite: // ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
space |
Flash: // ![]() ![]() ![]() |
The Laning Phase


















Farming








With proper leveling,




Strength: Zone Control





Strength: Poke
Due to





Strength: Utility
What really made




Positioning







General Playstyle




Team Fights and Wombo Combos!










In lane, aim skillshot abilities where champions will stand where they farm. This will guarantee you land
Command: Attack (Q) and
Command: Dissonance (W) combos with consistency.
Don't be afraid to be aggressive with your auto attack when you have
Command: Protect (E) available. If you dodge any crowd control effects, you'll almost always win the trade in lane.
Using
Command: Protect (E) on an allied champion with a gap closer ensures you'll land very strong Command: Shockwaves (R). The strongest situations I've seen created are with
Jarvan IV and
Galio. Another underlooked usage of
Command: Shockwave's is to
Flash in when the enemy team is severely out of position and clumped up. Doing so is much more reliable than using your Q to travel the ball over as it is instant and the enemy team won't expect it. Be careful of being bursted down instantly afterwards if your team doesn't have the burst to back up your surprise ultimate, however.
Command: Dissonance (W) when used on an opponent will slow them so you can maintain auto attack distance, and if you walk through it shortly after, you'll get the speed buff to continue auto attacking.
Try to react with your opponent's burst damage spells with
Command: Protect (E). It's one of the strongest burst dampening spells in the game.


Don't be afraid to be aggressive with your auto attack when you have

Using






Try to react with your opponent's burst damage spells with

Synergies
Counters
//













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