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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
Introduction
I always end up laughing when I see someone blindly following Phreak's build and going 0-8-2 because they have **** all idea of what they're doing. I decided to take a look at Mobafire a few days ago and realized there weren't any (imo) decent builds for Orianna, so I figured that must be why most people suck so bad @ playing with balls - see what I did there?
Anyways! This is my take on an Orianna guide with smart tips for someone who wants to give her a go or for someone who wants to see how other plays this awesome (relatively) new hero!
The guide contains two build - one for carrying and another for carrying while being very teamplay orientated. I normally play the first build myself, but if my team lacks a support I'll gladly go semi DPS/semi babysitter.
Orianna is not a support hero, there are far better options out there for supporting a team. However, does your team setup suck and you're without support - she can be quite helpful towards her team mates in a carry kinda way.
If you run with
If you run with
If you run with
This is common knowledge and shouldn't really be new to anyone.
Also, never put points in Greed. Why - you ask? 1 gold every 10 seconds might seem awesome, but lets break it down real quick shall we? OKAY:
1 gold every 10 seconds equals 6 gold every minute.
After 10 minutes you've gained a wooping 60 gold! That's like 3 last hits.
After 20 minutes you've gained shocking 120 gold! The same as 1 assist.
After 30 minutes you've gained.. wait for it.. 180 gold!
After 40 minutes you've gained 240 gold! NOW WE'RE TALKING
After 50 mi... Yeah, you get the picture. So not worth it.
The runes I use for Orianna are again - quite common - yet some people seem to think all out flat AP runes are godlike. They're not. After 5 levels the AP/level runes outtrumph the flat ones and keep getting better!
Magic Pen Marks; because you deal nothing but Magical Damage. Even Orianna's auto attacks deal some magical damage.
Health/Level Seals; Orianna's pretty squishy. As mentioned earlier, there's no real way of escaping other than running or ulti'ing (and that can be quite dangerous!). Health/level helps your laning. Already from level 2 you'll notice your health bar growing larger, which is pretty sweet when you're farming.
AP/level Glyphs; As mentioned earlier. Scaling runse > flat ones. I'd not go for mana regen because once you get
you won't have a lot of mana issues. I also tend to grab the golem buff as much as possible (hence 2 points in Utility Mastery) because it's awesome.FLAT AP Quentessences; Yes, flat. I know, contradicting right. But the 15+ AP from level 1 is such a huge boost to your damage that it would be stupid to pass.
and
. You need Tear of the Goddess as fast as possible. If you're able to build up a lot of mana during laning phase, mid game and team fights/ganks is gonna be a lot easier for you.Boots:
I'm using
and that's for the simple reason that CDR is amazing on Orianna. The more you can toss that ball around the more damage you'll do. Simple as that. Now, in a perfect world you'd always meet teams who are too dumb to summon any heavy CC thus making Tenacity less effectful, but sometimes you end up against 5 people with a CC. The more experienced you are, the less likely you are to be a victim of such CC. If you're against such team, I strongly suggest getting
because they are amazing and you can get better CDR elsewhere (GOLEM BUFF).I don't recommend
, because frankly, you have "a lot" of Magic Pen early game, and should you play against someone smart enough to build Magic Resistance, you can get better penetration elsewhere (MORE ON THAT BELOW).End of laning/midgame/ganking/team fights/profit:
Now, the smart obvserver might've noticed the first thing I rush after a Tear of the Goddess is
. This is because the core items don't boost you AP in any way and you won't actually do enough damage by just stacking Mana. Sadly, not all champions are awesome like If you're following build 2 you'll see I'm also starting to build
around. The health just makes you harder to take down in team fights, which can prove VERY useful when playing against someone smart enough to take you down. Some people don't fear you because all you do is play with balls, these people are stupid.Next up is
and this is mandatory on any carry. Really. If you're not building this **** you're pretty dumb. Shouldn't bother explaining why I build it.I round off with an
. By the time you reach the end of the build, you'll have a lot of Mana so this is just another GREAT boost. I don't support rushing Archangel's, which is also why it's sort of in the end of the build."But lol you suck you only build 5 items we have 6 slots I don't like your build":
Aww, I'm so sorry for being smart enough to leave a slot open. Most of these items are rather expensive actually and unless you're a great farmer (which Orianna is, more on that below) or getting insanely fed - it's actually gonna take some time to finish. Hell, some games I don't even get to finish my
before winning (or losing - it happens..).The 6th sloth is essentially my ward slot. If your team is good, they'll all purchase wards and place them around the map. I love being on teams where people are smart enough to do, sadly, sometimes I end up being the only ward buyer so I tend to leave a slot open for that. I'll list some other decent items which can either replace some of the mentioned above (
Other cool items which can either be placed in sloth numero 6 or replace something you don't like!!! (Soul Shroud):
- If your laning phase is awesome. You're rocking CS, got a few kills, denying your enemies XP and generally being super awesome I can strongly recommend weaving this one in somewhere in the core of the buid. You'll get plenty of kills and assists later, so it's totally worth it. Should you max it (some games finish before you get all 20 stacks) the CDR is amazing and makes it worth dropping
- If you're against players smart enough to build plenty of Magic Resistance. Keep in mind this is a %-reduction. The more magic resistance they have - the more you reduce. No point building this one if 1 guy on the enemy team has build a
- While the cooldown is long and unreliable, this is actually pretty sweet and can turn the tides of a team fight. Should you die within 2 seconds, you'll revive and do some great damage with your sexy ultimate. Not the best defensive item out there, but definately something worth considering.
- You're fighting a
- you become literally immune to everything for 2 seconds! Need I say more? If you're running around with a $1000 bounty, you should totally get this one. Lol.Now, I havnt mentioned
PROTIP: Health Pots, Wards and
Also once/if you reach the end of the build. Elixirs are your friends. Buying
Farming:
The Ball is a pretty sweet farming tool. If a lane is being pushed too heavily or you just need to farm a bit while the enemies are ressing you've got a sweet 3-hit combo to clear a minion wave! Basically, you hit 'Q' and aim for the spot with most minions clunched up together and send The Ball through as many minions as possible. True, The Ball does less damage for every target it hits, but minions have **** all HP anyways. Hit 'W' real fast and watch a huge amount of money appearing in your bag! Hit 'Alt+E' to send The Ball back through all the minions and attach to yourself - BAM! More gold, but wait, some of the bastards didn't die. Rinse and repeat and they'll be dead.
PROTIP!!!:This is also a great way of stacking your
Chasing/Being chased:
Rule #1: Never chase an enemy into fog of war/a brush - unless it's a secure kill! Nah I keed, it's stupid but I do it anyways. If you aim The Ball a few feet ahead of the champion you're chasing he/she will not only take damage from The Ball pass through them, but also the initial hit from when The Ball lands, yeap, true story. The Ball also functions as a mini-ward. It will not reveal anything within the bush, but it can show if any enemy is standing where The Ball lands. It's therefore smart to send The Ball towards the brush the enemy is running for. Chances are someone is hiding there and OH SNAP, you can run without being hurt. (this can also be used to enter brushes at level 1 and make sure you're not getting instat raped)...
Rule #2: If you're being chased, don't stop and cast spells, just keep running - unless you're Orianna!! If you're being chased, shooting The Ball towards enemies, hitting 'W' as it lands untop of them to slow down the bastard, 'Alt+E' to return The Ball will actually do quite a lot of damage. I've killed many ******s this way because they were stupid enough to chase me through half the map while I just DPS'd them down.
PROTIP!!!:
The Ball is an amazing tool in team fights. As you might've noticed my skill sequence is different from being carry only to being carry/babysitter. While semi babysitting I level up
You and
There's a huge team fight incoming. It's time to use your amazing Ultimate.
If you don't have such an awesome tank, using your ultimate as a mass CC to initiate is quite smart. It can also be used to defend turrets. If you're alone vs. 3-4 pushing a turret, fling em around and watch them either die or run off like babies.
PROTIP!!!: This is not really a protip.. But it doesn't belong anywhere else. When fighting someone, spamming your 'Q', 'W' and 'Alt+E' combo is the way to go. Whether you're against 1, 2 or 5 people you should always have the ball flying around hitting the guy your team is nuking. Remember to aim either behind or infront of the target depending on which direction he's moving to ensure he'll take damage from the hit.







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