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akali has long engage and huge burst, definitely not good for supp ori in any way.
Alistar
Not much of a threat. He can if positioned right knock your adc away from you but you can generally disable his adc at the same time.
Ashe
Not a problem. She has a slow that you can counter with a slow or a speed boost. Her global ult is countered by your shield. Just make sure it isnt you that gets ulted.
Bard
No threat really. Shield his pokes and dont stand near enough to anyone to get stunned.
Blitzcrank
Youre generally far enough away to not worry about his grab but if he does grab you youre in a bad place because ori has low mobility. If your carry is grabbed you can shield and then use your ult to peel them while your carry recovers.
Brand
Generally not bad assuming your carry can dodge. Consider rushing boots. Do not underestimate his damage at any level.
Braum
His shield can block your balls q travel which will cause it to stop in place but it wont block your w or r aoe. Ori excels at countering slows on allied champions with her w speed and her ults peel, make use of them if needed.
Caitlyn
You can shield her pokes and ult. Peeling usually doesnt help as much bc of her range but you can anticipate her passive easily.
Camille
Not dangerous unless she ults you during a gank. If possible ult her out of her ult to break it though due to the width of her aoe and the knock distance of yours that will be unlikely.
Cassiopeia
Not really dangerous unless fed plus her short range makes her easy to kite.
Cho'Gath
Long ranged aoe silence = not favorable. The knockup can shit on you a bit too, never underestimate the ult damage. Your ability to slow and peel will be required.
Corki
Generally not a threat. Dont let him ult poke you and punish him for engaging since aside from R he is low ranged. Avoid engagements while his passive is up!
Darius
You will likely die if he can catch you. Not even your w will help you. Generally it requires you to be on the edge of his range with a perfect R knock plus a speed from W to escape. He's fallen off in popularity but is still quite potent. Avoid engaging him.
Diana
Diana straddles the line between yellow and red. If she gets ahead shes in the red. She has strong engage and burst but your peel is more effective against her than similar champs (Akali). Dodge the q and shield your carry when possible.
Dr. Mundo
You cant fight him alone. Unless hes behind I wouldnt recommend fighting him with less than 2 people unless one is similarly tanky. You can usually escape but if you continue to fight he will likely slowly melt you.
Draven
If you find that his damage is getting through your shields or he has a cc heavy supp then you should be careful. His knock can shit on you but overall his threat depends mainly on if your carry can position well and counterburst his sustained damage.
Ekko
Dont fight him by yourself. His q is easy to dodge and his stun is predictable but his ult is dangerous and your teammates will likely get shit on by it since they generally suck. Shield when you can.
Elise
Ori's range generally allows her to avoid being targeted by elise's stun but shield the adc if needed and dont forget to speed during attempted ganks
Ezreal
Not much problem here. Shield his poke and ult. Your ult knocks about as far as his blink so thats kind of a wash. Consider taking biscuit with hi msince he pokes all the time.
Fiddlesticks
Silence is annoying but your range can generally keep you from it. Shield your adc when he throws it and speed when he drains. If he ults try to counter ult so he ends up farther away before speeding so you can get out of his range.
Fizz
Assassin, good engage and high burst. You can predict his ult but it is unlikely you can shield through much of the damage. He is a slippery fish with playfulltrickster so only ult if hes out of position and it's on cd
Galio
post rework he is somewhat more dangerous. You should be able to shield all of his damage. You likely wont be able to peel him far enough to prevent his taunt on your adc unless you ult so shielding incurred damage and speeding for tower is best. Don't forget his ult when chasing. Also, know that hes likely to dash knock immediately after activating his shield so shield your adc accordingly.
Gangplank
Barrel cast range and delayed detonation in a barrel string is an op combo for the amount of damage it puts out, if he gets fed he will easily melt your shield. Never neglect his ult unless hes already used it because gps like to ult bot these days.
Garen
peel him if needed. The silence is extremely long so avoid it if possible or if hes running at you with it shield yourself asap.
Gragas
high sustained damage and his knock is dangerous. I find that if hes ganking from behind it may be better to preemtively ult him so you and your adc can get close to tower which will make his ult's knock relatively useless
Graves
His damage is shieldable and predictable. He has low mobility and only a blind for cc.
Hecarim
As soon as his ult finishes peel him with yours. He has very high damage with new runes. Throwing your full kit at him if he goes in will likely be required.
Heimerdinger
Not really a threat but supp ori has low damage which makes taking out heimer turrets slow enough that he can get some damage done.
Illaoi
Shes slow so peel if needed and shielding is easy. Do not underestimate her ults ability to sustain. Consider flashing if she ults to deny her all that regen and damage.
Irelia
She has the kit to be dangerous but in general doest usually get ahead enough to be a threat.
Ivern
He's low-key the king of engage. Aside from that hes relatively useless. If he roots and engages just shield and speed to get away. If he ults consider ulting him/daisy or more likely the enemy adc.
Janna
Your shield is better regardless of what the janna mains say. Her gale is not a threat unless she maxes it first with damage and gets you with it up close (it is otherwise easy to dodge). Her only threat is the knockup from a close q or a flash ult which can significantly deposition your adc. Use your range to an advantage and youll do good.
Jax
Low range but dangerous when close. If he comes in to gank a preemptive ult is usually not a bad choice so that you and your adc can get to tower.
Jayce
shield what you can from his poke and slow him.
Jhin
Your range makes him relatively not threatening. You cant shield his whole ult damage but your ult will stop his though youll have to be in range which can put you out of position. Unless youre close when he ults it is usually safer to shield and speed.
Jinx
Shield her pokes and ult. The only threat is her slow and root.
Kalista
Watchout for her burst from rending many spears. When she ults, run but you will likely be able to counter with your ult.
Karma
Karma tends to be really strong early game but as long as you stay out of range and shield/speed your adc you should do just fine. She will fall off.
Karthus
shield his ult when possible and technically yours will cancel his but ive never been in range of him when hes ulted before
Kassadin
he's technically an antimage so dont be reckless but his range really makes him a nonissue unless hes fed and focuses you
Katarina
counter ult if at all possible. she can do so much dmg that by the time your ball gets to her and your ult actually activates the knock she probably already melted half of your teams hp or more.
Kayle
she has a slow and a speed that she can use at range plus invincibility and a heal and a lot of damage. The reason she isnt crazily dangerous though is because she has no hard engage.
Kennen
Low range and shieldable damage. Hes yellow because he has extremely dangerous flash aoe burst potential with a side of aoe stun to go with it. Stay as far back from your team as possible and if able ult him backwards when he speeds in for ult.
Kha'Zix
burst assasin with pretty good engage. Hes not as sticky as rengar but may require peeling with ult. Otherwise shield and run
Kindred
dont stand inside her wolf aoe and you should be ok. Her arrows after hop are predictable. When you can, try to knock enemies out of her ult.
Kog'Maw
he has no good engage so shield his ult and slow him if hes in range to w. Shield his passive or speed out of it. with short game times, hypercarries are super good rn so by like 15minutes hes extremely dangerous.
LeBlanc
Prerework she would be the only champ i'd rate 10. Haven't seen her much post rework so putting her down to the lowest red. Shes not as bad as she was but she still will likely melt any squishies even with shield since she does over like 4k dmg end game even when the target has like 80mr.
Lee Sin
shield and peel, bait him into dashing and then catch him with ult. Can be tricky if he dashes out right away.
Leona
Dangerous with her cc but your range really makes that only effect your adc which you can shield and peel for. I used to recommend rushing crucible on numerous champs but leona is the only remaining champ id recommend rushing it against simply because it thoroughly shits on her.
Lissandra
As of pre S8 liss is in an even worse place than she used to be due to lack of viable runes. Unfortunately for ori lis's kit is especially adapt at killing long distance squishies so if shes in mid then be wary. You may need to flash if you see her claw near you and shes focusing you.
Lucian
shield poke, counterult.
Lulu
she can build damage and it will make your shield difficult. Never forget her ult, it allows enemy tower dives and prevents allied dives.
Lux
if she catches you youll probably die. Your range prevents that. If your adc is caught and shes built a lot of damage she may likely kill your carry unless you have a lot of ap/shield bonuses as well. Her burst is dangerous.
Malphite
Avoid grouping or his ult will shet on your team. Usually best to counter ult his dps and worry about him after.
Malzahar
Shield when able. Consider buying qss. He will want to target you bc of your relative squishiness. He will be disappointed when you break his ult, shield yourself, and walk away having taken barely any damage. Be sure to ult him during his ult on an ally since it will interrupt.
Maokai
Avoid his root and counter ult the enemy adc if they engage yours
Master Yi
Shield what you can. He will often be untargetable so your ult isnt useful. He requires no skill whereas ori requires a lot so it'll take effort but you can withstand him.
Miss Fortune
shield her doubletaps. Her ult is relatively short so trying to counter ult isnt usually useful unless your ball is already in position. Youll likely be better off shielding and speeding so that you can get out faster and be far enough away to prevent her followup
Morgana
Id put a good morg on equal grounds with a good ori. Her shield will prevent your ult so you'll need to work around that. Her q dmg can be blocked by your e but the root will still be dangerous. Play safe and play well and youll be alright.
Nami
Her sustain is more effective than yours since she can damage and heal at the same time. Shield when you can and avoid getting close enough for her to trade you and or bubble. You can counter ult. She will fall off.
Nasus
peel and shield. he will break through so running is the only option unless you have the dps with you to kill him.
Nautilus
shield when possible. If he ults consider counter ulting.
Nidalee
avoid the spears, she can burst. Shield when possible, ulting isnt always best if shes just going to be at long range since she will just spear you anyways. Ult only when shes towerdiving in cat form or similar.
Nocturne
group as much as possible when he ults while getting to safety. shield if able and be ready to peel him with your ult
Nunu & Willump
nunu can be dangerous to ori under the right circumstances. His e will likely break your e but your r heavily counters his r and your w counters his e slow so just play safe and stay away from him when possible
Olaf
immunity to cc means that you should just focus on e and speeding with w but not too dangerous
Pantheon
shield when able and if you can you can counterult though the timing is really hard. Dont forget about his spear range.
Poppy
dont stand near walls.
Quinn
shield and peel. you likely cant outrun her but shes squishy and doesnt have as much sustained damage as other adc's.
Rammus
consider counterult before he gets in taunt range if itll get you and your adc to safety
Renekton
avoid the stun, not quite as dangerous as nasus.
Rengar
moderately dangerous, avoid bushes and walk perpendicular to his main damage skill to avoid much of it. Group when he ults
Riven
You can generally kite her but along with her high skill ceiling she has the potential to be extremely dangerous. play safe and dont underestimate her
Ryze
late game. stay out of his range he will burst you if you dont. peel if he gets your carry
Sejuani
avoid grouping or she will ult
Shaco
shield and and run, you could also fight but be wary of his boxes
Shyvana
peel, if needed, otherwise not a threat
Singed
shut him down in lane early. he will snowball heavily if allowed to get kills
you may also have to assist killing him if he does that bs thing by farming minions between the two towers during lane phase
Sion
avoid his knockup/stun its slightly faster than the animation so be careful. His greatest danger is from a flash ult since it basically turns it into an instant knockup.
Sivir
pretty meh, she can put out consistent damage but is relatively easy to kill aside from her spell shield which you should make sure has been used before ulting
Skarner
dont let him get close and peel before hes in ult range if you need to. use your ult to catch him if he has ulted someone
Sona
the easiest person to shield against is sona. With new runes and oris e nerf her damage is now no longer completely blockable if she builds for it. Oris range still counters sonas ult and her projectiles are still very slow and easily shieldable.
Soraka
probbaly the most boring lane ever. Soraka has been cancer since she got reworked. avoid her qs and shield when necessary. Always focus her first otherwise you allow the enemy adc to have free health. She is relatively squishy assuming she doesnt q you and has no mobility so ult her when needed to secure the kill. Do not forget about her ult especially when chasing low health enemies.
Swain
peel and shield [rework incoming, further testing will be required]
Syndra
high burst and stun, stay out of her range. she will melt through your shield with her ult so be wary. More spheres=more chance for her to ult=stay further away from her at all costs. Kite, dont fight. She's easy to predict though due to the high likelyhood that she will ult when she has 2-3 spheres summoned.
Tahm Kench
peel and shield, ult if needed to prevent him from eating you or your adc
Taliyah
her early poke is surprisingly dangerous, avoid it at most costs and she'll quickly fall off. dont be in range of her knock
Talon
bursty but generally not as dangerous as he used to be. If hes fed youre probably dead. you can try to peel but there isnt much you can do if hes strong enough to burst you.
Taric
avoid the q and shield if he gets your adc.
Teemo
shield often, his q is easily blockable and your shield helps a lot against shrooms. never chase unless you want to feed.
Thresh
common supp. Avoid the hook and shield if he gets your adc. if he ults you can counter ult. he has better engage but you have better damage mitigation as well as peel
Tristana
idk what it is with new runes but tristana is now one of the most snowbally champs. A lot comes from her huge jump and it refreshing on kill. to be effective against her you need to shield at an appropriate time but also poke her as much as possible so she doesnt stack her damage skill with AA. Your ult will ground her jump but due to your ult's slowness it isnt often used to ground her.
Tryndamere
shield through his ult the best you can and feel free to counter ult him either to peel or catch. trynds arent unkillable for ever. He makes significant use of the dark harvest meta so be wary since he will be able to 2 or 3 hit you.
Twisted Fate
outrange him and shield if he goes to stun, his card has a travel time that allows you to get in a shield.
Twitch
twitch used to have primarily sustained damage but now in mid to late game he has huge aoe burst with his ult. Block what you can in lane, he can proc his poison to do more damage so try to predict that, unfortunately its an instant effect when he uses it so it's mostly just luck assuming the twitch knows how shields work. If he is missing late game, never encourage a teamfight until oyu know where he is. Count ult if it will prevent significant damage from him.
Udyr
peel when you can but godyr can catch back up so if youre far from safety he will likely get you. In lane you can peel long enough to get to turret.
Urgot
shield when able and avoid getting close enough for him to ult. Peel him before he ults or melt him if he does or its target will die.
Varus
he has a long range poke that you can shield and a root. with new runes he has a bit more damage so dont underestimate him but hes definitely not comparable to any other popular adc.
Vayne
vayne is probably the best all around adc. Her burst atm is crazy at mid (due to terrible damage creep and short match times these days) game like she can do over 1k with 1 aa. The best way to fight her is to prevent her from doing damage so counter ult her whenever possible. You can use your ult to keep her out of range as well as prevent her from doing anything while she is knocked
Veigar
use your range to not get caught. he has infinite scaling so eventually he will break your shield and your hp bar in 1 hit but until then try to shield or flash if needed
Vel'Koz
since his rework hes significantly less dangerous but still do not doubt his burst and try to counter ult if possible but dont let him melt you while positioning your ball for ult, always move yourself before moving your ball.
Vi
shield when able and counter ult if needed. preemptive ulting is useful when she ganks
Viktor
since his rework he has shitty aoe burst and you can outrange him which really only makes him dangerous if he manages to get close for ult.
Vladimir
avoid fighting since he has better sustain than you and shield his ult when needed. He has very high burst since late S7, if hes fed youre dead. catching is relatively useless unless his pool is on cd.
Volibear
peel him when he runs to throw. dont overextend trying to kill him while his passive is up.
Warwick
instant range suppress, basically malz but melee with more sustain. avoid making yourself the target of his ult if at all possible. shield your adc if he ults them . a proactive ult may be useful but since his ult is instant you wont have a large window
Wukong
your ult will knock him but not stop his ult (same with ken). avoid grouping and be wary of extending too far bc of his invisiblity
Xerath
dodge when you can and your ult will interrupt his but it is similar to karth in that he is rarely close enough while ulting to counterult
Xin Zhao
high damage with engage to back it up. preemptive ult when able or ult to peel if needed
Yasuo
not too dangerous since youll generally be out of his range and if his knock is heading towards multiple teammates you can ult him to prevent him from ulting them. be aware though that his wall will block your ball travel. He seems to do well in mid these days and once hes fed he becomes a significant problem for you because he'll be able to withstand a concentrated assault long enough to dash too close for your safety
Yorick
outrange and kite him, be wary of his damage when he has minions bc they will melt people. peel if needed
Zac
be wary of extending bc of his jump, hes actually relatively difficult to peel with his new ult while it isnt on cooldown since it blocks all cc when hes in his pool form.
Zed
shield when you can, you may likely have to zhonya. You can try interrupting his combo with your ult but he will likely dodge it. Zeds ult was buffed in one of the early s8 patches so he can use it twice during a teamfight now so dont underestimate him. If he's fed you really cant stop him if he focuses you since you only have 1 zhonyas.
Ziggs
high damage but very easy to predict, avoid it when possible and shield it when not
Zilean
zilean used to be a troll and now hes a cancerous troll because of his aoe stun. avoid getting 2 bombs. His bombs are probably the easiest damage to shield in the game
Zyra
never fight in her area. even if you step on her plants there is a small window that she can use a spell to grow them and even if youre out of range by the time they sprout they will still aa you since they get 1 aa off if you were in range as soon as she used her skill. as long as you avoid her root she wont get kills but she can zone better than almost anyone so youll have to shield a lot so your adc can still farm
Annie
stay back from your adc and be wary when she has 3 stacks of pyro since she will shield + ult for a quick stun. Her q is easily shielded and peel tibbers/ preemptively ult her so you and your adc can reposition to prevent her from ult stunning in a bad place
Anivia
high burst but easily peelable. stay out of her range and block what you can. dont chase while her passive is up
Aatrox
generally best to run since he has crazy sustain. dont chase while his passive is up. his jump is well telegraphed allowing for a shield
Rakan
Hes very predictable because of his medium low range and since he usually shields before jumping in to cc. Shield your adc when he engages and be wary of blowing your ult after he has since he has a long range escape especially with an enemy xayah. He's yellow simply because of the amount of cc he has combined with his added range from his dashes.
Xayah
Shes basically useless unless you or your adc allows her to pull her feathers back which is where so much of her damage comes from, doing so will allow her to do significant burst as well as root. Shes green because aside from the feather pullback her damage is mediocre and she has no mobility. Avoid ulting when hers is up since shes untargetable.
Ahri
she has good cc and high mobility, stay in the back and near teammates or minions to block her charm. You can catch her relatively easily since her dash isnt super far.
Amumu
dont let him bandage you, he rarely build enough damage to be a threat on his own and is easy to catch. he also tends to help gorup his team since they try to prepare for his engage but that makes it easier for you to ult 3-5 of them
Aurelion Sol
his long range and moderate to high sustained damage make him good at killing you. luckily his hard cc and ult are dodgeable and he has no instant mobility to escape your ult.
Azir
your range protects you from him and he regularly has to use his dash to position his ult which gives you time to shield an ally.
Evelynn
shes actually pretty dangerous but most people dont use her that well. she is peelable but her ult is a very effective execute that your shield provides little defence against. shes yellow instead of red due to her charm being very telegraphed and lack of skilled players.
Kayn
his damage outpaces your shield and his mobility negates your cc. luckily roots/stuns ruin him and they is so prevalent that other members of your team can shut him down. Be very wary of him, since like 8.5 hes been super op due to the dark harvest meta and will easily 2 hit any non tanks around the beginning of midgame if he cant be shutdown.
Kled
your shield will moderately block his damage but his stickyness slightly outpaces your peeling. Always wait to peel after he ults and preferably before or after his leash is on you. Consider flashing to place an ally inthe path of his ult instead of you since you can shield and peel for them while theyre cc'd wheras you couldnt for yourself if you were cc'd
Mordekaiser
almost never played which means it's even rarer to see someone play him well enough to not get rolled. Dont underestimate his damage or tankiness but in general he is a nonissue
Ornn
the key to ruining an ornn is to immediately dodge as soon as he uses pillar because it's only like 1/4 second later that he can use his dash to hit the pillar as soon as it appears to cause the knock. Generally your range is enough to preclude any damage or cc from his main kit but your allies may not be so lucky. spread out to decrease the effectiveness of any knocks he may proc on his ult. It is also relatively easy to ult him shortly before he would bash his ult to cause the knock which would prevent all of his large ult cc.
Rek'Sai
she pretty much a non issue. her range is low, damage isnt super high. she has some mobility so dont go throwing your ult out expecting to ruin her since she can just tunnel back into position. You can block a moderate amount of her ults damage with e which isnt hard to predict depending on how many people are marked. Ball travel time might ruin attempted blocks tho since the time between the scream and her appearance is super short. also shes super rare to see
Rumble
generally hes easy to kill due to lack of instant mobility and infrequent play. Be very wary of his ults damage because it is surprisingly high, your teammates will likely walkover it thinking it's similar to corki w damage when it is significantly more deadly.
Shen
low range and high utility means very low danger to ori. dont extend too far to secure any kills when his ult is up and be wary of flash taunt combo.
Trundle
melee champ with no hard cc or mobility. dont fight inside of his aoe and peel him if hes fighting an ulted target since it does a lot of sustained damage and provides him with a lot of healing.
Zoe
super high burst wth low cooldowns, really easy to hit cc and extreme mobility when people are flashing. she'd actually be very good at killing ori if only she wasnt banned most games. Also never ult her during her ult since it will just port her back.
Fiora
avoid ulting when parry is up, dont let her proc her ult at all costs.
Gnar
not a problem, he is catchable. The only thing to worry about is the speed at which he cant transform+bounce+knockintowall=stun. just avoid that and youre fine.
Jarvan IV
he has some good damage but is easy to peel. his ult is dangerous to you and you should consider flashing if his damage is high.
I make guides for normal players since I don't play ranked. These guides require me to consider things such as shorter match times and significantly less ability to coordinate directly with teammates (normal matches are most commonly played by random groups). I've been maining ori supp since the end of 2015 and have come to find that shes just about the safest and most versatile support there is. Her range and utility allow her to stay safe while providing significant aid to her allies. I just wanted to make this guide to tell other people what has worked for me since it has worked so well.
Current state of support ori: not great. I personally wouldn't call her generally viable anymore and would currently relegate her to being a niche pick. This is mainly due to patch 7.16 nerfing her e base shield but it was exacerbated significantly by new runes causing her to lose 50% of her initial cdr (which she doesnt recoup until endgame unless she buys cdr boots) as well as increase damage output, make the shield/heal rune (practically)unattainable,and lower her mana regen with the removal of regen runes.
If you care about support ori and want to see her become viable again please post on a lol forum and encourage riot to at least buff her shield strength on allied cast.
note on summoner spells
note on summoner spells
F stands for flash (duh). Exhaust is most popular but heal is actually a better fit for ori since she will be so far away from enemies most of the time. You'll likely end up taking exhaust though since your carry will instalock heal.
New Runes
New Runes
Sorcery + Inspiration
Aerie: current the best for ori. Unfortunately it did not make up for the terrible early game nerfs to her e in 7.16. Also aerie is moderately delayed which vastly reduces its effectiveness in adding strength to your shield to protect from nonsustained damage.
Manaflow band instead of ulti hat: she is extremely mana dependent and having mfb will be extremely helpful in early game especially with the removal of flat mana regen.
Transcendence instead of absolute focus: more ap would be nice but she really really needs the cdr to use shield more, new runes lowered her early cdr by 50%.
Gathering storm: pick this over scorch unless you plan to aa a lot. even though storm is pretty bad due to current game times it still buffs your shield which is your primary purpose as ori supp. Also, being within range to aa enemies is not a good way to play ori due to her lack of mobility.
Futures market vs biscuit delivery vs stopwatch: if you see a very poke heavy lane then feel free to get biscuit for the mana since you'll be throwing a lot of shields. In all other cases i take futures market because there isnt a better choice and the qol improvement is noticeable. Stopwatch is a poor choice on ori since she has no escape so aside from the random global ult which she can usually handle with her e, a single stasis will usually only delay a guaranteed death.
cosmic insight: simply the best option out of the remaining, boots are nearly useless, minion dematerializer is useless, celestial body is wasted on someone who takes damage so infrequently, approach velocity's effect is really muted due to oris ball travel time.
new supp items in 8.2
new supp items in 8.2
passive supports as well as cooldown reliant supports (of which ori is a member of both) got comparably shet on during this update since poke supports and tank supports both get moderate boosts starting mid game due to the inclusion of ss into their build paths.
The coin line is currently garbage aside from being the only line to offer any cdr in a starting item which ori needs after new runes more than ever.
Until coin's final item is buffed to be competitive, the best option ori has is to build into medallion and then switch to remnant of the watchers as a final purchase. This will allow her early and mid game to stay competitive with other supports. Her end game will be temporarily weakened due to wasting some gold on the coin line and also while she unlocks the ability to use the SS passive again but this weakness is mitigated by the relative infrequency of completing a build in todays 30 minute meta.
This definitely isnt ideal but overall it shouldnt effect her viability much due to as I mentioned how infrequent it is to complete a build due to short match times.
note on vs champs
note on vs champs
All champs should be there. If you dont see a certain champ make sure it's not at the bottom of the list due to being added in later.
Pros / Cons
Pros / Cons
Pros:
Great damage mitigation
long range
very versatile ult
Cons:
mana hungry especially if using w and q
low mobility
slow ball travel time = effective cast times on skills
earlygame/laning
earlygame/laning
Ori is passive. If youre playing safe then you should be at the range of your coin to get xp and gold and shield your adc when the enemy laners poke. Ward a bush when able and do not over extend without vision. If you are only using e then you'll rarely go out of mana, feel free to miss a shield for only a little damage or if your carrys hp is full to maximise the effective healing of their hp regen. If you have to use w multiple times bc your adc is not positioning correctly you will go oom. Always try to save mana for a shield. Being a shield support relies heavily on being able to predict enemy champions' actions. If youre new to league you will likely do poorly as support ori. If your first back is before you have like ~800-1100g then your lane isnt doing great. Sometimes I end up never leaving lane until lanephase ends with ~2400-3000+g because ori is such a safe champ and with her health regen can stay in lane for a long time.
mid game
mid game
lane phase generally ends for you when one team gets the other tower or when another lane wins/loses and consistently begins causing teamfights. You will likely have to roam probably to mid to provide assistance. Just shield when able. These enemies will not be as familiar to your ball as the bot laners so feel free to poke when able. if your team tends to be doing alright without you feel free to farm a safe lane and be aware of enemy positions so you can throw pings when your team inevitably overextends while chasing. As the supp youll have the most map awareness so be sure to ping for assistance or go yourself when a large minion wave is pushing on one of your turrets.
late game
late game
Late game ori will continue to support her team as shes done before but now that she has more ap she can do significant damage to enemy non-tanks. Usually to the surprise of the enemy team. Feel free to throw your ball into three of them and ult then w then e and watch as they scatter bc theyre at 25% hp.
tips/tricks
tips/tricks
Playing ori can be really difficult at first because you lose track of your ball. There isnt really an easy fix for this other than practice. You just have to get used to your abilities activating from your ball and not you. This makes their effectiveness dependent on the location of whoever has the ball but it is also good because enemies rarely notice that teammates have the ball untill it is too late. Avoid using q to leave your ball places when youre new to ori, it is much easier to know where your ball is if it is attached to either you or your adc because you know where both of those people are at all times (it should primarily be attached to your adc all the time anyways).
Playing as ori supp differs from some supports in that your adc is somewhat of a meat shield for you. Theyll basically sit out there with their life in your hands while it is up to you to block all the incoming damage and throw off the ganking junglers. But thats how it works best. What you dont want is to be the one being targeted because if you get stunned or silenced or suppressed then youre useless whereas if your adc gets stunned or silenced or suppressed you can still shield them and counter ult the enemies. In short, the safer you are the safer your adc is.
The skill sequence for max damage is usually q so the ball goes directly behind the target then w then e so the ball passes through the target on its way back.
If youre finding that youre having mana issues it is likely because youre spamming w and q too often for your level. Play more defensively and take advantage of possible downtime by letting your mana regen. Q should only be used to position the ball when ulting 95% of the time. Other instances could be to secure a kill or provide vision but these are more advanced uses and novice ori users should focus on saving the mana and the q cooldown for ults.
Your ball is invulnerable, use it to ward off enemies from walking near it and punish them with your ult or w if they do or use it as a ward when needed though be aware that since it flies slowly it will make shielding yourself or an ally take longer than if the ball was already on them.
Even though your ball flies relatively slow it still goes more quickly than people walk. In cases where an ally has the ball and you will arrive within range of an objective more quickly than they will you can shield yourself which will bring the ball to your position. Then once youre within range of the target you can use your q to position the ball for a kill. This can save time since the ball will be doing more of the movement.
Do not forget that a knock is basically a stun since enemies cannot act during the knock. Even if it doesnt reposition enemies any worse than they were before it still prevents them from acting during the knock. This works well against people like vayne who rely heavily on being able to do as much damage as possible during a relatively small window of time.
Some guides will tell you that you can ult yourself with your ball and then flash on enemies to surprise them. While that is true you should almost never be within flash range on an enemy in a situation like that. You have no mobility and are a squishy support. You should use your range to the advantage and save your flash for emergencies only.
indepth tag
indepth tag
well the admins werent very understanding about adding the indepth tag to my guides even though i have far more text in them when including notes and matchups than many other guides that have more text in the body but much less overall content, especially considering i dont waste your time or mine with excessive bbcode so below are a bunch of W's to satisfy the indepth tag's poor implimentation since my guides satisfy the purpose of the tag but are unjustly left without it.
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