Help Support

Our Growing Community

MOBAFire is a community that lives to help every LoL player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support MOBAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Mobafire League of Legends Build Guides Mobafire League of Legends Build Guides

Orianna Build Guide by Yeager

Middle diamond

Yeager's Master Orianna guide

By Yeager | Updated on November 20, 2019
371,334 Views
178 Votes
12 Comments
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!

Thank You!

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Yeager's Featured Video
Close

Runes: Aery - Domination

1 2 3 4
Sorcery
Summon Aery
Manaflow Band
Absolute Focus
Gathering Storm

Domination
Taste of Blood
Ravenous Hunter
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist

Spells:

1 2 3 4
Aggressive
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Middle Lane
Ranked #32 in
Middle Lane
Win 51%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

Yeager's Master Orianna guide

By Yeager


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!



Pros


+ 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.
Cons


- 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.



  • Summon Aery: Has amazing synergy with Orianna's kit and aggressive playstyle in the laning phase. It's an early game focused keystone that empowers lane dominant champions with extra damage on auto attacks and abilities. Allies protected by Command: Protect also benefits from the additional shield strength through Summon Aery. Compared to other keystones, Summon Aery has a very low cooldown with reliable damage, so that makes it a perfect choice on Ori as it helps her towards establishing lane dominance more than any other keystone.

  • Manaflow Band: Must-have on control mages as they are naturally a mana hungry class that will run out of mana fast if you are mindlessly spamming abilities. Orianna can get the stacks rather easily and benefit from the regen passive which will help out a ton as soon as it's available.

  • Absolute Focus: Gives you a lot of AP if you manage to stay healthy. Orianna is very safe and hard to punish as most of her damage comes from her ball with decent reach, so ori will often be out of range from opponents while dishing out damage. That of course means she has an easier time staying healthy compared to a lot of other midlaners, so she can benefit more from Absolute Focus. If you value the CDR over AP, feel free to go for Transcendence as that's also quite good, since you never have to worry about overcapping with CDR.

  • Gathering Storm: A scaling rune that's useless early but slowly ramps up and becomes one of the best runes in the game. This is incredibly powerful on control mages, which is a class that shines in the mid-late game teamfights. Since Orianna is also a lane bully, you can swap this for Scorch if you want more pressure early instead.



  • Ravenous Hunter: It's a scaling rune that requires 5 stacks so it obviously has no impact early. Once you do get all the unique takedowns(assists also count), is when the permanent sustain from this rune becomes godlike. You can easily heal up to full health from minions or jungle camps, and stay healthy for upcoming fights and objectives.


PASSIVE
ABILITY
Clockwork windup (Passive): Orianna's autoattack deals additional magic damage. This damage increases the more Orianna attacks the same target.



Q
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.




W
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.




E
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.





R
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.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18



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.

This is a must-buy on all midlaners, as vision simply wins games. It lets you know when you can play aggressive, when you should back off and avoid incoming ganks. You can substitute this with other items later on, depending on the state of the game but you should always have it as a starting item, so you have a safety net while laning.



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.


Combo 1: Harassing and Waveclearing

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.

Combo 2: Trading

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.

Combo 3: Full Combo

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.

Combo 4: Cheese Ultimate

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.

Q ability: Command: Attack

- 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.

E ability: Command: Protect

- 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.


What does it mean to freeze and how do i do it?

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.

When to freeze the wave

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.