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ORIANNA BUILD GUIDE: [S3 Updated] Mastering The Ball - In Depth Orianna Guide by Mousias

by Mousias (last updated over a year ago)

Featured498,331 Views 38 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Mana Regeneration( +3.69 mana regen / 5 sec.)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
21
0
9
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Clockwork Windup
QCommand: Attack
WCommand: Dissonance
ECommand: Protect
RCommand: Shockwave
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Clockwork Windup
QCommand: Attack
WCommand: Dissonance
ECommand: Protect
RCommand: Shockwave

Champion Matchups

Introduction

Hello all, I am Teo HC, recently changed my name to Malice Weasel and I've been playing league of legends for 2,5 years. I'm an AP Mid player who mains Diana, Katarina, Orianna, Morgana, Ahri. I used to play in the NA server, changed to EU N/E after some latency problems 8-9 months ago. I am currently in the 1600's, and I'm aiming for plat this season.

[http://i.imgur.com/ubBJE.jpg]

My ranked stats:
[http://i.imgur.com/dyMRb.jpg]

I've started playing Orianna in the early 2012, after I saw Salce playing her and when no one was actually playing Ori, and I really loved her. Till now, I've played a lot of games with her around 600-700, and I can give some tips to an average LoL player, as the most of the community is.

Ok, enough things for me, let's talk about Orianna now. Orianna WAS an underrated AP Caster in Low/Mid ratings. The reason behind that is obviously the difficulty in mastering the ball. However, Ori is a unique champion, with fancinating mechanics behind her. Playing Ori is really fun, and she is one of the most useful champions in teamfights if played correctly.

Some people used to say that Orianna can't carry soloQ games. Well, since I started playing rankeds again,(After I gave up for a few months to become a better player) I have gone on an undefeated 14 Wins streak from 1400 to 1550,mostly with Ori. So yea, Ori can't roam as well as Ahri, Diana, Kata , Morgana, but her early dragon potential, pushing and teamfighting is ridiculous.

However, Orianna had some changes recently. She is more "noob-friendly", and can be played by anyone. However, mastering her is even more tougher now.

Before you go on with this guide, I just want to keep clear that this guide is mostly about SoloQ. Playing as 5's may make you change your build, your skill order etc. according to your team.

Shorthand terms that you will more likely see in my guide:


CD = Cooldown
CDR = Cooldown Reduction
AP = Ability power
AD = Attack damage
MR = Magic resistance
Mana Reg. = Mana Regeneration
M. Pen. = Magic Penetration

Orianna's Pros:
-High cc/mobility in fights
-Shield + buffs the defence
-Life Saver
-Punishes bad positioning instantly
-AOE Skills/Low cd
-Fun to play
-A lot of people dont know how to play against her
-Oupushing the lane

Orianna's Cons:
-High Skill Cap
-Average Early Game
-Mana dependant
-Hard to master the ball
-Needs a lot of farm
-Easy to flash out of your ultimate

Masteries

For masteries going 21-0-9 is obvious. As an AP Carry you want to max your damage, and going into the offensive tree is a must.

[http://i.imgur.com/dg5kI.jpg]

WHY NOT GO 9-21: Orianna's range is ridiculous. You don't need survivability. You will be the last person in the teamfight, as you can spam your skills from a very long range. So going 21 in the defence is a waste.

WHY NOT GO 9-0-21: Orianna's has a very low cooldown, which means cdr does not benefit Orianna THAT much. Instead of that, 21 in the Offence give her the opportunity to play her as a burst mage, depending on the game.

WHY NOT GO 21-9: Well, that's a personal preference. My gameplay is based on pushing my opponent and force him to farm inside his tower. Ganking, stealing wraiths and forcing dragons are things I normally do. So 15% less buff duration will really hurt my gameplay, and 3 mana regen is a LOT at the beginning. So I don't want to waste it for more survivabilty. I repeat, that's a personal option. However, there will be times, when going 21/9 can be a good option.

Runes

I use M.pen marks, Mana reg per level seals, MR Glyphs, AP Quints. You can also use Armor seals instead of the Mana reg per level, and MS Quints instead of AP. Depends on your playstyle and your matchup imo.

Runes I use for standar AP's:
[http://i412.photobucket.com/albums/pp205/ThOdOr1S_tLt/Oripage2.jpg]

Can also use:
[http://i412.photobucket.com/albums/pp205/ThOdOr1S_tLt/Orirunesv2.png]

Movement Speed Quints ARE viable, credit to LordMalgus, better known as iSquaids now for mentioning it.
[http://i412.photobucket.com/albums/pp205/ThOdOr1S_tLt/orirunepage3.jpg]

M.Pen+Armor+MR+AP
[http://i.imgur.com/g7vI4.jpg]

Summoner Spells

For Summoner Spells as I said, I use Flash and Ignite.

There is no need to explain why I use Flash, Orianna plays mid, a lane which can be easily ganked if u don't have an escape tool like flash. Also Flash helps you position yourself better in teamfights.
Ignite helps you do a little more damage after you do your combo. You don't want to see enemies run aways with 100 hp ;)

I always consider a viable option, since it helps you ganking the other lanes effectively.

Nope, you are not a support.

Never. You can get if you have mana regen problems.

Going cleanse is not THAT bad, but Cleanse is a defensive spell. Normal games and Soloqueue are about winning your lane, not playing defensively.

It's not bad either, I just prefer the extra damage from

Your gives you something like a small Ghost, so nope, plus mid is a small lane, so Flash is more useful for escaping.

Most mids use which counters heal, so nope.

You are not a troll.

You are not a jungler.

Orianna Patch Notes History

v1.0.0.143
Attack range is now 525 at all times

Command: Attack ability power ratio increased to 0.5 from 0.4

Command: Shockwave now stuns enemies that were in the middle of a movement skill

More buffs! Even more OP atm for obvious reasons!

v1.0.0.142
Global spell cooldown reduced to 0.15 seconds from 0.5

Clockwork Windup
Base damage adjusted to 10-50 from 5-30
Damage amplification per stack increased to 20% from 15%
Maximum stacks reduced to 2 from 3
Ability power ratio reduced to 0.15 from 0.2

Command: Attack
Missile speed reduced to 1,200 from 1,275
Cooldown reduced at later ranks to 6 / 5.25 / 4.5 / 3.75 / 3 seconds from 6 / 5.5 / 5 / 4.5 / 4 seconds
Damage reduced to 60 / 90 / 120 / 150 / 180 from 60 / 100 / 140 / 180 / 220
Ability power ratio reduced to 0.4 from 0.6

The Ball now responds faster to Dissonance and Shockwave commands

Command: Dissonance ability power increased to 0.7 from 0.5

Command: Protect
Cast range increased by 100
Ball leash range is increased by 100 when attached to an allied champion
The Ball will now respond faster to Dissonance and Shockwave commands

Command: Shockwave
Cast time increased to 0.5 seconds from 0.4
No longer stuns units for longer than the duration of the movement
If The Ball forcibly leashes back to Orianna, Command: Shockwave will go on a brief cooldown if it is ready

Amasing buff, Orianna OP atm. Everyone can play her, since she can Q-W immediately. Passive got buffed, Q got buffed, but her missile speed got nerfed, which can be quite a problem for someone who isnt used to her. Range in command protect got buffed, and Command: Shockwave goes on a 0,5 sec cd if the ball returns to Ori forcibly, which cant allow the player to Use Command: Shockwave at a wrong point. Command: Shockwave cast time increased, your opponents have now more time to flash out of it.

v1.0.0.138 - 2012-04-17
Command: Attack mana cost reduced to 50 at all ranks from 50/55/60/65/70

This buff was extremely insane for a casual Ori player. I heard some friends saying: So what? But someone that plays Orianna frequently can see the big change.

v1.0.0.136 - 2012-03-20
Now has improved targeting displays for her spells

v1.0.0.129 - 2011-11-15
General

Base mana regen increased to 7 per 5 seconds from 4.5 per 5 seconds.

Mana regen per level increased to .5 per 5 seconds from .45 per 5 seconds
Command: Attack cast range increased to 825 from 800

v1.0.0.127 - 2011-10-19
Basic attack range increased to 525 from 500

v1.0.0.125 - 2011-09-14
Basic attack range reduced to 500 from 550
Command: Attack
Cast range reduced to 800 from 900
Mana cost increased to 50/55/60/65/70 from 40/45/50/55/60

v1.0.0.124 - 2011-08-24
Command: Dissonance base damage reduced to 70/115/160/205/250 from 70/120/170/220/270
Command: Protect shield ability power ratio reduced to .4 from .6
Fixed a bug with Command: Shockwave dealing extra damage at ranks 11 and 16

v1.0.0.122 - 2011-07-26
Command: Dissonance
Ability power ratio reduced to .5 from .6
Movement speed slow and boost reduced to 20/25/30/35/40% from 25/30/35/40/45%

v1.0.0.120 - 2011-06-22
Clockwork Windup
Fixed a display error on the tooltip.
Fixed a bug which was causing Clockwork Windup to add less damage than intended
Fixed a bug with Command: Protect that was causing the shield particle to not display
Fixed several interactions with clones or unusual movement types

v1.0.0.119 - 2011-05-31
Orianna is accompanied by the Ball, which is the focus of her abilities.

The Ball will attach itself to Orianna if she walks near it; it also flashes back to her if she is too far away from her ball, much like every other pet in the game. The Ball has a leash range of 1125.
However, unlike most subordinate objects, Orianna's Ball is not targetable by any means.
The Ball reveals a small area around its current location, approximately 550 vision range, allowing it to be used for scouting.

Whenever Orianna does not have the Ball attached to her, there will be an arrow hovering around her model, that is only viewable by Orianna, pointing toward the Ball's location. This arrow also changes color based on how far away Orianna is from the Ball:

Green ( Blue in colorblind mode) means the Ball is close.

Yellow means the Ball is a fair distance away.

Red means the Ball is far away, and moving just a bit away will recall the Ball back to Orianna.

The Ball ignores terrain, and can be placed inside terrain such as trees, walls and turrets.

Skills

Passive: Clockwork Windup
(Innate) Orianna’s autoattacks deal an additional 10 / 20 / 30 / 40 / 50 (+0.15 per ability power) magic damage every hit. Additionally, subsequent attacks on the same target within 4 seconds deal an extra 20% magic damage per hit. This extra damage bonus stacks up to two times.

Explanation:

Orianna's passive is really good. It helps you harrasing your opponents effectively, and it is also
really useful at last hitting. Late game, combined with , can make your autos do HUGE damage.



Q: Command: Attack

(Active) Orianna commands her ball to fly towards target location, dealing magic damage to all enemies that the ball passes through and that are on the destination area. However, the ball deals 10% less damage for each subsequent target hit down to a minimum of 40% damage done. Her ball remains behind at that location afterwards.

Range: 825

Cost: 50 mana

Cooldown: 6 / 5.25 / 4.5 / 3.75 / 3 seconds

Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.5 per ability power)


Explanation:

Orianna's main spell. You don't only use this spell for its damage, but also to position/reposition the
ball. I always max Q first, since it gives me more damage, its mana cost remains the same after its
buff, and it's cooldown is reduced, so you can poke and move the ball more efficiently.


W: Command: Dissonance
(Active) Orianna commands the Ball to emit an electric pulse around its current location, dealing magic damage to all units around it and leaving an electric field on the area for 3 seconds. The field speeds up allies and slows enemies that walk over it. This effect diminishes to normal over 2 seconds after leaving the area.

Cooldown: 9 seconds

Radius of AoE: 255

Cost: 70 / 80 / 90 / 100 / 110 mana

Magic Damage: 70 / 115 / 160 / 205 / 250 (+0.7 per ability power)

Initial Movement Speed modifier: 20 / 25 / 30 / 35 / 40%


Explanation:


This spell is just awesome. It can be really helpful to your team in teamfights, since it give you
mobility. Combined with , gives mobility + armor to your initiator, allowing him and your team to decide the place you wanna fight. It also can be a life-saver in mid lane if the enemy jungler comes. In addition, it deals a good amount of AOE damage and can be used as Burst with your and your


E: Command: Protect
(Passive) The allied champion the Ball is currently attached to is granted bonus armor and magic resistance.

(Active) Orianna commands the Ball to fly to and attach onto an allied champion, dealing damage to enemies it passes through and shielding the allied champion when it arrives for 4 seconds.

Cost: 60 mana

Cooldown: 9 seconds

Range: 1,100

Shield Strength: 80 / 120 / 160 / 200 / 240 (+0.4 per ability power)

Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.3 per ability power)


Explanation:


Orianna's defensive skill. It also helps you move the ball easier. Always grab a point at level 2, so
you can shield your self and maybe be saved from a level 2 gank. Orianna is a really good comp with
initiators like and , cause you give them the mobility they need in order to initiate properly, combined with your . Also gives them bonus armor + mr, which is pretty decent.


R: Command: Shockwave
(Active) Orianna commands her ball to unleash a shockwave after a short delay, dealing magic damage to nearby enemies and flinging them into the air a set distance towards, and possibly over, the Ball. Enemies that are in the middle of a movement skill are stunned.

Radius of AoE: 410

Fling Distance: 250 - 350 (estimate)

Cost: 100 / 125 / 150 mana

Cooldown: 120 / 105 / 90 seconds

Magic Damage: 150 / 225 / 300 (+0.7 per ability power)


Explanation:

Now, this is why Orianna exists. This skill is just AWESOME in teamfights. First of all, it confuses the
enemies and make them lose their positioning. In addition, it punishes bad positioning from the enemy
ranged ad or ap carry, cause you can immediately move them towards you. It can also save your AD carry
if he's targeted by 3-4 enemies, combined with and , and also do heavy damage.


I'm gonna explain Orianna's combos in a chapter below.



Skill Order

Well, I used to max on Orianna. However, after I've played so many games with her, I ended up that maxing and simultaneously is the best option. I actually got that idea from froggen, and I think it's really cool. Your 2 early levels on Q, give you the cdr that is essential for repositioning the ball in the field, and 3-4 points on W give you quite a burst.

However, you can always max Q first for better cd, or W for better burst. This is a just a personal option.

NOTE: There will be some cases in which you need to level up your . I will explain these situations later, in the matchups section.

I generally max > > >

Combos

Now, let's talk about Orianna's combos.

The basic combo is to leave the ball somewhere in the field, so your opponent does not expect it to come from this place. Then you AA + + + AA. If you think you can burst him down, use and .

In teamfights, most of the times you need to use on your initiator, then him to give him extra mobility and then to drag the enemies your initiator is close, near you. Note that your initiator goes for their AD/AP Carries most of the time, so you should be ready to burst them down with and again .

In some cases, your AD carry will be found out of position. Then you quickly need
to him, then and then so he can get away.

Sometimes, when you can see an enemy AP/AD Carry out of position, you can
yourself, and to drag them near your team. I don't recommend this though, cause it puts you in a vulnerable situation. You need to master the ball before you will be able to do this combo.

Videos-Pics-Replays

Seeing Orianna's potential with your eyes can help you understand how she works.

I can't upload a whole commentary video, so I'm gonna show you 2-3 good moves. These videos are not any high elo games, just some normals, just to take a look of a couple of things that are essential while playing Ori.

So here, MF is caught kinda off-position, and this is how Orianna's E-R combo works in order to save someone.



Sometimes it's better if you fight like a melee champion. If you have position of the ball, you gain extra stats, and you can easier move around to dodge skillshots like Ahri's (in this case). So here it is:



This is a typical Orianna fight, where you shield your initiator, give him speed and then ulti, and keep providing mobility in the fight as your team chases down the enemies.



This is how to surprise your enemy and yourself, and .



This an example of how good Orianna is at stopping an enemy from taking Baron:



This is a video showing how you can use your flash to catch the enemy off guard:



This is a video showing the full Orianna combo after her changes:



This is a video showing how your opponenets can flash away from your ulti after the 0,5 delay:



Recently, I made it through a Top 5 plays video which was made by a Greek LoL community website, my play was at #1! You can check it out here:



Looking for a full Orianna game? You can download my replay, you will need LoLRecorder to open it. You can see some moves, positioning etc.

http://www.leaguereplays.com/replays/match/502371/

Mastering The Ball

Orianna is one of the most difficult champions to be mastered, that's why she is so underrated in low
elos. Mastering the ball always take a lot of time. However, I'm gonna tell you a couple of things to make your life easier. Always, but ALWAYS, keep track of the ball. Never leave it from your eyes, cause you might do to no one.

Something else you should learn is when to straight to a place, and when to yourself first and then the enemy. Note that the ball takes longer time to travel, according to how far your target location is. So if your ball is behind you, you may need to walk to the ball, or yourself, in order to make the ball travel a shorter way.

Last thing I want to mention, is to keep track of how far you are from the ball. I have seen myself in a
lot of situations, where I use on my initiator, he gets too far away, and the moment I press R, the ball returns to me. So my is wasted.

You should also use your instead of facechecking the bushes. It reveals the area around the ball. You can also use it as a ward for a possible invade, or for a baron/dragon fight.

Last tip I want to give, is that after last changes, has a 0,5 sec delay instead of 0,4. This means that your opponents will have more time to flash away. So you need to decide the right time to ulti before the ball lands, so you give them the least possible time to react!

I HIGHLY RECOMMEND SMARTCASTING!

Item Builds

Genereal discussion about possible builds:

First of all, after season 3 changes in item builds, I find that buying is completely unnecessary, unless you lose your lane.

There is no reason to start with boots anymore. Flask + Ward + Pots is better imo. However + are still viable ofc and you need to get them versus champs that you need to dodge their skillshots.

Now let's talk about the core build. After the rework on Penetration, I like building , which gives you some health that is always cool, AP + M.pen, instead of the 2 that I used to buy in S2. are core items in all builds as gives you a huge amout of AP. is a really good item after the penetration rework and do really well with Orianna's passive plus Armor, plus AP. Cool stuff. Last item is situational between if you need survivability or for extra burst or for AP + MR + MS. Upgrade your into a somewhere between your 5th and 6th item, depending on the game. Dont forget to enchant your boots with .

You can either go instead of rushing for afk farm in mid, or you can go in order to be tankier. However I do not prefer ROA, as it delays your too much. Athene's is always a good option.

Matchups

Knowing your opponent is a must in order to master the mid lane. However you must always remember that mid lane is always "You and your jungler" versus "Your opponent and his jungler". So you must act differently according to the matchup you have on mid lane, and his jungler.

The general trick of Orianna is to leave the ball somewhere in mid lane, and when you use your combos, your opponent does not expect the ball to come from this place. So he gets the harrass.

Your E wins the trades.

REMEMBER:Ball sucks at level 1. Orianna wins trades somewhere between levels 4-8, depends on your matchup.

Also remember to ALWAYS ward his wraiths and steal them whenever possible.

I want to make clear that by the term "Be aggressive" I don't mean go and tower dive, or push without a ward. Always keep in mind that his jungler may gank you.

So here are the matchups that you will face most of the time.

She is kinda hard to face. Try to dodge her Q, and stay behind the minions to avoid her E. Do not battle her in the open field, cause she will avoid your ulti with hers. Farm a lot, you are more useful than her in teamfights.You can also your self and fight her in close combat, so it will be less likely to miss your ulti. Try to force dragons, you need to teamfight. She will try to gank bot most of the time, so do not let her.

Difficulty: Medium

What you need to do:Farm fest lane. Follow her when she ganks.


Akali destroys Ori after she hits 6. However Akali mid is not THAT common. Again, try to get an early kill with your jungler's help to get in front of her, or try to outlevel her. You can kill her at level 6 if you get before her. If you are even till level 6, play extremely defensive and wait for the teamfights. Same as Ahri, she will try to get kills from bot/top lane. Follow her.

Difficulty: Hard

What you need to do: Early kill or a farm fest lane. Follow her when she ganks.


Well, I never want to be vs Anivia mid lane. You can't kill her, and she farms better when she gets 6, with blue buff. Annoying champion, ask your jungler for an early gank to shut her down, try zoning her after. Anivia's strong point is also pushing the lane and teamfighting, so not a lost you can do versus a good Anivia. You can tank the creeps with your if she pushes to quick. Watch out for your wraiths.

Difficulty: Hard

What you need to do: Ask for an early gank, always get your blue buff and push the lane back. Have better positionings at teamfights.


You outrange Annie, you can push your lane so she will be forced to farm under tower. When she hits 6, beware of her Flash-Ulti combo, she will probably One-Hit-KO you, so get ready to flash away. Poke her and harass her, when she is 1/2 life kill her with and . You will also outfarm her.

Difficulty: Easy

What you need to do: Harrass, outfarm and kill.


Avoiding his skillshots is a key to beat Brand, especially his Q. can give you the mobility to do this successfuly. You can trade with him after level 4, as long as you dodge his stun, np with that. Winning your lane is important in this matchup.

Difficulty: Medium

What you need to do: Dodge his skills,sipmle as that.


A really strong pick atm, dodging her Q is also important. If she levels up Q, you can level up , in order to absorb all her damage. If she levels up E, just dodge her Q, and trade the damage back if she misses her combo. At level 6 care for her ulti, and always try to turn your back on her. Cs will be even, posioning on teamfights will be the key.

Difficulty: Medium

What you need to do: Dodge her Q.


Rarely seen in mid lane, his sustain is ridiculous, do not trade, dodge his Q and farm fest. You are more useful in teamfights.

Difficulty: Medium

What you need to do: Farm fest.

You lose this lane no matter what. You don't even win before 6. Assassins always win farm mages.

Difficulty: Hard

What you need to do: Ban her.

Again, not a really good mid, you outfarm him (although i haven't seen Fiddle mid after his E buff). At level 6 he will either go to your side bush to ulti you, or look for a possible gank. So warding is the key here. As long as you got your and tries to 1 v 1 you, use it to cut his drain and he's dead.

Difficulty: Easy

What you need to do: Farm, ward and follow him if he ganks.


Auto attacking him from the very first moment is the key vs a melee caster. You outfarm him, try to bait his E before you do any of your skills, or force him to get back. DO NOT TRADE KILLS! As long as you get your blue buff, push your lane, take wraits, push your lane and gank. You are even better at teamfights. You win late. Annoying lane.

Difficulty: Medium/Hard

What you need to do: Auto attack him to death.


The only way to win a Galio at mid, is only if he has mental problems. I haven't seen how you can be more useful than him. He farms better, he pushes better. He teamfights better. Try harrassing him with autos before he gets his . After Chalice he will completely destroy you.

Difficulty: Super Hard

Note:I will update this if I find a way to beat him, but I really doubt that.

What you need to do: Do not pick Orianna vs Galio.


Gragas is kinda similar to Orianna, he farms well and his ulti punishes a bad positioning. Dodge his Q by moving left or right, not back and forth. You can then trade the damage back. This will be a farm fest lane, as long as you don't play aggressive. If you do, care not to overextend. The best one wins in this matchup IMO.

Difficulty: Medium

What you need to do: Farm fest lane.


One of the easiest lanes, autoattack his turrets, harrass him and you can kill him easy. He can't push your lane effectively, your push is better. You can also gank a lot, as he is not one of the best gankers. There is no need to mention more.

Difficulty: Easy

What you need to do: Push, Kill, Gank, Win.


Early game Ori wins Janna. You got a better range, and you can harass by autoattacking and shielding yourself when you are trading. Go the gp10 way, cause you will need to keep up with janna's farm. Ap Janna is strong late game, so you need to build a good advantage. You can counter Janna's ulti by leaving the ball where Janna was, and her, so you pull her back.

Difficulty: Medium

What you need to do: Trade well, keep up with farm and get a kill if possible.

Note: Credits to BulletSafety for helping me with this matchup.


Well I haven't seen a decent Karma AP, so I can't really think Ori can lose this matchup. You can push the lane and farm easily, beware of her shield though, as it does a lot of damage. Farming is better imo, your teamfights are better than hers. Harrasing her effectily can result in a possible kill.

Difficulty: Easy

What you need to do: Farm fest lane.


Karthus is better overall than Orianna, and he is used a lot recently. He farm as good as you do, and his teamfights are also really awesome. However you can bully him in lane with your long range. Try to harass him and to put him out of the game as more as you can. If you see him ultying, you can use your to cancel it. You can even sacrifice a small amount of health to do this, np. Try to win the game before he gets farmed.

Difficulty: Easy/Medium

What you need to do: Kill him every time possible.


Kassadin is a melee caster, again, autoattacking him is the key. Build an early advantage in order not to die later. Beware of his ganks. You can kill him before 6. After 6, if you think you are stronger than him, try to bait his ulti, so he won't have an escape tool.

Difficulty: Hard

What you need to do: Auto attack him to death. Follow him if he ganks.


You lose this lane, Katarina can make you lose half life with her combo. You can't keep up with her roam. Your only option is to shut her down early with the help of your jungler.

Difficulty: Hard

What you need to do: Make the most of your jungler's ganks.

Kennen's teamfights are as good as yours and even better sometimes. Pushing your lane and force him to fight under tower is essential. If he uses his E to farm, he will be vulnerable, so don't miss the ball. Otherwise he won't be able to push and you can force dragon fights and gank easily. Getting asap is a good choice in order to stand up against him.

Difficulty: Medium/Hard

What you need to do: Push your lane, harrass him if he pushes back.


Kogmaw ap is a beast late game. Winning your lane before he hits 6 and get's his core items is a must. Try to force trade with him, is not THAT good in 1 v 1 as he doesnt have a lot of burst. Move in order to dodge his ulti.

Difficulty: Medium/Hard

What you need to do: Win your lane before 6, dodge his skillshots.


Leblanc will kill you no matter what. You may be 0-3, 0-4. However pushing your lane, in order not to let her roam is the key. Leblanc is not a really good teamfighter. Not a good farmer either. You will in cs, you will win dragon fights, you will teamfights. A Leblanc that does not roam, is a useless LeBlanc.

Difficulty: Hard

NOTE: If you kill her first in any way, you will win your lane easily.


What you need to do: Prevent her from roaming.

Lux is not a really good champion, as she is really based on landin he Q. She is not even able to kill mage creeps with her E (except if she is fed). You can trade with her as long as you are confident that you will dodge her skillshots. Easy lane IMO.

Difficulty: Easy

What you need to do: Dodge her skillshots.


Malzahar is not played really often at the moment. He pushes the lane too much, but you can outpush him, since his skill to DoT, and not burst damage. Dont try to fight him 1 v 1, cause he can own you really hard. However, Malzahar can initate a fight with you, so it will not be a big problem. In teamfights, try to stop his ulti with your . Also a good trick is to sheild your and stay near the minion that Malzahar has used his E. His vision will transfer to you, you will absord the damage and he won't be able to farm effectively. Beware of his ulti though, cause his jungler might be near.

Difficulty: Easy/Medium

What you need to do: Push and farm


If you see a Maokai mid, he will be useless or he will be Chu8. So you will either beat the shit out of him, or you will be destroyed.

Difficulty: -

What you need to do: If Chu8 is your opponent, Printscreen the game to show it to your friends :P


You really destroy that guy before he gets the revolver. Be super aggressive early in order to shut him down. Don't let him farm, cause he will be a beast late. An early advantage can put you in front. Focus him on teamfights.

Difficulty: Easy/Medium

What you need to do: Aggression is the key to victory.


Farm fest lane, you cannot kill her, she cannot kill you. Banned really often so you will rarely see her. In teamfights both of you are beasts. Whoever farms better will win. You have exactly the similar gameplay.

Difficulty: Medium

What you need to do: Farm fest lane


Nidalee mid is not really good atm, you can out farm her and win your lane easily. There is no need to expand on this matchup.

Difficulty: Easy

What you need to do: Easy victory


Farm fest, you can't kill, he can't kill you, you are better at teafights, just try to use your to stop his ulti.

Difficulty: Easy

What you need to do: Farm fest, you win mid/late.


Your early sucks, his early is awesome. You cant do anything. You can't follow when he ganks, try leveling up and play extremely defensive. Push your lane when he ganks, you cannot follow him.

Difficulty: Super Hard

What you need to do: Level up and def, def, def.


His early is shit, so you will be able to kill him at level 6, or even earlier sometimes. Be extremely aggressive, cause his late is really good. You will also outfarm him and outpush him. You win easily.

Difficulty: Easy

What you need to do: Be aggressive as hell


Sion's early is extremely good, try do avoid harrassing. He will push you in your tower and try to gank other lanes. He will win the lane, no matter what. Calling your jungler for an early gank is the best think u can do. Try to push him back and follow him when he ganks. You are more useful in teamfights. He farms better though.

Difficulty: Medium/Hard

What you need to do:: Follow his ganks, go for late game.


After his buffs, he is extremely strong. Give him a kill and he will snowball out of control. He is kinda vulnerable to ganks though, and counters him. Try to win the lane before he gets 6. You cannot win after. You can go the gp10 route, and make the lane a farm fest.

Difficulty: Medium/Hard

What you need to do: Win the lane early.


: Similar as Pantheon. Orianna's luck of early game is one of the reason she isn't a popular pick. He wins the lane no matter what. Play extremely defensive. You can't follow his ganks. You are better at teamfights, your late is better. Just play for late game.

What you need to do: Farm and play for late game.

Difficulty: Super Hard


: Decent pick atm, he breaks the meta. Try to destroy him in lane. You can't follow him when he ganks, just take an early tower, and try to push him inside his tower so it'll be more difficult for him to gank, or he'll gank at the cost of a tower. You outfarm him, your teamfights are better.

Difficulty: Easy/Medium

What you need to do:: Push him really hard.


: You win lane easily, try to dodge his E. You outfarm him and your late is better.

(I have not gathered more info for Viktor, he is rarely played, sry.)

What you need to do: Push and farm I guess.


His early is also shit, you can easily kill him at 6. Buy either or + . Rush Rabadons ONLY if you are ahead by far. You can also outpush him and outfarm him. Your gives you even more MR.

Difficulty: Easy which scales to Hard

What you need to do: Buy mr, and dominate the lane easily.


His early is not good, you can kill him before he gets his revolver. Bully him as much as possible. When he gets his revolver he can outpush you and sustain your damage. His teamfights are also good, so it depends on your skill. Beware of his pool cause he can avoid your .

Difficulty: Medium

What you need to do:: Be aggressive before he gets his revolver, farm after.


His range is ridiculous, you win lane though cause you outpush him and outfarm him. Do not fight him. At level 6 he can kill you with his full combo. Your will help you avoid it.

Difficulty: Medium

What you need to do: Farm and push.


This guy is annoying as fuck. He outpushes you, he harrasses you a lot and he denies your farm. You win late though, so try to keep up with his farm. Not a lot you can do to him.
Level up

Difficulty: Hard

What you need to do: Keep up with him and play for late.

You beat this guy after level 4, when you can trade as much as you want. Do not get harrassed early though, cause it will put you in a dangerous situation. You can get a possible kill at 6. Remeber his ulti, try to follow him if he ganks.

Difficulty: Easy/Medium

What you need to do: Trade after level 4.

Try to make this lane a farm lane. Dodge her E, do not trade if you get snared. Neither of you can kill the other imo.

Difficulty: Easy/Medium

What you need to do: Farm fest

Where to ward

Warding is really important in mid lane. This picture shows exactly where to ward as a mid laner.

[http://i412.photobucket.com/albums/pp205/ThOdOr1S_tLt/Summoners_Rift_In-Game.jpg]

Early Game-Junglers

Orianna's early game got buffed pretty hard. You can now win trades easily. In general, you must concentrate on farming, and avoid enemy ganks with your defensive combo. Always ask your jungler for your second blue, cause this will really help you with your farm. Get your wraiths whenever possible, or try to steal your opponent's wraiths. Push your opponent to your tower and ward your lane in order to avoid ganks. Gank the lane that needs more help, and always follow your opponent if he tries to gank.

Annoying junglers: Here is a list with the junglers that are really annoying. Junglers with strong cc, and junglers that can gank you at level 2 with red are considered to be in this category.

Always flash away if you think you are in danger. Don't try to save your summoners, do NOT be greedy. You don't want to stay in lane with 100 hp left ;)

Keep in mind that are the worst enemies for an opponent jungler.

Really annoying cc, try to instanly do your so he won't be in range for his W-Q combo. He can camp your lane and make your life hard easily.

This guy is so much fucking annoying early. He can level 2 gank you and put you in a terribad position. He starts from red, so in the first minutes he will be in the lizard's side. So try to be on the opposite side and do not get baited by your opponent. Play extremely carefully. BAN HIM.

He can be really annoying if you overextend. His damage output is insane plus perma slow. Always beware of his red buff, he can kill you really easily.

His ganking potential at mid is awesome and his Q does not get canceled even if you flash away. Beware of him, he starts from blue, always try to keep a track of where he is. Push when he shows presence in another lane. He is not much of a threat late game though, compared to other junglers.


His ulti makes him really annoying, he can gank you from anywhere. You need to ward the river too against this guy. Play extremely defensive, one of the strongest picks atm. If he ulties you, flash in your tower instantly to avoid his E.

Really strong pick, his E gives him so much mobility. This guy + red buff + flash + stun + a cc from your lane opponent = dead. Do not let him reach you at every cost. Ward his wraits so you know when he is outside his jungle.

Mid Game

At this time, you are really strong. You will have at least your , so you need to force fights. Getting a kill at bot lane, will let you take an easy dragon. Same happens if his jungler camps top lane or smthing. Keep farming, and you will have your at the 20th minute mark.

After you get your rabadons, it's the perfect time to start taking objectives. You can do early baron, take the enemies buffs, take towers, it's up to you.

But what if I'm behind? It depends on how behind you are. Being 20 cs behind is not a big deal, especially if you have Galio or Morgana as your opponent.

If you have negative K/D/A ratio, but more cs, then still it's k.

If you have negative K/D/A ratio and less cs, there would be a problem. Keep farming, tell your team that you cannot fight, and that you must def for some minutes -if the other lanes are not going well too-. Ward your jungle so you can catch someone alone and force a 5 v 4 dragon.

NOTE: If you are behind but your team is winning, you can fight. Your skills, combined with your low cd, can do a lot of damage, even if you are not fed.

Late Game

Late game is more about baron fights and claiming objectives. Always try to fight in a place that benefits your team more than it will benefit your opponents. f.e, if you have good AOE comp, try to fight in tight places. Try to have your bot lane always pushed, so you won't have to def this lane and give up easy barons.

What you need to do is pretty simple, and is described in the teamfight section below.

So here, I will tell you what you Don't need to do as Orianna in late game.

So here are the general situations:

1) You are winning the game easily by the 20th minute mark, but your opponents do not surrender. You do not want to throw the game.

What to do: Force a Baron fight to ace them and win. Do NOT start Baron without ward coverage and Oracle's. Be sure to smite correctly, cause if you lose, the game may turn around.

2) The game is even, my team has lots of AOE.

What to do:Same thing as above, force a baron fight with Oracle's and Sight Wards.

3) You are even, but you do not have AOE.

What to do: Split push. Make your opponents lose towers, then when they go to defend them you can take dragons/baron easily.

4) You are losing.

What to do: Keep farming. Tower hug and defend. They will probably try to take Baron, so this will be a good point to turn the game if they don't have wards.

Note that the Baron buff+gold ~15k. So it will be a HUGE turning point.

I think I have covered the most situations, but let's focus on Ori now.

What you don't need to do late game as Ori:

1) Aw, I have 15/0, I can 1 v 5 them.

What to do: Of course not. Orianna is not that kind of champ. Well, I mean 1 v 5 is always dumb, but Ori in nowhere near this shit. You are a teamplay AP Carry, so stick with the team and finish the game properly.

2) My team is not initiating, I will do this for them.

What to do: Again, of course not. You are not an initiator, -however your can catch someone off guard, but this is a different story-, you always your initiator. Ask them politely to initiate the fight, or else be patient.

3) Fk my AD carry is always getting caught, let's surrender.

What to do: Orianna is really a game changer. Stay next to your AD all the time. him, give him speed, use even your to save him. You can do it.

4) It's 40 mins in the game and my team is having a fight. I must go take the blue buff.

What to do: Stay with your team, they need you more than you need the blue buff at that time.

5) I don't want to sell my , I need damage.

What to do: can help you having your ulti at a crucial teamfight, while can help you survive. Selling your can even make the difference between winning and losing the game.

6) A whole fight has passed, and I haven't used my .

What to do: Do NOT wait to use your ulti in 4 ppl. You can use your ulti for many different things (they are mentioned throughout the guide). There is no way you haven't seen an opening.

7) Aw, we need to split push.

What to do: There is no point in picking Ori if you want to split push. Teamfights are your main advantage,do it then!

8) I lost the ball in the fight and I ultied no one. /The initiator got too far away the moment I ultied, and I ultied no one.

What to do: This is a very important thing to learn, that's why I'm highlighting it. You need to master the ball's position and range to play Orianna effectively. You will find your self in this situation a lot of times. I have seen Salce, the best Orianna player failing his sometimes. Do not give up! If you practise, you will become better, that's for sure!

Teamfights are described in the section below.

Team Fights

I described teamfights in the "combos" section, I will repeat it to make your role more clear. You your initiator, to give him speed and
to do damage and drag them near you. If you have another AOE comp, try to
combine your Ultimates. You can also use your to leave the ball somewhere in the battlefield and then to catch 3-4 people, if the fight is happening in a tight place. However dont get caught out of position, cause you will be unable to help your team, do any damage etc. Keep in mind that Orianna has a large range, and you can easily sit in the back of the fights, and keep damaging your enemies.

Don't be afraid to use your on 1 person, this will make the fight 4 vs 5, which is a HUGE difference.

Also, late game, your AD Carry does more damage than you, so you can protect him with your combo if you think it's necessary.

NOTE:Always mind that positioning is the key to win teamfights!

When do I pick Ori?

Orianna fits in any comp. She can push, she can farm, she can burst. However, she synergizes really well with gap closing tanky chars or really good initiators.

His ulti and your ulti = gg

Shield him, ulti and you can 2 v 5

Shield and speed him and you can 2 v 5 as well

Your ulties can be combined pretty well

Shield him before he ulties, then you ulti = gg

He jumps in 5 ppl, shield and ulti

Same as above

Same

Same

Strong initiator

Best initiate possible

He becomes invisible, you shield him and you can ulti 5 people

Pretty strong initiator

Same as above

Just dont mess your ulti with his

Updates

1/6/2012:Guide Created
1/6/2012:Added "MS Quints" Runepage after suggested by LordMalgus, as it is considered viable.
3/6/2012:Added some matchups.
3/6/2012:Added explanation for my masteries.
4/6/2012:Added more matchups.
4/6/2012:Added a "where to ward in mid lane" section
5/6/2012:Added a couple of videos.
9/6/2012:Updated Early-Mid-Late-Teamfights section.
12/6/2012:Updated Late game section, added what you don't need to do late game in general, and in particular as Orianna.
13/6/2012:Added a gp10 chapter, cause I found getting gp10 items amasing. Uploaded a video on "how to teamfight" as Orianna. Gave a link for a full Orianna match, that can be viewed via LoLReplay. Added an "Orianna Patch Notes History" chapter. Added difficulty in matchups. Changed my recommended Ori page to mp5/level glyphs.
15/6/2012:Updated masteries into not taking Havoc.
21/6/2012:Added Janna to matchup section, updated Swain's.
22/6/2012:Added two more videos.
21/9/2012:Updated whole guide after Orianna's buffs, added Zyra + Diana matchups, deleted GP10 Section as I do not recommend it anymore, changed some builds. Changed runes.
29/9/2012:Reached 20k viewes really ty :D
10/12/2012:Changed items section after S3 changes, added a "when to pick ori" section. 40k views, thank you :D
9/10/2012:Added a more detailed description in skill order and added 3 more videos.

GUIDE APPROVED BY SOLOMID.NET @12/6/2012

Final Comments

Thanx for reading my guide, I hope this help you understand the basic gameplay of Orianna. This is the
first guide I make so don't be really strict! If you want to ask me anything, feel free to do it! You can
leave a comment if you want, upvote the guide if you like it, downvote it if you don't :(.

If you want to ask me something personally, feel free to add me in game, or send me an inbox here.

Feel free to tell me your scores, etc., it's always a pleasure to know that my guide has been useful to others.

IGN:
Mousias (NA)
Malice Weasel (EU N/E)

Comments

December 31, 2012 - 09:27 AM #1

Yep, if u think u are gonna have a really hard time, you can max your E. However defensive runes + 21/9 can help you lane with mid like that. (Galio is not really hard, he cant kill you, you just cant kill him)

http://solomid.net/guides.php?g=26671 My approved Orianna guide :)



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December 31, 2012 - 02:34 AM #2

It is possible to play against the more difficult mids - Galio, Talon, Pantheon, Akali, Diana - by maxing E and making sure the Ball is always on you (passive armor and MR). Since they are all melee, you can just abuse your passive. Build appropriate resistances and lean on being utility until you farm up some good AP.



I mean, it's not ideal as not playing against them, but it's not hopeless either.

December 29, 2012 - 10:33 AM #3

Well, you obviously haven't played vs a decent Katarina then, cause she will never jump to you. She will jump on a mage creep, while being in range for her W, giving her Movement speed and she will be able to dodge your Q.

http://solomid.net/guides.php?g=26671 My approved Orianna guide :)



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December 20, 2012 - 11:22 AM #4

People massively overrate the katarina vs orianna matchup and I have no idea why. I never lose vs a katarina. Here's how you beat her: First off, keep your ball on yourself, don't try to harass with it excessively. When she throws her Q, toss your E and try to get it up before the Q reaches you. If you can't, no big deal. With your shield up, she'll be less likely to E to you. If she does jump to you at any point in time, shield (unless it's already up from shielding a Q) and immediately W to damage and slow her. Follow up with 2-3 auto attacks as she runs away slowed, and toss a Q into her path as well. You'll always win the exchanges. You can opt to level your E quickly to mitigate more damage, or level your W quickly to deal her more damage back, but I personally just use the normal skill order, leveling Q first, and have no problem with it. After level 6, when she jumps on you and ultis, you pop your ulti in response, then a W, AA's and Qs with an ignite should kill her. If you're good at reading your opponent's body language, you can even shield yourself right before she Es to further reduce her damage.

December 16, 2012 - 11:42 PM #5

Most of the times I do upgrade haunting guise to liandry's after I complete Iceborn Gauntlets, sometimes after dfg. I never get it before I complete Rabadons-Void.

http://solomid.net/guides.php?g=26671 My approved Orianna guide :)



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December 16, 2012 - 10:13 AM #6

really loving the iceborn gauntlet. its such a nice 4th item for me. i have one question tho; when do you upgrade haunting guise to liadrys?

December 16, 2012 - 08:43 AM #7

I was never a big fan of Athene's, obviously it is nerfed, however it will always be a safe option. As I already said though, I'm not a big fan of it.

http://solomid.net/guides.php?g=26671 My approved Orianna guide :)



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December 14, 2012 - 02:51 AM #8

is athenes really still a good choice after the -30 ap nerf to it?

December 11, 2012 - 09:50 AM #9

Lux has the ability to keep up with Ori, but imo Ori's teamfighting is slightly better than hers.



When it comes to Viktor I think he does well against her too. Not a counter, per se, but not countered by her either. Both provide good burst, poke, and utility to the team so when it comes to those two, may the best mage win.

October 31, 2012 - 04:04 PM #10

Yea, I used to play NA the first 1-2 months that I started maining Orianna, back when W had a 0,5 cd after Q, plus 200+ ping which costed me more ~0,5 seconds and made it impossible to land a single combo. That's one of the reasons I moved to EU one year before. Thank you for your comments!

http://solomid.net/guides.php?g=26671 My approved Orianna guide :)



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