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Choose Champion Build:
Spells:
Teleport
Flash
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
Introduction
I simply hope it is much improved over the first draft, which can be found here.
ORIGINAL INTRODUCTION:
Orianna is, simply, the most versatile caster in the game. She has ridiculous cc (crowd control), ridiculous burst damage, even more ridiculous sustained damage, ridiculous zoning power, a ridiculous ability to push, ridiculous support power, and "sharp things." But she is also the most difficult champion to pick up in the game, even more so than Leblanc: and a million times harder to master.
This guide is only an introduction. It is, however, a very COMPREHENSIVE introduction. Like many guides, nothing in here is set in stone. Feel free to make any changes you see fit, but if you would be so kind tell me what you changed in the comments to help me improve this guide.
Pros:
- Excellent damage output, both burst and sustained
- Lots of cc
- Amazing juker
- Very, very good zoner
- Fantastic early, mid and late game
- Incredibly fun
- Hardest caster to master (more fun!!!)
- Her damage is entirely inconspicuous
Cons:
- SQUISHY
- Very very very very very mana-hungry
- Difficult to pick up
- Ult can be very hard to use and must be timed perfectly
- Predictable harass
Marks: The flat magic penetration from Insight is always useful. It is also pretty much a caster's only choice.
Seals: She has constant mana problems. Use Replenishment if you want to focus on your early game and (Greater Seal of) Clarity if you want to focus on your mid-to-late game.
Glyphs: Because Celerity is not good for her, as explained below, Focus and Force are really her only two options. NOTE:


Quintessences: Early game especially, Orianna is SQUISHY. Thankfully, Fortitude solves this problem. You can use three of these if you want, or you can change them out for quints such as Insight or Potency. I usually go with 2x Fortitude and 1x Insight.







Some combinations that work better than others:
Nuker
This is the most straightforward way to build Orianna, and perhaps the most effective. Since she can do ludicrous amounts of damage very quickly with her ball, this routes exploits the speed of her ball, or her burst damage. It focuses around stacking AP but mixes in a fair amount of survivability.
DPS
This build focuses primarily on synergizing with Orianna's passive,

Your role in teamfights changes: you still have to be moving your ball around constantly, but you can deal tons of damage to their carry with your autoattacks while you do it. Think Teemo, if you had as sexy a ball.
You also become insanely good at pushing/backdooring with this build. This is the real advantage versus being a straight-up nuker.
Support
Orianna is very item-dependent. She is essentially useless without farm. Granted, with this build she has a better early game (for the carry you are laning with at least), but you suck balls (their Orianna's, probably) for the rest of the game. This is assuming that you change your skilling order to max out Protect early, which opens up other cans of worms entirely.
Secondly, although her shield is very powerful, it is not Janna's insta-shield and requires lots of skill and/or foresight to make your carry want to thank you.
Besides, if you're good with your ball you should be shielding with Protect and saving lives with Dissonance anyways. You do not need to change your build to support your teammates.
You can try it if you like, but don't waste ELO on it.
For skills, look at Noitcurtsed's guide for Orianna especially: found here, it details the many uses of her ball and is a very good guide in general. Please upvote it, if you haven't already. It's outstanding <3
On the subject of other really good guides, give sua1ty's guide a look. It won't help you as much with the proper usage of your skills but details a very unique and effective way to play Orianna.
Those are not the only two awesome guides out there, of course, but they are the only two I will mention here for fear of boring the reader.
I disagree with one small aspect of Noitcurtsed's guide, however. Clockwork Windup is more effective early-mid game, this is true, but after level 10 the damage does not become negligible. The damage it does depends more on how you build Orianna than anything else.
NOTE:

If you have trouble understanding it, think of it as an ability that deals extra magic damage with each attack, has a pretty bad scaling of .2, and deals more damage if she attacks something really fast.
Nuker
(Corresponding to the first build above)
You always want to start the game with either a




Next you can either finish your



If you want, you can replace Rylai's with a

Next comes the

These are listed below:









DPS
Early game is the same, starting with a Tear and level one Boots, but directly after you get your Tear you will build a


Next comes level two boots. I highly recommend

After your Boots are finished, you will either finish your Archangel's, for the extra mana regen and AP, or buy a




But honestly, after you get Nashor's Tooth, the build order is entirely up to you.
An analysis of other items:








WHEN YOU'RE FED
If you get get mega-fed, this is the way to go. Play smart though because you have no survivability, but remember that the best defense is a good offense.
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