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Recommended Items
Runes: First Strike
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
Flash
Smite
Items
Ability Order W max?
Clockwork Windup (PASSIVE)
Orianna Passive Ability
Threats & Synergies
Alistar
Great gank setup and ball delivery but if you are not on the same page you could end up getting your prey knocked out of the shockwave.
Alistar
Great gank setup and ball delivery but if you are not on the same page you could end up getting your prey knocked out of the shockwave.
Champion Build Guide






I play Orianna jungle to burst down my enemies and fast strike enables me to do that better. I think Cosmic insight has a place besides Approach velocity but I think it comes down to preference what you should choose. Cheap shot helps with my burst and relentless hunter helps me to move around the map. Unsealed spellbook is also an option for the keystone but it feels more difficult to use effectively


















Your build is fairly flexible after your core, I reckon you could even skip malignance for some of the support items which give mana regen rather than the flat mana. I would pick this style in a game where my team has enough magic damage or if there is a single carry we need to protect. This playstyle would be reminiscant of Ivern but with your shockwave and movespeed buff you can still have a lot of impact without being a shield bot.

Clockwork Windup
EFFECT RADIUS: 1290 / 1355 / 135
Clockwork Windup
INNATE - THE BALL: Orianna is accompanied by The Ball, which she commands with her abilities. The Ball incurs a Cooldown icon 0.01-second global cooldown on all of her abilities when she casts any ability. Additionally, The Ball attaches to Orianna if she is near it, and snaps back to her if she moves too far away from it, which incurs a Cooldown icon 0.75-second cooldown on Command: Shockwave Command: Shockwave.
Clockwork Winding
INNATE: Orianna's basic attacks generate a stack of Clockwork Winding for 4 seconds, refreshing on subsequent attacks and stacking up to 2 times. All stacks are lost when attacking a new enemy.
CLOCKWORK WINDING: Orianna's basic attacks are empowered to deal 10 − 50 (based on level) (+ 15% AP) bonus magic damage On-hit icon on-hit, increased by「 20% 」per stack, up to 14 − 70 (based on level) (+ 21% AP) total bonus magic damage.

Command: Attack
COST: 30 / 35 / 40 / 45 / 50 MANA
COOLDOWN: 6 / 5.25 / 4.5 / 3.75 / 3
CAST TIME: NONE
TARGET RANGE: 825
EFFECT RADIUS: Range center 175
WIDTH: Range model 160
SPEED: 1400
Command Attack
ACTIVE: Orianna commands The Ball The Ball to fly to the target location and remain there, dealing magic damage to enemies it passes through and nearby enemies upon arrival, reduced to 70% against those hit beyond the first.

Command: Dissonance
COST: 60 / 65 / 70 / 75 / 80 MANA
COOLDOWN: 7
CAST TIME: NONE
EFFECT RADIUS: Range center 225
Command Dissonance
ACTIVE: Orianna commands The Ball The Ball to emit an electric pulse that deals magic damage to nearby enemies.
MAGIC DAMAGE:
70 / 120 / 170 / 220 / 270 (+ 70% AP)
The pulse leaves behind an electric field that last 3 seconds, granting Movement speed icon bonus movement speed to Orianna and her allies when they move within. Enemies that move within the field are Slow icon slowed by the same amount, decaying over 2 seconds after leaving.

Command: Protect
COST: 60 MANA
COOLDOWN: 9
CAST TIME: NONE
TARGET RANGE: Range center 1120
WIDTH: Range model 160
SPEED: 1850
PASSIVE: The Ball The Ball grants Armor icon bonus armor and Magic resistance icon bonus magic resistance to the unit it is attached to.
BONUS RESISTANCES:
6 / 12 / 18 / 24 / 30
Command Protect
ACTIVE: Orianna commands The Ball to fly to herself or the target allied Champion icon champion and attach itself to the target, dealing magic damage to enemies it passes through and granting the target a Hybrid resistances icon shield for 2.5 seconds upon arrival.

Command: Shockwave
COST: 100 MANA
COOLDOWN: 110 / 95 / 80
CAST TIME: 0.5
EFFECT RADIUS: Range center 415
Command Shockwave
ACTIVE: Orianna commands The Ball The Ball to unleash a shockwave that deals magic damage to nearby enemies, Stun icon stuns them for 0.75 seconds, and Airborne icon pulls them over 325 units, though not through terrain.
Imagine your midlaner just died or recalled and the enemy mid is hitting tower. The wave just crashed and it's a nearly entire cannon wave. The enemy mid will often feel safe due to the size of the wave but your ult can both oneshot the wave and pull the enemy closer to tower, netting you a kill. However, it is key that you ult them into your tower. If you put the ball behind the enemy they will be displaced towards the edge of tower range so they may only take one turret shot. Alternatively you ult them towards your tower and then slow them causing them to take 3 shots.
Sometimes you might need to flash to get the ball into position but sometimes you can hide the ball in terrain such as the tower.
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