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ORIANNA BUILD GUIDE: SEASON 4 BALLZ TO YOU !!! by SkiLLY

by SkiLLY (last updated 4 months ago)

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9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Scaling Ability Power(+1.53 ability power per level (27.54 at champion level 18))
3
Greater Quintessence of Ability Power(+14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

Full Item Build

View Item Details
21
0
9
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 1/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 0/3
mastery 2 1/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
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

Introduction

Check out my Season 4 Montage ^____^


Hey guys, It's SKiLLY here bringing you a brand new Season 4 update on my favourite midlane champion Orianna!! Orianna Is a high utility ap caster. She is a Jack-of-all-Trades meaning she can Poke, Kite, Burst, Shield, and even Stun. Her high utility allows her to change and dictate the flow of a teamfight and potentially carry the game through clutch shields, or pulling of a great ult to win teamfights.Why spend your time and look at this guide? Well, I am a Diamond 1 player in NA, I've been rank 13 in Season 1, rank 7th in Season 2 and even competing at MLG Anahiem and now currently sitting on Diamond 1. This guide is also in depth meaning I put a lot of time and effort into updating it to give you guys all the information that I know to help you play Orianna to your potential. So please enjoy the guide and be sure to give it a thumbs up!!

Pros:
-Great Lane Presence
-Great Utility Kit
-Good Burst Damage
-No Real Counter
-Jack of all Trades
-Wins games

Cons:
-Takes a lot of practice to perfect her skills
-No real escape mechanism
-Short Range

Runes

MARKS : Hybrids are the best marks you can go on Orianna because she can use auto attacks as well as abilities to harass and damage enemies so these runes along with the 6% penetration mastery will really give you a boost in your damage overall. These runes are cost efficient but also pricey so if you can't afford them don't sweat. Just use x9 Flat Magic Penetration which will do the job.

SEALS : Flat armor seals are the best seals in the game by far. They help you in terms of getting harassed by auto attacks, getting hit my lane and jungle minions which do quite a bit of damage early on, and just get you tankier to survive ganks or bait of potential kills. Along with the passive on your E which gives you 10 flat armor and magic resist at level 1, it will help you out against ad matchups like Zed, Riven, or even Khazix. They are very cheap, and are strongly recommended.

GLYPHS : For glyphs on Orianna I run Ability Power per level over the traditional flat MR runes. Why you may ask? Well, because having 1 point into your E already gives you 10 flat MR and Armor which is basically the same as running flat MR glyphs. You can use it to your advantage and help spike your mid-game damage by grabbing Ability Power per level along with all the bonuses to AP with the new Season 4 Masteries. Plus you will be getting a Chalice anyways which gives you MR so I think Ability Power per level glyphs are optimal on Orianna.

QUINTS : For quints I run flat Ability Power. It helps out with your damage from your Q, W, E, and R as well as helps you into last hitting minions because of your Passive that converts your Ability Power into bonus magic damage when you auto attack a target along with the Arcane Blade mastery, flat AP is the optimal rune setup for Quints on Orianna. You could also run Movement Speed Quints if you are up against a heavy Skillshot based enemy team, like a Morgana, Amumu, Thresh but other than that, flat AP is the way to go.

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 1/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 0/3
mastery 2 1/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 Utility
This mastery page is a pretty standard AP caster setup that I use for when I play most of my AP caster champions.

I put 21 points into the Offense tree to optimize my damage output. Let's go over them together.

: I put a point in Double-Edged Sword to help bring more damage to the table. It is basically a trade off where you deal more damage, but in return you take more damage. A good pick up when playing Orianna since it gives her a boost in her damage.

: I max out this Mastery skill for the 5% Cooldown Reduction. This means you will be able to use and spam your abilities more which is a great stat to have on a spammable champion like Orianna.
: Mental Force when maxed gives us 16 Ability Power at level 18. Maxing this skill will give a nice boost in damage in the mid game stages where Orianna damage capabilities really show.
: Arcane Mastery gives us 8 flat Ability Power meaning with just this skill and your Quints you are looking at 13 flat AP at level 1. More ability power means more damage which is great for any AP caster. Putting a point in this skill is a must.

: Executioner increases damage dealt to champions below 50% Health by 5%. Which basically means more damage ! A great skill to max that synergizes with Double-Edged Sword. Max this skill out to optimize your damage output.

: Archmage increases Ability Power by 5%. Not that big early on in the game but will be a huge boost when in combination with Rabandon's Deathcap which will increase Ability Power by 35% in total. This is also another must to optimize your damage output.

: Dangerous Game is a totally underrated mastery skill. To the common players it is just a waste of a mastery point. Who needs 5% Health and Mana restoration after killing an enemy. That's nothing. WRONG ! When you go all in against your opponent he will be also throwing everything he has. Most cases this will often lead to 1 side killing another but then dieing seconds later due to a last tick of ignite or minion aggro. Well this is where this mastery point shines. After killing your opponent is restores 5% of MISSING Health and Mana which means the lower your Health and Mana after killing an opponent the more it heals you for. This means instead of getting killed by the last tick of ignite or getting killed by an OP purple caster minion after killing your opponent it will heal you enough to survive the damage to come out on top. This mastery synergizes really well with a clutch level up.

: Arcane Blade gives your auto attack some bonus magic damage based on your Ability Power. This helps you with auto attack harassing as well as last hitting minions and hitting towers. Synergizes really well with your Passive.

: Devastating Strike is a new mastery that gives us 6% Armor and Magic Penetration when maxed. In combination with your Magic Penetration marks, this will boost your damage output on spells, as well as give a nice boost in damage to your auto attacks as well. This is a skill that is must to be maxed out.

: Havoc is the last skill in the Offense Mastery Tree. It gives us 3% increased damage which in unison with Double-Edged Sword and Executioner gives us a whooping total of 9.5% increased damage. With all these masteries taken in the Offense tree your damage output will be at it's maximum potential.

I put my remaining 9 points into the Utility Tree for some bonus utility and cooldowns. Let's go over them as well.

: Phasewalker reduces the casting time of Recall by 1 second. Doesn't seem like much but can be the difference of you being caught in a brush recalling and getting killed or making it just in the nick of time.

: Fleet of Foot gives us 1.5% Movement Speed increase when maxed which is basically 1 Movement Speed Quint. I max this over Meditation since 3 Mana regen is really nothing and it a stat that can be easily bought. Movement Speed is also useful and synergizes really well with your passive that we will later go through. Movement Speed is also useful throughout all stages of the game. It can be the difference of dodging a major skill shot CC or getting caught by it and dieing.

: Summoner's Insight reduces the cooldown of Summoner Spells by 10% when maxed. This is really crucial since Flash is a really important summoner spell to have up. If you enemy mid laner did not put a point into this skill, your flash and ignite will be up before his meaning you can go for a kill since his summoners wont be up.

: Alchemist is a nice little bonus utility spell to have. Increases duration of potions and elixers by 10% meaning more health and mana regeneration on potions as well as a little bit more time on your Elixers.

: Last but not least is Rune Affinity. This skill increases the duration of Shrine, Relic, Quest, and Neutral monster buffs by 20%. This means your blue buff and red buff will stay on your longer, as well as Baron. A really good utility skill to put your last point in. Help you farm more when having blue buff and spam your abilities more. Also having Baron buff for an extra 20% longer isn't the worst thing to have.

Summoner Sets

Primary Set
Ignite and Flash are the 2 summoner spells that I have when playing almost all AP casters.

Ignite : This summoner spell is what maximizes your damage output. It burns the targeted champion which deals true damage per second for a short duration and reduces Ignited target's health regeneration and healing effects received by 50%. This summoner spell does true damage which means it ignores all Armor and Magic resistances. The summoner is also useful against champions that have heal such as Swain or Nidalee as they have high healing effects.

Flash : Flash is the single most op summoner spell in the game. This summoner spell teleports your champion instantly to wherever your mouse cursor is within 400 range. This summoner can be used offensively as well as defensively. It can be used offensively to catch up to an enemy to land skill shots, aggressively dodge a skill shot to grab a kill, or even Flashing to get an extra ability + auto attack combo off to net a kill. This summoner can also be used defensively when getting ganked. You can flash away, or even flash through a wall to create even more or a distance between you and your enemy. It can also be used to reposition yourself in the case where you should get caught out and live from certain death. Flash is a summoner spell that is a must have for it's versatility.
Barrier & Flash
Barrier and Flash are chosen as my summoner spells when facing an assasin like team composition.

Barrier: The only time I run Barrier over Ignite is when I'm facing Assasin Midlaners which are champions such as Riven, Zed, Lee, Kha, Akali, Annie, Leblanc. The champions that are basically designed to 100 to 0 you in a matter of seconds, this is when you take Barrier. It shields you from incoming damage for 2 seconds which is a great counter to burst champs that deal all their damage within a second. Be careful when you use it. Do not use it unless you know you are going to be taking damage since the shield is only last 2 seconds. A great defensive summoner that can be used in combination with your E to give you a pretty good shield.

Flash : Flash is the single most op summoner spell in the game. This summoner spell teleports your champion instantly to wherever your mouse cursor is within 400 range. This summoner can be used offensively as well as defensively. It can be used offensively to catch up to an enemy to land skill shots, aggressively dodge a skill shot to grab a kill, or even Flashing to get an extra ability + auto attack combo off to net a kill. This summoner can also be used defensively when getting ganked. You can flash away, or even flash through a wall to create even more or a distance between you and your enemy. It can also be used to reposition yourself in the case where you should get caught out and live from certain death. Flash is a summoner spell that is a must have for it's versatility.
Cleanse & Flash
You can grab Teleport and Flash to apply global pressure in all lanes.

Teleport: You can take Teleport as a summoner spell if you are more of a passive player. It is a really strong summoner spell. Just farm away at mid and if you see one of your side lanes getting ganked teleport to them and turn the tides. This summoner can catch enemy gankers of guard and totally shift the entire momentum of a game. An example would be your jungler ganking for botlane but gets counter ganked by their enemy jungler. Teleport to a ward at bot and help win the fight and push bot to get tower followed by a dragon which will help snowball your entire team and the game to your favour.

Flash : Flash is the single most op summoner spell in the game. This summoner spell teleports your champion instantly to wherever your mouse cursor is within 400 range. This summoner can be used offensively as well as defensively. It can be used offensively to catch up to an enemy to land skill shots, aggressively dodge a skill shot to grab a kill, or even Flashing to get an extra ability + auto attack combo off to net a kill. This summoner can also be used defensively when getting ganked. You can flash away, or even flash through a wall to create even more or a distance between you and your enemy. It can also be used to reposition yourself in the case where you should get caught out and live from certain death. Flash is a summoner spell that is a must have for it's versatility.

Item Builds

Starting Build(s)
Default Starting Build
2
Build 2
4
Build 3
Starting Build # 1
The standard starting items I buy when I play Orianna is a Doran's Ring and 2 Health Potions. This starts gives you everything you could ever want. Health, Ability Power, Mana regen and a passive that gives you even more mana regen. Along with 2 Health Potions this is the optimal start that you can have when playing Orianna.

Starting Build # 2
Another starting build that you can go is running Flask + 4 Health potions which can be achieved by waiting at base when minions spawn and grabbing a 4th Health Potion. This start does not give you any combat stats however, It does give you the highest sustain possible for laning if you are against a heavy harasser or you are more of a passive player that just wants to farm minions until you get a gank from your jungler which is perfectly fine. Both starts are good, it's just up to your playstyle.

Starting Build # 3
You can also start of with a Flask + 1 ward + 1 Health Potion if you are up against a heavy ganking jungler like Rammus, or Jarvan. You give up some Health Potions for vision that can potentially save your life which is a capital trade. To use the ward to best effectiveness look where your enemy mid laner came from. Their red side or blue side. If your enemy mid laner came from his Red side, ward their blue side brush at 3:15. Do the opposite if the enemy mid laner comes from his blue side.
Final Build(s)
Standard Final Items
This if the 6 Items that I get on Orianna that optimizes her damage output.

Athene's Unholy Grail : Grants you MR, Insane mana regen, CDR and Ability Power. What's not to love about this item. A must buy and the 1st item that should be rushed on Orianna. It complements her whole kit.

Sorc Boots : These boots will help you do more damage to your enemies since it gives you Magic Penetration. These are the standard boots to get on AP casters but if you want more survivability, you can get Merc Treads.

Liandry's Torment : Since Orianna is a Jack-of-all-Trades champion. This item works well with her insanely low cooldowns and poke abilities. With insanely short cooldowns you will be able to bring even the tankiest champions down with this item. It gives you AP, Health, Magic Penetration as well as a really cool passive which is basically like an Ignite that burns 2% of their current HP which can double if the enemy's movement is impaired. Long story short, Q+W= Tons of Damage!

Rabadon's Deathcap : This is the IE for AP casters. This item here gives use a huge boost in AP which really spikes your damage as soon so get this item. A must for all Ap champions, especially Orianna which helps boost all her dps through the roof.

Void Staff : After getting a Rabadon's Deathcap, Void Staff should be rushed. What's the point of all that Ability Power if the enemy has 200 MR? Sorc boots and Liandry's will be enough magic penetration for early-mid game but once lategame hits and everyone starts getting their MR, you're going to need some heavy penetration and this is where Void Staff comes in. Gives you a nice boost in AP as well as a 35% Magic Penetration which will help you melt tanks in combination with Liandry's.

Zhonya's Hourglass : At this stage of the game, the enemy's Marksman or Bruiser will start having a ton of AD which means we need to grab some armor. This is where Zhonya's Hourglass comes to the table. This item gives you everything you need against AD champions. Armor, Ability Power and a really useful active that turns you into an invunerable state which can be used to rotate your cooldowns or if you are experienced enough. You can make plays by flashing into their team and Q+Ult them and immediately using Zhonya's to stop any retaliation while your team finishes them off. With Athene's giving you MR, and Hourglass giving you Armor, your E when maxed out gives you 30 MR and Armor makes you a pretty damn tanky AP caster.

Build Order
This is exact build order that I go when I play Orianna. I start Doran's Ring, purchase boots and a Chalice. I grab a Haunting Guise instead of trying to finish up my Chalice because we don't really need the other stats yet of Athene's and purchasing a Haunting Guide optimizes your mid game damage. After Haunting Guise I finish my Athene's and grab Sorc boots. This is when you start hurting a lot and can really throw a punch, or a ball ( HAHAHAHHAHAHA I'M SO PUNNY) Next is to grab a Liandry's that will help your DPS along with all the CDR you will have to help poke down and damage enemies. Next purchase is Rabadon's Deathcap for obvious reasons. A huge chunk of Ability Power, what's not to love about that, followed up by Void staff which gives us % Magic Penetration for when the enemies start grabbing MR. Zhonya's hourglass is next but can also be purchase before finishing Liandry's if you are against a heavy AD team.

Situational Items

Seraph's Embrace
I don't usually grab this and get Athene's instead because of all the effects it gives us. This item gives you a ton of MANA as well as a nice mana shield when fully charged but I recommend getting Athene's instead because of all the stats it gives and your E is a low cooldown shield which in time will shield you for more damage than Seraph's Embrace. Good item, just not on Orianna.
Morellonomicon
I grab this item instead of Liandry's if I am against a bunch of healers. Like Nidalee, Soraka, Mundo, etc. It is really useful item to pick up when facing healers as it reducing any incoming heal by 50% when his below 40%. Meaning if you catch 2-3 people in your ult and burst them down Soraka's ult will be useless. Great item to pick up when against healers.

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
I grab E at level 1 because I start of with a Doran's Ring which sets me up at about 40 AP at level 1. Along with my Passive and Arcane Blade, my auto attacks do quite a bit of damage so what I like to do to set up lane dominance is to get E at level 1 and when I come into lane I start off my auto attacking my opponent and then immediately shielding myself from counter auto's as well as minion aggro that does quite a bit of damage earlier on. Other than that, I max R followed by Q then W and then E.

Skills

Clockwork Windup
This Passive along with the Arcane Blade mastery gives you bonus Magic damage on your Auto attacks that helps you with harassing enemies and damaging them as well as last hitting minions.
Command: Attack
This will be your main harassment throughout the game. You ALWAYS ALWAYS should facecheck brushes with this spell as its low cd and low mana cost and could save lives. You may think just to cast it at enemies for some damage but you can intentionally use this spell to zone your enemy.
Command: Dissonance
MUST READ: this is what will win you most lategame teamfights. Neat Trick is to E your ally who initates like singed then as soon as you see him going in W him for speed. At lategame your shield will give him 600dmg shield from the start and about 2x the ghost burst which can catch your opponents off guard.

This is why I dont take ghost on Orianna because it gives you 3 second burst of speed which at lvl 3 (30%) is faster than ghost (27%) and also slows for the same percentage. This is awesome for chasing an enemy down with blue but has quite a bit of CD so you must use it wisely.
Command: Protect
This ability returns your ball to you or an allied champion on command which will grant them a nice shield on arrival that scales with your AP and also grants passive MR and Armor to the target with the ball. A really nice shield which blocks quite a bit of damage when you start getting your AP going.
Command: Shockwave
This is what makes Orianna deadly in teamfights. It is an AOE spell that basically sucks people into where your Ball is when activated. It has a decent range and is what will separate the good Oriannas from the great Oriannas. This ability right here can ultimately win a teamfight single handedly if you can catch 3-5 people in it. This spell has a decent AOE range on the suction animation so try and activate it when there are 3-5 people near your ball. You can also reposition your ball to get a better ult off with your Q.

Champion Matchups

Fizz
Difficulty
Favors You
Fizz matchup if pretty easy. He is a melee and you are a ranged. This is where you use your passive to your advantage and harass the hell out of him. Remember to shield yourself while you are harassing him with autos so that if he does jump on you, you will be able to block some damage. Also run barrier if you think you need it.
Gragas
Difficulty
Favors Enemy
Gragas is one of Orianna's toughest matchups. He is a melee champion but his W makes him super tanky and durable enough to take some harass not to mention his Passive which recovers his health and mana everytime he uses an ability. Once he get a Chalice, he will be basically invincible in lane. His barrels do quite a bit of damage and with unlimited mana at his disposal he can be quite a tough matchup. Once again his ult really depends on how good it is. It can either completely destroy your team or can miss and do nothing. Try to have some teamfights and focus on their ADC and support instead and let your teamates handle him.
Leblanc
Difficulty
Favors You
This matchup can go either way. I usually take Barrier against her and it helps me win the all in trades. Try to zone her with your Ball and harass her with your Q as it is longer range than your Auto attacks. You can't trade with her at level 6 but taking barrier will probably make her not go all in on you. You are way stronger in a teamfight so be sure to tell you team to group up for dragon and kill her or her teammates then.
Riven
Difficulty
Favors Enemy
This lane matchup is also another tough one. You harass may do some damage early on, but once she gets lifesteal it won't be able to do much. She is really scary and get quickly burst you down with her rotations. When you are facing a Riven the best thing to do if farm and wait for teamfights. This is where you shine. Try and not to die and grab a Armguard early on.
Syndra
Difficulty
Favors You
Syndra is another decent AP caster with a huge nuke at level 6. Her damage will be mainly her landing Q's that can be avoided and dodged and her R which can be blocked with your E + Barrier. She is a single target burst champion which means she does not do as well as you in teamfights. Also if you are able to dodge her skillshots, throw some harass back her way and slowly gain dominance. Use that to your advantage.
Zed
Difficulty
Favors You
Some people think Zed beats Orianna but I beg to differ. Faker has went Orianna into a Zed and rushed Chalice and still beat Zed. I watched the replay and he started of by harassing him with a barrage of auto attacks and using his Q to poke and zone out Zed. If Zed wanted to go all in at level 6 he just shielded himself and Barrier.

Early Game

This is where you can get your lane dominance. First go mid and as soon as minions spawn and fight at mid you want to E yourself and land an auto attack or two to your enemy. Everytime your opponent comes up for a last hit Auto attack him followed by an E to start gaining lane dominance. Be careful and not to get carried away while Harassing as it can lead you to lose CS and get damaged by creeps which are OP early. The art of harassing is easy, once you see one of your minions low stay near it as your opponent will most likely come up to last hit. As the last hit your minion Autoattack him/her/it then quickly move back to your ranged minions as you dont want to take any aggro early on. Your primary goal is to farm for catalyst by rather last hitting and not fighting. ONLY FIGHT if you you know you can kill your opponent or if you can bait your opponent into a creep wave which will result in an early kill since minions are OP early.

Mid Game

This is where Orianna starts getting fun. You can get to either side lanes quickly for ganks or counter ganking because of your W speed boost. Kindly ask your jungler for blue, either the 2nd blue (7:20) if they started blue or the 3rd blue (12:XX) If they do give you blue you want to spam your spells mid and push your lane, and while your lane is pushing look to gank either side lanes where your opponents are over extending. You dont want to be trading farm mid because if you have 100cs so will he so it's not benificial to your team, so you want to be constantly ganking.


Mid Game is also where you start racking up in Gold. Heres a neat trick to almost guarentee your Spell Combo without being in harms way of the team fight. Before the teamfight starts you want to E your initiator like Singed. As soon as your teams ready you want to W for a boost to initiate and when the teamfight is starting make sure your close enough to Singed that your ball wont come back to you, make sure to get your finger on R and wait for Singed to be near 2-3 people and as soon as you see that he's in range of 2-3 people you want to R immediately then W after for the burst damage. After that your enemies that were caught in that combo will be at the center of singed while your Q and your E are still up, As soon as you R then W you want to cast Q in the center of where your R sucks them in then immediately E your tank again since he will be taking some damage. You should always strive to get Golem buffs and it will make Your Q's cd around 2-3 seconds at 300-500dmg which is INSANE.

Late Game

Late game is where you SHINE *sparkle sparkle*

Ive already explained teamfighting in the Mid Game section now i will be explaining how to poke to win teamfights or gain a free tower. Lets say your team is pushing a turret but your enemy is defending it. You should have your golem buff as it is lategame. You want to immediately Q next to their turret and try and hit an enemy champion. Since this will get aggro from their turret you want to immediately E yourself right after which at lategame should be around 400-700 damage shield. Keep poking until they are low. Once their low you and your team have 3 options. NOTE: While you are poking if you see that you've damaged one of their opponents considerably you want to try and kill him. Lets say theirs a veigar and you catch him with a Q and it takes 20-30% of his hp. Next time as soon as you catch him with a Q IMMEDIATELY R then W for a one combo kill. In Lategame blowing your ult for 1 kill is ALOT as it will result in a 5v4 with the advantage on your side resulting in a teamfight in your favour or an inhib or even the game.

1) Just take the turret and rinse and repeat on next one.
2) Force a teamfight as soon as someone is low or right after the turret kill.
3) You end up killing one.


NOTE: While you are poking if you see that you've damaged one of their opponents considerably you want to try and kill him. Lets say theirs a veigar and you catch him with a Q and it takes 20-30% of his hp. Next time as soon as you catch him with a Q IMMEDIATELY R then W for a one combo kill. In Lategame blowing your ult for 1 kill is ALOT as it will result in a 5v4 with the advantage on your side resulting in a teamfight in your favour or an inhib or even the game.

Teamfight

Orianna is deadly when it comes to teamfighting. Her ultimate along with her low cool down spells are perfect for team fighting. A single well used ultimate can turn the entire tide of the battle in a second. In a teamfight use your E every single time it's off cool down. It makes your ball travel to an allied champion so use it on your frontline tanks that are soaking up damage. A neat trick to do is to E an ally that is being focused down by the enemy team and then using your Ultimate to hit everyone. Your ball will be hard to see in team fights since so many abilities will be used so it to your advantage and place it in the center of the enemy team and unleash it. Remember your abilities are low cool downs so spam it to damage enemies as well as to save teammates and RELAX in a teamfight and analyze the situation so that you can pull of a great ultimate. With practice you will soon get used to the range of it and be my comfortable with your ultimate so practice practice practice !

Final Comments

UPDATED SINCE NOV 29TH, 2013

Hey guys I have been reading the comments on this guide and people have been asking for an update so here it is! Hope you enjoy this guide and have lots of fun playing Orianna with a similar playstyle to mine! Thank you for taking your time to read this guide and hope you OWN the Fields of Justice.

twitter : @tipsyyyyyyyyyyy
IGN : tipsyyy

Comments

May 2, 2014 - 01:20 PM #1

YOLO MY GUIDES IS MANY WELLER THAN THIS ONE FUCK YOU

October 6, 2013 - 07:46 PM #2

Putting in one hybrid mark will grant you 1 free armor pen. Or running the full 9 hybrid pen marks you only lose out on 2-3 magic pen and gain 8-9 arp. No biggie but it does add a tiny bit of damage.

October 3, 2013 - 12:27 AM #3

Hiya SkiLLY, I really like ur ori guide, and wanna translate it into Chinese. Certainly I'll mention u as the writer. Do you agree?

September 30, 2013 - 05:46 AM #4

@FadedWill If diamond 2 isnt enough. What if I told you I was rank 13 season 1 and rank 7th Season 2 and went to compete at MLG? is that enough now? lol

September 28, 2013 - 07:17 PM #5

Dumb guide,ur runes and masteries are the reasons y u die a lot in every game, 3.4KDA in retarded diamond 2 is not enough to teach others how to play ori

September 20, 2013 - 05:30 PM #6

Actually she does have an escape method. It is not a Con. Just use distortion as you are running away. It will give you the speed boost you need to run from anybody plus it will slow your pursuers

September 18, 2013 - 03:11 PM #7

Waiting for update on your Cassiopeia guide! :)

August 26, 2013 - 07:51 AM #8

Without a Matchup Section this guide is pretty useless to me :( . I´m sure you can add them ;)

July 27, 2013 - 11:48 AM #9

Awesome to see you playing again! Are you going to start streaming again as well? I used to watch you back when you were in vVv. Would love to see your ori/kennen play again these days. pce dood

July 24, 2013 - 04:59 AM #10

first game orianna with this build, 24-2-13 lol thanks man (:

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