This build guide for Orianna is for mid lane, by Pobelter a 2700 player. This build guide for Orianna has been updated! Her ultimate is crazy powerful for positioning and chain stun. Her range has made her less playable in competitive play. She synergizes very well with other tanky champions that can initiate like Malphite and Shyvanna
Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.
Ignite
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Skill Order
Command: Attack
Command: Attack
Orianna commands her ball to shoot toward a target location, dealing 60/90/120/150/180 (+0.5*AP) magic damage to targets along the way. However, it deals 10% less damage for each unit it hits (Minimum 40%).
Her ball remains behind at the target location afterwards.
Cost
50 Mana
Range
815
Cooldown
6/5.25/4.5/3.75/3 Seconds
Command: Attack
Orianna commands her ball to shoot toward a target location, dealing 60 (+0.5*AP) magic damage to targets along the way. However, it deals 10% less damage for each unit it hits (Minimum 40%).
Her ball remains behind at the target location afterwards.
Command: Attack
Orianna commands her ball to shoot toward a target location, dealing 90 (+0.5*AP) magic damage to targets along the way. However, it deals 10% less damage for each unit it hits (Minimum 40%).
Her ball remains behind at the target location afterwards.
Command: Attack
Orianna commands her ball to shoot toward a target location, dealing 120 (+0.5*AP) magic damage to targets along the way. However, it deals 10% less damage for each unit it hits (Minimum 40%).
Her ball remains behind at the target location afterwards.
Command: Attack
Orianna commands her ball to shoot toward a target location, dealing 150 (+0.5*AP) magic damage to targets along the way. However, it deals 10% less damage for each unit it hits (Minimum 40%).
Her ball remains behind at the target location afterwards.
Command: Attack
Orianna commands her ball to shoot toward a target location, dealing 180 (+0.5*AP) magic damage to targets along the way. However, it deals 10% less damage for each unit it hits (Minimum 40%).
Her ball remains behind at the target location afterwards.
Command: Dissonance
Command: Dissonance
Orianna commands her ball to release an electric pulse, dealing 70/115/160/205/250 (+0.7*AP) magic damage to nearby enemies.
The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 20/25/30/35/40% and increasing ally Movement Speed by 20/25/30/35/40% for 2 seconds. This effect diminishes over time.
Cost
70/80/90/100/110
Range
255
Cooldown
9/9/9/9/9 Seconds
Command: Dissonance
Orianna commands her ball to release an electric pulse, dealing 70 (+0.7*AP) magic damage to nearby enemies.
The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 20% and increasing ally Movement Speed by 20% for 2 seconds. This effect diminishes over time.
Command: Dissonance
Orianna commands her ball to release an electric pulse, dealing 115 (+0.7*AP) magic damage to nearby enemies.
The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 25% and increasing ally Movement Speed by 25% for 2 seconds. This effect diminishes over time.
Command: Dissonance
Orianna commands her ball to release an electric pulse, dealing 160 (+0.7*AP) magic damage to nearby enemies.
The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 30% and increasing ally Movement Speed by 30% for 2 seconds. This effect diminishes over time.
Command: Dissonance
Orianna commands her ball to release an electric pulse, dealing 205 (+0.7*AP) magic damage to nearby enemies.
The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 35% and increasing ally Movement Speed by 35% for 2 seconds. This effect diminishes over time.
Command: Dissonance
Orianna commands her ball to release an electric pulse, dealing 250 (+0.7*AP) magic damage to nearby enemies.
The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 40% and increasing ally Movement Speed by 40% for 2 seconds. This effect diminishes over time.
Command: Protect
Command: Protect
Passive: The ball adds 10/15/20/25/30 Armor and Magic Resist to the allied champion it is attached to.
Active: Orianna commands her ball to travel to and attach onto an allied champion, shielding them for 4 seconds from the next 80/120/160/200/240 (+0.4*AP) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 60/90/120/150/180 (+0.3*AP).
Cost
60 Mana
Range
1095
Cooldown
9/9/9/9/9 Seconds
Command: Protect
Passive: The ball adds 10 Armor and Magic Resist to the allied champion it is attached to.
Active: Orianna commands her ball to travel to and attach onto an allied champion, shielding them for 4 seconds from the next 80 (+0.4*AP) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 60 (+0.3*AP).
Command: Protect
Passive: The ball adds 15 Armor and Magic Resist to the allied champion it is attached to.
Active: Orianna commands her ball to travel to and attach onto an allied champion, shielding them for 4 seconds from the next 120 (+0.4*AP) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 90 (+0.3*AP).
Command: Protect
Passive: The ball adds 20 Armor and Magic Resist to the allied champion it is attached to.
Active: Orianna commands her ball to travel to and attach onto an allied champion, shielding them for 4 seconds from the next 160 (+0.4*AP) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 120 (+0.3*AP).
Command: Protect
Passive: The ball adds 25 Armor and Magic Resist to the allied champion it is attached to.
Active: Orianna commands her ball to travel to and attach onto an allied champion, shielding them for 4 seconds from the next 200 (+0.4*AP) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 150 (+0.3*AP).
Command: Protect
Passive: The ball adds 30 Armor and Magic Resist to the allied champion it is attached to.
Active: Orianna commands her ball to travel to and attach onto an allied champion, shielding them for 4 seconds from the next 240 (+0.4*AP) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 180 (+0.3*AP).
Command: Shockwave
Command: Shockwave
Orianna commands her ball to unleash a shockwave after a brief delay, dealing 150/225/300 (+0.7*AP) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.
Cost
100/125/150 Mana
Range
410
Cooldown
120/105/90 Seconds
Command: Shockwave
Orianna commands her ball to unleash a shockwave after a brief delay, dealing 150 (+0.7*AP) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.
Command: Shockwave
Orianna commands her ball to unleash a shockwave after a brief delay, dealing 225 (+0.7*AP) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.
Command: Shockwave
Orianna commands her ball to unleash a shockwave after a brief delay, dealing 300 (+0.7*AP) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.
Q
Command: Attack
Orianna commands her ball to shoot toward a target location, dealing 60 (+0.5*AP) magic damage to targets along the way. However, it deals 10% less damage for each unit it hits (Minimum 40%).
Her ball remains behind at the target location afterwards.
E
Command: Protect
Passive: The ball adds 10 Armor and Magic Resist to the allied champion it is attached to.
Active: Orianna commands her ball to travel to and attach onto an allied champion, shielding them for 4 seconds from the next 80 (+0.4*AP) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 60 (+0.3*AP).
Q
Command: Attack
Orianna commands her ball to shoot toward a target location, dealing 90 (+0.5*AP) magic damage to targets along the way. However, it deals 10% less damage for each unit it hits (Minimum 40%).
Her ball remains behind at the target location afterwards.
W
Command: Dissonance
Orianna commands her ball to release an electric pulse, dealing 70 (+0.7*AP) magic damage to nearby enemies.
The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 20% and increasing ally Movement Speed by 20% for 2 seconds. This effect diminishes over time.
Q
Command: Attack
Orianna commands her ball to shoot toward a target location, dealing 120 (+0.5*AP) magic damage to targets along the way. However, it deals 10% less damage for each unit it hits (Minimum 40%).
Her ball remains behind at the target location afterwards.
R
Command: Shockwave
Orianna commands her ball to unleash a shockwave after a brief delay, dealing 150 (+0.7*AP) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.
Q
Command: Attack
Orianna commands her ball to shoot toward a target location, dealing 150 (+0.5*AP) magic damage to targets along the way. However, it deals 10% less damage for each unit it hits (Minimum 40%).
Her ball remains behind at the target location afterwards.
W
Command: Dissonance
Orianna commands her ball to release an electric pulse, dealing 115 (+0.7*AP) magic damage to nearby enemies.
The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 25% and increasing ally Movement Speed by 25% for 2 seconds. This effect diminishes over time.
Q
Command: Attack
Orianna commands her ball to shoot toward a target location, dealing 180 (+0.5*AP) magic damage to targets along the way. However, it deals 10% less damage for each unit it hits (Minimum 40%).
Her ball remains behind at the target location afterwards.
W
Command: Dissonance
Orianna commands her ball to release an electric pulse, dealing 160 (+0.7*AP) magic damage to nearby enemies.
The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 30% and increasing ally Movement Speed by 30% for 2 seconds. This effect diminishes over time.
R
Command: Shockwave
Orianna commands her ball to unleash a shockwave after a brief delay, dealing 225 (+0.7*AP) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.
W
Command: Dissonance
Orianna commands her ball to release an electric pulse, dealing 205 (+0.7*AP) magic damage to nearby enemies.
The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 35% and increasing ally Movement Speed by 35% for 2 seconds. This effect diminishes over time.
W
Command: Dissonance
Orianna commands her ball to release an electric pulse, dealing 250 (+0.7*AP) magic damage to nearby enemies.
The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 40% and increasing ally Movement Speed by 40% for 2 seconds. This effect diminishes over time.
E
Command: Protect
Passive: The ball adds 15 Armor and Magic Resist to the allied champion it is attached to.
Active: Orianna commands her ball to travel to and attach onto an allied champion, shielding them for 4 seconds from the next 120 (+0.4*AP) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 90 (+0.3*AP).
E
Command: Protect
Passive: The ball adds 20 Armor and Magic Resist to the allied champion it is attached to.
Active: Orianna commands her ball to travel to and attach onto an allied champion, shielding them for 4 seconds from the next 160 (+0.4*AP) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 120 (+0.3*AP).
R
Command: Shockwave
Orianna commands her ball to unleash a shockwave after a brief delay, dealing 300 (+0.7*AP) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.
E
Command: Protect
Passive: The ball adds 25 Armor and Magic Resist to the allied champion it is attached to.
Active: Orianna commands her ball to travel to and attach onto an allied champion, shielding them for 4 seconds from the next 200 (+0.4*AP) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 150 (+0.3*AP).
E
Command: Protect
Passive: The ball adds 30 Armor and Magic Resist to the allied champion it is attached to.
Active: Orianna commands her ball to travel to and attach onto an allied champion, shielding them for 4 seconds from the next 240 (+0.4*AP) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 180 (+0.3*AP).
I do not agree with the ability-leveling-combination. Orianna works as a passive, farm-heavy mid-laner, and I would reccomend getting C:Protect at level 2, and taking a point or two later, sometimes even before maxing your C:Attack.
SupportOrianna was a thing a while back, but it fell out of popularity shortly afterwards (I'm not sure why exactly, it was either a shift in the meta, or Orianna nerfs). Basically, she had a shield, mini-ward, speed/slow, and the displacement effect. One of her biggest strengths though was that Clockwork Windup let her harass pretty hard, without needing to invest in items. (don't think she's quite got the power to match that anymore, though.)
Probably still works well as support, but not so much for tournament play; Lulu is almost exactly the same, but designed to be a support, and works a lot better at the role.
---- Geo - a.k.a. Jio Derako I theorycraft harder than I play.
i recommend getting tear of goddess as fast as you can and then go Athene's unholy grailrabadon's deathcap then upgrade tear of goddess to Archangel's staff and then go zhonyas and last item void staff or Liandry's Torment.you decide.(boots always sorcerer's shoes and upgrade them to homeguard)
Believe it or not liandry is a really good item on orianna. i personally like rush that item after I get my athenes. ok so the logic behind doing this is because liandry gives you health, magic damage, and also magic pen. Also the passive stacks really well with Oriannas Q,W combo. and you have a better sustain in lane.
to be honest this build is ok. I usually rush getting boots 3 health pots then i rush rod of ages. i feel that rod of ages gives her a better sustain mid and i like how the passive heals you and gives you more mana. also rod of ages gives you really good burst damage.
I don't think Rod of Ages is a bad item for Ori. Personally, i have try lately to build her with Athene, Ionian Boots, Deathcap as core. I sacrifice the 20 Flat MPen for full CDR without the need of Blue Buff, and had very decent results. So, whatever item that makes her more confortable for you to play as, is a welcome item.
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Posted 4/5/2013 5:27:48 AMI do not agree with the ability-leveling-combination. Orianna works as a passive, farm-heavy mid-laner, and I would reccomend getting C:Protect at level 2, and taking a point or two later, sometimes even before maxing your C:Attack.
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Posted 3/3/2013 10:25:09 AMThe quick guide and other pages (i.e. the 'runes, masteries, and summoner spells' section) do not match up. Which is right?
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Posted 3/3/2013 12:12:22 PMFixed! Sorry about that!
Director of Content for LoLPro, at your service.
-Asil
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Posted 1/16/2013 6:31:34 AMthis may be an odd question but has anyone tried oriana support
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Posted 1/17/2013 1:49:38 AMSupport Orianna was a thing a while back, but it fell out of popularity shortly afterwards (I'm not sure why exactly, it was either a shift in the meta, or Orianna nerfs). Basically, she had a shield, mini-ward, speed/slow, and the displacement effect. One of her biggest strengths though was that Clockwork Windup let her harass pretty hard, without needing to invest in items. (don't think she's quite got the power to match that anymore, though.)
Probably still works well as support, but not so much for tournament play; Lulu is almost exactly the same, but designed to be a support, and works a lot better at the role.
---- Geo - a.k.a. Jio Derako
I theorycraft harder than I play.
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Posted 12/25/2012 4:43:15 AMi recommend getting tear of goddess as fast as you can and then go Athene's unholy grail rabadon's deathcap then upgrade tear of goddess to Archangel's staff and then go zhonyas and last item void staff or Liandry's Torment.you decide.(boots always sorcerer's shoes and upgrade them to homeguard)
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Posted 12/18/2012 6:33:30 PMOkay why no ToG with the new Archangel staff with the upgrade? reason why on orianna just coious
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Posted 12/27/2012 3:42:45 PMshe benefits more from other items and she doesn't stack tear well, q costs too much mana and other abilities have long cd.
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Posted 12/12/2012 7:12:28 AMfor me ori is the best champ,I have her fr0m 4 days and I have ony wins
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Posted 12/9/2012 12:29:05 AMWith all the AoE damage and short CD's.. I'd think WotA is better than Liandry's.
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Posted 12/21/2012 10:09:24 PMSpell Vamp is now 1/3rd the heal if it's an AoE ability.
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Posted 12/6/2012 6:47:08 AMCan someone explain to me the Liandry in this build? No matter how i look at it. It seems underwhelming.
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Posted 12/7/2012 6:26:39 PMBelieve it or not liandry is a really good item on orianna. i personally like rush that item after I get my athenes. ok so the logic behind doing this is because liandry gives you health, magic damage, and also magic pen. Also the passive stacks really well with Oriannas Q,W combo. and you have a better sustain in lane.
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Posted 10/26/2012 5:24:29 PMto be honest this build is ok. I usually rush getting boots 3 health pots then i rush rod of ages. i feel that rod of ages gives her a better sustain mid and i like how the passive heals you and gives you more mana. also rod of ages gives you really good burst damage.
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Posted 11/13/2012 3:01:38 PMI don't think Rod of Ages is a bad item for Ori. Personally, i have try lately to build her with Athene, Ionian Boots, Deathcap as core. I sacrifice the 20 Flat MPen for full CDR without the need of Blue Buff, and had very decent results. So, whatever item that makes her more confortable for you to play as, is a welcome item.