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Recommended Items
Spells:
Flash
Ghost
Items
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
Threats & Synergies
Kassadin
Introduction
About Me
Hi guys! I'm DaZzLe and this is my Orianna build.I started playing Orianna at the start of season 4 just before she became part of the season 4 "meta" and I really fell in love with her and her playstyle. I really wanted to know everything about her and I'm willing to share all I know about Orianna with you guys so you can improve and become a better Orianna player- I worked hard to make this guide the best I could, and I would appreciate any and all feedback that you guys may provide. About Oriana |
First , you need to grab Flash.It's mandatory
on Orianna since you lack an escape tool and
it will save you many times in the game.
Ghost
it's great for repositioning and chasing. You
can even use it as a second escape tool.
Exhaust
want more often when everyone starts playing
assassins.It's great to shut down high burst
damage from champions like Zed
Barrier
heavy burst damage.It's works great when you
combine it with [E] Command: Protect since
The shield will be really big.
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Clockwork Windup (Passive): Orianna's autoattack deals additional magic damage. This damage increases the more Orianna attacks the same target. |
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Command: Attack (W):Orianna commands the Ball to release a pulse of energy, dealing magic damage around it. This leaves a field behind that speeds up allies and slows enemies. Orianna commands her Ball to release an electric pulse, dealing 70/115/160/205/250 (+70% Ability Power) magic damage to nearby enemies.The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 20/25/30/35/40% and increasing ally Movement Speed by 20/25/30/35/40% for 2 seconds. This effect diminishes over time. |
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Command: Attack (E):Orianna commands her Ball to attach to an allied champion, shielding them and dealing magic damage to any enemies it passes through on the way. Additionally, the Ball grants additional Armor and Magic Resist to the champion it is attached to. Passive: The Ball adds 10/15/20/25/30 Armor and Magic Resist to the allied champion it is attached to. Active: Orianna commands her Ball to travel to and attach onto an allied champion, shielding them for 4 seconds from the next 80/120/160/200/240 (+40% Ability Power) damage. Enemies the Ball passes through along the way are damaged for 75% of the shield value: 60/90/120/150/180 (+30% Ability Power). |
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Command: Attack (R):Orianna commands her Ball to unleash a shockwave, dealing magic damage and launching nearby enemies towards the Ball after a short delay. Orianna commands her Ball to unleash a shockwave after a brief delay, dealing 150/225/300 (+70% Ability Power) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the Ball. |
Combos
Harass Combo
Command: Attack (Q) > Command: Dissonance (W) > AA
Full Combo
Command: Attack (Q) > Command: Shockwave (R) > Command: Dissonance (W)
Early Game
Orianna has a pretty strong early game.She
will out-trade the majority of ap mid laners
until level 6.
Make sure you're auto attacking the enemy
mid laner when you can, it will do a lot of
damage with your Clockwork Windup.Then,
make sure
you're shielding yourself when the enemy
wants to trade damage.
You'll also want to try and harass the enemy
with your Command: Attack and your
Command: Dissonance but that combo
requires a lot of mana so don't overuse it.
Try and harass the enemy mid laner out of
lane.If you do so,push the minion wave!
Mid Game
Orianna also has a pretty solid mid game. in
the teamfights that start occuring in the mid
game,she'll be able to bring a lot of damage
and some excellent crowd control.
She does make for a pretty solid roamer from
the mobility her Command: Dissonance
provides, but her ganks aren't that increadible.
She relies on landing a bunch of skillshots and
the enemy can always flash out of her
Command: Shockwave before it goes off.If
you do however have a jungler with a gap
closer like Amumu ,Sejuani or jarvan,it does
bemoce a hell of a lot better.
Take the small razorbeaks when you call and
focus on getting as much farm as possible.
Late Game
Late game starts to become all about landing
some clutch Command: Shockwave in
teamfights ti guve your team a really big
advantage.Playing Orianna is a lot easier
when you have a vessel to take your ball in to
the enemy team.All you have to do is use your
Command: Protect on an intiator and when
there are a bunch of targets nearby active
your Command: Shockwave
You're also able to help other carries on your
team with Command: Protect. If your ADC
is getting dived on, try and help him out.
After you win a teamfight,make sure you're
following up with an objective like towers,
dragon, or baron.
Warding Spots
-Ward placement is very important as it will give you control of a certain area on your map, providing information that can affect your decisions. During your laning phase you mostly want to know if the enemy jungler is coming for a gank, so placing wards that give you enough time to react when getting ganked would be the best option here-
Control Ward
Regular Ward
Deep Ward
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