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ORIANNA BUILD GUIDE: Strength of two by velam

by velam (last updated 11 months ago)

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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 Ability Power( +10.71 ability power)
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 0/1
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 3/3
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 1/1
mastery 2 mastery 2 0/3
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 0/1
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 3/3
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 1/1
mastery 2 mastery 2 0/3
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

Who am I, I am a casual gamer currently sitting in silver 1. Orianna has been my favorite champion since the day i started LoL. I bought her day one and have not stopped playing her. As she got buffed, nerfed then buffed again, her play power changed dramatically, making her hated then loved. As creditably goes i am not a Reginald or a Nyjacky level player, I do play several hours a day, but mostly normals as people get to uppity for me to fully enjoy the game in ranked. I will not say what elo i am, as i do not know, i do not check lolking. As for winning games to losing games with Orianna, i am most likely at 60% (guestimation) but i have played well over 1500 games with her, well over 1300 at level 30, and about 15 at silver level.

She is what you call a Utility Mid. She has the ability to do a substantial amount of damage, and protect your team at the same time. She has a built in shurelya's ( her W ) that also slows your opponent if he walks over your burst. Her E ( ), can save your life or your team mates life. Orianna's Q ( ) works as a ward before you walk into a bush so you do not get ambushed, aswell as doing a fair amount of damage all the way through the game. Finally her ulti while might not do much damage compared to other ulties, it is able to set up your opponents for many different techniques for possible ace's.

Pluses:
Strong all game.
very diverse, can fit any team comp well
essentially playing 2 characters, she can easily confuse opponent during laning phase.
easily sets up ganks
very fun to play.
farms easily
very mobile

Minus's:
severe mana problems early game.
fairly squishy
High skill cap

Masteries

So I went for a simple 21/0/9 setup for Orianna. She is very mana hungry so you would have a very difficult time playing with a 21/9/0 build. I would like to explain why I chose to put a point into Scout instead of the normal Improved Recall. I have quickly learned having that extra distance, even though small has improved my personal map awareness and has saved me from many ganks.

http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=0-0-4-0-0-4-0-3-0-1-0-0-3-1-0-0-4-1&tree2=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&tree3=1-0-3-0-1-0-3-0-0-1-0-0-0-0-0-0-0-0-0&v=2

(since i can not get the image to work, here is the mobafire calculator)

Runes

RUNES, I have done something different than many people. I see most people run Defensive Runes on Orianna. running extra mp5 and ap is better than some MR and damage reduction. Orianna's shield, during early game is more than enough to combat magic damage and physical damage. So I run 15 Ability Power, 7.8 magic Pen., 3.7mp5 and 28 AP at lvl 18. This keeps you strong early game and late game. the 15 ability power and 7.8 magic pen helps you early game where you need the damages to poke. the 3.7 MP5 may not to seem like a lot, but it helps tremendously all game. i feel the difference the entire game compared to a defensive tree. late game having the 28 ap is very helpful. I could have gone MR, but with Orianna, i like to squeeze as much damage out of her as i can.

if you are new to Orianna and wish to use a defensive tree, 15 Ap, 24MR, 13 Armor, and 7.8 magic Pen is a good way to go. the 24 flat MR is very helpful early game. it slows down your opponent from poking you down way to fast. the 13 armor also helps against ganks, as most junglers do most damage by physical attacks. if you are afraid by the opposite player, this is a very good tree to go by as you will be more secure to do as you please.

Summoner Spells



Explanation:
These are the two most common Summoner picks for mid.
: possibly, but you already have a shield, if you are new to ori, i guess it is fine.

: bad idea in general. never pick

: if you are very afraid of stuns i suppose, but again not a good pick

: you have a built in exhaust. bad pick

: if you can not control mana, it is fine.

: I personally use, jumping wall very good escapes

: i have seen some people run this, it is a toss up between this and Flash IMO.

: if you are very afraid of being overwhelmed sure, but better on supports due to the fact it heals others more than yourself.

: good way to get first blood and finish off if you are slacking on damages.

: NO.

: if top is not running this, and you are smart about ganks, sure take it.

Skills

Passive: Clockwork Windup

Explanation:Clockwork Windup

Orianna's autoattack deals additional magic damage. This damage increases the more Orianna attacks the same target.



Q: Command: Attack

Cost: 50 Mana
Range: 815
Orianna commands her ball to fire toward a target location, dealing magic damage to targets along the way (deals less damage to subsequent targets). Her ball remains at the target location after.
Orianna commands her ball to shoot toward a target location, dealing 60/90/120/150/180 (+50% 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.


W: Command: Dissonance

Cost: 70/80/90/100/110 Mana
Range: Self
Orianna commands the ball to release a pulse of energy, dealing magic damage around it. This leaves a field behind that speeds up allies and slows enemies.
Orianna commands her ball to release an electric pulse, dealing 70/115/160/205/250 (+70% 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.


E: Command: Protect

[Cost: 60 Mana
Range: 1095
Orianna commands her ball to attach to an allied champion, shielding them and dealing magic damage to any enemies it passes through on the way. Additionally, the ball grants additional Armor and Magic Resist to the champion it is attached to.
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% Ability Power) damage.
Enemies the ball passes through along the way are damaged for 75% of the shield value: 60/90/120/150/180 (+30% Ability Power).


R: Command: Shockwave

Cost: 100/125/150 Mana
Range: Self
Orianna commands her ball to unleash a shockwave, dealing magic damage and launching nearby enemies towards the ball after a short delay.
Orianna commands her ball to unleash a shockwave after a brief delay, dealing 150/225/300 (+70% Ability Power) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.



Skill Order

> > >

You may be thinking why not , it does the most damage. Well even though it is an AoE and does substantially more damage than. is more spamable and costs much less mana. so for early to mid game harass it is the prime chose to make. And much like Morgana, the only time you should be ranking the shield up first is when you are playing support Orianna. ( what is fun by the way)

Item Builds

In starting items, i gave you two options, one to start the Chalice with and one starting with 11 consumables. I personally like the 11 consumable start, but starting with the is probably more gold efficient. I find the 11 consumable approach to last longer in lane and am able to farm much better, as well as be more aggressive in lane and have the early dominance.

Is the most important part of orianna's beginning game. she becomes mana starved very quickly. the MP5 that the chalice and the gives her, makes it when blue buff wears off, or if the jungler refuses to give blue buff to you, you can still keep in lane. so whether you go with the 11 consumable approach or the approach, you have to build on first buy back.

the second item i called "early game core item" next to the is . This is a Very strong item against melee champions early game, also builds into . This is a strong item to counteract ganks. you could ignore it and go straight for or (what you could do if you are very very far ahead) but the Seekers Armguard is a much safer choice.

So late game comes around you have your 3 core items, and you are wondering what to buy next.

If you are a core AP carry and damages are needed. are very strong picks for Orianna. More Ap from the Rabadons is good for any Ap carry. Morellonomicon is not a normal pick for most people, but the AP plus the MP5, the CDR and the passive makes it one of the more hidden OP items in the game. I also put in DFG. It is a strong item and also is very strong if you are going for the glass cannon Orianna.

Void staff is situational item that i would only buy if they are buying MR.

If you are being targeted by the other team and your team is not able to get them off of you, is a strong item, not only to re-position yourself, but also to keep your health high and raise your AP. I also put in the defensive Items list because while it does have Magic Pen, and a DoT, I feel it is a over rated item that a few famous people love and it became popular. The health is nice, and the passives are nice. but i feel in most cases morellonomicon is stronger.

If you fall way behind during laning phase, or you are forced to be Support is a good item to pick up. Your natural slow plus this item makes you a fearsome character, even if you do not have the damages. tag team that with and you have a perma-slow character.


Pure defensive items:
: you now have a second life. This item i pick up only when i feel like i am being targeted in every team fight. It is a good item, makes you less worried about positioning during team fights, but takes away a slot for more damages. :D

: Orianna is more of a poke type champion there for stands back with the ADC. with this you can not use its Passive to its full ability. You can build it as a last resort if you are being pommeled by assassins, but really you will never use its full ability.

Item I chose to ignore that some people love:

: i see this only being good if you can build it by the time you are level 8-10 as this items max level up is 10. what Orianna would suffer by if she builds this first instead of going .


: I find you can not spam abilities enough to build into fast enough. you could build it on ori, but i find better, and find Archangels staff over kill to put on top of it.

Early Game

Early game is a challenge. If you run staring set, you will have to play very passive and only farm until your first buy back. if you run the 11 consumables. you can play a bit more aggressive and use to poke your opponent. In low Elo and Normal games, they have trouble keeping track of both where the ball is, and where you are, is it is easy to poke. if they ever get into range, make sure to auto them. but remember harass is less important than last hitting. Using while poking will give them a huge health decrease, but i tend to save that for ganks, on both sides. It is a easy way to escape, and easy way to slow your opponent for when your jungler ganks.

Mid Game

Mid game, you have passed the lvl 6 thresh hold and while your damages might be low still, you have more control over fights. You can roam and set up very strong ganks for who ever needs it, and at this point should clean up a wave no problem. I personally love to roam with orianna, her mobility with and the ease of killing with a simple combo makes the entire team very happy.

Though if you are behind your opponent and you are on very negative kda farming at your tower is very easy. if they wish to push the tower down can clear the wave very easily. but if you are just free farming under turret, her auto attack animations are very clean and you should have no problem last hitting. (2 tower hits and an auto attack for melee creeps, and 1 auto attack 1 tower attack and 1 more auto attack for ranged creeps)

if your team is winning every lane and does not need a gank any where, pushing towers is very easy for Ori. Her slows the creep wave from forming around their turret, so you can auto attack away and not have to worry as much about your creeps changing the targets to other creeps.

Team Fights

Late game, your opponents should now despise you. you control every team fight and your damages are reasonably high.

If you are an AP carry for your team, your goal is to take out the large group with AoE attacks. prefered to take out an ADC, but as you are glass cannon or close to, you are standing in the back and damaging anyone you can.

If you are to play the role of control the battle field ori, then you are going to be more tanky and be more in the middle of the fight. your goal is to keep the adc in line and make sure the bruisers do not go after your adc. your other job is to keep your team shielded if necessary. You are a man that does it all.

Lastly if you fell behind or is a support, your goal is to keep everyone alive and also control the battlefield. you will be loving the slows and to keep the other team in line. Your shield will be the most important for you, but you will want to make sure you are making your team speed up, and the other team slow down. have a shield ready for when someone is about to take a big hit.

match ups

matchups will be pointed with a "easy", "moderate" or "difficult"
(these are more personal that statistical, situations very)

: easy, her skill shots are easy to dodge and her ulti easily countered by

: moderate. I personally find her very difficult to deal with, but with your and you should be able to deal with her.

: easy she is easy to bully and even after lvl 6, you will find this to be a farm lane more than a kill lane. boring but easy to get by laning phase with.

: easy. She is only strong due to her ulti + stun. Since your shield counter acts a lot of tibbers initial damage and your chalice's MR, she will be easy subdued.

: Moderate. His ultimate is very annoying, and his stun, if you get hit by it also very annoying. But if you are strong at dodging you should be fine against him.

: HARD. her damages is very strong all game. if you get caught in a poison, expect to be left with very little health or none at all, she was my old main, and she loves to harass early and mid game.

moderate. bully her early, and you should start to out farm her easily. she becomes difficult when her ulti is earned and she can be on top of you easily. as you are a poke champion her pull in and jump will make it difficult. you can stay under turret if she becomes stronger than you. but early game should be your domain.

easy. She is very squishy all day, and a melee champion with no strong gap closers. she can run faster for a bit, but you can easily out play her and get easy kills. She will end up giving up and roam, giving you either free farm and tower, or giving you a chance to roam yourself.

: Moderate. His gap closer and his ability to hit you over the waves of minions makes poke very easy for him. most times they start with a ring, so dodge well and poke well and he should back quickly, but be warned he hits hard early game.

Hard. this is a personal issue with Fiddles. His fear + life steal is just broken IMO. stay very passive during laning phase, and if you can farm under turret.

easy. Abuse him early, put him behind. at level 3 he starts to be more aggressive, but your mobility makes things much easier. wait till he farms with his troll poll and then combo Q+W on him. make sure to dodge his ulti and you will have a good time.

: difficult. Make it a farm lane. that's all.

: Moderate. his barrels hurt a lot, but you should have a easy time harrasing him in lane due to the fact he is melee. most times he will farm with his barrel, but if he uses body slam on the minions poke him. when he hits level 6, you will have issues because of his opposing battle control and making him push you towards him.

: Moderate. he has 7 different spells he can use against you, so you have to play like he is a bruiser and an ADC. dodge his shots when you can, and stay max distance when he switches to melee as he is a heavy hitter.

easy. he is very squishy, if you harass him early game you will surely come ahead. make sure you watch the ground for his Q and never walk through his wall of pain.

Hard. Pre lvl 6, be hyper aggressive. even if he silences you, auto him. that is his only real attack. when he hits level 6, his teleport will become your downfall. become very passive and close to or under turret is possible. remember to call mia's when you lose site of him as he loves to roam.

: Easy. Her early game is very weak and often she plays very passive. if she does not, abuse it asap. your shield does not counter acts her jump so you have to be careful. when she hits level 6 your it should be to get from her spinning knives of death.

: can not say, i have only met a few. Her slows hurt, but she is either very strong player or very weak. i have not found a constant yet.

moderate. if he goes full AP, then you should have an easy time as his stuns will come less frequently. never full engage on him and never turret dive a kennen. his utli makes it easy for him to get many kills under his turret. dodge his Q and if his turns into a ball of lightning walk away and poke him, as he can not auto attack in this form. if you get 3 stacks of his electricity, you get stunned and probably will die.

hard. he is a strong damager from level one. watch for his W, his ranged attack and try to stay out of his jump range as his jump plus Q (his melee attack) is very very strong against squishies. his damage will out do yours the entire game.

: Hard. one of the few times i will rush abyssal scepter after chalice. her burst op. keep under turret, make it a farm lane, unless jungler is there to help.

easy. her kit is designed just like Orianna's play style, but with a short range. your extended range should give you a easier time fighting. her Q will not reach you if you are smart, and her mobility ability is easy to spot and move away from. at level 6 watch out for her burst as it can kill fairly quickly if you get to close or you let her get to close.

moderate. learn to dodge and you will be fine. play safe and never stop moving. as soon as he binds you, you are going to cry.

unknown. have not seen more than half a dozen of him. stay behind your minions and only walk up to them when your about to hit a minion yourself. his DoT may jump on you and make you sad. play very very passive when he hits 6 as he will jump on you even under turret to drain your life and kill you.

easy: stay behind your minions and she will never spike you. also keep moving. at level 6 when everyone loves to turn into the cat, your poke just became easier as she is in minion range and you can easily her.

moderate. are you playing a normal? well this is going to be a skill match. who ever has more practice with her will win. constantly move and look for your opponent to stop to farm. use that time to poke with your ball. Watch out for her when she seems overly aggressive as she will probably be setting up a gank for the jungler. And always keep track of her ball and her. that will save your life.

hard. your melee poke will be blocked many times and his polearm is a point and click attack meaning you can not dodge. play fairly passive and watch for him when he hits level 6 as he will want to jump. (i have a personal vendetta against pantheon, don't ask why)

easy. since he is in melee range poking him should be no problem. if he become aggressive just walk away, do not engage. Do not let him snowball. Make this a farm lane and it will be afk farming.

moderate. depending on the ryze, he will either be over aggressive 24/7 making it very difficult to farm, or he will play very passive. if he is over aggressive, make sure you have mana for your shield, and when he finishes his combo poke him with your Q+W, make sure to keep many health pots. When level 6 you should have an easier time. His ulti is not that useful if you keep away from the waves of minions and you can easily make him cry with easy setups with ganks.

easy. stay away from melee range. he will try to root you. watch out because his animation is a bit smaller then the range. over all, because he is more to stop melee champions if you are not rooted you should be fine.

moderate. learn to dodge. her stun will do much damage. as she hits level 6 her ulti can easily 100 to 0 you. this is the place to play passive and disallow her to snowball off of you.

easy. his blind sucks, but he is very squishy early game. just poke with spells and when he doesnt blind you, auto attack. make sure to keep health pots on you as his DoT can hurt as he levels and begins to get AP items.

Hard. you might think AP trist hard? yes her early game is ridiculous and her mid game with her ap ulti is very very very strong. passive is the name here, and do not allow her to jump on you. you have two options, have the jungler help you shut her down early, or play passive and pray you can keep farm up as she won't be afraid of towers often.

easy, you can see when he wants to use "pick a card" as he has to move up. his wild cards are easy to dodge as they are at 45 dagrees, 90 dagrees and 135 dagrees from his position.

he is as strong as the player. he can be very very easy or very very hard. his stuns and damage can quickly 100-0 you at level 6 and even at level 3 he can cut your life span in half. if the player is dumb on the other hand, you will snowball out of control as he will constantly miss his stun and E.

moderate. his early game is very easy to fight against as his damages are mostly melee range, his surikens can do some good damage but are easy to dodge. when he hits level 6 his ulti makes things very difficult as he will quickly surround you. you should be able to poke him enough early game that you should be ahead, but if he see's one weak spot early game, he will take advantage of it and snowball.

hard. this is a personal issue...i just love walking right into his bombs, as the bounces always get me. for everyone else, moderate to easy.

Team Fights

I personally play Orianna back with the adc. her strength lies in controlling the fight. your positioning though all depends on how the opponents play. if they play, kill the ADC, you have to be able to stop them as well as put damages on them. this is secured by either shielding the ADC and so he can run away, or the other team re-positioning them into a better spot for your team.

If they play the poke comp, your job is to make sure your team can run in and get them. shield your tank and so they can charge in, and then making sure they can not run with . That spell whether you are glass cannon or support should take a 1/4 of their life away to 3/4th.

If you become part of a jungle fight, and it was a mistake fight, it will most likely be your choice to either go in and slow them so they can not leave, or speed your team up to get out. choosing neither is also a choice, but will end up being your fault if you lose the fight.

if you become the person the other team target. fear not, as you have a zhonya's, a and a flash at your disposal. much like an ADC, disengage then reengage as they start to fight your bruisers. they must be targeting you because you are a glass cannon, their for destroying their health. use that cannon, do not just straight run away. just disengage.

Your attacks also makes you the KS QUEEN as you shield your team who is fighting, you can for the last hit.

champion synergy

: his ulti combines well with orianna's. he leashes upto an opponent, she ulties, then he ulties effectively holding most of not all the opponents in amumu's ulti making it easy to kill.

: his punch up makes it easy for Orianna to slow and or shockwave the opponents keeping them close to us so we can go up for an easy kill.

: his grab makes it easy for Orianna to slow or shockwave the opponents making it an easy reset for darius.

: his charge in sped up by makes it easy for our team to control them and make the Shockwave very effective.

Kennen stun + orianna's shockwave, makes a dead team.

his cataclysm is more effective when orianna pulls them all together.

same as hecarim, his speed to get to the opponents with a shield on him makes it easy to control their movements.

Ori+ shyvana was made famous by team curse i believe.

same effect as the pony and shyvana.



Final Comments

This is a Very High skill cap champion. Many people say, "easy to play, but hard to master." with orianna, she is a champion that is hard to play and even harder to master. You have to think about being in two places at once. She need a player who is very aware of positioning of both yourself, your ball, your team and their team.

But because of this high skill cap champion, She is my favorite.