Hi guys Silsyn coming at you with another guide. This one will focus on team fight positioning, combos and a discussion on champion synergies and items on AP carries.
Orianna is a utility based AP carry. Yes, she can be played as a support, but I believe she still belongs in mid lane. People often say Orianna doesn't do enough damage. Well, with the right setup, this is absolutely untrue. In addition, with proper positioning, Orianna can burst down entire teams and save teammates. She has a safe laning phase due to her kit that allows you to kite people off very effectively. You'll find you can escape most ganks just by using two of your spells.
In teamfights, Orianna really shines. She does massive AOE damage and has good single target burst with lich bane. She also has ranged AOE CC which allows Orianna to control the flow of team fights from the back lines. She pairs well with teams that 1) Do AOE damage 2) Have champions that dive (Lee Sin/Singed/Irelia/Jax) 3) Have other teammates with shields (Janna/Lee Sin/Nautilus) or if your team is just lacking some CC/Utility, Orianna is always a strong pick.
For my masteries I run 21-0-9.
I take Brute Force instead of Havoc because Brute force gives you the benefit of being able to last hit better (3 extra AD. Also helps with auto attack harass). In addition, it helps you harass out people and trade better with your auto attacks. It's the gift that keeps on giving. Havoc only gives you 1.5 damage for every 100 damage you do. That's so miniscule, it's not worth it. Better last hitting = more money.
I take 9 in utility, because Runic Affinity (Increases buff duration by 20%) is so good. It allows you to hold onto your buffs longer. Orianna is a mana hungry champ and needs lots of CDR. This makes blue buff extremely potent on her. Having blue longer is an amazing thing.
I do not take 9 in defense instead because of Orianna's reliance on getting a lot of mana regen. Sure, extra tankiness is cool, but does it really matter if you cant use your spells to trade cause you're out of mana all the time?
Taking 21 in Utility does work. I personally don't like it because Orianna deals mostly burst damage and doesn't need the spell vamp. The only thing you really really need out of the Utility tree is the 6 points for mana and mana regen. This girl is HUNGRY for mana.
Taking 21 in defense Tank Orianna yes! Well... It's fun to troll around with, but in a real game that you want to win, you need the AP from the Offense tree to properly burst people down and shield teammates. Your shield does scale off AP, so having more AP could go a long way towards saving a teammate or your own self.
Okay here comes the interesting bits...
I use Magic Penetration Marks. They are the best thing to put in this slot for most APs. If you don't have these, you should consider buying them.
Another Option is to use Flat Magic Resist Marks. It's pretty good when stacked with MR blues and the passive on your E ability. You start the game with Galio level starting MR. :P
There are a lot you can use. I will try to list as many good ones as possible.
Mana Regeneration (flat/scaling): For Orianna, if you're going to run mana regen, I would prefer the scaling ones because of the tremendous need for mana in team fights late game. These runes make sense to use.
HP per Lvl: A popular choice for most AP players these days. More HP means more spells in a team fight. More HP means you can survive things you would not have survived otherwise. They're great to have when stacked up with Rylai/Rod of Ages, because you end up a bursty caster with somewhere around 3k hp. REAL Terror.
AP (flat and scaling): On most casters I run Flat AP in the Quints (gives you 15 at the start) and scaling AP in the blues. This gives you a good amount of AP to start the game, so you can compete with the enemy laners, as well as helping you scale well into late game. If you want to use these in conjunction with AP in your blues, go ahead, but since Ori's thing is utility + burst as opposed to burst only, I like taking other stats in my runes other than full out offense. I personally run them because I run the MR blues and I need to make up for the lack of AP somewhere.
Armor (flat): Great against teams with heavy AD. Will help you survive longer than HP runes will in this case. Almost necessary when going up against an AD mid laner.
Gold per 10: Here we go... There has been a lot of talk on the subject of using Gold per 10 seals (especially the seals) on AP carries. I think Orianna is one of the best suited AP casters for using this build. Orianna is always useful in a team fight for her utility alone, so sacrificing a little bit of damage early in order to be more of a factor in the late game can sometimes be ideal. I would use these if I know I'll be laning passively (strong ganking enemy jungle/passive lane opponent who I know I can't harass out).
I still take the Flat MR blues. I know this strategy is a little dated since they've been nerfed, but I still have a consistently great lane phase with Orianna when using these. The passive from her E gives Armor/MR when you have the ball attached to you. Both these things coupled with an early Chalice and a Shield for yourself give you so much MR/damage mitigation, you can win trades pretty easily. Winning trades leads to lane control which leads to counter jungling, objective control, and the enemy having a weaker AP carry when team fights come around (good for your team).
AP (flat or scaling): These are a great choice, especially if you're taking Mana Regen/HP per lvl/Gold per 10/Armor seals. It's good to have the scaling ones, since Orianna's late game is so nice, it's good to give up a little bit of AP early for more AP later.
Cooldown Reduction: These work, but maximum cooldown reduction can be achieved with 1-2 items, blue buff and an elixir. In addition, CDR won't help you as much early since it encourages you to blow off all your mana very quickly.
Mana Regen: If you don't want to spend money on any items that give mana whatsoever, you can consider taking Mana Regen in both your yellows and your blues. Doesn't seem optimal to me, but it's workable. In addition, you get a bigger benefit out of putting AP into blue and Mana regen into yellow instead of the other way around.
Best Summoners: Flash - Ignite - Exhaust - Teleport
These summoner spells are pretty standard for most AP carries.
Will help you kill people in lane. Adds to your burst when comboing down targets. Valuable for securing that level 1 kill for yourself. Gives extra AD and AP for moreeeee powerrrrr if you use it and you have the mastery. Stops people like Swain from stomping all over you. Best choice.
Always useful if you make a mistake or are the subject of a particularly gnarly gank (gnarly like Maokai, I see what I did there >.>). Also can help you reposition in team fights and allows for some aggressive lane plays. Best choice.
Orianna's main role in team fights is to skirt along the outside of the battle and add utility/damage. This helps you do that, but isn't necessary and flash will help you more 9 times out of 10. Probably don't take this summoner...
CV is a great spell. If you're big on adding utility to your team and don't mind giving up a small advantage in lane (or you're not planning on winning lane) you can pick this up to aid your other lanes/jungle. Would not recommend having double CV on your team, so only take this if your support doesn't.
She is mana hungry, but I'd never recommend taking this spell. If you want it, just no... That's all I have to say.
Again, this is a utility thing. Clutch heals can win team fights. However, it wont help you in lane much due to the large amount of AP carries that run ignite. Heal nerf 2strong.
Works great. Allows you to brush gank with your teammates, split push, and generally be all over the map. Great spell for solo queue and team play. People forget the power of having teleport on a mid laner.
If the enemy team is really dive oriented and you think you'll need this, go right ahead. Try and take ignite instead, since it will help you more often, but if your team needs it and no one wants to take it, go ahead.
Passive: Clockwork Windup Orianna uses her ball as a focus for her spells and attacks. Orianna's ball automatically returns to her if she is too far away from it.
Orianna's autoattacks deal an additional 5/6.77/8.53/10.3/12.06/13.83/15.59/17.35/19.12/20.89/22.65/24.42/26.18/27.95/29.71/31.48/33.24/35 plus 20% of her Ability Power in magic damage. Subsequent attacks against the same target within 4 seconds deal an additional 15% magic damage. This bonus stacks up to 3 times.
Okay, so the first part of the passive describes the mechanics of controlling Orianna's ball. When you toss the ball out, there's an arrow that appears next to Ori that points in the direction of the ball. The arrow is either green, yellow or red depending on how far away from the ball you are. Red means if you back up a little the ball will reappear on Orianna. Sometimes this is good, sometimes it's bad.
The second part is the fun part. Your auto attacks deal increasingly more magic damage as you continually attack a target with autos in a four second window (Like Miss Fortune W sort of). This passive allows you to lay down harass in lane on mele champs like Kassidin and get kills on champs you normally wouldn't have. Neat little passive. Don't forget to use this in fights.
Q: Command: Attack Orianna commands her ball to shoot toward a target location, dealing 60/100/140/180/220 (+60% of ability power) 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.
Cooldown 6/5.5/5/4.5/4 seconds
Cost 50/55/60/65/70 mana
Simple. It moves the ball from one place to another, dealing damage to everything it hits. I max this first usually because I use it to poke in lane a lot. Once you get to around level 4 Q, one Q/W combo will kill the line of ranged creeps.
W: Command: Dissonance Orianna commands her ball to release an electric pulse, dealing 70/115/160/205/250 (+50% of ability power) 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.
Cooldown 9 seconds
Cost 70/80/90/100/110 mana
This is one of Orianna's most damaging spells later on. It can also be used to speed up allies. Be aware that you can assist kills by shielding a teammate and hitting this spell to give them a big temporary speed boost. Once you use your ult, hit this spell to make sure your team can mop up.
E: 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 (+40% of ability power) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 60/90/120/150/180 (+45% of ability power).
Cooldown 7 seconds
Cost 60 mana
The shield. Also gives an armor and magic resist buff to the holder of the ball. Not only does it give your allies close to a free 500 hp late game, but it's also a way of getting your ball into the middle of a fray and adds tankiness to whoever you shield. To be clear, not only does the ball give shield, but it increases the effectiveness of that shield. 180 base shield at level 5 may seem low, but having that extra 30 armor and mr makes this ability deceptively strong.
The recent changes gave this ability MASSIVE RANGE. This makes Dive Bombs (explained later) very effective.
R: Command: Shockwave Orianna commands her ball to unleash a shockwave after a brief delay, dealing 150/225/300 (+70% of ability power) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.
Cooldown 120/105/90 seconds
Cost 100/125/150 mana
This is your huge CC ult for team fights, and part of what makes Orianna so good. This ult adds team fight control, which helps you win fights a lot of the time. One thing to note. You should only blow this when you're going to get 3 or more enemies in it. Familiarize yourself with the actual pull distance. The only time I'd recommend using this on 1-2 people is if you just hit 6 and are going to get a kill on the enemy laner with it, or you're ganking bottom lane and using your ult allows you to get kills and then pick up objectives like dragon or the enemy blue. Only blow this on a running enemy if you're going to do something with the advantage after they die.
Max Q First Not W First?
Yes. Some people prefer maxing first. I don't like this approach mainly because early game is your highest mana costing spell. Maxing allows you to reposition your ball in fights more often and allows you to poke more in lane without running out of mana so quickly.
Can I take W Second?
I wouldn't. Many champions like to trade at level 2, so it seems intuitive that you want both your damage dealing spells. What people forget is that the back swing of your deals damage and gives you a shield so that you can tank shots/minions in order to abuse your auto attacks (with your passive ) in trades.
Why I Take W Third Instead of A Second Point In Q?
This is because the / combo is your primary escape tool for incoming ganks. You take this at level 3 because junglers get aggressive on mid-lane pretty often around level 4. You want to have a point in W before they hit 4 (which means taking it at level 3)
E First Instead of Q Okay?
Yes. I've seen it done and I've used it and it works against bursty level 1 champions if the enemy isn't invading.
Negatives for E First:
You can't use your ball to scout brushes at level 1 without taking Q first.
You can't go aggressive/poke/push your lane effectively without a point in Q.
Positives for E First:
Taking E first is that you can give your jungler a shield as you leash.
You can have your E/W combo at level 2, then get your points in Q. This is good if they have a strong early ganking jungler.
Note: I find that taking an extra point in early on (level 4 instead of 2 points in ) helps against bursty enemies with guaranteed damage like .
> > > in terms of prioritizing skills to level.
Comboing With Orianna's Skills
Here are descriptions of how comboing with Orianna is supposed to go. With the recent global cooldown buff, these combos can be done in even quicker succession, which is awesome.
just behind your enemy then . This damages them on the way there and then on the way back.
onto a teammate that is going to dive the enemy. Once he's in the middle of them use (This also works great with )
yourself then to escape tough situations. Not only will you speed yourself up, but you will slow any followers.
+ Great for clearing the ranged minions and laying down harass. Plus it allows you to position the ball in front of your team to lay down a speed boost if you need to.
+ Huge AOE damage and AOE CC. The method for which you get the ball into their team is up to you (be it with or on a diving teammate) but this is what you do when it's in the right place.
Discussion on Different Items
Orianna is fairly diverse in her builds. I'll list some good items and the general idea behind why I suggest the items I did. In addition, I chose to list some items I'm not so keen on, but I tried to mention why I don't like them as much as other items.
If the enemy team has a lot of CC and you have enough CDR and a void staff, go Merc Treads. Another option is to get Moonfair Spellblade. I wouldn't recommend this ever. Good positioning is a better substitute to these. Almost never as good as using Lucidity or Sorc Shoes.
If you have void staff, it's a good idea to switch to these. Mixing flat and percentage based spell pen isn't always the best idea, and Orianna benefits from having a lot of CDR. The more able you are to re-position your ball and shield teammates, the more you can do for your team. I build these in 80% of my games.
Let's say the entire enemy team is AD focused damage. Pick these, win game. Situational.
If you went abyssal scepter, keep these. If you bought void staff, I'd recommend switching to a different boot type. These are great early game to help you deal the damages and trade in lane. I build these every game.
Works. However, "caveat emptor" it is not the best item you can be building. Mostly because the way you should be positioning in teamfights does not allow you to make effective use of the passive on it. Still an option against heavy magic damage teams. Definitely a good pick up.
Builds from (a great early game item) It gives you immense mana regen, which solves any mana problems you might have with Orianna, and gives a large chunk of AP. In addition, it gives you MR which is great and cooldown reduction which is a huge plus. Great item for Ori.
Builds from which is good. Adds an element of single target burst to Orianna and will help you nuke down tanky front line targets. An excellent pick up. The range increase on the active makes this item a good item for Orianna.
Gives a great AP bonus, mobility to help you position well in team fights, some extra MR to help you not get bursted down, and the Lich proc which will have you dealing a lot of damage and help you take turrets faster. The movement speed bonus and MR bonus are great. This item is great on Ori.
People think this item is troll. If you're snowballing the game however, or are just gutsy, this item is good. Ori racks up a large amount of kills and assists, making this item worth it sometimes. Don't delay your core items to get this however. This should be bought after you get Deathcap at least. Trollolololol. Make sure you put your money where your mouth is if you buy this.
Use this if you need CC reduction and don't want to get rid of your sorc shoes (you went Abyssal) or your CDR boots (you didn't buy any other items with CDR) in favor of Merc Treads. You sacrifice a lot of damage by building this. I can rationalize using this I guess, but it's a bad idea flat out.
This gives you a huge AP boost. Nuke all the things and shield more. That's what this pick up is all about. This is a must buy at some point in the game. Necessary every game.
Gives you HP, mana, and a large amount of AP. If you're going up against a huge nuker or maybe and need HP, then take this. I like building one to two , but this is a great item.
Great item. Adds another slow to your kit but mostly I buy this for the large amount of HP/AP that come with it. Admittedly, you are better off buying better items than this. I have it here because it's viable and some people might really like it. Not the best idea, but you can get really tanky with this and
Will help you survive teamfights. Great if you have more sources of magic damage other than yourself. Most likely a must buy if you're running double AP. Buy this with Abyssal if you're the target of sustained damage focus. I don't build this item often unless I'm having problems with sustained damage.
Are you getting focused? Well not any more! Buy this item if you're the subject of burst damage focus. This is a great item for dealing with AD heavy teams and teams with burst damage.
Helps you do the dps. That's about all it's for. Buy this if the enemy is stacking MR against you or they have a really beefy team. I take this in 80% of my games in combination with switching from to
Are you against a team that has Suppression? Pick this up to avoid being the one who gets caught out and focused down. You need to be in the fight spamming spells to be successful. I'd buy this against
Are you carrying so hard in a game that if you die it's gg? Buy this. Could save you from throwing the game. The way I see it, you get the chance to either make one small error or come back after being focused in a team fight to help your team out. Not useful if you're the only one alive after you resurrect. I think this is a great item against assasins like . I'd build this. No problem.
Building Items for Success
Introduction to The Theory
The theory for building Orianna is pretty straight forward. You need to address 3 key things in your build to make her effective.
Adding to your damage/utility through getting CDR
Addressing Mana Issues
More often than not, ++ is enough to handle Orianna's mana issues along with blue buff. Buying later will ensure you're set for life on mana as well as providing several other key stats later. Not necessary to upgrade before you have secured and some form of spell pen.
Is another great pickup and I use this build occasionally against high burst assasins because you need to have the HP pool to live through the enemy's burst. If you're still dying, you can seek more survivability through MR.
Can I build Both Catalyst and Chalice?
I do not recommend it. The reason why is that it delays your core build. You have to amass other high priority AP items very quickly with Ori, and stopping to buy Catalyst (expensive) and Chalice together is overkill. If you take both, you're delaying your damage so much that if you had any advantage in lane, the enemy AP will outdo you in the mid-game if they rush .
is your main goal. No matter what you need to buy this because it increases the effectiveness of all your other AP items (it offers +30% of your total bonus AP). Do not delay buying this for longer than you have to.
When do I decide to go for void staff?
If a couple of your enemies are starting to get 100+ Magic Resist, you will notice that your spell combos will start dealing significantly less damage. If 3/5 of the enemy is squishy still, I'd recommend going Lich Bane into Void Staff after.
If you picked up , do not buy void staff. You do not want to mix flat armor penetration/shred with percent based armor penetration. It's like trying to mix oil and water. Percent based spell pen is factored in AFTER flat/shed pen.
Do you hate lich bane?
If so, then going after and a form of spell pen (/) and then build other AP items.
Orianna is a good champ to pick up against LeBlanc.
Build early magic resist to help against her burst.
You have a shield to help block her damage.
Push against her, thus forcing her to stay in lane.
If she silences you and you're reduced to auto attacks only, you still can put out a lot of damage on her.
Don't overstay your welcome. If she has her chain on you or you're below half, back up.
Hard to deal with in lane because she has innate sustain. You can beat her, but it's somewhat difficult.
Imperative that you dodge her Charm.
Stick it out and wait for team fights. You provide more utility than her.
Call mia's/ward so she doesn't get kills in other lanes and comes back fed.
If she's going to another lane to pick up kills, shadow her and ping for your jungle to counter-gank.
You need to do a couple things to be successful against Akali.
Build HP and early MR.
I'd build and against Akali with an early after then go into Deathcap.
Second, buy pink wards.
Try and poke her out of lane.
She can't stop you from CSing until she hits 6, so take liberties on her and delay her from getting to that point.
Call mia's/ward so that she doesn't get kills in other lanes and comes back fed.
If she goes for ganks, shadow her.
This is a tough one. She provides excellent utility in fights and large burst to single targets as well as AOE damage.
Fight her when her Q is off cooldown and try and farm more than she does.
If you want to fight in the jungle, make sure your teammates/you focus her down first. She is amazing at fighting in these areas.
Try and shield her R + E damage combo so you don't get zoned out.
This is where it pays to have a shield.
Use when she walks up to you with stun active. If she uses it to set up a gank, you can then W out.
I think this lane isn't so hard for Ori and you have way more team fight presence than she does.
Try not to eat a Tibbers stun to the face without shielding yourself.
I use Orianna to counter pick Annie because I'm comfortable with this matchup personally.
Call mia's/ward so that she doesn't get kills in other lanes and comes back fed. And again, follow her down/up if you can.
You can shield some of her damage if you eat the odd Q from her or she drops Miasma on your face.
Slowly poke her down and either call for a gank or make a play on your own.
If you can dodge ~75% of her Q's and shield most of the ones you don't, you should be good.
She is vulnerable in teamfights and can drop to your burst/cc before getting a single shot off.
Call mia's/ward so that she doesn't get kills in other lanes and comes back fed.
Anyone that can dive you in team fights with ease is no bueno.
Don't get sharked by him just dont.
The matchup in lane is fairly favorable early because your passive works well against his. Fizz takes less auto attack damage because of his passive, but as you keep attacking you'll deal more and more damage because of yours.
If you can manage to not get consistently bursted by him in every team fight and you don't feed him mid-game you should be solid.
Call mia's/ward so that he doesn't get kills in other lanes and comes back fed.
Yikes. I wouldn't recommend picking Orianna in this situation.
You get the benefit of harassing him down early, but if you don't beat him early, he can just keep farming up and then it's "hasta la vista baby" as he kills your whole team repeatedly.
The way to counteract this is to have a strong jungle presence in mid lane. Have your jungler camp him.
Make sure you thank your jungler every time he comes to your lane or offer a "thanks for trying anyway" if it doesn't work out. This may keep them coming back to help even if normally they wouldn't want to.
You utterly poop on him if you can dodge his grenade.
His poke with rockets is huge, so try and shield when you see him use them. You can poke with your Q and hit him even when he's hanging back.
Your passive will help you auto his turrets down and your shield can help you tank their damage while you do so.
In team fights you need to instruct your teammates to not chase him too far. You need to prioritize your focus by positioning in this case. Dan Din beat Regi in Season one by taunting him to dive him during teamfights.
This matchup... You can beat him easy pre 6.
Auto attack harass can help a lot and you can shield his harass enough that he shouldn't be able to kill you early.
You will need jungle ganks to shut him down. You need to delay him from hitting 6 as much as possible.
If he is weak, he doesn't pose a threat to you.
If he is strong, then he will walk in and silence, possibly burst you for all your HP and walk out.
Getting silenced is bad for business, but you can still auto him!
Call mia's/ward so that he doesn't get kills in other lanes and comes back fed.
As long as Katarina doesn't get fed you should be okay.
Harass her with auto attacks in lane. Take advantage of her.
The more you push her out, the better your lane experience is going to be.
You should win this lane matchup if you're playing well and are the aggressor from an early stage.
Don't let her walk all over you. She should have to pay for CS.
With the new rework, she trades much better, you have to do your best to lengthen the engages because she's very cooldown dependent.
When she shunpo's onto you, kite her off a bit with w and throw autos to bring her lower than you.
Pre 6 you win long engages. Post 6, you win shorter ones.
Call for ganks, then bait out her shunpo. If she doesn't save it for escapes, you can kill her with the help of your jungler.
Call mia's/ward so that she doesn't get kills in other lanes and comes back fed.
Long range harass, sustained damage, AOE slow, and an ultimate that allows him to pick up kills/assists without being there? Real terror.
This guy is not fun to lane against. You'll either do okay or you won't be having any fun at all.
I don't recommend picking Orianna against a Karthus if you can help it.
Ask your teammates to pick people with knockbacks so he cant make it into the middle of your back line.
If he does make it back there, shield your AD carry and use to help create a gap.
A counter to Kennen you are not. However, you can safely lane against him.
What you need to deal with Kennen is a strong support player on your team and either Janna or Alistar. Knockbacks are the key to dealing with people who need to run into your team to deal damage.
Zonyas may save you later on in the game. This guy is annoying.
Call mia's/ward so that he doesn't get kills in other lanes and comes back fed.
Try and win the game during the mid game stage. Laning against Kog'Maw is fine.
You should be able to do well against him without ganks and with ganks you should be set.
Once he hits 6 you should be careful, but it's level 16 Kog'Maw that is a pain to deal with.
Poke beats out AOE if played right, so try and end the game early or secure baron for your team so you can out last the poke and push in to win.
Good news! AP Kog'maw took a HUGE nerf. No longer a problem!
Shield comes in handy again, especially since it blocks the damage from his passive.
Rush your level 2 boots, so you can dodge his Pillar.
Engage when his stun shot isn't up and just don't let him bully you.
Call mia's/ward so that he doesn't get kills in other lanes and comes back fed.
Annoying. But you can shield a lot of her damage early.
Just play normally and try to control your blue buff.
You need to have a smart jungler on your team to avoid having buffs/dragon/baron stolen from you by her.
Most importantly, when facing Lux you must not overextend and you must not get bound. Those things together spell your death.
This guy autopush all day. Neither of you should really die early in this game.
You can shield his damage early. He doesn't nuke a lot early, so you can trade pretty well with him in lane, possibly push him out.
QSS might be a good pickup against Malzahar.
Unaffected by your CC. Has the power to make a teammate immune to your CC. You rely on that good CC, so this is a problem. She's hard to poke out of lane with her sustain passive. She can farm on you all day and provides equal team fight control later on in the game. What do?
Knockbacks/displacement spells are the key to defeating Morgana's teamfight control. As long as you can burst off her black shield you can displace her.
Be ready to place your ball in an area to and speed up your team so they can get out of morg ult.
Be a boss at dodging skillshots.
If she shields, try and bust it so your team can cc her.
This guy dies to ganks early.
Other champions with more reliable CC do better against Morde.
Ask for an aggressive jungler.
QSS stops his ultimate.
Don't stand near your creep wave when fighting him. Shield op.
Orianna has somewhat of a hard time against Sion, but his nerfs make this lane better than it once was.
Later on you offer better team fights.
The fact that your auto attacks hit so hard means you can turn around and make up some of the damage he bursts you for in lane.
Call mia's/ward so that he doesn't get kills in other lanes and comes back fed, especially because he buys
Not as bad as he once was. You can poke him down in lane now.
Be wary of getting snared if they have a strong damage dealing jungler.
His range nerfs mean you have the ability to trade with him since he cant poke you all day anymore.
Pushing on him early can deny him CS, but if he runs at you, back up.
A / combo plus autos is the most effective way to trade with him early.
This guy will stomp you especially post 6. Get your team to take like 3 ignites.
Don't fight him without your ignite up.
Strong junglers can abuse him early. That could be the key to beating him.
Swain is best countered by people who have healing reduction like Tristana and MF. If your team hasn't picked your AD carry yet, those are good options.
This guy is dangerous for solo queue.
Your best bet is to try and keep him in lane. In team fights, he's hard to zone out because of the range on his Q. Don't shadow him if he leaves lane. It's impossible. Call MIA's fast.
Make sure you hit him with your ult if possible.
Look out for ganks early with gold card.
Keeping track of his E proc can help you trade auto attacks better with him.
For this guy, I'd recommend the Chalice route. You need the early MR to throw down with Veigar.
If you can poke him a lot and generally stop him from farming up his Q, you should do just fine against him
Try to have a team comp based around strong engage to avoid getting wiped out by him late game. Be careful in your positioning!
This guy is an immovable object for Orianna in lane. Super annoying.
You have to take advantage of Vlad early, and Orianna just isn't that kind of champion.
His spells are hard to shield because they don't give you much warning. Do your best.
Best thing to do is catch him with your ult in a team fight and have your team chain CC him until he dies.
Orianna is a safe pickup against Xerath because she offers a shield/MR buff.
If you have heals on your team, your AD carry should be able to survive Xerath's burst, and then there's nothing for him late game.
Call mia's/ward so that he doesn't get kills in other lanes and comes back fed.
Ziggs is a scary little demon yordle in lane.
Hhugging your creeps will only make his Q easier to hit you with.
If you don't let him get super out of control, you have equal/better team fight control due to having lower cool downs than he does.
With your shield on them, you can have one of your front line guys face tank his mine field, opening up more of the battle for your team.
Buy level 2 boots early!
Best thing for you though is that you can shield his bombs and remember to walk into your creep wave when he bombs you so the wave pushes your direction.
You won't kill him early, but he won't beat you late.
Buying might help you keep up with his ult.
The best way to counter his ult is by leaving whoever is ulted alone until the duration is up, then quickly bursting them down. Requires team discipline.
Gragas is a matchup you can win.
Don't spam spells on him when he's in his drunken state. It's a waste of mana.
Due to your auto attack passive, you can force him out of lane early if you're lucky and dodge well.
The more you force him out, the more often you can steal wraiths and farm while he cant, giving you an advantage.
He's hard to gank and that's a bummer, but if your jungler has good timing and you can bait out his body slam, you can make it work.
Victor is incredibly hard to play against for Ori if he gets his ult on you in team fights since you need to be constantly re-positioning your ball. In lane I find him super annoying as well.
He also has a shield, and that makes it hard to win trades even with auto attacks. ANNOYING.
This is a case of deciding how the enemy wants to play the matchup. If he wants to throw one Q and walk away, you can shield it and out trade him. If he wants to throw full combo, back out.
Buggy lazer makes it impossible to dodge. ANNOYING.
If there is another champion that you want me to list here and comment on, go ahead and name them in the comments and I'll do my best to offer advice. I tried to get as many matchups listed here without breaking my mind. Working on and matchups.
With Zyra, Ori is good at taking out plants. That makes life easier.
I have nothing on Diana because I haven't faced one Mid at all yet.
Leash for your jungler
Decide how the enemy is playing the matchup
Ward from your first back onward. If you can't afford, ask your jungler/support to help you out nicely. (Don't count on it though)
All blues excluding the first one should be given to you unless your jungler is in desperate need for whatever reason. They can take the 7 minute blue, but 11 on is unacceptable.
Deciding How to Play Your Matchup
If they want to go for small trades that you can shield off and damage them back, trade
If they want to go all out on you, just back up and avoid confrontation
If you are against a melee champion harass with autos
If you don't want to fight with your partner (they're stronger) you can push them to tower and back off
If you're trying to full engage with your partner don't throw your q through the creeps and attempt to last hit at a slower rate than your enemy, this will push the lane in your favor and allow you to make plays. Do this if you have all your cooldowns up (including flash) or a really strong ganking jungler and most of your cooldowns up.
If trying to zone out the enemy, play passive aggressively. Throw your ball out near them occasionally. When they step in, just behind them then yourself and auto attack them. You can also in between to slow them down and auto more. Note: moving your ball does not deactivate the movespeed buff/debuff from dissonance.
Note: it's hard to kill people early with Orianna, but you can out trade them and force them out of lane depending on how both of you play the match-up.
Trading well is all about tossing out your spells and then hitting your shield as soon as possible. From there, you throw auto attacks.
Objective: Establish Control of Your Lane
Farming is easy. It's not a hard concept to understand, although it must be practiced. In general, you want to prioritize farm, but throw auto attacks at your enemy whenever you can. This form of harass is very effective if you can get autos off in groups of 2-3. Your is very effective early game!
As you get more mana regen, you can start exercising zone control in and around your lane. Using the ball to harass and zone is fairly complex, but the more you play Orianna, the more it becomes gut instinct. Keeping the ball out near the enemy in addition to auto attack harass makes them think twice about walking close to you or the creeps at all. Use this to play psychological warfare! This is a form of offensive zone control. In addition, the ball makes a nice ward. You can throw your ball into the side brush and then shadow over to that side of the lane and avoid ganks. This is a form of solid defensive zone control.
Knowledge is Power
I say that you should buy wards even on your first back because knowledge of ganks/invades is very valuable. Early knowledge allows you to react to situations much better. For example, knowing a gank is incoming a little beforehand allows you to either / at the enemy jungler to stop him from hurting you. Even knowing about a gank very shortly before hand allows you to switch your positioning quickly and / away.
If you're unaware a gank is incoming, you'll most likely end up having to blow your which you should have and want to use for engages/aggressive play, not to save your own life. In addition, good wards help you control your team's buffs. More importantly, it allows you to control the buff most important to you, the blue buff.
Objective: Establish Control of your Half
Helping your jungler out when the enemy attempts to counter-jungle you is easy to do. Your ability to show up and shield your teammate can help them win engages against the enemy. Your slow/damage allows you to keep the enemy jungler slowed down, meaning you have huge amounts of jungle control (similar to ). Early on, if any invades come in, you need to send a message to the enemy jungle that you will be active and that he/she should invade at his/her own risk. In order to do this, you must keep the creeps off your tower early! You can't react if you're pushed in.
Set Goals for Yourself
When I say all blues go to you after 7mins at least I mean it. This includes the enemy. You take that blue buff and you don't let it go. After you get blue, set a goal for yourself. Either "I'm going to farm X amount of creeps" or "Im going to force out/kill my lane opponent and steal wraiths" or "I'm going to aid my jungler in counter-jungling". Whatever you do, secure your blue first, then hold it with a deathgrip (aka. don't feed it off), then accomplish some goal. (Early game, blue buff goals are often small, especially in the NA meta).
Orianna's mid game is pretty good. She's not the type of champion that will completely steamroll the entire enemy team at this point in the game, so respect that. If you position your ball well, you can wreck fights at dragon and at blue. Keep farming and racking up kills/assists. Try not to get caught out of position (at any point whether it be in lane, while warding or in team fights) so bad that you can't escape.
Your whole goal for mid game is to help your team win fights and to keep farming. Remember to time blue buff and Dragon and help your team get there 30 seconds before spawn time (for dragon) at least.
Control your Blue Buff and assist your jungler in invades on enemy buffs. Accomplish goals.
Be there for dragon fights. Your CC and utility is invaluable in teamfights.
Help your jungler with ganks.
Assist your team in tower pushing.
Assisting Ganks and Accomplishing Goals
Your shield assists greatly with dives/tanking, allowing your teammates to take towers effectively. In addition, Orianna is great for helping teammates engage in successful tower dives. What this means is that you have the kit to be very active in the mid game. You must do so. If your team is missing you in an engage, expect them to lose, so be there to win it with your team. 3-4 man ganks are more potent than just your jungler visiting a lane, especially when dissonance can help them close the gap. If you have blue buff, your goal can often be, "Help my jungler kill bot lane and then get dragon for free" or "Start a dragon fight and win it" or "Steal enemy blue". These are the things you can do.
Dragons, Teamfights, and Objectives
Orianna is team fight oriented. Therefore, it makes sense that you would want to fight when she is at her strongest (Mid Game through Early Late game). Orianna can zone/kite off enemy teams who are unprepared to stop you at dragon. This results in either a free dragon, or your ability to win the subsequent engage with minimal loss due to battlefield control/kitablity. Note: if your whole team isn't ready to stop an enemy dragon, seriously let it go. Don't throw away your good mid game by losing kills and map control. Most best case scenarios teamfight wise with Orianna involve being the team that starts dragon/baron, not the team trying to stop it. You must control the map to be effective.
The Importance of Towers
As Team Azubu Blaze recently showed, killing the nexus is the only way to win the game. The only things standing in the way of that goal are the enemy team and their towers. If you kill an enemy you have a small window to do something with the man advantage. Often times it's a good idea to take a tower with this advantage. Taking towers increases your map control and opens up many more counter-jungling options. In short, taking at least the enemy's outer 3 towers in the mid game is a hugely important goal and will set you up for success in 90% of your games.
Hopefully you did well enough early and mid game to become a late game monster. However, even if you didn't, you can still be useful. Your main concern for late game is providing both utility and damage as best you can for your team. It's also about landing those clutch ults. Late game is all about clearing baron of wards, forcing fights that are disadvantageous for the enemy team and taking objectives. It's very important that you stick with your team late game, because you are a team oriented champion and won't win most 1v1 trades late game.
Do not be absent for teamfights!
Flesh out your build
Help manage your objectives (buffs/towers/baron)
Use da lich banes for huge tower pushing. (This is why I like lich)
I have massive whole sections on different things involving team fights below. The most important things involving teamfights with Ori are landing your ult, positioning well, picking your battlefield, supporting your other carries, and kiting effectively.
It is important to take note of your enemies' builds and abilities in order to build effectively. You must do this throughout the game, but it's a very important skill mid-game/late-game when items are prevalent. Please read the sections on builds for good advice on what to build.
Objectives and Lich Bane
Late game there are 2 important objectives. Inhibitors (This includes Nexus and Nexus Turrets) and the Baron Nashor (in that order). Late game, ward control is important because it gives you valuable knowledge of team movements and posturing. This can go a long way towards allowing you to pick a favorable spot in which to fight. Baron should be swept for wards often. I advocate for Lich Bane because it increases your damage output on Baron and on buildings, your two most high priority objectives. Your main concern late game is to secure a large gold lead and Baron buff or to create a large disparity in map control between your team and the enemy team. From there, you can choke down the enemy, confining them to their base and then lay siege constantly until they drop. Either option works for winning a game.
Silsyn, What if They're The Ones in The Driver's Seat?
In this situation, you're fairly limited. Orianna revolves around strong team play. You can hope to get lucky and engage favorably and hopefully win a teamfight. If you're losing and you win a teamfight, you must push your advantage as hard as you can in order to make up the lost distance. You have to sprint your way back into the game. You do this by taking towers and objectives and by using the time you have to ward up. As soon as the enemy team is up, however, it's back to playing defensive. If you don't have control of the map you must have self control. Stay positive and try to lead your team out of it. If it doesn't work out for you, just try harder the next game and attempt to eliminate all your mistakes (including thinking about what else you could have done to make everyone else's lane experience go better. As a mid-laner it's your job to help win everyone's lanes, not just your own.)
Team fights with Orianna are a constant choice between providing damage and providing utility. Knowing when to ult the enemy team, and hitting as many HIGH PRIORITY TARGETS as possible with it is key to winning team fights. Orianna needs to stay at the back of the fight, while constantly spamming spells to help control the flow of battle (very much like playing Lux). This is the basic mentality for team fighting with Orianna. I highly suggest watching Salce from TSM.Evo or Nyjacky from Team Curse.NA play Orianna, as he is a shining example of great Orianna play, and the inspiration for this guide.
The team synergy section and spell combo sections should help you with those teamfight mechanics.
Where should I position in team-fights Silsyn?
The answer is simple. You position just like an AD carry. The range is easy to figure out because you basically have a range indicator built into your kit (the arrow thing that shows up when you cast your ball out).
Here's a way to establish a good sense of range:
Step 1: Shoot your ball at max range, then look at the colored arrow that appears next to Ori. As you move closer and further away from the ball, the color changes.
When your CD's are up, you ought to position just on the edge of the "green range"
When your CD's are down, you should position far enough back that your arrow shows yellow/red
Be sufficiently close to your AD carry or whoever is doing well that you can clutch shield that teammate if necessary.
Where to Ward Where to Fight
If you click on the image and zoom in on it, you can get a much better view.
The green spots are good places to ward if you're on the BLUE side (bottom half).
The light blue spots are good places to ward if you're on the PURPLE side (top half).
I've included either a small "A" or a small "D" in each ward spot. "A" means aggressive ward. "D" means defensive ward. Both are important!
Red spots are good places to start team fights.
If you are being chased by the enemy (as a team), it may very well be a good idea to kite them into one of the red spots I labelled before engaging.
Interesting Champion Synergies (How Ori Fits into a Team Comp)
With Orianna in your team, having at least tanky champion with the ability to dive straight into the middle of the team works well whether they have the ability to dive a single target or multiple targets. Examples below.
The Dive Bomb (Aka. WOMBO COMBO)
The Basic Idea: You use your E on your teammate, they dunk in (Malph Ult, Shyvana Ult, Etc) and you immediately hit R+W. If you're worried about missing their team with your ult or aren't confident in your ball placement, this is an easy way to get set up to hit 3+ enemies with your ult. Shyvana and Malphite seem to have the best synergy with Ori. You can use your teammate as a vessel for your destructive powers. Note: For Shen, it'd be -> + -> +. Similar with the others.
The idea here is that your E+W combo can be used to help these guys close the gap super well. And if they're already close, you can help them stick to their target with a well timed W.
In addition, your ultimate is a huge aoe cc, that allows champions like Irelia to dive in on the target of their choice without recieving cc from otherwise able bodied enemies. This combo goes like this.
Into the enemy team. on 3+ enemies. E onto your diving teammate. Use early to speed up your diver if they're too far to make use of your cc, otherwise, use it when your teammate makes it to their target, so it deals damage and a slow to them, in addition to speeding up your teammate.
Large AOE CC
Stackable CC, especially stackable AOE CC can be very game breaking. It allows you to engage hard on multiple champions, allowing your carries free reign over which targets they want to take down. In addition, some forms of AOE CC are not only suited for engages, but for kiting and disengaging. Orianna's AOE slow allows for kiting and counter engaging. This type of gameplay is especially effective in the choke points around baron.
Large AOE Damage:
This one is pretty straightforward. Orianna synergizes well with AD carries/Bruisers/Junglers that do massive AOE damage. As an example, works well with your because it allows him to land his , allowing him to start an engage with 5 stacks of his passive . Orianna's CC in the form of and fits well in a large AOE comp that can melt entire teams all at the same time.
Protect the Hyper Carry:
Having a lot of CC on your team is an effective way to protect your hard carries. This is a substitute to taking Zilean/Yorick on your team. Orianna's massive teamfight control really helps big carries like these dps while staying very safe.
++ (aka THE SUPER WOMBO COMBO MEGA BOMB)
The Idea: This is the same idea as the first one, except that it's better. You use the tanky guy's dunk move, then use Lulu's R to apply the Knockup + Slow, then on top of that, stack Orianna R+W on top of that for the huge nuke/cc. Another support that works well with this combo is because after the inital Wombo Combo, she can come in and drop her ult on the enemy. This is what Curse.NA typically does.
The announcer for the M5 v. EloHell match in Gamescom just mentioned this combo with instead of . People are onto my secrets! L0l
Video Examples Provided by Curse.NA and Twitch TV
As you can see from watching these videos, teammates who are good with dives work well with Ori, as well as teammates with large AOE cc like and . This allows your teammates to pick out high priority targets that they normally wouldn't have safe access to in teamfights. This leads to easy decimation of full teams or just their main damage dealers. Having safe and reliable CC is what makes Orianna so powerful.
Another thing the video shows is the effectiveness of fighting with Orianna in small corridors and choke points in the jungle. This is effective because it forces the enemy together, allowing you to make greater use of your AOE abilities. It also shows that you can bait an enemy into these corridors in order to do so. You don't have to fight immediately where you meet the enemy if you have kite spells!
REMEMBER! Positioning encompasses:
Where you stand in relation to the enemy (out of harms way mostly. this means knowing the ranges on the enemy's abilities, as well as what they're capable of)
Where you stand in relation to your teammates (behind bruisers/tanks and in range to sheild)
Where your team chooses to fight!
Try to keep all 3 in mind when starting a teamfight. If the situation is not favorable, spam yellow pings and back up a bit so your team knows you don't want to engage.
If you are the type of person who is great at team fighting and is a responsible decision maker, Orianna is the champion for you. Orianna is not about nuking everyone down and winning that way. She's much more subtle. She does sustained damage, but she does it in bursts as well. Orianna is about positioning in the extreme, since you constantly have to position yourself and your ball. If done properly, however, you can control team fights, catch and zone important targets, and save teammates.
Orianna is your team's knight in shining armor. She is both sword and shield. Neither should be ignored. Without proper use of both Orianna's team utility/defensive power and her offensive power, you will not be successful.
Links to my other works:
Tristana- Hyper Carry Mentality (APPROVED) http://www.solomid.net/guides.php?g=19758
Xerath- Off Screen Bomb (APPROVED) http://www.solomid.net/guides.php?g=27545
As a Xerath player, I can say that he's very scary, but the defense you provide as Orianna can go a long way towards stopping his burst in the mid-late game phase... This is especially useful when it's late game and his only goal is to nuke your ad carry... And Viktor is a b*tch to face...
1.5% extra damage is only 1.5 damage for every 100 damage you do... Seems pretty lame to me... I take havoc when I can stack % dmg increases (like Swain's E synergizes with havoc) because %dmg increases stack multiplicatively... Ori doesn't one built into her kit though...
I agree with almost all of what you've said in here, but as far as masteries go, I like putting the 3 points into Havoc instead of Mental Force. The extra AP can help a little bit in lane, but as soon as you get an item or two, the 1.5% increase to all damage helps a lot more than 3 AP.
I actually AM aware that build 1 goes over the CDR cap... However, the build fulfills other requirements I look for to a T and I was generally trying to show that if you build void staff, you should change boots, if you go Abyssal, you should keep your sorc shoes.