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Orianna Build Guide by wRAthoFVuLK
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______This guide is for Orianna, one of my best and favorite champions.
______She is definitely one of the best carries you can have on your team. She packs high damage with survivability and utility in the form of her AoE disable, AoE slow and haste, and shield.
Banner made by me! Check out more of my art here!
CC = Crowd Control (Stun, fear, slow, snare, etc)
AP = Ability Power
AD = Attack Damage
MPen = Magic Penetration
CDR = Cooldown Reduction
OOM = Out of Mana
HP = Health/Health Points/Hit Points
DoT = Damage Over Time
AoE = Area of Effect
MRR = Magic Resistance Reduction
MRes = Magic Resistance
CS = creep score
MS = movespeed
mp5 = mana regen per 5 seconds
+Terrific lane presence with low-threat poke
+High survivability with ultimate, shield, and haste/slow
+Terrific utility for teamfights and initiations
+Hard to gank due to last point
+Terrific farmer all-game round
+Amazing passive that is amazing (auto attack harass OP!)
+TONS OF DAMAGE in AoE form!
+She has a pet ball
+She's a robot
-A large portion of the time, she will be the focus of the enemy's fire, due to the nature of her being an AP carry. It comes with the job.
-Not very noob-friendly. Difficult to learn and master (but hopefully this guide will help with the learning part! =D)
-If not mindful when using her ultimate, Command: Shockwave, it can cast when the ball returns to her, putting it on cooldown and rendering it useless.
______Orianna is definitely one of the easiest champions to farm and push with. All you have to do is Q in between the melee and caster creeps when they are under half health, and you will kill them all. If they are at full health and you want to push, Q them and then W to finish them all off.
______That's all there is to it!
______Ideally, you should be aiming to hit 150-200 or so CS before 25 minutes. With Orianna, that is a piece of cake to do.
______Just remember, during the laning phase, you should try to just use Command: Attack and Command: Dissonance to harass and last hit, and make sure not to push too hard, ESPECIALLY if the enemy team has a jungler and/or one or more of them are MIA (missing in action), until you know it is safe to do so (you have warded the brush and your enemy/enemies have recalled). Not pushing your lane too hard when it is not completely safe to do so will reduce your chances of getting ganked and dying to said gank.
______With this build, you will most likely be the only AP carry on the team, so you want to make sure you stay alive as long as you can to dish out the most damage possible. ABUSE your ability range and survivability: stay back in teamfights, be safe, and keep tossing your ball in people's faces, while shouting "BALLS TO YOU!". Use Command: Protect on allies that are low on health, and make sure to Command: Protect and Command: Dissonance your initiator. You can even ult on top of him if he is in the middle of the fight, catching most if not all of the enemy team. If you get caught in a sticky situation or you are going to chase someone to the death, use your Command: Protect + Command: Dissonance as much as possible.
______And of course, Command: Shockwave. You can use it on your initiator to keep the enemy team where you want them and screw up their positioning, use it to screw up their positioning DURING the fight, save it to stop a channeled ultimate such as Nunu & Willump's Absolute Zero, Galio's Idol of Durand, Katarina's Death Lotus, or Fiddlesticks's Crowstorm, or save it to stop an enemy from chasing an ally.
______Out of teamfights, make sure you farm, farm, farm, and gank when you can. If you see any enemy overextending, make sure to punish them for it. And, if they try to run from you, just Command: Shockwave them right back to you. :)
______As an AP carry, you scale extremely well with levels. You also need a lot of farm to have an extreme edge on your enemies. And, with the current meta, bot is dedicated to support/tank and AD range, jungle for the jungler (usually offtank), and mid and top for the two solos. Usually, mid is an AP carry, and in the US meta, top is someone very survivable, usually an offtank/melee DPS.
______You also have easy access to top lane, bot lane, and the jungle if a gank or some support is needed. And with your high movement speed with Command: Dissonance, you can get where you need to be quickly.
______If you take mid, you should try to gank whenever your enemy recalls. Harass them from a safe distance, make them recall, and when they DO, make sure to completely push the next wave, and then go top or bot, whoever needs more help, to gank.
1. Make sure you are in range to land your ultimate. If you need to Command: Dissonance to get into a good position to ult, make sure you premeditate where you are going to run, so you don't mess your positioning up.
2. Position your ultimate correctly. Make sure the enemy is on the far side of the ultimate if you want to drag them towards you and your teammates, or the near side if you want to push them away for some reason (not likely if you are the one ganking).
3. DO IT. If you execute your gank properly, you should net you and your allies some kills. JOB WELL DONE!
Receiving Ally Ganks
______If you are mid and your jungler or another ally comes to gank your lane, make sure to ultimate correctly, as described above. When they are ready, initiate the gank by ulting the enemy towards you and your ally, so then your ally can come in and help you secure the kill.
______If you get ganked by an enemy, you should ultimate the enemies AWAY from you (once again, make sure they are on the side of the ball closest to you so that they get pushed away), and then Command: Protect and Command: Dissonance the hell out of there, and Flash too if need be.
Greater Marks of Destruction
Destruction runes are truly amazing. All of Ori's abilities are dealt as magic damage, and as such you want magic penetration. This extra MPen is very helpful along with your masteries (if you follow my setup), your Sorcerer's Shoes, and the MPen from the Void Staff in this build, which will allow you to deal more damage with your spells. However, with these runes, you only lose 3.5 magic pen compared to the usual Greater Mark of Magic Penetration, which is barely noticeable, and gain 9 armor pen, which increases your auto attack harass damage a LOT. This helps in many ways, especially with Orianna:
1. You auto attack a lot, as any AP mid does, especially with Ori because of her awesome passive, to harass -- this adds a large punch to your harass. It also works really well with the 3 AD from your masteries.
2. Creeps have armor too! Early game they start with 0, but every 3 minutes this amount increases a bit -- these runes, along with the extra AD in your masteries, will surprisingly help a lot with nailing last hits without using mana!
3. You get Lich Bane. The proc from Lich is physical damage -- this helps it to deal more damage.
ALL of these really nice perks only at a loss of 3.5 magic pen, which is not really even noticeable. Worth it?
The only downside to these runes are that they are pretty expensive, at 820 a pop. They are very versatile though and are good on most AP mids (I take them on almost all of my ranged AP mids since you harass a lot with auto attacks), and some other champions too, like Jax. They are definitely worth it, and if you don't have them yet, you should save up for them. You can thank me afterwards ^^
Credit to DuffTime and PsiGuard for the idea!
If you don't have these runes yet, however, the Greater Mark of Magic Penetration will suffice until you get them.
Greater Seals of Clarity
With these, it is quite an easy choice. They give almost 3 times as much mana regen per 5 at level 18. Scaling Seals of Clarity also have a larger amount of total mp5 per rune turnover once you hit level 7, which, since you should be solo mid, you will hit quickly, and even side-laning you hit quickly.
You want mp5 seals to give you more mana regen before you acquire blue buff (which you should be getting past around 15-20 minutes into the game) and when blue buff is gone, to make sure you don't go OOM. Obviously, if you aren't out of mana, you can cast your spells, resulting in more damage being dealt to the enemies, and allowing you to Command: Protect and Command: Dissonance yourself and allies more often if need be.
You could also go with the Greater Seal of Armor if you notice the enemy is physical damage heavy (if playing draft mode). Armor seals also help you take reduced damage if you draw minion aggro, and most AP mids harass often with auto attacks -- having armor seals mitigates a bit of that damage. The HP/level Greater Seal of Vitality can work as well, if you feel that you need a bit more health in sacrifice for some mana regen.
Greater Glyphs of Warding
These runes help a ton. You get 12 MR in total from the start, and since you will most likely be mid, this means you are negating quite a bit of damage from the enemy AP's spells, which helps a lot early on to let you lane longer. I get flat over scaling here since the scaling Greater Glyph of Scaling Magic Resist becomes more effective at level 9; however, by then, you will have some more health and tankiness anyway, from your items as well as naturally leveling up, so having a bit more MR won't be nearly as effective as having a large amount early game. You need to make sure you stay in lane and do not get pushed out early, since that can set you far behind and put your enemy way ahead. The larger amount of MR from these flat runes over the scaling ones early game help you achieve that.
If you happen to go top or mid vs a non-magic damage dealing champion, you can take the Greater Glyph of Scaling Ability Power instead, which will give you a bit of a boost to your total AP.
Greater Quintessences of Potency
These quints are amazing to take with Ori, as well as every solo mid AP champion. As mentioned previously, any extra AP you can get helps immensely, and these runes work with your Deathcap as well. I take these over the scaling Greater Quintessence of Scaling Ability Power because they affect early game a lot (around 15 AP right off the bat, without any items, just from these runes!). Along with your Rabadon's Deathcap, these give a lot more AP to you than if you didn't take them with you, throughout the game. I take these instead of scaling for this extreme change early game. It would be one thing if scaling gave 3 times the amount of AP at level 18, and the turnover were really early game; however, flats are much better in this case for quintessences. Once again, they give an immense amount of gold-free AP early game; at level 18, scaling only wind up giving around 8 more AP, which won't have nearly as much of an effect late game as 15 AP from the start does early game. As well, the more-AP-per-rune turnover for these runes is pretty late, at level 12. Even though this is not much of a problem if you are going mid, remember, the early game effect from these is immense.
Other viable alternatives could be the Greater Quintessence of Movement Speed, since the extra movement speed helps a lot early game for mobility and juking enemy spells, and the Greater Quintessence of Spell Vamp, which would give you a free 6% spell vamp off the bat, which would stay with you throughout the game, increasing your vamp from 20% to 26%.
Offense Mastery Tree
Tier 1 - You want the extra 3 AD from
, to help with last hitting as well as harass, and an upgraded Ignite through
. I don't take
since AD and AP are not equal -- AD is worth more per unit. On this tier, you can choose to spend 3 mastery points in 3 AD or 3 in 3 AP, and since AD is more valuable, along with the obvious benefits of 3 AD vs 3 AP (more harass damage, easier to last hit with auto attacks, etc.), I take
Tier 2 - You want to take the CDR from Sorcery for the cooldowns and a way to get to Arcane Knowledge .
Tier 3 - The extra magic penetration from Arcane Knowledge helps a load early game, when you don't have much MPen to start with, and synergizes really well with your Sorcerer's Shoes, Greater Mark of Magic Penetration, and Void Staff later game. Three points in Havoc are also taken here to increase your total damage output, helping you from the laning phase up to the last teamfight.
Tier 4 - Four points in Blast will give you a nice boost of 18 AP at level 18, or 1 AP per level.
Tier 5 - Archmage increases your ability power by 5% with four points in it. If you have, say, 600 AP, which is a bit under how much you will hit at the end of this build, you will receive 30 extra ability power just from this mastery.
Tier 6 - Executioner increases the damage you deal to low health targets. This lets you pick up kills much easier with your combos.
Utility Mastery Tree
Tier 1 - I take the 3 points in
for a larger mana pool: 216 mana larger at level 18. I also take these points to get to
in Tier 2. To get to Tier 2, I also put a point in
, which reduces the cooldown of our Flash spell by 15 seconds. A point is also put in
to reduce the duration of our recall spell, resulting in us escaping deadly situations as well as simply just getting back to base quicker.
Tier 2 - We take three points in Meditation , giving us an extra 3 mana regen per five seconds. This mana regen allows us to cast more frequently, and is extremely helpful early game when you don't yet have blue buff.
Tier 3 - We put a point in Runic Affinity for extended neutral buff duration; the buff we are really focused on is blue, which we should be getting throughout most of the game. Having this point lets us keep blue for longer, so by the time it goes away, it will be just about ready to spawn back up.
This passive is great. It deals TONS OF DAMAGE when you auto attack, resulting in more damage dealt to your enemies while you are comboing them, as well as an easier time farming. And, it scales with AP, meaning it will be dealing even tons more TONS OF DAMAGE later in the game. This additional damage on autoattacks also synergizes perfectly with Lich Bane, which you will be getting in the middle of the build, resulting in tons of tons of TONS OF DAMAGE from your auto attacks alone.
This is your main harassing, farming, and damaging tool, all on a low base cooldown of 4 seconds at level 5. With a 0.6 AP ratio, this spell deals TONS OF DAMAGE, at a safe harassing, poking range of 825. Did I mention that the cost at level 5 is only 70 mana per use?
NOT ONLY do you use this ability to finish off creep waves, burst people down, and harass, but it sets up all of your combos. It tells the ball where to go, which is where your Command: Dissonance, Command: Protect, and Command: Shockwave will base themselves off of.
Just remember, the ball takes a short amount of time to reach its destination, so predict the paths the enemies can take, and where they will go when they see you toss balls in their face. You have some leeway, considering it is AoE, however.
Also remember that it deals less damage the more targets it passes through, so when harassing enemies, try to make sure it hits the least amount of creeps possible en route.
I learn this ability first so that from level 1, I can be harassing and farming safely. I max it first, since as mentioned, this is your core, your bread and butter, the ability that you will spam most often, the ability you use for harassing and farming; and as such, you want to get the most out of it as soon as possible.
One of my favorite abilities in the game. It deals TONS OF DAMAGE in a nice AoE radius, has an incredible dual purpose movement speed modifier (40% haste for allies and slow for enemies at level 5), all on a low base cooldown of 9 seconds at a reasonable cost.
You can do endless things with this ability. Getting chased? Make sure the ball is on you, and then simply press W. Not only will you make yourself move superduper fast, but any enemies that cross your path will move slower than a sloth (that's pretty damn slow).
You can use it on a teammate when your ball is protecting them, especially if they are initiating a fight, to make him as well as the whole team that is following behind him move faster, to catch up to your enemies and mess them UP.
Also great for using on an ally or yourself when you are getting chased.
I max this second, after my core Command: Attack but before Command: Protect. Remember, you should NEVER learn your abilities right off the bat at level 1 except in some rare cases. Learn this ability FIRST if you get caught in a level 1 teamfight or gank and you and/or your allies need an escape and/or gap closer more so than a ranged harass, and don't feel like blowing Flash. Otherwise, learn this first at level 2.
This ability is NASTY. It makes you extremely survivable in and out of lane when the ball is on you, giving you 30 extra armor and magic resist. It also does the same to any allies that you use this ability on.
Not only that, but it also provides a terrific shield, great to place on allies or yourself when near death.
You can self-cast this spell to instantly give yourself a shield upon clicking E, and still manually select other allied champions to put it on. Can be great in clutch moments.
The ability also deals nice damage to all units it passes through along the way.
The big thing about this ability, however, is that it lets you set up combos based around you or an ally. For instance, if your ball is on the other side of a wall and you need to retrieve it, E yourself, W for the haste, and kill whoever you might be chasing.
On allies, use it when they need the extra shield and defenses, and to cast off of them as well. For example, if an ally needs to GTFO, pop it on them and use Command: Dissonance. As mentioned previously, you can also use it on a tanky initiator to let them and your allies behind them get into the fight faster. You can then use your ultimate WHILE the ball in on the initiator, allowing for a great setup for your team, and ruining their positioning from the start of the fight.
I learn this at level 4 and max it last, using it mostly for the purpose of setting up my ability combos on allies and myself.
One hell of an ultimate. With a decent cooldown, 0.7 AP ratio, and an AoE enemy reposition, this ability sure packs a punch. The main cheese for your combos, very versatile in teamfights, great for initiating fights and ganks, great for escaping certain death or protecting an ally, and much, much more. As mentioned previously, you can use this ability while the ball is on an ally, setting up some really nice situations for your team. See the section titled "Laning, ganking, receiving ally ganks, and what to do when you get ganked." to learn how to use it during ganks, and the section "Team Work/Your Purpose On Your Team" to learn how to utilize it in teamfights.
Learn it whenever you can.
A simple combo, used for lane harass, killing creeps, etc.
Your main combo for killing targets. Pop the ball near them, make sure your ball is in front of them if you want them to get pulled forward, or behind if you want them to get pulled backwards, and press R. Then press W immediately after to deal more AoE damage and slow your target(s), so that they have a difficult time escaping you after the fact.
Used for chasing and escaping enemies, can be used on yourself or allies.
Used to disrupt the enemy team/initiate the fight off of an ally, usually the initiator. Can also be used on an ally who is chasing an enemy down, when they get near said enemy; your ult will make the job easier for your ally.
And, of course, always use your E on an ally when they need the extra shielding and defenses. Also remember to ALWAYS AUTO ATTACK during spell cooldowns, since your attacks with your passive, especially once you get Lich Bane, will deal TONS OF DAMAGE.
You can also use your ball to SAFELY "facecheck" bushes, so no random Garens for you! Especially great when you don't have wards where you are, and you are afraid you might get ganked.
This is a key spell to use in your combo. Great for grabbing kills you wouldn't have otherwise, allowing you to get more fed than you would without ignite. Don't underestimate the damage of it, either. At level 18 it adds a whopping 410 true damage to your combo, which is a good percentage of a squishy's health. Not only that, but it also reduces healing on the target by 50% for the duration (5 seconds). Great for finishing off people who would have otherwise healed, as well as using on a target that can heal themselves BEFORE your combo, so they won't be healing as much during it, and as such you will deal more overall damage to them; such targets are Dr. Mundo and Swain. Great spell overall for Orianna as well as every other carry.
A must-have spell for any caster, and basically any champ in the game. This spell lets you escape enemies, close any gaps, initiate any fights, get out of turret range, and more. Another terrific spell for Ori, and for basically anyone at that.
Meh. You just don't need it. You already have a ghost on a 9 second cooldown, teehee.
This is an okay spell to take, really only if you notice off the bat (in draft mode of course) that basically every enemy has heavy CC. You can just Cleanse and then Flash and Command: Dissonance out. You can't rely on that happening every game in blind pick, though, so definitely don't take this spell in a blind, assuming that their whole team is full of CC every single game that you play with Orianna. And, even if they are, I still wouldn't highly recommend this spell, since you can add more damage to your combos by keeping Ignite, and just buy Mercury's Treads BEFORE your Void Staff and/or a Quicksilver Sash.
Meh again. You just, don't need it. Leave it to the support. I mean, for a slow, you have your Command: Dissonance at a longer range than Exhaust, plus it is AoE. If they are getting away from you, Command: Shockwave them back. If you are getting chased, give them a nice Command: Shockwave and Command: Dissonance combo to the face.
"Oh, but Orianna is so mana hungry!!!1!1!"
No...just...no. Clarity is just a bad spell overall, it is OK if you are a new player that can't control your mana usage, but if you have decent knowledge of the game, you know that you shouldn't take this spell. It is just basically a waste of a slot that you can use for a more useful spell, such as Ignite or Flash. For your mana issues, your runes and masteries, paired with double Doran's Ring is more than enough to keep you spamming your abilities early game, and later in the game, your jungler should always be letting you take blue buff, and that on top of everything else is more than enough to let you cast as you please all through mid and late game.
Any spell not mentioned is a definite no-no for obvious reasons, too obvious to even spend time discussing.
NOTE: Try to buy an Elixir of Brilliance whenever you recall right before you know a teamfight is going to happen and you have the extra gold, or if you just built or bought an item and have some gold to spend. You can even buy one of these elixirs if you recall and don't have enough gold for any other items that you want to get yet (just don't go overboard on the elixirs, as you still need enough gold to buy your main items). The elixir gives you some more AP and some CDR, which, for a measly 250 gold, doesn't hurt at all. This is especially helpful early game, where that 25 or so AP plus the CDR has a huge effect, when your AP is low and CDR is measly.
ANOTHER NOTE: If you still have some leftover gold after your purchases, and some open slots, ALWAYS TRY TO BUY WARDS! Don't rely on your jungler to ward your lane if you are top or mid, although many times they will. Still, if you have the extra gold, buy some Sight Wards, you will not regret it! WARDS SAVE LIVES!
Boots of Speed and 3 health potions
This is your core start with Orianna. Since you have mana regen from your runes and masteries, that paired with the 3 health pots is enough sustain to keep you in lane for a while. The boots will later build into your Sorcerer's Shoes, and provide nice early movement speed to let you chase/escape enemies quicker, evade spells, and more.
This item is a must have to get on Orianna early on, as well as most other AP carries. Not only does it regen your mana quicker to allow you to cast more early game (to farm, harass, kill, gank, etc.) but it also gives you more AP and HP. This mana regen and extra health also lets you stay in mid longer, and ultimately get XP quicker and have an even higher level advantage over other enemies, allowing you to gank easily if need be, and push and farm well. Once you run out of room in your inventory, simply sell a Doran's Ring and continue on with your purchases.
WHY DO YOU STACK DORAN'S RINGS?
So many people do not realize the benefit of stacking Doran's items. Let me put this into your mind. The stats that you get from a Doran's Ring are worth well over what you pay for, and they increase your staying power and performance early game tenfold. The AP adds to your punch early game, helping you farm and harass much easier, and allowing your harass and combos to deal more damage, letting you net more kills overall. The HP lets you take more hits without having to go back. Early game, 100 HP is a LOT. The mana regen lets you cast your abilities to harass and farm more often without having to worry about being OOM. If that isn't enough, when you sell the Doran's Ring, you get back 238 gold, meaning, basically, that you only payed 237 gold for the item! Definitely a game changing item, if you stack them early game. The benefits they give you pay back for the extra gold you spent on them, in the form of extra kills and more farm.
HOWEVER, if you are having a great early game and manage to farm well enough before you recall to afford a Needlessly Large Rod or Hextech Revolver, invest your gold in these instead, and skip the stacking. The stacking is most useful if you need some extra "oomph" and you aren't farming well. Get the Rings if you don't have enough gold for a Large Rod or Revolver when you recall, but if you do, get those instead. However, it is still a good idea to have at least 1 or two of these before you finish your Deathcap.
Will be built into a Will of the Ancients later. Useful to get the spell vamp as soon as possible for even higher lane sustenance and teamfight durability.
Gives you flat Magic Penetration, which, tied with your runes and masteries, will let you deal near-true damage to anyone before they get MRes, which usually isn't until mid-late game. Then, you will get a Void Staff to keep up with dealing as close to true damage as you possibly can. Once you get said Void Staff, you will be selling these shoes for Mercury's Treads. The reason for doing this is because flat MPen is applied BEFORE percentage MPen, such as the Void Staff. To quote the League of Legends wikia, "Because the percentage magic penetration is applied last, its effectiveness is reduced the more flat magic penetration you already have or the more magic resistance reduction has been applied to the target. For example, if the target has 100 magic resist and you only have 20% magic penetration, you will penetrate 20 of the target's magic resistance. If you also have 20 magic resistance reduction, the same 20% magic penetration will only penetrate 16 of the target's magic resistance." So, although keeping Sorcerer's Shoes will allow you to still deal some more damage to your targets, the reduction of the effect of the Void Staff makes the Sorcerer's Shoes MUCH less useful than they were before the Void Staff, and ultimately, Mercury's Treads become infinitely more useful at that point in the game. Both because Sorcerer's Shoes become less useful, and because at that point in the game, everyone is dealing some heavy damage, the MRes and Tenacity from the Treads will sure come in handy.
If an enemy gets Mercury's Treads, these shoes along with your runes and masteries will counter the MRes from them and still reduce some base MRes.
This item is just amazing. You want to rush this item for the insane amount of AP that it grants (140) plus the passive 30% increased total AP. Getting this item early also means that every item that grants AP that you get after it will have the additional 30% extra AP added to it right off the bat, along with any items purchased beforehand. At the end of this build, including runes but not masteries nor blue elixir, the passive ALONE from this item grants an additional approximate 147 AP, resulting in about 287 AP just from this item, without masteries nor blue elixir or baron buff factored in.
Having a second WotA aura on your team will also increase your overall AP gained from this item by a bit.
A must-have for Orianna, as well as for every other AP carry in the game.
Will of the Ancients
This item, in my opinion, is core on basically EVERY AP carry. The stats it gives for the cheap price are just too hard to pass up, and they help the whole team, too!
Of course this item gives nice AP, and a good aura for your teammates, but the real thing that we are looking for here is the spell vamp. We don't need a Hextech Gunblade, the only other item besides Will of the Ancients that provides spell vamp, since the AD and life steal, almost half of what you're paying for, aren't too useful for us in this build. The AP granted from Hextech Gunblade is slightly lower than from Will of the Ancients, and the spell vamp is the same. The Gunblade also has a single target mini-nuke and slow, but it is a shorter range than Command: Attack with only a 30% slow, versus the 40% from your Command: Dissonance; it is also on a one minute cooldown versus a base of 9 seconds with Command: Dissonance, and single target, versus AoE with Dissonance. As well, Gunblade doesn't provide a helpful teammate aura while Will of the Ancients does. Lastly, and the real big hook here, is that Will of the Ancients is a little over half the price of Hextech Gunblade. As you can see, for spell vamp, Will of the Ancients has more of what we need for a cheaper price.
Now that we have established that this is THE item to get for spell vamp for Ori, why do we even want to get spell vamp? You may be thinking that spell vamp on Ori is pretty underwhelming, since all of her damaging abilities are AoE, and only 33% effect is applied to AoE spells from Will of the Ancients. However, keep in mind, the 33% is applied to EACH TARGET SEPARATELY. Meaning, if you have three targets dealt the same amount of damage from an AoE ability versus one target dealt that damage from a single target ability, both abilities would heal for the same amount.
Now consider this. MORE than three targets. How about a whole team of five champions? How about a whole wave of 20 creeps?
You heal for a LOT. And by a lot, I mean a LOT.
Say there is a wave of 20 creeps with 500 health points, all full health, and your Command: Dissonance does 600 damage, meaning you can one shot all of the creeps. Since you have 20% spell vamp, if your spell wasn't AoE, you would be healing for 20% of 500, or 100. However, since it IS AoE, you will be healing for one third of that: about 33. But, multiply that now, by the 20 creeps, and you just healed for 660. Of course, usually creeps won't all be at full health, nor bunched up in a group of 20, and a lot of targets have magic resistance, so that becomes a factor, but this is just to show how much you can heal from over three targets with an AoE spell and spell vamp.
And this is good for sooooooooo many reasons on Ori.
Since you have low cooldowns on most of your abilities with Ori, you can CONSTANTLY use your AoE abilities to CONSTANTLY heal on the battlefield. You will be healing almost as quickly as if you were on the summoner platform itself!
If you have blue buff, you basically never have to recall once you have this item. If you are getting low, find a creep wave, and bingo, you are back at full health, and you have full mana from blue buff.
Where this REALLY helps out is in teamfights. Keep in mind, your abilities are AoE, so you will be healing from all of the damage that you deal to everyone in the fight.
Also, as mentioned throughout the guide, Orianna can escape from people and kite very well with Command: Dissonance and Command: Shockwave. If you have spell vamp, there is a really cool trick you can do. You can run from a group of pursuers, or however many people there are trying to chase you down, and constantly chuck your ball and Command: Dissonance behind you. Not only will this be damaging your pursuers, making them easier to kill and discouraging them from continuing to chase you, but you will also be healing yourself. If you do this a few times, you will end up being higher health than your pursuers, and can end up turning around if they are still blind enough to chase you and own their faces. This, my friends, is what I like to call kiting with spell vamp.
Overall, this item is one of the best items that you can get on Orianna and most other AP casters. It can definitely change the tide of a game, especially considering it has an aura, and is so cheap. If an ally AP gets one as well, that is, if you have another AP on your team (many APs DO buy this item), then you will get even MORE spell vamp AND AP, doubling the already astounding healing you get from 20% spell vamp whenever you are near said ally. If you DO happen to have a 2nd AP on your team, which isn't too uncommon, convince them to buy a Will of the Ancients, too! :)
A MUST-BUY on Orianna.
This item synergizes really well with Ori's passive. Every time you use your low cooldown abilities, a proc will come up. Since you should be auto attacking enemies in between abilities, this proc + your passive will deal TONS OF DAMAGE to the enemy that you are targeting. Plus, each proc used on a tower with a full build can take out over one fourth of its HP. ULTIMATE BACKDOOR. The AP, mana, MRes, and movespeed help a lot too, for obvious reasons. A nice pick for Orianna.
This item is necessary to pick up late game. More often than not, when the enemy sees your crazy damage, they will be buying some Magic Resistance to counter you. How to counter them countering you? Void Staff. It gives you percentage MPen, which, along with your Sorcerer's Shoes and your masteries and runes, will let you shred through ANYONE, whether a squishy with only base MRes or a tank with 5 Forces of Nature. Of course, this item also gives some nice AP.
Why do I get this item over Abyssal Mask? Well, in the current meta, more enemies than not are tanky, so Abyssal Mask won't reduce enough enemy MRes for you to deal as much damage as you would with Void Staff. Also, you don't really need the MRes from this item, since you already have MRes from Lich Bane, Command: Protect, and the Mercury's Treads that you are about to buy. As well, and this is the big reason, the range of the Abyssal aura is 1000. Your ball can stay away from you up to 1125 range, and in most teamfights, you will have your ball on an initiator and not even get in the fight, thusly being out of aura range. Must I say more?
I swap my Sorcerer's Shoes out for these late game, because, as mentioned in the Sorcerer's Shoes section, these boots just become much more useful than Sorc's do late game. For more info on why they are more useful, please check back to the Sorcerer's Shoes section. Also, since the sell value for Sorcerer's Shoes is 770, you are essentially only paying 430 gold for these boots, which are worth way more than that at this point in the game.
This item is terrific to pick up late game. Gives you some nice AP, a hefty amount of armor for more survivability, and of course the active, great for when you are getting focused. Popping it gives your team two extra seconds to come back you up, and you can also use it when Command: Dissonance is on cooldown but close to coming off; once the active is over, Dissonance the hell out of there.
Elixir of Brilliance
This is the item to just keep spending your gold on if the game is STILL going and you have completed your item build. If you have all 6 item slots full, as you should if you are buying this item at the end, it will automatically be consumed for you. It gives some nice AP (over 50 with Rabadon's Deathcap at level 18) and CDR, which helps a load.
Why no Rylai's Crystal Scepter?
Why no Nashor's Tooth?
Generally, however, if you end up actually getting to a full build, and you don't know which item you should skip for one of these, drop the Sorcerer's Shoes for the Mercury's Treads, obviously, and for the other two items, Void Staff if they are mostly squishy (since it won't help too much), or the Zhonya's Hourglass if they are mostly tanky (since you need Void Staff to do more damage to them, but they won't do as much to you, so you can afford to have less defenses in the form of armor and the active; as well, you should usually get both Mejai's Soulstealer and Quicksilver Sash early game if you do, and Zhonya's Hourglass is the LAST item in the build, so your build will be completed in the same order, just one item short). Although you generally want all of the items in the main build if the game goes long enough to permit.
Rod of Ages
Great item to get if you need some more survivability, and if your jungler isn't giving you blue for some reason. If you want to get this item, be sure to do so before deathcap, and postpone revolver into WotA until AFTER your deathcap if you still plan on getting it.
This item is good against enemies with a lot of CC (Kennen, Morgana, Lux, Vlad, etc) if you do not have Cleanse with you. It is cheap and has a cleanse-like active. It removes ALL debuffs from your character. Yes, this includes things that cleanse won't remove, such as damaging debuffs like Vlad's ulti, Malz's ulti, EVERY single debuff to you. Just use the active and Command: Dissonance and/or Flash out of there. Keep in mind, if they CC/debuff you again right after you use the active, it won't have a reduced effect as it does with Cleanse. BE CAREFUL OF THAT. This item also gives a good amount of MRes, which is nice against these types of enemies.
This item can be a lifesaver against certain enemies, such as enemies with CC like Morgana and Kennen, as well as enemies who have an "inevitable ultimate", such as Vlad's ultimate and Karthus's ultimate. It blocks a negative spell every 45 seconds. 'Nuff said. Getting in a sticky situation, your Banshee's might just save you enough time to get the hell outta there. This item also grants Health and mres, both helpful against these types of enemies. It also gives some max mana, which definitely won't hurt.
This item is also great against a team of CCers, just keep in mind it would supplant your Sorcerer's Shoes early game, so you will be dealing slightly less damage overall until you get your Void Staff. It might be worth it to have slightly less damage early game, however, if it means that you can get CC reduction against a team full of CC that could mess you up otherwise for the ENTIRE game.
Nothing else at this price (let alone most other items) can provide this much AP. Plus, with the deathcap, not even including the bonus % AP masteries, the total 180 AP from this item with full stacks turns into 234 total AP. And getting stacks, especially with Orianna, isn't as hard as it may seem. Your abilities are so devastating early through late game that you are guaranteed to get a lot of kills and assists. And if you lose some, just get them back! Once you get full stacks, you get 15% CDR, which is helpful when you don't have blue buff or blue elixir on you (although you should basically always have them).
However, this is NOT the most reliable item, use it at your own risk. If you are having an exceptionally good game, try to pick it up early. If not, don't bother risking to lose an item slot and a lot of AP and some gold. It also adds a big "FOCUS ME" sign on top of your head, since the enemies will want to do all they can to prevent you from getting to 20 stacks. Be aware that this is a risky item to use, but will reap great rewards if you get a lot of stacks on it without dying.
______You want to try to grab the blue buff whenever you can with Orianna. Not only does it gives you more CDR so you can cast your abilities and combos more often, but it also gives you more mana regen which equals an easier time spamming all of your abilities that are on a lower cooldown.
______If you have a nice team, they should be able to let you grab blue whenever it is up.
______And if you have a jungler and the enemies do not, try to grab theirs when you can, and when you know it is safe. Ward their jungle, including their blue (obviously), if this is the case. Also, going with a teammate in case of emergency can never hurt.
______If you both have a jungler, you can live without the buff for a little while. Try to talk your jungler into letting you take it mid-late game when he doesn't need it as much, if he doesn't know to do this already, and try to counter jungle the enemy as much as possible, so that maybe you can take their blue when they don't go for it, or your jungler can take theirs and you can take your team's blue.
______However, if you have a more mana-hungry champion than yourself on you team (Swain, AP Ali), you should be courteous enough to let them take blue, since they need it more than you do. You WILL still survive without it.
______That is as in-depth as I am going to go into jungling/counter jungling to pick up blue. If you want more info on this, I would suggest checking out Hahano's Jungling 202 Guide and/or Xenasis's Jungling 101 Guide.
If you used my guide and got a good score (which you will), feel free to post the direct link of the screenshot of your score (make sure it is a screenshot from the match history page) in the comments below. I will try to get it up here ASAP. Thanks! :)
______Special call out to Trojan995 for reminding me of the swapping out of Sorcerer's Shoes for Mercury's Treads late game!
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11/25/2011 4:00 AM EST -- Utility tree point moved, RoA made optional, 1 Doran's Ring removed.
3/1/2012 10:25 PM EST -- Added a "Why no Nashor's Tooth?" subsection in the "Items" section.
8/13/2012 7:00 PM EST -- Edited mastery tree, runes, and pros/cons section.