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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
Orianna: Lady of Clockwerk



Please check out my Orianna vision change thread.

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Pros+ Long range + High burst damage + Good with any team composition + Slow and speed boost in one + Long range shield + Can easily zone and harass + Teamfight control and modifiers |
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Cons- Squishy - Needs to farm well - Reliant on cooldown reduction - No reliable escape method - No sustain - Very mana hungry - Isn't forgiving of mistakes |
I like to give
Orianna the standard
Flash and
Ignite for summoners.
But I will go over a few others that will work as well.

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Alternative Summoner Spells
I prefer to give
Orianna extra movement speed to increase her ability to
poke and harrass in lane while starting with a medium amount of AP.

Runes



Greater Mark of Magic PenetrationStandard marks for all AP casters. Gives you great magic penetration when paired with
Greater Seal of Scaling HealthThese help compensate for how squishy you are throughout the game and are a lot more noticeable then a little bonus mana regen from other seals. Some would disagree so choose at your discretion.
Greater Glyph of Ability PowerThese help compensate for your lack in ability power early on, giving you something to work with until you get your
Greater Quintessence of Movement SpeedI've found that I like these better over flat ability power quints. The extra mobility is great for helping you poke your opponent and dodging there own skills in the process. This now works even better because of the tier 2 boots enchantments. With these you'll start with about 340 move speed level 1.
Alternative Runes
When I play
Orianna I like to focus on a caster carry style oriented build
emphasizing on ability power, cooldown reduction, and mana.

Item Sequence
Sorcerer's Shoes
1100
Rabadon's Deathcap
3500
Liandry's Torment
3000

Starting Items (465 Gold)
Faerie Charm x2/Health Potions x3My default setup gives me extra mana regen and pots for sustain. I mainly like this the best because it builds right into your
AlternativeFirst Recall (1,525+ Gold)
Doran's RingIf your doing well in lane or vs. a non magic damage champ these would be the way to go. The extra stats it gives you are really great especially with it's new passive, since
Chalice of HarmonyBuild this before duo
Essentials (9,900+ Gold)
Sorcerer's ShoesMore mobility and extra magic pen to work with which is a pretty rare stat to come buy, I'll go over enchantments on this item later.
Athene's Unholy GrailIt might as well be called
Rabadon's DeathcapThis is a major power curve item every AP Caster buys. Its full out focus on ability power increases your damage tremendously!
Liandry's TormentVery strong item vs. hp stackers (which is a huge trend now) so I usually buy this right after my deathcap. Her low cooldowns and AoE make this an extremely effective item. She can also apply the double damage burn when using her
Offensive Items
Archangel's StaffArchangels staff gives a HUGE boost to your mana pool. And when fully stacked the shield from
Deathfire GraspAlthough
MorellonomiconThis item is actually a very good choice for
Nashor's ToothAttack speed is very beneficial to
Void StaffSeason 3 made this item A LOT better because of penetration order changes. As much as I like to buy this item sometimes others just take priority unless there heavily stacking MR.
Zhonya's HourglassThe active can save your life from DoT effects and has extremely good stats too. If the armor from
Defensive Items
Abyssal ScepterAlthough
Banshee's VeilThis item provides a lot of tankiness and has an incredible passive to help carries avoid getting caught to easy. I usually buy this item vs "stun into gap close" team compositions.
Frozen HeartHuge amount of armor and other useful stats make this item another great option, and the aura range is in line with
Guardian AngelGood mix of magic resistance and armor along with a literally life saving passive for a pretty cheap price.
Iceborn GauntletGives a great chunk of armor, some ability and cooldown reduction for some good stats. The spell blade passive makes it a good choice vs. more melee focused team compositions.
Quicksilver SashAlthough I prefer
Randuin's OmenEven though this is mostly used on off-tanks it is still extremely good! I buy this often vs. fed, heavy gap closing champions like
Rod of AgesThis item is EXTREMELY effective at it's job and is overall good item if you want to be more bulky. It synergizes very well with
Twin ShadowsMostly supports buy this item but it still has a pretty good mix of stats and it builds from a gp/10 item. It's cheap too and offers a cool active for even more utility which is great for
Enchantments
Enchantments are basically a tier 3 add-on to your tier 2 boots. In most cases these add greater utility to your champion. They're meant to be compatible with all champions (some better than others), but in this section I'll go over my opinion on each one. Remember which ever you choose is totally up to you, the enchantment I prefer most is
Enchantments
Orianna isn't an assasin but she's an excellent carry.
For this reason I take 20 in offense and 10 in utility


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Offense Tree (21) |
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Utility Tree (9) |
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Orianna's Ball mechanic and unique play style give her a very high learning curve and skill cap.
When played to max potential, she can be very fun, powerful, and rewarding.
In the following sections I will go over the Ball itself, and her ability pool.


The Ball is not affected by any terrain or unit collision, and can be sent anywhere you have range to do so.
Demonstration- This includes within walls, through champions, outside corners of the map, etc...
- She can also cast any of her abilities while her ball are in those portions of the map
The Ball gives 550 range vision where it is placed (about half a champions sight range).
Demonstration- If the ball is in a brush it is considered hidden from the enemy (unless they have vision inside).
The Ball has a special leash range indicated by small triangle indicators.
Demonstration- Blue: being within a safe distance to the Ball's
Command: Attack range
- Yellow: being just outside
Command: Attack cast range.
- Red: is the max leash range, heading just out of
Orianna's sight range.
- If you move farther than the red indicator, the Ball will immediately flash back to
Orianna (like other pets).
Command: Attack leash = 1125
Command: Protect leash = 1225
- Alternatively walking straight into the Ball will pick it up giving
Orianna possession (No one else can pick up the ball).
When in possession of the Ball,
demonstration- This includes the passive from
Command: Protect, even if she does not cast it.
The Ball has a missle speed of 1200
The Ball may not take other cast orders while still in transit.
The Ball is untargetable.
The Ball cannot be moved by any other means other than

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Clockwork Windup (Passive) |
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INNATE: Orianna’s autoattacks deal additional magic damage every hit. Additionally, attacking the same target within 4 seconds deals an extra 20% magic damage on the second hit, and 40% extra on the third and further hits.
Specifications
Tips and tricks: mechanics| SPACEEEEEEEE |
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Command: Attack (Q) |
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ACTIVE:
specifications
Tips and tricks: mechanics| SPACEEEEEEEE |
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Command: Dissonance (W) |
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ACTIVE:
specifications
tips and tricks: mechanics| SPACEEEEEEEE |
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Command: Protect (E) |
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PASSIVE: The allied champion the Ball is currently attached to is granted bonus armor and magic resistance.
ACTIVE:
specifications
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Command: Shockwave (R) |
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ACTIVE: Orianna commands her Ball to unleash a shockwave after 0.5 seconds, dealing magic damage to nearby enemies and flinging them into the air a set distance towards, and possibly over, the Ball.
specifications
Tips and Tricks: Mechanics
Orianna's ability sequence is very simple. I max her W first for the most damage and utility,
Q for cooldown reduction, and E for sheilding in late game team fights.


In-Depth Analysis: why

Orianna's in-game analysis will revolve around early game laning, ganking, teamfighting, etc... And how/what she does in each of them.
In the laning phase
Orianna is extremely powerful.
She is great at farming, harassing, zoning, and ganking; pretty much everything.
She's pretty hard to counter unless she is outplayed in lane.

Invasion/Invading
When the game starts buy your starting items and head towards the edge of your jungle and defend it. If you have a strong invasion team you may decide to invade instead which is still a fine choice
Jungle DefenseIf the enemy is invading coordinate with your team and make them aware of what is happening. Your best role at this point is your utility, so use your
Jungle InvadeIf your team decides to invade make sure you have your Ball is in an optimal position, but try not to reveal yourself in the process
Passive Laning
When you get into lane at level 1 you are at your weakest. Prioritize farming so you can get more gold and exp to reach level 2 faster. Reaching level is a giant power curve for
As you get closer and closer to maxing
Farming videoIt is also important to buy a sight ward whenever you back. This simple little thing can easily protect you from ganks and other forms of aggression. The most common warding spots are in the river, around buffs, and near wraith camps.
Ward locationsHarassment, Poking, and Zoning
With
- Spells are on cooldown.
- Lower current health pool
- Out of mana.
- Near the minion wave about to take a last hit.
- Out of position
DemonstrationIf they get to the point where you are sure they can be killed with a simple combo wait for the perfect moment and BAM, hit them with a
Be aware when zoning! Although
Orianna's lane matchups are pretty solid over all especially if your knowledgeable of your opponent's champion. In this section I'll analyze each champion and share a difficulty rating.

***DISCLAIMER***
This is all opinion based and almost exclusively through my perspective
and experience, this section may not be 100% accurate***
Difficulty Key:
1/5 Easy
2/5 Medium Easy
3/5 Medium
4/5 Medium Hard
5/5 Hard
and experience, this section may not be 100% accurate***
Difficulty Key:
1/5 Easy
2/5 Medium Easy
3/5 Medium
4/5 Medium Hard
5/5 Hard
Ahri - 4/5 Medium Hard
It is very important that you put in some damage before
Akali - 5/5 Hard
Although she isn't seen mid often she can be a pretty effective pick vs
Anivia - 1/5 Easy
You can zone her as early as level 1 just buy poking her because she's so squishy. Her kit is extremely focused on combo-ing and to do that she needs to stun you (avoid stun, avoid damage, win lane). When she hits 6 her
Annie - 4/5 Medium Hard
Her early-mid game are very strong because of her stun and high base damage, she will often zone you just with her passive alone. The best thing you can do is farm up and abuse your range as much as possible. Be extremely cautious when she hits 6, a simple
Brand - 3/5 Medium
Similar to
Cassiopeia - 3/5 Medium
She has a very early power curve at level 2 when she acquires
Cho'Gath - 2/5 Medium Easy
Being a melee champion with no gap closer makes him pretty weak vs
Diana - 4/5 Medium Hard
I haven't seen much of her since her gigantic nerf and haven't played vs. her much either. But similar to
Elise - 2/5 Medium Easy
Her mostly short range kit makes it pretty easy to dominate her in lane. Her attack animation is horrible so that's definitely a great window to harass her. Don't underestimate her though, landing one
Evelynn - 2/5 Medium Easy
Laning against
Fizz - 5/5 Hard
Galio - 3/5 Medium
He is a strong "wall champion" similar to
Gragas - 4/5 Medium Hard
His unique balance between sustain, burst, and tankiness make him a challenging mid. Even though you can poke him easily because he's melee, his
Heimerdinger - 2/5 Medium Easy
His
Karma - 1/5 Easy
Lets face it, nobody really plays
Karthus - 2/5 Medium Easy
His constant, sustained burst is a force to be reckoned with but within a shorter range. In order to do the most damage he has to be right next to you, so just simply stay out of his reach and harass him as much as you can. Since he's squishier than you, zoning him out can be somewhat easy but don't let him catch you with
Kassadin - 4/5 Medium Hard
His pre 6 is very weak vs
Katarina - 2/5 Medium Easy
Same thing applies here with melee champions, harass her like hell and punish her for using
Leblanc - 3/5 Medium
Early game she can be a real pain to deal with since she has so much more burst and mobility than you. But once you farm up enough for a
Lux - 4/5 Medium Hard
Malzahar - 2/5 Medium Easy
His lack of mobility makes it very easy to harass him at range. Just make sure you dodge around his
Morgana - 2/5 Medium Easy
Ryze - 1/5 Easy
All of his spells are very low range compared to
Swain - 4/5 Medium Hard
His
Syndra - 3/5 Medium
Her and
Talon - 5/5 Hard
His silence and assassin like nature make him the closest thing to a counter pick as you can get for
Twisted Fate - 2/5 Medium Easy
His
Veigar - 3/5 Medium
His huge damage potential and stun make quite a threat for
Viktor - 2/5 Medium Easy
The
Xerath - 2/5 Medium Easy
His long range can be a nuisance but if he makes a mistake it's really easy to punish him for it. locus of power is an extreme weakness if he uses it incorrectly so keep an eye out for that. His stun is very unreliable so just keep moving and
Ziggs - 4/5 Medium Hard
Zilean - 4/5 Medium Hard
Orianna has great synergy with her jungler and ganking, lending them her Ball gives her extra range to cast her abilties on the enemy, and buff her ally in the process!

Your Jungler
Here is a list of junglers that work really well with
Maokai: His
Nocturne:
Nautilus: Is an incredible cc jungler that you can work with very easily. Just make sure you give him a
Shyvana: Her great burst on top of
Alistar: The cc king with more cc? YES! After completing his
Amumu: His
Malphite:
Jarvan IV: His
Lee Sin: When you both reach 6 your ganks are overpowered. If you position your ultimate so they are pulled behind lee, he can kick them to you. I like to call it "shaolin soccer"! It's basically a death sentence if they get hit by The emphasis on a strong gap closer here is important but not necessary. There are a lot more other examples like
Receiving a Gank
It is important when ganking to spread apart you and your allies crowd control to maximize the success of the gank. Also make sure you are auto attacking the enemy while you cast your spells because it adds extra magic damage with
If you are having a tough time in lane, remind your jungler to visit often as your lane will be pushed in most cases allowing for and easy kill or pressure relief.
Ganking Other Lanes
When ganking other lanes you might be expected to initiate.
*Her
If you aren't expected to initiate, just buff your ally by lending him the Ball. Basically like you would when receiving a gank except your presence will be supportive.
Getting Ganked
Since
When you are being ganked it is best to
In the even you are being tower dived do not panic! Position your ball in between them and
In this section I will be covering the
Crest of the Ancient Golem buff and the wraith camp. Two instrumental camps that you will be using throughout the game to help you get ahead.

This buff can be extremely crucial to
Your jungler should being giving it to you as early as 7:30ish minutes (the second blue spawn) if they started there. Some jungles are dependent on blue for exp and sustain in the jungle so don't be to upset if you don't get one when you want it.
When you get
examplesWraith Camp
*Now that the blue wraith is a little bit stronger I advise you only go to clear them around levels 7-9 when your
The wraith camp is a very popular way now for the mid champion to get extra gold and exp when laning. Because of its frequent respawn time you can take them very often. When taking the wraiths make sure your lane is somewhat pushed, or else the enemy could take the opportunity to kill you while out of position.
Always make sure you clean up your mess. Don't just take a few wraiths and leave the other ones sitting there, unless you actively tell your jungler "i only took the blue wraith" and he might come by and clear the rest. If you don't communicate with your jungler, the wraiths might not respawn the next time you come back!
During the early mid game
Taking DragonAlthough this should be
scouting DragonDuring the late game times of the match
Taking BaronAlthough
Scouting baron
Orianna is great in teamfights, her range and utility make her a good role filler at this time in the game and she can adapt to whatever she needs (anti carry, support, carry, disruptor, etc...)

Poking
Before a team fight it is common for enemies to use there spells and poke at the enemy and see who gets caught out. This is a risky practice because sometimes you can get caught out, unless your
Initiating
When initiating it is essential that you have
During this time lining up for your shot be aware of your mini map. If you or one of your team mates get caught it could completely ruin everything.
Prioritization
In general the highest priority target is the AD carry. But in
SCENARIOSThose were only basic scenarios in where you would focus priority, but that is the basic idea.
When fighting it is crucial you maximize the effectiveness of every skill you have. Because once they go on cooldown you loose all your utility and can only damage with
Although score and numbers don't mean anything, It's really the only tangible proof I can
give you to say that this guide will help and teach you something about
Orianna.
I will be adding to this section as I continue to play in for season 3.




Thanks to those of you who viewed and up voted my guide.
Resourceful BBCode color list.
HUGE thanks to JhoiJhoi's guide to making a guide!
HUGE thanks to IceCreamy's guide on columns!
Specifications and numbers provided by Orianna Wiki
Resourceful BBCode color list.
HUGE thanks to JhoiJhoi's guide to making a guide!
HUGE thanks to IceCreamy's guide on columns!
Specifications and numbers provided by Orianna Wiki
Please leave feedback in the comments of what you think and share what you know, I might look into it and add to the guide!
Check out my Orianna vision change thread.

Patch 3.5
- No big changes to effect
Orianna

Patch 3.04
Sheen total cost reduced to 1200 from 1260.
Lich Bane combine cost increased in conjunction with
Sheen.
Iceborn Gauntlet has been redirected for a more tanky role, more armor less AP.
Seeker's Armguard ability power reduced to 20 from 25.

Patch 3.02
Athene's Unholy Grail now has 20% cooldown reduction!!
Glacial Shroud has received more armor but only 10% cooldown reduction.
Deathfire Grasp cost reduced but cooldown reduction has gone down.
Iceborn Gauntlet cost reduced!
Iceborn Gauntlet slow field radius and cooldown reduction has been reduced.- Double
Faerie Charm can be a new opening option because of
Chalice of Harmony buff.
Negatron Cloak is now a more affordable magic resist option.
Liandry's Torment has no diminished effect and highly compliments your AoE!
Rabadon's Deathcap now has a slightly increased cost but a buffed passive!

Patch 3.01
Seeker's Armguard now offers a good alternative item vs. bruiser mid champions.
Zhonya's Hourglass has a new recipe and has been buffed!
Fiendish Codex now offers a lot more build paths and is way cheaper (no more mana regen though).
Nashor's Tooth had its price reduced no longer grants mana regen.
Deathfire Grasp now builds from
Fiendish Codex and gained more ability power.
Morellonomicon now builds from
Fiendish Codex.
Athene's Unholy Grail is now cheaper!
Frozen Heart is now cheaper.
5.12.13 - Updated patch note section for patch 3.5 (no major changes)
3.22.13 - Moved
Iceborn Gauntlet to defensive items section.
3.22.13 - Updated patch note section for 3.04.
3.19.13 - Patch 3.04 Released.
3.9.13 - Tweaked and adjusted Starting Items.
3.9.13 - Better highlighted
Morellonomicon in the Offensive Items Section.
3.9.13 - Changes seals to
Greater Seal of Scaling Health in the Runes Section.
3.9.13 - Replaced
Iceborn Gauntlet with
Liandry's Torment in the Essential Items section.
2.16.13 - Guide updated and re-published for Patch 3.02
2.15.13 - Added
Executioner
to the masteries section.
2.15.13 - Updated patch note section for 3.02.
2.13.13 - Patch 3.02 Released!
2.2.13 - Updated match history section.
2.1.13 - Created a patch note section to better highlight
Orianna in the patches.
2.1.13 - Noted
Seeker's Armguard in the Items section and made other general tweaks.
2.1.13 - Season 3 Officially begins! Currently making changes for patch 3.01.
1.20.12 - Experimenting with
Greater Seal of Scaling Health in accordance with
Doran's Ring changes.
1.20.12 - Updated Starting Items and First Recall Items in accordance with Pre Season 3 Patch.
1.16.13 - Currently Testing Pre Season 3 Balance changes (revolving around items and masteries).
1.16.13 - Preseason Balance Update Patch 2 released.
1.12.12 - Updated Orianna's Ball and Basic Abilities with more precise details and tweaked aesthetics.
1.11.12 - Completed Laning Matchups section.
1.10.13 - Added and updating a Laning Matchups section.
1.6.13 - Added Orianna vision change thread.
1.6.13 - Added
Lee Sin to "Your Jungler" list
1.6.13 - Completely revamped Items and changed Masteries after thorough testing in S3.
1.6.13 - Updated match history section.
12.9.12 - Guide Published.
10.12.12 - Season 2 End.
Guide drafted in wait for season 3
3.22.13 - Moved
3.22.13 - Updated patch note section for 3.04.
3.19.13 - Patch 3.04 Released.
3.9.13 - Tweaked and adjusted Starting Items.
3.9.13 - Better highlighted
3.9.13 - Changes seals to
3.9.13 - Replaced
2.16.13 - Guide updated and re-published for Patch 3.02
2.15.13 - Added
2.15.13 - Updated patch note section for 3.02.
2.13.13 - Patch 3.02 Released!
2.2.13 - Updated match history section.
2.1.13 - Created a patch note section to better highlight
2.1.13 - Noted
2.1.13 - Season 3 Officially begins! Currently making changes for patch 3.01.
1.20.12 - Experimenting with
1.20.12 - Updated Starting Items and First Recall Items in accordance with Pre Season 3 Patch.
1.16.13 - Currently Testing Pre Season 3 Balance changes (revolving around items and masteries).
1.16.13 - Preseason Balance Update Patch 2 released.
1.12.12 - Updated Orianna's Ball and Basic Abilities with more precise details and tweaked aesthetics.
1.11.12 - Completed Laning Matchups section.
1.10.13 - Added and updating a Laning Matchups section.
1.6.13 - Added Orianna vision change thread.
1.6.13 - Added
1.6.13 - Completely revamped Items and changed Masteries after thorough testing in S3.
1.6.13 - Updated match history section.
12.9.12 - Guide Published.
10.12.12 - Season 2 End.
Guide drafted in wait for season 3







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