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Build Guide by uniiQ

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League of Legends Build Guide Author uniiQ

Orianna: "Why are they running?"

uniiQ Last updated on June 3, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 10

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Mystical Vision
Presence of the Master

Utility: 19

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~ Introduction

I think it's too many bad builds out there. I had difficulties to figure out what items to use, I tried to find a guide, but I failed with those guides. I needed something different, something better, so I made my own. This is my first guide and I am updating as I'm learning.

Orianna is one of the best support hero a team can get with a combination of skill and a strong compatibility if the player knows how to control Orianna's special abilities it will result in a full control over the teams health, burst damage and slow effects. Orianna is brand new, and it is hard to find a build that works out perfectly. A lot of people are experiencing a lot of trouble with mana at early games, some people can't get the damage output good enough. I got a conclusion to all this that will put you and Orianna into a good spotlight and a really good game, if you of course know how to play her, which I will update you in this guide.

Note: It takes a lot of practice and skill to play Orianna, so if it is your first time this build works out fine. It is also a build that works for advanced players that likes to take different ways of choosing items when it is acceptable.

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~ Story

There once was a Piltovian man named Corin Reveck who had a daughter named Orianna, whom he loved more than anything else in the world. Though Orianna had incredible talent for dancing, she was deeply fascinated by the champions of the League of Legends. This fascination compelled her to begin training to become such a champion. It is unfortunate that her sheltered, wide-eyed naivete led her to take unnecessary and dangerous chances which ultimately led to her tragic demise. Orianna's death shattered Corin, driving him into deep depression and an obsession with techmaturgy. He could not stand the void his daughter's death left in his life, so he decided to build a replacement – one that would complete Orianna's dream of joining the League. What was created is the clockwork killing machine that Corin named after his daughter. Knowing that she was destined to be a champion and seeing the way the times were changing, he created The Ball as her pet and protector. This nearly symbiotic creation uses a different type of techmaturgy, relying more heavily on electricity than clockwork.

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.”

Guide Top

~ Abilities

Passive – Clockwork Windup:
Orianna’s autoattacks deal additional magic damage every hit, subsequent attacks on the same target within a few seconds will add more damage per hit. This bonus stacks up to three times.

Q ~ 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.

W ~ 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.

E ~ Command: Protect -
(Passive): The allied champion the ball is attached to gains bonus Armor and Magic Resistance.
(Active): 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.

R ~ 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.

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~ Items

Coming (updated items).

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~ Advantages/Disadvantages


Long range makes it possible stand back to not get hit AND get damage on opponents with both passive and abilities.
Able to attack champions near towers/other without taking any damage yourself.
Exceptional escape methods for you and your allies.
Low manacost, with a Tear of the Goddess it works perfectly.
Can attack players in bushes, and scout with her ball.
Massive slow + ultimate that drags your enemies into place.
And probably the best thing; Orianna is VERY turning, if you have low HP and an enemy hero is engaging, you can still kick his *** without problems if you got a masterplan.


It is easy to fail if your abilites is on a cooldown.
Sometimes hard to keep track of the ball in heavy teamfights etc.
Targeted as a high priority since it's an support hero.

A lot of people are mentioning mana issues, my words to this; Don't be so aggresive, stay back and engage when you have to or got the opportunity, remember that you can also harass with your passive without problems.

Note: Orianna is not a cocky hero.

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~ Tips

A lot of people are mentioning mana issues, my words to this; Don't be so aggresive, stay back and engage when you have to or got the opportunity, remember that you can also harass with your passive without problems.

Try to put the ball behind the enemy with 'Q' and then use 'E' to pull it back to you. When the ball is returning from 'E' the enemy will lose damage.

Try to use some spells on minions, you will need the money. Time is money, and the champion is all about time.


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~ Runes

- Magic Penetration is very important for Orianna to get more damage to enemies.

- You are going to level up fast, so I'd go for Clarity instead of flat mana reg.

- I am personally using Potency because I want to put in some damage and harass in early game. You can use Force if you'd like, but I recommend Potency because we are getting Rabadon's Deathcap.

- I prefer a Swift quintessence, but you can also use cooldown reduction or ability power quintessence.

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~ Summoner Spells

- I prefer Ignite. Deals damage and can kill enemies even after I've left them. I choose not to put a point in the 15% summoner spell CD reduction because I have skilled Ignite so I get 10 AP, and in a low level that is pretty good.

- Flash is a must, you can escape so easiely that it's funny. I'm laughing everytime, so I suggest you do the same. I have also skilled Flash in masteries because I use it often as a utility to engage.

- You can also use Ignite if you like to tower dive. I figured out that if I had Ignite - a lot of enemies would be dead. Perfect spell for actually killing, since cooldowns can prevent you from getting the kill when the opponent is low HP. The downside of this spell is that you can't skill it in masteries, but who cares it's 10 AP.

- Cleanse is a good spell for Orianna, but you have to be smart to use it, pretty hard in some situations. If you choose this summoner spell, make sure you skill it in the masteries instead of Ignite/Flash.

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~ Changes / Updates

    * Build completely changed.

    * Changed items.