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Last updated on June 6, 2011
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Team 1

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Mystical Vision
Presence of the Master

Utility: 21

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There once was a Piltovian man named Corin Reveck who had a daughter named Orianna, whom he loved more than anything else in the world. Though Orianna had incredible talent for dancing, she was deeply fascinated by the champions of the League of Legends. This fascination compelled her to begin training to become such a champion. It is unfortunate that her sheltered, wide-eyed naivete led her to take unnecessary and dangerous chances which ultimately led to her tragic demise. Orianna's death shattered Corin, driving him into deep depression and an obsession with techmaturgy. He could not stand the void his daughter's death left in his life, so he decided to build a replacement – one that would complete Orianna's dream of joining the League. What was created is the clockwork killing machine that Corin named after his daughter. Knowing that she was destined to be a champion and seeing the way the times were changing, he created The Ball as her pet and protector. This nearly symbiotic creation uses a different type of techmaturgy, relying more heavily on electricity than clockwork.
Orianna and The Ball now fight as Champions in the League of Legends, using the Clockwork Girl's sometimes misguided morality as a compass. She tries in earnest to fit in with those around her. However, no matter how hard she tries, Orianna can never be human and there is always something unnerving and alien about her. Though she attempts social interaction with other champions in the League of Legends, there are few who can get past her exotic nature. To many, it's as if there's nothing inside, that Orianna is just a soulless clockwork shell – a dangerous and deadly one at that. However, all along she remains the perfect daughter in her father's eyes.

"Dance with me, my pet. Dance with me into oblivion."

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Proper Techniques.

make sure you have self cast for Q, W, and E. The self cast for E is self explanatory even at first glance.

Self cast for W. If in the middle of a fight a melee champ comes up to you simply self cast W this will ensure that he takes damage, gets slowed. and you gain exiting speed. IF you notice before hand. Selfcast E. Most likely the ball will not already be on you. so this might take a second. because then what damage he can do, the shield absorbs. which you can then cast w right after, and q right after as well. ALL the while you should be running away.

Orianna is an excellent kiter. Giving her boots of movement is genius. not only is it hard for characters like trynd to catch up with you because of your W spell She can properly Cast Q, then W right after, and if they are still chasing you. Selfcast E. the ball still does damage on its way back to you. This may take a while to master. At which point your Q should be right up again. and you can start the harrass running over again. If they turn around or you get another partner around. you can simply use, Q, R, W, Selfcast or Teamcast E.

I use SHIFT in conjunction with the letters for selfcast. IT just takes me back to my starcraft days. So Shift Q, Shift W, Shift E casts onmyself

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(Innate): Orianna’s autoattack deal additional 5/10/15/20/25/30 (+0.2 per ability power) magic damage every hit, subsequent attacks on the same target within a few seconds will add 15% more damage per hit. This bonus stacks up to three times.

Not Entirely useful unless you want to try the ASAP build. Good for early game 3 hit creep auto attack though.

Command: Attack. Orianna commands her ball to fly towards target location, dealing damage to targets hit but doing reduced damage for each additional target hit. Her ball remains behind at that location afterwards.
Range: 925
Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds
Cost: 40 / 45 / 50 / 55 / 60 mana
Magic Damage: 60 / 100 / 140 / 180 / 220 (+0.6 per ability power)

This is your main offensive skill. Main ball placement skill Mostly place this skill strategically for where you want to activate W. Main skill because the CD is so low.

Command: Dissonance. Orianna commands her ball to emit a magnetic pulse, dealing damage to units around it. Afterwards, the ball leaves a field behind for 3 seconds that speeds up allies and slows enemies for 2 seconds.
Cooldown: 9 seconds
Range: 925
Cost: 70 / 80 / 90 / 100 / 110 mana
Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.6 per ability power)
Movement Speed Modifier: 25 / 30 / 35 / 40 / 45 %

Very awesome used in conjunction with boots of movement. Makes you by far the best harrasser/Kiter.

Command: Protect
Passive: The allied champion the ball is attached to gains bonus armor and magic resistance. Bonus Armor & Magic Resist: 10 / 15 / 20 / 25 / 30
(Active): Orianna commands her ball to fly to and attach onto an allied champion, dealing damage to enemies it passes through and shielding the allied champion when it arrives.
Cooldown: 9 seconds
Cost: 60 mana
Range: 925
Duration: 4 seconds
Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.45 per ability power)
Shield Strength: 80 / 120 / 160 / 200 / 240 (+0.6 per ability power)

2nd main ability. As a harrasser, you can still fight enemies at a distance while giving your teammies buffs. A mastered Orianna will be able to effectively use this as an offensive attack as well as a shield(knowing where the ball is placed. and effectively transfering to a buff on teammate. The CD on Q is so low I want to make sure u guys dont overkill on trying to do this with E when the Q will just do more damage.

Command: Shockwave (Active): Orianna commands her ball to emit a shockwave after a short delay, flinging affected enemies in the vicinity into the air a set distance towards, and possibly over, her ball.
Range: 925
Fling distance:
Cooldown: 120 / 105 / 90 seconds
Cost: 100 / 125 / 150 mana
Magic Damage: 150 / 225 / 300 (+0.7 per ability power)

wish i had more to say about this skill, but it is pretty awesome. Try to use this BEFORE W. when going for the kills in teamfights. It will always bring The "average" total amount of champions closer. And since the Range on R is wider than W. Doing R before W ensures the most AOE damage from W as well as the best slow. SELF CAST THIS IF YOU ARE BEING TARGETED BY MULTIPLE HEROES. This is an interrupt skill that does not affect you. so you can then run to safety :P

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i hate people that think these matter. As long as you dont put Increased Energy recovery. You should be fine. AP build is a little softer so Armor or whatever runes. IT DOES NOT MATTER!

but my 2 cents. she is so mana dependent and its hard to come by golem buff all the time. i use flat mana regen.

The ASAP build doesnt need CD runes, since having the buff and nashors is well enough too.

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SUPPORT BUILD - These are just a list of items in order. This is the build I always, use. The item purchase order. Works like charm.

ASAP BUILD - Some people would put GUINSOS before Nashors. But that is just idiotic. Nashors gives the cool down. much better ability power and attack speed. And slight mana regen. (squishiest build of all)

AP BUILD - is up for grabs on what order you want to purchase them. if u dont want lifesteal. If you dont want Mejaiis and so forth. just pick whatever but the rest are absolutely necessary. So necessary for AP build are. Sorc boots. Zhonyas. Void Staff. Rabadons.