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Orianna Build Guide by MysticalZelda
Orianna - The Full Metal Lady
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Thanks to Arcana3 for the sig :D!
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.''
: 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.
: 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.
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. Swiftness is just great on Orianna. Makes you able to try and gank as much as possible, and help out teammates. Also, you don't really need mana regen because of your heavy mana-regen build. Runic Affinity is great since blue buff is just so sweet on Orianna. You wanna use it as long as possible.
[Flash]: Orianna has no real escapes apart from her movementspeed. Therefore it is necessary to get Flash. Use it to reposition yourself during teamfights, to escape, or to go in for a kill when needed.
[Ignite]: Gives your team a healing debuff, against for example Dr. Mundo, Soraka or other healing orientated champions. Also helps you in lane when you wanna go in for a kill. Sometimes when your enemy flashes away from you, you can still get the kill from this dot.
[Teleport]: Overal this is a good summoner spell. You can quickly get into teamfights or apply splitpushing strats. Not prefered on Orianna though, just go for Ignite. Unless you feel more confident with Teleport
Clockwork Windup: A really good passive. It says Orianna's autoattacks deal bonus magical damage. When the same target is hit multiple times within 4 seconds, it will deal bonus damage. When you read this, you'll think she can be a great hybrid, but that's not true. It's a nice bonus, but not her main source of damage. Don't rely on autoattacks. You can use them during a fight for extra damage, but your ball deals more damage.
Command: Attack: Sents your ball to target location. The ball will deal damage to every target it hits. Also deals damage on target location. The ball will stay there untill Orianna either does Command: Attack or Command disonance, or when she pick the ball up or when she walks out of range of the ball. The ball also gives vision of the area. Great for facechecking brushes or looking into baron/dragon pit. A great damage source overal.
Command: Dissonance: Deals AOE damage near the ball and creates a field. When enemies step into the field, they will get slowed. Allies will receive a speedbuff. This is a great utility spell. Helps you clearing waves, escaping, and closing gaps.
Command: Protect: Sents ball to target ally and shields them. Really nice to help out yourself or allies. But it also helps you dealing damage. Since whatever the ball hits on it's path, it will deal damage. Keep that in mind wherever you're playing Orianna.
Command: Shockwave: Creates a shockwave around the ball. It will fling all enemies towords/over the ball. Also deals damage. This spell is really hard to master. You can fling people towords you, but also away from you. Make sure you don't do the opposite of what you want.
> = >
- 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 Orianna her best phases. She shines during mid/late game. Allthough, if played well you can win your lane. Try and focus last-hitting though over getting kills. Farm is very important. Once you have blue buff/ Chalice of Harmony you can consider roaming. Get to bot/top lane and try to gank.
Clear your creaps as stated above then when you enter an allied lane try either use Command: Protect, then Command: Dissonance and Command: Shockwave or instead of Command: Protect use Command: Attack. Also try to look where your jungler is and help him with ganking. Especially when he has a gap closer you can put your ball on him and then do your thing.
Teamfighting is Orianna her strongest ability. She has all the cc and protection needed to help. Always put your ball on the tank when he is going to initiate. When he is in the middle of everyone, use all your aoe's. Then follow up with Command: Attacks and try and protect your allies with Command: Protect. Orianna works great in a AOE orientated team composition. So she goes well with champions like:
Try to combine their AOEs with yours.
Orianna is my favorite League champion due to the fact she has a bit of everything. She has CC, she has damage, she has supportive abilities and she is a robot. It's hard to mast her, but believe me, when you do you'll make the ticking stop.
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 :).