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[Orianna - Hybrid]: Lux, but with a pair of balls.






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Spells:
Flash
Ignite
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
Introduction
I'm just going to start by saying that regardless of how you will play Orianna, I can promise you that you'll have a blast. Her steel heart brought me to my knees the moment I saw her and I can't say I'm sorry she did. <3
All jokes aside, this is in no way me telling you how to play or not to play Orianna. See it as me sharing my own experience with her (as small as they may be) and allowing you to take part of the amazing Ball-Queen her own fantastic way :D
This guide is going to cover the hybrid version of Orianna and how you will use her passive to your advantage.I decided not to cover the most common build, where you build her like a regular ap/caster since there are plenty of guides doing that already. You'll still deal tons of damage with your spells, just not as much as you would if you went all out ap.
So why should you play Orianna?

She does quite the amount of damage, but don't tell anyone. We don't want to feel the wrath of the nerfbat DD:
Orianna and The Ball now fight as Champions in the League of Legends, using the Clockwork Girl's sometimes misguided morality as a compass. She tries in earnest to fit in with those around her. However, no matter how hard she tries, Orianna can never be human and there is always something unnerving and alien about her. Though she attempts social interaction with other champions in the League of Legends, there are few who can get past her exotic nature. To many, it's as if there's nothing inside, that Orianna is just a soulless clockwork shell – a dangerous and deadly one at that. However, all along she remains the perfect daughter in her father's eyes.
“Dance with me, my pet. Dance with me into oblivion.”
All the skills (Not the passive) has an ap modifier of 0.6 magical damage per ability power. The only exceptions are the damage from



Clockwork Windup (Passive): Orianna’s autoattack deal additional 5/10/15/20/25/30 (+0.2 per ability power) magic damage every hit, subsequent attacks on the same target within a few seconds will add 15% more damage per hit. This bonus stacks up to three times.

Command: Attack Orianna commands her ball to fly towards target location, dealing damage to targets hit but doing reduced damage for each additional target hit. Her ball remains behind at that location afterwards.
- This is your main ability and it is used for three things, attacking, controling lanes and scouting. When I say controling lanes, I mean that you can place the ball pretty much whereever you want and therefor controling your opponents movement (great for when your ally is ready to gank in the bushes). Finally the scouting, just like my ex-girlfriend Lux, we can use the ball to reveal areas of the map that were previously "hidden".

Command: Dissonance Orianna commands her ball to emit a magnetic pulse, dealing damage to units around it. Afterwards, the ball leaves a field behind for a few seconds that speeds up allies and slows enemies. Speed Modifier: 25/30/35/40/45 %
- Fantastic ability, with tons of uses. AoE, -speed, -slow and -damage is something we wouldn't want to turn down. The easiest way to use it is, when moving from point A to point B quicker, this might make the difference of getting back to your lane in time to save your partner/tower. it is also a great way to both chase down enemies and escape them, seeing as you boost your speed whilst (hopefully) slowing your enemies down.

Command: protect 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. The allied champion the ball is attached to gains bonus armor and magic resistance.
- A shield, that absorbs damage (note: it only shields damage for 4s) and gives the targeted ally magic resist and armor for as long as he carries it. On top of that.. It deals damage to passing enemy units, somg!?

Command: Shockwave Orianna commands her ball to emit a shockwave after a short delay, flinging affected enemies in the vicinity into the air a set distance towards, and possibly over, her ball.
- The cherry on top, fantastic skill that will save your *** and win games for you countless of times. Throwing enemies together, with good communication this will lead to a huge amount of oppertunities for your teammates (and for yourself ofcourse) to finish them off. (I have some interesting ideas about this skill and will do some more testing when I get time.)
Things that are worth knowing, when playing Orianna.
Her ball can stay within a radius of 1125 before flashing back to her.
You can actually throw the ball into objects and walls, keeping it hidden until you're ready to strike.
As most of you probably already figured out, there'll be indicators telling you when you are moving too far away from the ball. In shape of an arrow with three shifting colors, green indicates that you're close to the ball, yellow indicates that you are in a fair distance away from the ball and red indicates that you are too far away and thus will make the ball flash back to you.









I believe that summoner spells that provides mobility is alot more of value to Orianna rather than spells such as ignite and exhaust. Ignite is a skill I tend to use alot and it made me get that first kill countless of times, but I have started to lean more towards ghost as a hybrid. I still decided to recommend ignite for that sick extra true damage early on.
Summoner spells, the good and.. the less good.
Good
Being able to flash over edges and bushes, is pretty much like having another skill in your arsenal. This is a must have, since it will go you a sick advantage.
Mobility and movement will open lots of possibilities, regardless if you use it to escape or chase down enemy champions.
The extra true damage and healing reduction is amazing indeed, so it's definitely not a bad choice.
I suppose this is more in favour for the ad carries, but it's still a nice summoner spell that can determine whether you can land that last hit or not.
Doable
Since she is still classified as a supporting champion, clairvoyance is an amazing spell if your team doesn't already have it.
Not something I would use, but it's incredibly useful since you'll be targeted alot (especially since we don't like to build ourselves fat and bulky).
You will need alot of mana early on, which is why this could be the better choice for some people that like to harrass alot.

Was rather unlucky with people leaving the game during mid session, which made us lose team fights late game.
The Woo-being-special-is-c00l build.
I took notice of Orianna's passive and it made me quite interesting if anything good could come out of it. So I started looking at it the same way as


I think that playing hybrid is the way to go as Orianna, you'll still have alot of damage with your spells while having almost 2.0 in attack speed. Making every second that they are keeping you alive during team fights lethal, you'll never be useless between CDs and this way you can be more independant. So I suppose this build is focused more towards normal games rather than ranked games.
I want to start off by saying that the build order is just a guideline of how you should think when building Orianna. This is how I aim to build her in every game, every game looks different from eachother which will result in you building her differently. So try to adapt and overcome!
So let's start off with her passive

I'm quite the scrub when it comes to theory crafting, but this is quite sweet to say the least. You start off by building up your ability power and attack speed with items such as




You'll probably end up getting


And if yet another


In almost all games I've started using

P.S Don't forget Crest of the Ancient Golem!.. I mean, the blue buff. :)


























So let's go over the basic combos, and when to use what together with what ?
The Harrasser:



You don't always have to use protect to harrass even though it does damage, sometimes it's better to let the ball stay for a shorter traveling distance for your next

The booster:

You guessed it! Just keep the ball on yourself and use

The Savior:




You see your friend struggling against two nasty assassin's who are just about to deal their final blow and you ask yourself what you can do!? The answer is simple, hella alot mate!
You aim your ball against the unexpecting pair and you either start of with your shockwave to knock those poor guys away from your friend. Or you start with


The predator:





Land the ball and CC him/them with your ulti, then use




Make sure to get the blue buff as often as possible! It'll really help your mana problems out.
If it's going extremely well, jump the build order and get an expensive item like

The lore explains that she's a robot that was built in order to replace this scientist's deceased daughter, and he made her awesome so she could follow her dream and join the League of legends.


I will make sure to keep this guide updated and I will add more sections explaining everything more thoroughly. I welcome all sorts of feedback regarding the build and the guide in general, this is my first guide and I would love to hear what the community thinks about it.
So just keep those balls coming! Cheers o/
Plenty of changes during these last days, but now I've had the chance to test more builds and changed the original build I had. Where I removed



I also decided to give a short summary of why I find hybrid to be the superior way of building Orianna. This can be found in the "The Build" section. :)
Added the

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