Orianna Build Guide by iZianni
Zianni's Challenger Orianna Guide
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Runes: Standard Orianna
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Ability Order Standard Leveling
Threats & Synergies
The major concern for this match up is her ability to bypass our ball, however our laning phase is stronger. As long as we're able to consistently keep her in lane, there's not much Ahri can do to help her team. When it comes to mid game, our team fight impact should be greater than Ahris.
This champion is pure pain and I hope it gets nerfed into the ground. Due to her vamp, our poke is meaningless and her damage potential means that we will die to a full combo if we ever misstep. Fortunately, we do have a good laning phase against her and it comes down to who has more impact in team fights. If we deny her the snowball, we should be more impactful.
We're both zone control mages but Orianna is just better. Range is similar, Anivia has better laning phase if she's extremely good. Otherwise Orianna's skill requirement is a lot less to win this lane, just avoid Qs and you'll be able to farm safely.
Flash tibbers is any mid laners nightmare, her range is also equal to ours and has a movespeed shield that can close the gap. We're forced into merc treads for this match up if we want to survive.
We win lane and scale. Aurelion sol wins game if our teammates are bad.
Skill match up, both have good range its just easier for Azir to utilize. When it comes to the 1v1, if you ever blow flash the shurima shuffle will kill you 100%. You do get to perma farm though so it once again comes down to team fighting!
We outrange this champion and deny him the opportunity for a full combo. Avoid w by weaving in and out of range. As long as you avoid the Q, you're safe. Free lane, free scale.
Cassio will E spam you into the ground once she has a mana pool, until then you're able to bully her. If you're able to safely lane until Lost Chapter, you need to outrange her completely for the rest of lane or you'll be all inned.
The more he eats, the easier he is to hit. The silence is annoying but as long as you're constantly moving (You can cast while moving, this is a really simple lane.) Perma farm or tank and spank.
Corki has traditionally done very well in this match up because of his all in potential + scaling potential, I'm not sure how it'll be in preseason.
This champ is very strong in preseason, has multiple gap closers and self cc along with a shield. You might be able to bully her the first couple levels but her mana usage is so low that you'll eventually find yourself being poked lower than her. It takes one E-Q to combo you into the ground. Avoid moonlight.
This champion never dies, takes 0 damage due to sustain and then proceeds to one shot you. If you're in range to Q/W, you're in range to die. Haha Avoid stuns from fog of war and hope you're not forced to side lane into him.
Counters our ult, has one shot potential with a D ring. This champ is uncounterable because of his own counterplay. If you cast ball out, expect to be all inned. You do get to free farm though if he's not confident in killing you. Zhonyas match up
Even match up, but Galio has advantage due to his win condition being side lanes instead of mid. You can do well poking him but he can ultimately just teleport back making it meaningless. Look to scale, look to hard push wave to deny roam potential.
Champ got nerfed with preseason haha He's still strong mid-late game like us, but I'm assuming our preseason jungle will just one shot him for 30 minutes straight. So much damage in the game.
I hate Kat, so even if this match up is Ori favored I think its ridiculous that I can't be comfortable poking her because she can one shot me off E.
A good LeBlanc will destroy you, a bad LeBlanc will be a skill match up. Avoid chains and look to trade back during distortions or you'll just get perma out-traded for free.
Scaling match up, she will build full AP and try to one shot you. Take cleanse or build early QSS. You will win if your team is even or ahead, you will lose if behind.
Farm match up, both laners do nothing because of range. If her team is ahead she will snowball out of control with good laser combos, otherwise you just sweep the floor with her. Avoid max range E poke and look to punish if she misses Q.
Never have priority, never have kill potential. This champ is unfun to play against but is ultimately team dependent thus denying you of the ability to play the way you want to.
Can't side lane, can't lane. You can die though, try to break spellshield before using ult off his ult otherwise you're dead. If he can't use fear tether, you have a good chance of turning it but post 2 items he's just unkillable due to lifesteal.
Like all assasins, if she closes the game we're immediately doomed. She is a melee which is to our advantage but she has so many dashes + hops that it's extremely dangerous to go for poke. It takes one ultimate to 100-0. Avoid bush enchants like the plague, avoid water enchants like the plague. STAY AWAY FROM THE WALLS. Zhonyas match up
Zzzzzzzzzzzzzzzzzzzzz Snoozefest, Seraphine favored because she's rewarded for doing nothing by pressing R in the mid game. You can't punish her due to range and you can't roam because she has equal wave clear. You still have priority though because your champ is more useful early game. She's better utility than us, so team dependent.
Range advantage makes this unplayable for Sylas unless hes a god. Build Morellos to deny his healing and with consistent CC on your W/R he won't be able to get close to you.
Orianna favored due to range advantage, Syndra can one shot us unless we build Merc treads. At which point she loses this match up, team fights are Orianna favored due to utility.
Good bye. Forced to wave clear to prevent roaming, forced to fight to wave clear. Build zhonyas
Outranged, don't even bother trying to fight this champ because you'll get knocked up and lasered into the grey screen. Farm!
Viktor scales hard, really hard. We win early though because our champ has an easier time laning, post 2 items he's a nightmare to deal with. We still outrange him though in team fights.
He heals, he does damage and we can't him with R. It feels bad to let Vladimir scale because he just needs 2 AP items to one shot your entire team, but you have lane priority making this Orianna favored. Don't R until he's CC'd or already pooled.
Outranged, ahhhhhhh Nobody plays this champ though.
Orianna favored laning phase, post mid game you can't match side wave or you'll get obliterated by gold value. If you're able to stop him from gap closing you hard win this match up though. Zhonyas match up
Windwall = Ball stops Sad. Its hard to hit a 900 dash champion and deal with his sustain from omnivamp. Side laning is a nightmare due to wind wall too because he can kill us very easily, but I think this match up is Orianna favored skill wise.
Nobody lives You win early due to range advantage, but it's difficult to deal with the repositioning tools when he can bypass your harassment. Build Zhonyas
Merc treads, Banshees veil, cleanse haha
Champion Build Guide
Hey there, I'm Zianni. I'm a challenger mid laner and Orianna is one of my favorite champions. Compared to Syndra I think her macro gameplay and match ups are extremely enjoyable.
I pick Orianna into any team where I need a scaling win condition or large amounts of utility. She's a beast for team fighting and has some really good solo lane potential.
S10 was reasonably ok for Orianna, but with the recent nerfs to mid through preseason items she might be a bit difficult. It is however extremely rewarding to play Orianna to fruition.
If you enjoy technical gameplay, Orianna is the champ for you!
Check out my livestream at https://www.twitch.tv/zianni so you can become a challenger Orianna too!
While Orianna isn't considered a great early game champion, she has a really good kit for bullying enemy champions while being a strong scaling champion. This means you get to enjoy both styles of mid!
She's ideal for competitive 5s or group play due to her overwhelming team fight presence, but is equally as capable in Solo Q due to the lack of communication making it very easy to catch people off guard in team fights.
Versatility is her biggest strength, offensive and defensive come naturally to Orianna.
Phase Rush is the ultimate utility tool for Orianna as it's extremely versatile allowing her to be aggressive or defensive in lane. Her biggest short coming as a champion is a lack of mobility in the form of dashes, while her W offers movespeed its difficult to use to full effect. This will make your laning phase extremely consistent and offer protection from front line carries in the mid game.
This is why Phase Rush is currently the number one rune for Orianna, there are some variations where Aery is taken or Spellbook but are ultimately unpopular.
Activating Phase Rush allows Orianna to extend trades and continuously use Command: Attack to rack up damage.
Manaflow Band is a great selection for Orianna because it helps supplement her mana pool making it easier to wave clear for priority. Her Command: Attack is one of the lowest mana costs making it extremely easy to spam in lane and picking up early stacks.
|Biscuit Delivery is a great rune for lane staying power making it less punishing to take bad trades and ensuring optimal back timings. Worst case scenario, you can just use it for mana to continue oppressing a laner or sell it for a quick buck :)|
|Time Warp Tonic is the new BiS rune due to the removal of Haste from Cosmic Insight, which means we'll now be getting additional movespeed in lane and bigger sustain from our potions. This makes a Corrupting Potion start plausible or serves as a general improvement for our Health Potions. ( buff is huge!)|
AP/AP and Armor/Magic Resist shards based on match up.
If you don't see a need for additional lane power from the inspiration tree, it's also acceptable to run:
Taste of Blood for aggressive sustain, making trading more rewarding.
Ravenous Hunter for omnivamp making all of our spells heal us, this is ideal for the mid-game as it makes poke less punishing. Not having to worry about poke damage makes it easier to commit to positioning that might otherwise be inaccessible.
If you're in a melee match up, Attack Speed is beneficial for your passive and last hitting efficiency. Otherwise double AP is the most optimal for early control. Haste is also a good option if you're committing to a scaling match up where you're outranged.
Items are always going to be situational and based on the game state.
With the introduction of linear Haste (Cooldown Reduction), there's a lot of empty space for AP Mages currently but we're doing our best to innovate new possibilities. Hopefully this will be rectified in the near future.
As of right now, if you're hoping to have an immediate impact on the game then Luden's Tempest will be your first item. This allows you to bully easy match ups and immediately influence early game team fights.
If you're hoping to scale as opposed to having an early impact, then Liandry's Anguish will be more useful to you. While the components are the same making the two items nearly identical, the difference is in the bonus stats from each Mythic. Ability haste vs Flat Magic Penetration. It's important to note that you can still run Luden's Tempest while opting for a scaling game, but Liandry's Anguish is also better against tanky compositions. This is something that would not be reversible making Liandry's Anguish the only anti-tank option for scaling.
Flat Magic Pen is more valuable earlier in the game for snowballing while Ability Haste picks up steam the more items you have. Orianna is inherently a champion that excels in the mid to late game making Liandry's Anguish a strong item even after the 10.23 nerf, it also gives you room to tech into a Tear of the Goddess for maximum AP later in the game. (Tear being less rewarding on a more aggressive playstyle since your goal is earlier than later)
Boot choice is usually dependent on the game as Mercury's Treads is a necessity into a few assassins match ups, otherwise Sorcerer's Shoes is extremely important to the build because it reduces the enemy's magic resistance increasing our base damage by a hefty amount for 800g. It's also important to recognize that purchasing Luden's Tempest will bring your total magic penetration up to 28, most carries have a base magic resist of 30 meaning you'll be doing nearly 100% tool-tip damage if the enemy doesn't buy a Null-Magic Mantle. (It's pretty nice to just add up the numbers in your skill descriptions and know when you can one-shot someone.)
Once you finish a Legendary item, the Mythic bonus will put you up to 33.
Most low elo players even up until masters will ego and refuse to buy early magic resist making double Magic Pen an extremely strong combination. (Due to the magic pen formula, flat pen can never bring MR below 0.)
If you're running Liandry's Anguish, you still get 9.5 flat pen from the % penetration effect (Which is about to be nerfed to about 5 flat pen post 10.23
Once our core is completed, we're essentially purchasing items based on the situation. If the enemy is building MR you can instead opt to build % Magic pen in a Void Staff, a survivability item ( Banshee's Veil/ Zhonya's Hourglass) for bad match ups or to counter specific champions, or raw damage ( Rabadon's Deathcap).
It is currently preseason and things will be buffed/nerfed, so make sure to keep yourself updated and always be flexible with your builds.)
Nothing in history has been achieved without the necessary conditions, League of Legends is no different. To carry a game, you need to make an impact. There are many ways you can do this, but it all begins in the same spot. Everything in the game can be traced back to the beginning, every decision you make will change the course of the game. This can be described as the flow, the flow can be influenced by every player and controlling the flow is your objective.
Before you worry about things outside your sphere of influence, your primary focus should be setting yourself up for success. Before anything else, we must identify our match up, our composition, and finally our win condition. While the game starts with champion select, the reality is that you’re only capable of defining your own actions. There is no value in putting emphasis on variables we can’t control; therefore, we must also pursue a playstyle that enables any possibility.
There are a lot of factors that contribute to the match up, this can be broken down into three categories.
Keystone + Runes
While the champion is self-explanatory, we must ask ourselves what contributes to the champion. It’s strengths and it’s weaknesses. The most common things we take notice of are the difference between ranged and melee. This is valuable information that will change the way you trade depending on your champion. A ranged champion will always have the advantage over melee in the early levels, often this will be your only window to create an advantage vs an assassin.
The next step is their keystone, players will typically enhance their champions strengths or make up for weaknesses with their keystone. This can drastically change a lane as there is a big difference between Arcane Comet and Electrocute. Your goal is to identify what their plan is and play around it.
A burst mage will often take Electrocute; the benefit is larger trades at the cost of being infrequent. You can choose to either avoid trading in small skirmishes, poke, or extend trades to take advantage of their cooldowns.
While keystones have less variety for mid than other roles like Press the Attack, Lethal Tempo or Conqueror, it’s still something to keep in mind. The second portion of keystones are the supporting runes that accompany it.
The secondary tree is used to augment your strength or to cover your weaknesses. An example would be the difference between taking domination second to improve your damage potential or taking insight for extra lane sustain. While most champions are locked into some keystones, secondary trees are extremely flexible and should be changed depending on the match up. Identify where you struggle and take precautions to solve it. Biscuit Delivery is a popular rune because it can help with difficult match ups, whereas Eyeball Collection will give you a stronger spike. Make a decision based on your match up.
Remember to check armor/mr to see if they're weaker than usual, not taking the right defensive stats can change a match up!
Summoner spells are often disregarded until they **** us over. I’m sure we’ve all had that moment where we tower dive someone and we didn’t realize they had barrier.
Mid lane has three dominant summoner spells.
Consider the summoner spells of your enemy and consider where you have an advantage. Do you benefit from trading to look for a kill opportunity with Ignite, or do you benefit more from scaling with the safety of Teleport?
To properly identify the conditions of our victory, is to identify our win condition. While this term is often used on a larger scope (I.E Winning the game) we can apply this to both the laning phase and the macro phase.
Build your domain
If you want to control the game, you always start from the middle lane. Your sphere of influence will expand as you grow stronger and enable more opportunities around the map. To grow stronger, we must ensure our survival and that our gold generation is adequate.
The middle lane is your base of operations, your Fortress. You must properly defend your Fortress by setting up Ward Control to prevent enemy ganks and gain vision of your lands. Your wards will act as a spy network keeping you, The General, informed. This will allow you to keep your Fortress safe and use its strategic positioning to punish troops trespassing in your lands. Acting without vision puts you at the mercy of your enemies.
While dying is acceptable, each death comes at the cost of valuable resources. (Gold and experience) No matter the match up or circumstances, your primary objective is to be consistent. To be undying is to exert pressure on the entire map.
To carry, you need resources. The most important building block of your game starts with last hitting, games are won by item advantages and the easiest way to build a lead without putting yourself at risk is by this basic mechanic. A gold lead translates to an item lead, and an item lead translates to presence on the map. This basic interaction is overlooked by many players but is the core of gameplay. For newer players, your goal is 7-8 cs per minute and for experienced players leaning towards 9 in solo Q.
Lane phase is a battle for resources.
Once you have secured your foundation in the middle lane, you can begin to extend your influence. Your wards that were originally defensive will begin to move into enemy lines and feed you information. Objective control and jungle skirmishes are yours to decide. While you can continue to stay mid lane and farm up safely, if you can’t translate your early game pressure into a lead it has no value.
Orianna's Laning Phase is based around the utilization of her Command: Attack for poke damage and wave control. Utilizing Manaflow Band will make trading more efficient and easier to play around. The ideal situation is to use your ball to contest each last hit making it extremely difficult for the enemy to trade back. Eventually this damage will accumulate and give you control over the enemy due to your advantage in resources. (Health/Mana/Potions)
While her mana pool is relatively stronger than other champions, it's extremely important to prioritize last hitting to keep it topped off with the Doran's Ring's drain passive. Once you hit Lost Chapter, you'll have minimal mana issues but it'll still be important to be conservatives to avoid losing priority.
Post level 4, depending on the match up you'll need to be more respectful as your range advantage diminishes or junglers come into play. If you were playing optimally, you'll be able to control the wave to prevent yourself being ganked easily while making it easier to punish the enemy. Orianna has very few options to deal with junglers because of the use of the ball and the delay on pulling it back after using it aggressively. (If you're Command: Attack/ Command: Dissonanceing on cooldown, you'll have no tools to disengage)
This is where Phase Rush comes into play, if you're poking minimally without proccing your keystone it'll make it extremely difficult for the enemy to close the distance. All it takes is a simple combination Q/W/E or Q/W/AA to proc the movespeed portion taking you to freedom. If there's an abundance of Crowd Control there is nothing you can do after the distance has been closed making wave control and positioning extremely important to Orianna laning.
Once you're level 6, you unlock your ultimate Command: Shockwave making extended trades a possibility. Trading is extremely easy on Orianna making it possible to lower the enemy's health pool before comitting to a max range initiation with the pull back effect on Orianna's ultimate. Her short cooldowns make it possible to use a full combination twice which is a surprising amount of damage over time.
Once you hit level 9, your Command: Attack will be maxed allowing you to reposition the ball consistently and at a fast pace. This is where the zone control comes into play as enemies will need to rapidly adapt to the ever changing position of your ball and its assumed threat.
Depending on your build or the enemy composition, Orianna also has very good lane side potential because of this utility. If you're in a favorable mid match up, it's nearly unplayable for the opposing mid if you're ahead in the side lane unless their shadowing jungle is strong.
You want to contest every objective while ahead or even to make use of your champion's kit, otherwise absorbing resources is your job to continue scaling. Teleport allows you to commit to farming without putting your team at a disadvantage and pressuring the enemy if they're unable to deal with your presence on the map.
It's important to recognize that Orianna is vulnerable despite her utility to hard engage making positioning important, playing front to back is the most consistent playstyle since it forces them to deal with the ball's position. (Casting while moving!) If you're initiating or creating plays with Orianna you have to remember that your ball has to consistently move forward making it harder to land than on an enemy running into your team.
Its important to use ultimate while denying outplay potential. This means casting your ultimate on stunned targets, taking advantage of Flash cooldowns or mobility spells to ensure landing the spell.
There is one thing that every Orianna should know and that is the power of fear.
The longer you hold your ultimate, the more pressure it generates. If you immediately cast Command: Shockwave and miss you'll lose control over a fight completely. If you opt to hold onto it, the enemy won't be able to move through your ball without being at risk of dying. This creates dead zones that the enemy can't move through, if they forget about it they die. I'd like to note that timing is a valuable skill set for Orianna since not ulting has the potential of losing your team a fight as well. Teammates will love to spam ping your ultimate if they feel like you using it on a singular target with Flash up is more valuable.