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Spells:
Ignite
Flash
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
Introduction
Orianna. The Lady of the Clockwork. She is a ranged mage DPS. All her spells take use of The Ball. A tool Orianna carries around. She can use her spells to place the ball, or to have different abilities around the ball.
The reason I like Orianna is her unique playstyle, For everything you want you have a different command, which makes it quite easy to do once you know your commands. What you need? Damage, command attack. What you need? Defense, Command protect. What you need? IM GETTING CHASED! Command dissonance. It's extreamly fun to play her, but also challenging.
I take you with me into the depths of the clockwork: Orianna, the Lady of Steel.

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 her 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.'' |
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/
: I really like the
Chalice of Harmony along with the double
Doran's Ring. It's cheap, it gives you plenty of mana and HP to sustain with. After, you can upgrade into
Athene's Unholy Grail. Still gives you mana and also gives you a bit of CDR, which is pretty nice on
Orianna.
-
: A good item to rush if you're just keeping up on farm and such. Why do I rush this on
Orianna? Reason being that when she get's the damage, that's where she gets scary. Especially once blue buffed. So basically, you then have the damage to gank, to just push/farm your lane. Of course you can just start with
Needlessly Large Rod for damage, then get
Athene's Unholy Grail and then
Rabadon's Deathcap. When you have those two items, you can just push, gank, help out teammates. And that is what
Orianna is all about.
-
: Just really nice for extra damage. Gives you magic penetration and extra AP. Works great with
Rabadon's Deathcap. Why I get this instead of
Abyssal Mask is that she has high range once teamfighting. She can just kite and put her ball on the tank and ult. Then obviously the
Abyssal Mask gets out of range. That's why you get
Void Staff.
-
: Spellvamp items. Just really nice to give you that extra sustain and AP. Especially once you are in a game with for example
Vladimir,
Kennen or
Akali. Also helps every AP-based champion on your team. Why I don't rush Vamperic Scepter, then later
Will of the Ancients? Vamperic Scepter doesn't give you that much Spellvamp to really sustain off anymore. Best just to get the damage first, so you can burst people down. Later get the spellvamp.
-
: Once you get focussed, you just pop your
Zhonya's Hourglass and the focuss will go to someone else for a few seconds. Meanwhile, hopefully your team can respond and protect you. Also helps you to stay alive during something like a
Karthus ultimate. Last but not least, gives you extra armor. That can't hurt either. ESPECIALLY late game.
Other Items
-
: You can get this item early. Instead of the double dorans and
Chalice of Harmony. I just don't prefer this. The only reason why you should get this is for some tankyness. Nothing more. I don't really need HP when I burst down people and have some tanks before me.
-
: When you need more resistances, get this item. Else just don't touch it.
Zhonya's Hourglass just waay better.
-
: An OK item on
Orianna. Makes you burst down people more. Just a mather of prefer. I don't prefer this item on her since she mainly does AOE damage over everyone, instead of bursting down a single target.
-
: Good with her
Clockwork Windup, but you're not looking to get autoattacks. You want to get as much damage on your ball. Also
Lich Bane is better for an hybrid build.
Boots
-
: Main choice, especially early game. Just gives you extra damage. Later, when you get
Void Staff you can replace em.
-
: Really nice if you lose your lane. If they have a lot of CC.
-
: Meh. They are good. But
Orianna doesn't need more CDR.

I choose 21 - 0 - 9. Focussing to get all the damage and ability power in offence and getting movementspeed and increased buff duration in utility.




[Flash]: ![]() ![]() |
space |
[Ignite]: Gives your team a healing debuff, against for example ![]() ![]() |
space |
[Teleport]: Overal this is a good summoner spell. You can quickly get into teamfights or apply splitpushing strats. Not prefered on ![]() ![]() ![]() |














- Place your ball with
Command: Attack, then use
Command: Dissonance and
Command: Shockwave after eachother to deal a ton of CC and damage over an area. After you can follow up with
Command: Attack.
- When you can clear creapwaves you can use
Command: Attack at the end of the creapwave, then
Command: Dissonance and follow up with
Command: Protect. This will get almost all of the creaps. The rest you can finish by autoattacks.
- You can put your ball on allies with
Command: Protect and help initiate or escape with
Command: Dissonance/
Command: Shockwave.


Laning Phase is not one of


Ganking
Clear your creaps as stated above then when you enter an allied lane try either use







Teamfighting is















Try to combine their AOEs with yours.


Come dance with us. Dance with us into Oblivion.
Credits to jhoijhoi for the template, which you can find here.
Credits to Arcana3 for the Sig at the top :).
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