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Orianna Build Guide by LuxVikAsol

Middle Season 11 UPDATED đź’›Orianna Guideđź’› [S10 Master EUW]

Middle Season 11 UPDATED đź’›Orianna Guideđź’› [S10 Master EUW]

Updated on May 29, 2021
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League of Legends Build Guide Author LuxVikAsol Build Guide By LuxVikAsol 444 21 1,492,036 Views 10 Comments
444 21 1,492,036 Views 10 Comments League of Legends Build Guide Author LuxVikAsol Orianna Build Guide By LuxVikAsol Updated on May 29, 2021
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I am Jochnes and have been playing League of Legends since Season 2!
Orianna is one of my most played champions and I've had lots of success with her in competitive aswell.
Feel free to ask any question in my stream:

Click Here if you are only interested in gameplay related tips with short video clips!
For example:
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Pros and Cons

wave clear and roam potential
+ high impact in teamfight
+ Zoning and CC
+ engage and disengage
+ early push
+ late game

Orianna can push lane at any point in game and has guranteed impact in teamfights via Command: Shockwave. She is very flexible with dmg, peel, engage and disengage.

- reliant on ball
- no dmg in chaotic fights
- weak to assasins

Champions with mobility can be very dangerous for Orianna because they can dodge her whole dmg easily. In chaotic fights it's hard to land Command: Shockwave or Command: Dissonance on multiple people.
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Core Items

Doran's Ring
Doran's Ring gives insane Mana sustain when killing minions and also help with last hitting due to it's 15 AP and 5 on-hit dmg against minions. Never buy 2 of them thought, since it's passive is unique!

Corrupting Potion
Until season 11 I prefered Doran's Ring over this item, but since you want to get Dark Seal and Tear of the Goddess on your first back now, there would just be too many items in your inventory, making it hard to buy other recipe items. Another option is to start with Dark Seal and Refillable Potion, but with that you need to base really early, because you have no mana at all.

Sorcerer's Shoes
Increases your damage against champions drasticly. Compared to Ionian Boots of Lucidity, Mercury's Treads and Plated Steelcaps it's the most impactful option to take. Orianna can get stats like Cdr and Magic Resistance from other items.
With Sorcerer's Shoes you deal 11,6% more magic damage against enemies with 34 Magic Resistance.

Liandry's Anguish
It helps on wave clear with it's burn effect and also gives a lot of Ability Haste, which is really good on Orianna, since it gives you more control over the ball. You have endless mana with Seraph's Embrace, so you want to have as much Cdr as possible.

Seraph's Embrace
Build Tear of the Goddess early on and upgrade it into Archangel's Staff when you are close to full stacks. Other Mana items like Luden's Tempest or Liandry's Anguish increase it's AP even more and lines it up perfectly for a Rabadon's Deathcap as next item.

Cosmic Drive
It's a good item to get for Ability Haste, if your build doesn't offer it yet. Also scales with other Ability Haste items, since the movement speed it grants you will increase depending on how much you have. Especially in combination with Liandry's Anguish and Demonic Embrace it's pretty powerful!

Luden's Tempest
Against squishy enemy teams the magic penetration might be more impactful than Ability Haste, but you still want to get Cosmic Drive to have atleast some Cdr. Void Staff increases in value because it amplifies the flat magic penetration and should be purchased as 3rd or 4th item.

Mejai's Soulstealer
When having atleast 6 or at best 10 stacks on Dark Seal it's reasonable to upgrade it into Mejai's Soulstealer. Especially when going for Luden's Tempest since you will have a lot of burst damage to secure kills and Mejai's Soulstealer counts as legendary item, so Luden's Tempest will grant bonus 5 magic penetration for a cheap price! I will help you to snowball even harder!

Void Staff
When you are going for the Sorcerer's Shoes + Luden's Tempest + Mejai's Soulstealer build, Void Staff becomes extremly strong since % penetration is calculated before flat penetration. That means the 38 flat pen will hit your enemy after 40% of his magic resistence is already gone! I think this is an extremly strong build that will be abusable!

Rabadon's Deathcap
Build it later on to increase your AP values. It's extremly good to increase shield's, heals and other effects that are scaling with AP.

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Situational Item Choice

Banshee's Veil
In some hard matchups or overall against assasins you can build an early Verdant Barrier and later on build it into Banshee's Veil. You can also protect yourself from getting caught by CC spells!

Zhonya's Hourglass
Seeker's Armguard can be build against physical damage dealing assasins though you don't need to rush for Zhonya's Hourglass!
Finish it later on then but for early and mid-game the 45 armor should be enough.

Morellonomicon's only purpose now is to reduce healing! I would only recommend to buy it if the enemy team has insane healing champions, that you will be able to affect consistently with your spells. Otherwhise it's just a waste of gold since the item doesn't have good stats. For example to be building it against Soraka than against Vladimir since he probably won't be your main target, while against the Soraka, everyone is a possible target. It also comes down to how fed the healing Champion is and if someone else in your team has already bought healing reduction.

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Early Game

1. Lane:
Position the ball in the middle of the lane and always threaten your enemy to be punished when he is going for last hits. Wait for your enemy to use an important spell on the minions and then start auto attacking, using Command: Attack+ Command: Dissonance to get lane control. Orianna likes long trades due Clockwork Windup dmg on every auto attack and the low cooldown of Command: Attack so you may get it off multiple times where your enemy doesn't have his spells up again.
Try to hit your enemy with Command: Attack everytime he wants to take a last hit, the low mana cost and cooldown won't let him punish you. Try to hit him with the damage from Command: Protect to maximize damage in all-ins!
When you go for a push try to hit as many minions as possible with Command: Attack and Command: Protect also do that later on jungle camps.

2. Ganks:
Orianna got great gank setups with Command: Shockwave and the slow from Command: Dissonance! Nobody will play safe enough to stay out of Orianna's because it's way to high! Pretend to be going for the farm and position the Ball close to the enemy, use Command: Attack and follow up with Command: Shockwave to create a get close for your jungler. Never use Command: Attack directly on the enemy if you are planning to pull him into your direction. This could happen:

When 3. being ganked try to get the ball back to you with Command: Protect and create some distance between you and the enemies, use Command: Attack slightly behind them so Command: Shockwave will pull them away from you. Then use Command: Dissonance to slow them so they can't chase you.

4. Roaming:
After pushing you should try to get pressure on the map, by using Stealth Ward and Control Ward, spotting the enemy jungler in his or your own jungle and roaming!
If your allies pushed in one lane, you can run behind the tower and pressure them with Command: Attack they have to respect the ball. Poke them down with and . Go for Command: Shockwave when there is an opportunity otherwise, just push the tower and keep zoning with Command: Attack!

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Mid Game

1. Objectives:
When going for tower pushes or Baron, use Command: Attack to hide the ball in a wall. You can suprise your enemies with that and get a quick off. Don't try too hard with it though.

2. Ability Usage
You can use Command: Protect on an ally that is engaging a fight to cast your abilities from his position. The range you get by this is much higher than from Command: Attack. Don't shield them before the start of a fight, since you may need it for yourself, not only the shield but also the ball.
Make clear for yourself, if you want to use Command: Dissonance or Command: Shockwave first after Command: Attack.
Command: Dissonance first provides instant CC and makes it hard for enemies to run away from the incoming Command: Shockwave
Command: Shockwave first has a delay but pulls all enemies hit together so that the following can be lined-up very good. The range is also bigger on it.
Wait for a good moment to use one these combos or create new combos for specific situations.

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Late Game

1. Positioning:
Always try to stay atleast in max range of Command: Attack to your enemies and use walls or corners to get an advantage by controlling the area with and

2. Teamfights
It's not all about hitting the biggest Command: Shockwave ever but if you do it's obviously nice! Orianna also got DPS with Clockwork Windup and low cooldown of Command: Attack and Command: Dissonance (on 8.13 it will have 7 seconds without cdr.). Command: Protect can make one of your other carries very strong as Summon Aery adds up to the shield! You can even use Command: Dissonance on ADC so he goes crazy with the movement speed.
But when talking about Command: Shockwave here are the key points:
Always lookout for potential CC from your team to combo on it.
The enemy team will try to move as a unit, so there won't be fast movements, rather slow and obvious ones. Use that to your advantage as it will be easy to say where they go next!
Put down the Ball where you expect them to go and adjust with Command: Attack as the fight goes on. I call it the "Ball Trap"

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Thanks for watching my guide!
Giving me your feedback in the comments would be really appreciated aswell as a vote!
You can also ask questions in my live stream on Twitch if you click here
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League of Legends Build Guide Author LuxVikAsol
LuxVikAsol Orianna Guide
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Season 11 UPDATED đź’›Orianna Guideđź’› [S10 Master EUW]

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Teamfight Tactics Guide