Orianna Build Guide by Yeager
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Runes: Aery - Domination
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Ability Order Normal skill order
Threats & Synergies
Easy laning phase and you can zone him pretty well with your ball so the only way he can get within range is by using flash. Get morellonomicon to counter his healing and keep your distance, especially when his empowered q is coming up. He's a monster lategame, so time his flash and play around it.
You have the range advantage, so you can kite her pretty well at all stages in the game. She's immobile if she doesn't hit her Q, so play around that, and get boots if necessary since it's a skillshot. At level 6 you only have to watch out for her flash ult. Always turn your back when you see her ult animation go off, so you get slowed instead of stun.
Stay behind minions when fighting her as they can block her charm. Don't use your ultimate while hers is up because she can easily dodge it, unless she's caught by surprise. If you're struggling against her, merc treads and banshees veil are great items. If you're playing against glacial augment Ahri, you should also consider having cleanse.
Farming lane. You won't kill each other so just farm for your powerspikes, and look for roams around the map. Respect his damage when he gets trinity force as he gets a massive powerspike at that point.
Before fighting her, bait out her W smoke first as it has a pretty long cooldown. While it's cd, zone her as much as possible with your ball while constantly poking her with abilities and autos. She spikes once she gets hextech gunblade, so respect her damage at that point and don't overextend.
Pre-6 she either plays passive or shoves with w. You can easily control the lane. Post-6 be careful especially if it's the burst diana build. Getting a banshee's after ludens echo is great into Diana because she really struggles removing that shield. Being immobile and melee makes her super vulnerable to ganks, so fi she starts w and constantly shoves the wave, call for your jungler and setup some free kills.
Always have cleanse against her. Most of her damage (Q and E) can be bodyblocked by minions, so stay behind those when trading. She struggles a lot when she gets shoved in over and over because her waveclear is poor, so you can take control of the lane. Don't give her summoner spells for free. If she greeds for a summoner, punish her every single time.
His level 1 is strong so avoid trading. You can start E to negate some of the damage but just focus on autoing the creeps so you can get level 2 first. It's mainly a farm lane but you should look to play aggressive so he doesn't get a hexcore from his first base. If you can delay his hexcore, he will be useless.
Let him push the wave and attempt to freeze at your side of the lane. He's melee so he can't do anything if you get a freeze. His windwall can block your ball mid-movement, so it stops right infront of his W. Corrupting potion is a good start into Yasuo, as you can get a lot of extra damage with autos and abilities. It also screws up his passive shield .
You will struggle killing each other pre-6 so it's mainly a farm lane. You have the edge early on because of anivia's high cooldowns. Post-6 it becomes harder since she will just turn into a waveclearing bot. Farm up and look for kills on other lanes. She IS immobile, so if your jungler has hard CC, then you can setup a kill.
You can't do anything about him shoving you in the first few levels. If you have a strong level 2 jungler, then you can look for a gank mid right after red buff, as he will most likely be pushing the wave, so he's vulnerable to ganks. He's one of the best early game roamers, so be sure to spam ping your teammates when he's missing. Use warding totem and control wards so you can see in which direction he's headed.
Take cleanse and buy mercury's treads. You outrange him with the ball, so he can be zoned in the laning phase. He has a lot of damage, so if he somehow closes the gap and gets within range, he will nuke you down, and it becomes hard to trade back because of his shield and speedboost from passive and phase rush. Keep your distance and use the range advantage to win the matchup.
Don't trade when her passive is fully stacked, she will just run you down. Don't stay near low health minions, or she will use those to close the distance and get her Q reset. Her E and R are skillshots which can be dodged. Getting boots early will help with that. Seekers armguard rush can be of great help.
She's mainly a roaming CC bot. Cleanse counters her kit and limits her options in lane. You outrange so you can bully her in the laning phase. If she can't find kills in lane, she will roam to other lanes. Get proper vision and then shove her in so she can't leave the lane without getting punished.
You can bully him hard levels 1-3. From level 4 his poke combo is strong, so try to bait out his W first and dodge his shurikens. His W will be unavailable for a long time, so that's your chance to take control of the lane again. Rush seekers armguard early to counter his lethality route, and then proceed into finishing ludens echo. If you struggle a lot, then you can upgrade to zhonya's to make his ultimate useless.
You can harass him level 1 but DO NOT underestimate his level 2 all-in, keep your distance at all times. That's where most people die because they don't expect the damage. Get early seekers armguard as it helps out a ton against AD champions. When he gets tiamat, he will just shove the wave, and roam to other lanes. Not much you can do here, except for spam pinging your teammates to back off. Get lots of wards so your team can see where he's moving.
Pre-6 he can only get to you if he hits the second part of E. If you can dodge that, he can't activate aftershock so he will lose the trades if you keep your distance. He is melee, so you can use your range advantage to poke him and get control of the lane early. Don't get baited when you see him at low hp and rush in. People always underestimate the healing from his W.
The outcome of this matchup entirely depends on how good you are at reading the opponent because Xerath only has skillshots. You can rush tier 2 boots right after you get Lost chapter to make it much easier to dodge his abilities. He has the range advantage at all times, and also better waveclear with enough items, which makes him a good pick into Orianna. You want to get out of the lane ASAP and look for plays at top/bot to snowball your laners.
You want cleanse, and banshee's veil after luden's echo. You can dominate her completely in the laning phase due to her short range on abilities. She can only do 1 thing, and that's flashing and comboing someone from 100-0. Cleanse and Banshee's veil removes her only way of blowing you up.
The key to winning this matchup is to TRADE BACK. Once she uses her combo, she's useless until it's back up, so you want to make sure you trade back in order to keep the lane even. Mercury treads are good into Leblanc. Her weakness is being shoved in, as she will be forced to use her abilities on the minion wave instead of you. She's good at setting up ganks, so before shoving her in, get some good vision around the lane, and track the enemy jungler.
His range can be quite annoying but luckily his main poke (Q and W) are skillshots. Rush tier 2 boots(Mercs) right after lost chapter and this lane will be easy. Brand usually builds rylais chapter and liandries because of its synergy with the passive, so you will be hit by slows into stuns during fights. Mercs helps with that, but if it isn't enough, then cleanse is.
Katarina likes being pushed in early levels because she can cheese at lvl 1-3 and pick up some kills on bad opponents. Don't hard shove the wave but slow push it, so if she decides to engage on you, your minion wave will be bigger and do more damage to her. Walk in the opposite side of where her (Q)dagger is going, so you don't get hit by the AOE damage whenever she steps on the daggers on the ground. If you succesfully dodge the daggers on the ground, you win all trades because her damage is gone. Just make sure that you don't use your ball blindly while her E shunpo is up, because she can easily dodge it. Force and bait her abilities with autoattack, and then use your abilities as soon as she uses shunpo to a location. There is a short delay before she can use shunpo again.
Get barrier and seekers armguard right after lost chapter. You can also buy a dorans ring after your first base for some extra tankiness against his "burst and disengage" play style". You can screw him over completely by letting him push early and then freezing right outside your turret range. He will be vulnerable to jungle ganks, and he also won't be able to farm anything as you can constantly poke him down with autos and abilities.
She's also a lane dominant champion like Orianna. Rush mercury treads right after lost chapter, and have cleanse as your secondary summoner spells so you don't get comboed to death whenever you're stunned. Her Q cooldown is short even early game, so play around that and don't give her free hits. She MUST win the laning phase because she gets outscaled, so your only job is to play passive if you can't win.
He's slippery so he can be hard to hit with a full combo. He also specializes in diving with his W stun field. Laning phase is quite easy as long as you watch out for his W (parallel convergence) when he's out of vision. Whenever he engages on someone, he wants to proc his passive by getting 3 hits with a combination of autos and abilities. His best way of doing that is using E (engage) and Q(Skillshot) in order to execute his combo super fast, and back off with bonus movement speed once his passive is procced. If you learn to time it right, sidestepping the moment he uses E, will make him miss his Q skillshot, making him unable to proc his passive in time, and get any damage off on you. That's when you can trade back and punish him severely.
Matchup very similar to Xerath. The difference between those 2 is the fact that vel'koz has MORE kill potential in lane because he falls off as the game progresses. You have to focus on dodging his E(a displacement ability) that can hold you in place for him to land his entire combo, and his Q(his poke ability with a slow). If you get hit by any of those, he can burst you down with his ultimate. I suggest rushing tier 2 boots ASAP (usually right after lost chapter is completed). His Q can be body blocked, so stay in the minion wave to dodge it easily. Even though he has the range advantage, you outscale him hard, so you don't have to force anything in the laning phase. Glacial Augment vel'koz is also really popular atm. Phase Rush is a good counter to the slows (from his abilities and items)
Probably the easiest matchup in the game. If someone picks Kayle into Orianna mid, consider it a free win. Take Aery with scorch and absolutely crush her in the lane by constantly poking her down with auto attacks, and abilities. Zone her away from every single CS, so you force her to use E on the minions instead of you. Don't give up a single CS for free, not even under her turret. Place the ball between her and your minions, so she will be completely zoned out. You have permanent lane priority in this lane, so your jungler is free to do whatever he pleases, and you will always be able to back him up if he goes for invades.
Have Aery + Scorch in the sorcery tree, and also start with corrupting potion for early game pressure. Matchup is pretty simple. You auto him as much as possible when he walks up to farm, and zone him with the ball. If you normally struggle in this matchup, let him push the first 1-2 waves and freeze at your turret. He will be exposed to jungle ganks, and unable to farm because you can poke him over and over without him being able to return damage since he will be in turret range. Get lost chapter and rush tier 2 boots right after, so you can easily dodge his ultimate (it's a skillshot). Good fizz players will try to animation cancel the ultimate by Q'ing a minion, so watch out for that! You're much stronger in teamfights.
Have cleanse for his gold card and mercury treads. Your job is to keep him shoved into his turret so he can't roam and win the other lanes. Since you will be constantly shoving him in after level 6, it's important that you have good vision control so you don't die to ganks while pressuring mid. If you're in a situation where you can't push post-6, put a ward in the middle of the lane and in the enemy jungle so you can see where he's headed and spam ping your team to back off. You outscale him super hard, so even if he somehow wins the other lanes, just play the scaling game.
Use phase rush with inspiration secondary (biscuits + time warp tonic). Zilean relies on slowing opponents to make sure he hits double bomb. Phase rush counters his slows completely, and makes him useless in lane. Post-6 he's really hard to kill because of his ult, so it just depends on who can waveclear first and roam.
You rarely see this guy midlane even though he can be pretty strong. AP Cho'gath has a lot of burst, so you want to focus on dodging his Q. It's the only way he can gap close (without flash) and engage. Banshee's veil is great since it counters his surprise engages. Remember that AP cho doesn't care as much about stacking his ultimate. He can use it to burst you early on with his entire combo. You can bully him a lot early game since he can't really defend himself, and you also outscale him really hard.
Corrupting potion is good against his passive shield. When he gets enough items / points in his abilities, all he does is shove the wave and roam to catch someone with his ult. You want to kill his voidlings as soon as they spawn since it will mess up his waveclear. Have good vision around the river, so you don't get caught by his ult + jungler gank. You can usually tell when he's receiving a gank, just by watching how he moves in the lane. If he suddenly starts playing aggressive then it probably means there's someone waiting to gank you. Get QSS after luden's echo to counter his ultimate. Remember he's immobile, so you can call your jungler for ganks and set him behind. Teleport is also good vs malzahar since you will use up a lot of mana when fighting for lane prio. You both scale well into lategame but imo Orianna has the edge with her zone potential, utility and damage.
The new taliyah wins early trades if she hits her combo. Stay behind minions since her Q isn't AOE anymore, so it will be blocked completely. You have to watch out for her lvl 3-4 spike, and focus on dodging her W. If you dodge it, she will lose most of her damage, so you can trade back. Getting boots early helps a lot. She's a roaming champion and you can't really match her early on, unless you have teleport! You scale much better lategame.
Winning this matchup will require coordination with your jungler, and great vision control because you have to push the wave into his turret to punish him, so the enemy jungler most likely look for ganks. A good kassadin won't push the wave against you, so you can't really freeze. His Q gives him a temporary magic shield, so when trading, wait until the shield expires, and then use your abilities. His Q is a single-target spell so the minions will aggro him when he's using it. If you have a stacked wave by slow pushing, he will take a lot of damage from the minions. Spam auto attacks and zone him from waves with your ball. He's a melee champion so you can punish him pretty hard if he walks up to cs. People usually greed for cannon minions. If you have teleport, you can apply constant pressure and match his teleport. He obviously outscales you, so you want to try and close out the game before he hits the lvl 16 elospike. That means not giving him any advantages (dying to enemy jungle gank for example) What happens after lvl 16 entirely depends on the teamcomps. Orianna is also strong lategame so you have to play around your teams wincondition (splitpushing, teamfighting, sieging etc). Even if kassadin is at god-level after 16, he can still be shut down with the right teamcomps, so don't give up even if you reach lategame.
This is something i rarely see midlane because heimer is better top since he's oppressive against melee champions. Heimer does 1 thing: Stack turrets and shove people in. If you're fast, you can walk into one of the midlane brushes BEFORE the minions spawn to destroy his turrets with your team. If you manage to do that, the lane will become so much easier because you simply have to destroy every turret as soon as he places them. He will lose his ability to control the lane. If you can shove him in, his lane is doomed. Watch out for his E AOE stun. I often see heimer players using this ability right when you're about to attack one of his turrets. His W deals a lot of damage but it can be body-blocked by minions, so stay behind those when trading. Basically you use your range advantage to take down his turrets. Bait out his E (it helps having boots since it's a skillshot) and then go for trades. Even though i run phase rush into pretty much everything, it's really strong into heimer. You can counter his slows and dodge his skillshots with the bonus movement speed.
Glacial augment veigar is really popoular atm. Normally champions lose out on damage when going glacial, and in exchange they get more CC. Veigar doesn't really lose out on that much damage compared to other users of glacial augment (Ahri for example) because of his passive. Your counter against glacial augment build is phase rush. You also want cleanse if they have an oppressive jungler or someone with hard CC. Banshee's veil is a great item against veigar and his E. In the laning phase, veigar is quite weak early on. He will always try to prepare 2 minions at once in order to kill them at once with Q, and get the most out of his passive. You can bully him a lot early on and punish whenever he's walking up too close to farm. Against aggressive junglers, you can also pull the wave towards your side of the lane. Veigar has 0 mobility, so if he's forced to play at your side of the lane, he will be exposed to ganks.
Perfect ball delivery with his AOE ultimate.
Your ball can't be seen while attached to a camouflaged/invisible ally, so you can pick up a lot of kills by speeding him up and combining your ultimate with his.
Her ultimate keeps a target locked in for the entire duration, giving you more than enough time to set up a perfect combo.
Your ball is invisible while attached to a camouflaged ally like Eve. She can run in the middle of an enemy team for ball delivery and then get out to safety with her own ultimate.
Perfect synergy. He's a tanky frontline with hard CC that can keep people locked up long enough for them to be hit by Orianna's devastating ultimate.
He specializes in flanking and engaging on multiple opponents for AOE knockup. Add Orianna's AOE on top of that and you can win any teamfight.
His ultimate is a perfect engage tool that limits the opponents vision so they have no clue what's going on until it's too late. He can deliver the ball right on top of the carries for you to blow them up.
Hard CC is always great with Orianna. You can speed her up to get within range of her target for an easy cocoon + followup burst combo.
Tanky frontline that can engage from different angles and deliver the ball in the middle of the enemy team. His displacement abilities also keeps enemies cc-chained for your shockwave.
Not really what Orianna needs but having both of you in team means that your ADC will have so much peel in teamfights.
Your ball is invisible while attached to twitch, and you can peel him pretty well with shields and movement speed.
He has multiple way of cc'ing opponents which are all good to enable Orianna.
Champion Build Guide
Welcome to my in depth Orianna guide! I'm Yeager, a high elo midlaner in league of legends consistently reaching at least master tier on EUW since season 5. I spend some of my free time creating high quality educational content to help you improve and become a better player.
Why should you play Orianna? Ori is known as the queen of midlane because of her safe and strong laning phase that allows her to be blind picked, and do well into any matchup. She scales well throughout the game and brings a lot of damage and utility to her team. Her unique playstyle makes her hard to master, but once you get the hang of it, you will start seeing great, consistent results. If this sounds interesting, then Orianna might be the right champion for you!
+ Queen of midlane
+ No hard-counters
+ Brings a lot of utility & damage
+ Powerful zoning ability
As previously mentioned, Orianna is a great pick in soloq because of her strong laning phase and teamfighting potential. She is a control mage that does well into all matchups, so there are no hard-counters, making her the perfect blind pick. Ori also brings a lot of AOE damage/cc and utility to her team with slows, speed-ups and a shield. Proper management of the orb can turn it into a powerful zoning tool, keeping enemies away from objectives.
- Hard to master
It may sound wierd but Orianna doesn't really have any real cons, which of course means no counters. Even the best soloq player in the world, Dopa(Also known as Apdo) said the same here. While she is somewhat easy to pick up, she does have a high skillcap. It can be quite difficult to keep track of the champion and the ball at once, especially during skirmishes or teamfights, so it will take a lot of practice before you can fully master her kit.
The absolute best summoner spell in the game. It can help you reposition for a beautiful, game-winning 5 man Command: Shockwave or let you escape and reposition when caught in a bad spot. As the midlaner, you are the ace of the team, so having a summoner spell like Flash is crucial so you can stay alive as long as possible. Always have this summoner on Orianna.
Allows you to recall early and teleport back without losing cs and gold, so you can stay even in difficult matchups. You can also help out your team around the map. Also a great choice against roaming champions like Taliyah, Aurelion Sol, Twisted Fate etc, so you can follow their ganks It's mostly used with Unsealed Spellbook.
My go-to secondary summoner spell on Orianna. She's a strong lane bully but she lacks that extra bit of kill pressure to finish off opponents early on. This works into most matchups but you should avoid taking it against safe champions that are difficult to kill, usually long range champions like Lux and Xerath.
Defensive choice with a much lower cooldown compared to the other summoners. Combining this with your Command: Protect makes you very hard to kill for any opponent. It's a great pick against champions with burst like Zed, Talon, Katarina and Fizz.
If the enemies are stacked with CC be sure to have this. Orianna isn't that mobile, so a mid + jungle duo with hard CC can easily put you down in the laning phase and teamfights. Examples could be Lissandra, Sejuani, Elise, Syndra and Twisted Fate.
|Clockwork windup (Passive): Orianna's autoattack deals additional magic damage. This damage increases the more Orianna attacks the same target.|
|Command: Attack (Q): Orianna commands her Ball to fire toward a target location, dealing magic damage to targets along the way (deals less damage to subsequent targets). Her Ball remains at the target location after.|
|Command: Dissonance (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.|
|Command: Protect (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.|
|Command: Shockwave (R): Orianna commands her Ball to unleash a shockwave, dealing magic damage and launching nearby enemies towards the Ball after a short delay.|
When playing Orianna, you will always be maxing the abilities in the same order. The only difference is at level 1, where you can either start with Command: Attack or Command: Protect. 90% of the games you will start with Q level 1 because of its damage, poke and waveclear, allowing you to better manipulate the opponent and the minion wave to your advantage. If you face champions that have a strong level 1, for example Viktor with his Siphon Power, then you can start with E level 1, as the shield and the bonus resistance will negate a lot of the damage, while you hit back with amplified auto attacks from your passive Clockwork Windup.
|Command: Attack is maxed first because it's mana efficient. It's also her main way of repositioning the ball. Putting points into this ability will lower the cooldown of it, which is extremely important as all her other abilities are linked to the ball, so being able to reposition it more often, makes her a much bigger threat.|
Command: Dissonance is maxed second. A strong AOE ability that scales much better than your Q in terms of damage. It's great for clearing waves fast but also for speeding up yourself/allies or slowing enemies.
Command: Shockwave is maxed third. Orianna's strongest ability which is a AOE shockwave that after a short delay, damages all nearby enemies, and pulls them towards the center of the ball. It's a powerful ultimate that has the potential to solo carry in teamfights, if you manage to hit multiple opponents at once.
Command: Protect is maxed fourth and last. It will temporarily shield the allied champion you target, and also give them bonus resistances. The ball will stay attached to the allied champion until you manually resposition it, or if they are out of range.
|Lots of sustain with 3 charges that will be refilled at the fountain, so you never have to buy Health Potions again. If you're able to constantly trade with the enemy laner and abuse the Corrupting Potion active damage, then this is a good purchase. Always buy this as a starting item if you have potion enhancing runes from the Inspiration tree.|
|Packed with a lot of useful early game stats. Can be bought if you're not looking to play aggressive in the laning phase.|
|The first big purchase on control mages as it's packed with much needed stats like AP, CDR and mana which is enough to get champions like Orianna rolling. It builds from a Lost Chapter which is the absolute best laning component for mages. The passive of Luden's Echo is also quite decent and can work as extra poke or waveclear.|
|The biggest statboost item for mages that will increase your damage output tremendously and make you stay a threat throughout the entire game. It's usually bought as 3rd item(excluding boots) or later depending on the type of enemies, and how they are itemizing. If they are building magic resistance, you want a Void Staff first.|
|Bought as a counter to enemies stacking magic resistance. Enemies won't have that much MR early on, unless you're a full AP comp, so it's usually bought as 3rd item or later.|
|These are often purchased on Orianna because they have a lot of impact in the early-mid game. The flat magic pen is quite strong because squishy champions don't have MR items this early, so you will almost be dealing true damage to them. It's usually combined with Luden's Echo and a Morellonomicon for a massive powerspike.|
|Buy these against opponents with heavy AP and CC. Even though Orianna has a shield and a speed-up, she's still vulnerable to CC as she is a squishy, so she will get deleted fast if caught off-guard. These boots protects you against some of the magic damage you take, and also lowers the time you are cc'ed.|
|Compared to the other boots, these don't give you any flat offensive/defensive stats. Instead, they are cheaper to buy, and they also give you cooldown reduction on summoner spells, which can be huge in the right situations.|
|Buy these against heavy or full AD team comps. The flat armor and passive helps you survive longer against AD threats, especially ADC players.|
|Usually bought as second item right after Luden's Echo and boots. Finishing this item gives you the biggest midgame powerspike with a lot of flat magic penetration, that can easily blow up squishies because a lot of them won't have that much MR yet. The bonus health is a good thing to have since Orianna is a squishy champion, and the grievious wounds is always reliable, especially into healing champions like Vladimir, Soraka, Sona etc.|
|Provides some some CDR and AP which mages loves to have, but it also gives MR and a spellshield. I buy this against champions like AP Gragas and Annie, because the only way they can kill someone, is by catching people off-guard, usually with Flash followed up by a full combo. Having this item forces them to waste one of their important abilities to get rid of your shield, and then their damage will be reduced to a point where they can't kill you, unless super far ahead.|
|This is basically the anti-tank item for mages. It increases your damage the longer you are in combat, and deals damage based on the enemy champions maximum HP, which will be further increased if they are movement-impaired. Your Command: Dissonance and Command: Shockwave will give you the increased damage as they impair movement, so you're not forced to buy other items like Rylai's Crystal Scepter just for that purpose.|
|Anti-AD item that's great into full AD teams or AD assassins in general. Against champions like Zed you can fully upgrade the item ASAP as the active will counter his ultimate Death Mark completely. Against other champions, you can get away with only buying Seeker's Armguard, and then upgrading it to Zhonya's Hourglass last after you got your core items, so you don't lose out on too much damage.|
|It's usually great on champions that can snowball out of control. Orianna isn't that type of champion, but she can still make use of it if she's far ahead of the enemies. The movement speed is always great to have on champions with low mobility, and the AP and active is just huge on any mage that can make us of it before it expires.|
|It's rarely seen on Ori since she already has a lot of built-in utility, so she isn't reliant on slows from items to stick to her targets like Aurelion Sol and Cassiopeia. With that being said, she can still make use of the item against heavy tank teams in combination with Liandry's Torment.|
|Super cost efficient item that used to be core on Orianna. The meta right now favours more early-mid game fights, so Luden's Echo and Morellonomicon has taken over it's spot since you will have more impact with these items. This item CAN still be bought into very difficult lanes because the component Catalyst of Aeons offers some invaluable sustain that will definitely help you survive and scale.[|
|Compared to Luden's Echo, it's a lot weaker mid game but it scales much better late game with more AP, Mana and a huge shield. Since you have to buy and stack Tear of the Goddess first, you won't have as much impact early, so only buy this if you are certain that you can reach late game.|
|This item is focused around autoattacks, and is somewhat viable on Orianna because of her passive Clockwork Windup that makes her autos hit harder and scale better with AP. Personally i don't buy this item on her, but it can work against short range comps that are prone to getting kited.|
|There is a certain type of CC that you can't manually cancel with Cleanse and it's called Suppression. Champions that comes to mind should be Malzahar' Nether Grasp, Skarner's Impale, Urgot's Fear Beyond Death and Warwick's Infinite Duress. If you play against those, then Quicksilver Sash is the only item you can use to counter the ultimates, so you should consider buying it after Luden's Echo if you think they will be a threat to you at some point.|
|As a lane dominant champion, you want to take advantage of your strong early game, and harass the opponent whenever you get the opportunity. Start by auto attacking the minions from the first wave, and get level 2 first. The passive Clockwork Windup deals so much damage early on, so always try to get autos between your abilities for maximum damage output. Use your ball as a zoning tool, and place it between the opponent and the minions. Whenever the opponents tries to farm a minion, have your abilities ready to threaten him, forcing him to make a bad decision. If he decides to go for the cs, he will lose a lot of his health. If he doesn't go for the cs, he will lose out on gold OR waste mana, so it's a small lead that will slowly build up. Mid is also the easiest lane to gank for a jungler, so obviously you want to have wards up all the time to avoid dying, and giving up all pressure. The ideal time to base is when the cannon wave is arriving because it will tank a lot of turret hits, making you lose a minimum amount of CS and EXP. Buy components towards the first big item Luden's Echo and always make sure to have a Control Ward on the map. Against skilled opponents it's very rare that you can get solo kills with Orianna early game, so in that case you can create a lead by bullying them out of lane and establishing a CS lead, or play defensive and scale up.|
Midgame is usually when the outer turrets start falling and people begin to rotate around the map. This is where Orianna gets her first big powerspike with 3 full items, Luden's Echo, Sorcerer's Shoes and Morellonomicon, so you should start looking for aggressive plays, either in your lane or other parts of the map. If the enemy midlaner is playing too passive, you should just shove in the wave and look for roams, or stealing away objectives/enemy jungle camps to set them further behind. Denying vision is key when it comes to snowballing leads, and turning it into a victory. Take out enemy wards and leave them in the dark, forcing them to take a huge risk every time they walk up to place new wards.
If you somehow end up on the losing team: Don't lose focus because Orianna scales really well. She's good at stalling games with her waveclear and zone potential, so focus on doing that until you see an opening that you can take advantage of. People often make mistakes when they are ahead because they either don't know how to close out the games, or they underestimate their opponents. When they keep making mistakes and get punished for it, they will eventually lose focus, and that's when you can make your comeback happen. Even when behind, one good Command: Shockwave on multiple champions can turn the tables. Be patient and wait for mistakes that you can punish.
Late game for Orianna is all about objectives and teamfights. As Orianna you pretty much want to be constantly grouping with your team at this stage of the game. You can still go to other lanes to pick up big waves, but you should avoid splitpushing because it's not one of your strengths. Champions who are designed to splitpush will rip you apart in the sidelane, so prioritize grouping up and look for those teamfights where Orianna really shines as a control mage.
The way you play her in teamfights is the same as most other mages. You need to stay with the backline with your ADC because you're incredibly squishy. Use your Command: Attack and Command: Dissonance to damage and slow enemies while waiting for the perfect moment to blow up the priority targets with Command: Shockwave. Peel for teammates if necessary, especially if your ADC is fed, as that extra shield and movement speed can help spacing better in teamfights. When fighting around big objectives like baron nashor and elder drake , use your ball to zone enemies away from entrances and force them to take bad routes, or give up the objectives.
Orianna's main trading and waveclearing combo. You will be using this most of the time when harassing the opponent, and zoning them away from the minions or objectives. When trading during the laning phase, it's important to make use of your auto attacks, especially on Orianna as her passive Clockwork Windup increases its damage.
When you're trading with the opponent pre-6, this is the go-to combo. Command: Protect damages enemies on the way back but also negates some of the damage you receive. You will only get the shield once the ball is attached to you, so time it when you're about to take damage, as it can have a travel time depending on how far away the ball is. Weave in auto attacks to maximize your damage output.
Orianna's full combo post-6 that should be used when you're going all-in for the kill/s. Before using this combo, you should keep in mind what kind of movement abilities/summoner spells the opponents have up, so they don't dodge your ultimate. The reason Command: Shockwave is used before Command: Dissonance is because it gives the opponent less time to react, but also because it puts everyone hit within range of Command: Dissonance so they take guaranteed damage while CC'ed.
I almost never use this combo but it's still possible so i will include it here. It's a high-risk cheese strategy that can be used to surprise your opponents since they will have no time to react. You use Command: Shockwave while the ball is attached to you, and then Flash right after on top of the enemy.
So when can you use this? When the opponent is within kill-range, but they have summoners or movement abilities available. You wouldn't be able to kill them with a normal combo since they would dodge it, so that's when the cheese strategy can do work.
- This is part of why Orianna can be such a strong lane bully. Her autos scales with AP and deals more damage on subsequent hits on the same target. This combined with the low cooldown on Summon Aery, gives you so much pressure early game, so abuse this as much as possible in combination with your abilities.
- Structures(For example turrets) can hide the ball, so you can use it to surprise the enemy.
- First level in this ability can help you farming caster minions if you somehow are getting shoved in levels 1-3. Hitting the minions once, will let you kill them with only 1 auto attack after a turret shot.
- Deals less damage when it passes through enemies, so if you want maximum damage, place it away from the minion wave, so the damage doesn't get reduced while it's travelling towards the enemy laner.
- Has a pretty low cooldown, so you can reposition it quite often. Zone the enemy as much as possible by moving it in-front of them, so they have to think twice whenever they want to farm a minion. You can also place the ball at entrances around objectives to keep enemies away, and force them to make bad decisions.
- You NEVER have to facecheck with Orianna because the ball gives vision. Use it to scout bushes or other areas in the fog of war.
- While in base, use this ability to speed yourself up and get back to lane faster.
- It can also be used on allies to rotate faster around the map, or simply to kite opponents.
- While the ball is attached to an ally, they will receive bonus resistances, and a temporary shield. The ball will also stick to them until you input another command, or if they are dead/out of range. If you have someone who can engage and deliver the ball on top of 5 enemies, for example Malphite or Zac, then use Command: Protect to attach it, and let them do the rest.
- Be sure to have self-cast E on a shortcut (I use alt+E) so you can bring the ball and shield to you faster, instead of having to mouse-click on your champion.
- If you attach the ball to allies who are hidden, for example Evelynn and Twitch, the ball will also become invisible for enemies.
- The low damage from Command: Protect can help you farming caster minions under turret early game. After damaging the casters with it, they will only need 1 auto attack after a turret shot.
- You can use Command: Shockwave when the ball is attached to you, and then Flash right after to catch enemies by surprise, leaving them no time to react. Can be useful if the enemies have summoner spells or other movement abilities up.
Freezing is a advanced technique that lets you deny your opponent exp and cs if done correctly. Freezing a lane means that you kite/tank the minions without letting your tower hit the creeps. You need to make sure the enemy minions always beat yours. After the enemy killed your entire wave, you let 2-3 of the enemy creeps live, and kite them until the next wave is here. When the next wave arrives, the wave will freeze right outside of your turret range.
By doing this, you are safe from jungle ganks, while your opponent takes a big risk everytime he overextends for a cs.
You can Freeze the wave when you and the enemy are even or ahead, and it can be used to help you win back the lane after you screwed up and died. You can attempt to freeze the wave already from level 1, leaving your opponent vulnerable to jungle ganks or be within your kill range, if you are able to kill them. When you get a lead, and you can solokill an overextended enemy laner, that is exactly when you want to freeze the wave. You force the enemy midlaner to either be in your kill range, or miss a ton of cs and exp, putting them further behind.
Freezing a wave is a great way to snowball a lead, if you have no objectives to fight for, such as dragon, herald or towers.
Here is a youtube video that explains wave management very well. I recommend watching the entire video. All credits for this video goes to Blitz Esports LoL
Thanks for reading my Orianna guide. Hopefully you learned a thing or two, and if you still have any questions, feel free to ask in the comments.