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ORIANNA BUILD GUIDE: orianna the clockgirl by heartbeat

by heartbeat (last updated 9 months ago)

Featured237,577 Views 6 Comments
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Magic Resist(+12.06 magic resist)
3
Greater Quintessence of Ability Power(+14.85 ability power)
9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
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 1/1
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 0/1
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 1/1
mastery 2 0/3
mastery 3 3/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 1/1
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

Hi. I'm Heartbeat, from the formerly Team MRN. I'm also a high-ELO ranked player, who has three accounts in diamond 1 currently. I've played three roles competitively (mid/ad/support) and i consider myself to be a very versatile player with a good understanding of this game. I'm currently playing as a sub for Team Dignitas.

u can follows me on twitter : @HeartbeatLoL
or twitch stream: twitch.tv/heartbeatttlol

[http://i.imgur.com/CbWno21.jpg]

This guide will be on Orianna, who has been a very popular pick ever since her release, up until today !

pros:
  • Abilities have an extremely long range
  • Auto attacks scales into late game
  • Extremely strong utilities with
  • game changing ultimate
  • Strong early/mid/late (all) game
  • Really fun to play!
  • have mostly good matchups

cons:
  • Has a high skill cap / hard to play
  • Need to practice your own positioning AND your ball's positioning
  • not very mobile

Runes

[http://i.imgur.com/GKVCx15.jpg]

Marks
I personally recommend using hybrid penetration marks. This is mainly for her early game - with hybrid pen marks, both your auto attacks and your abilities will be dishing out more damage. It's not TOO much difference from pure magic pen marks, so if you don't have to money to have hybrid pen marks, then it's definitely fine to just run pure magic pen.

Seals
armor seals are very very standard on AP mids. Especially because of the occasional AD champions mid such as Zed or Pantheon, armor seals will help you mitigate damage. These are definitely best in slot, because 90% of the games you play will have more than 1 AD champion on the enemy team. If they don't however, taking scaling health seals are also really strong.

glyphs
I like MR glyphs because you will need them to trade against other AP mids. These will basically mitigate a LOT of magical damage you will take, and combined with your shield you will basically win every trade. If you're not against an AP mid, then feel free to take scaling or flat AP glyphs for additional damage.

Quints
15 AP quints are pretty much the only option here. These will give you an extra punch in your early game, which means your autoattacks, your abilities will do more damage, and your shield will also shield for more as well! There are no other quints better for orianna.

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 1/1
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 0/1
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 1/1
mastery 2 0/3
mastery 3 3/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 1/1
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
As an AP carry, you want to deal as much damage as possible. Hence you'll be taking 21 points into the offense tree to maximize your damage output. Some people will prefer going the spell weave - blade weave masteries and take points off arcane blade, and you can do that, but i personally like these masteries better as a more consistent damage output from arcane blade.

The rest of the 9 points go into the utility tree where it will give you mana regen, cdr on your summoner spells, and basically more sustain from your potions. You can replace the biscuit mastery with the extended buff duration one, but i prefer the biscuit one because Orianna has one of the best laning phases in the game, and this will let you get there.

Summoner Sets

Primary Set
Flash is a must have. It simply offers way too good of a utility for you to skip on. You can use this as an emergency escape, or to secure a kill. Regardless of how you use it, make sure it counts because it goes on a near 5 minute cooldown!

I think Ignite is especially strong compared to other champions on Orianna, because of the 5AD/AP you get from masteries. Without taking into account the true damage you get from using ignite, but when ignite is on cooldown your abilities and your auto attacks will be doing much much more damage! OP~ Hence I actually like burning ignite at earlier levels for the bonus stats that i get from masteries. :^)
Barrier & Flash
you can take barrier if you're a bit scared of matchups against assassin or all-in champions like gragas or zed! this will most likely save you more than once in a game if you're caught off position.

Item Builds

Starting Build(s)
Default Starting Build
2
Build 2
2
Doran's ring is the best way to maximize combat stats for a lane dominant champion like Orianna. However, if you want to play as far back as possible and just want to farm, starting a flask is better because it will give you much more sustain than starting with a doran's ring.

yellow trinket is preferred over the red trinket at the start of the game because you simply will want a ward on at least one side of the mid lane so that you're able to push out over the half way line without getting caught by the enemy jungler.
Final Build(s)
Standard Final Items
I'll talk about the items that are optimal to get on Orianna.

Mid game items:

- i see a lot of people go tear on Orianna. Personally, I don't like it. I've tried it a lot of times and although you do get a big mana pool, seraphs embrace doesn't give enough mana regen going into late game. Not only that, Orianna needs a cooldown item and going tear pretty much makes you buy grail/morellonomicon for the cdr anyways. If you like going tear, then go ahead - but i gave my reasons to NOT go tear.

/ - you'll want sorc shoes most of the time for more damage. Get this whenever you have the money for it. However, if you're against way too many CC, it's not a bad idea to invest in mercury treads which will give you tenacity to help you survive the CC hell.

- this is my favorite item on Orianna as a first buy. The path is extremely good because you'll most likely have money for a chalice on your first back which will give you enough mana sustain to last you for a long time in lane. Orianna is definitely a heavy mana dependent champion so having this will pretty much let you solve that problem. The 20% cdr and the pinch of AP is definitely also a bonus.

- A lot of asian pro mid laners get this because by midgame orianna's damage is abysmal if you're not extremely far ahead. This will give you that mid game damage you need! I've tried it and it's great but the only reason that keeps me from buying it every game is that it delays your deathcap.

- are you against a Zed? or perhaps multiple AD assassins on the enemy team? then you definitely want to get this as your 2nd item. You'll be getting massive AP and armor from this item alone, which helps you both offensively and defensively. The active is also really great for making plays and to prevent yourself from getting focused in teamfights.

- if you don't need Zhonya's, then you DEFINITELY want to get this as soon as possible. Orianna's damage is a little bit weak in comparison to all the burst casters, so getting this will give you the pinch you need going into mid-late game to top off your damage.

late game item goals:
-try to get these if you havent.

- A core item to most AP mages going into late game. With the introduction to spirit visage and mainly Cowl, AP damage will start dealing much less compared to before going into the mid/late game. Hence you should definitely get this to tear through the magic resist that the enemy team will probably have!

- if you're insisting on not buying any defensive items, this will round out your build as your 6th item. I don't recommend going for a full damage build like this.. but I guess if you're just playing normals or don't really care, then this item is excellent for giving you like a last item damage spike. Since your Q cd is like 2-3 seconds, you will constantly be proccing the auto attack modifier from lich bane so this item is excellent for her.

- this item is pretty strong against poke heavy / inevitable ultimates (e.g. naut ult/blitz hook/etc) because of the spell shield. It'll make it near impossible to catch you off guard, (although you shouldn't be in a position to get caught XD) .

- if there's no way you're living in teamfights, and you're dying and you really can't help it because 9 people are zerging you, buy this! it'll give you a 2nd life and hopefully your team can make the best of the situation while the enemy team blows everything on you and you still live.

- depending on how your team is playing it out, you gotta decide which trinket to upgrade going into the late game. If you're lacking vision throughout the map, upgrade the yellow trinket into a stealth/vision totem for additional vision across the map. If you have enough vision, then feel free to switch to the red one and upgrade it into an oracle's lens so that you can assist your team in clearing out areas so that you can secure areas away from the enemy team.

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
You can actually skill up Orianna all three ways for Q, W, and E. Maxing Q first is the most popular build, and I'll explain why here.

You'll definitely want to put points into your ultimate at levels 6, 11, 16 for increased damage and decreased cooldown.

Before I go into the 3 paths, I want to talk about getting Q or E at level 1. If you need to brush check at level 1 for scouting information, then you will definitely want to get Q first to get vision in brushes. Otherwise, getting E level 1 is definitely better for going straight into lane. Shielding yourself and auto attacking will get you free damage early, while not taking any damage.

Maxing first, then
Maxing Q first allows you to reposition your ball more often. At max rank, Q has a cooldown of 3 seconds - and with some cooldown reduction it'll go down to 2 seconds. If you're still learning Orianna, you'll definitely want to max Q first because if you aren't experienced with knowing where to put your ball in lane, or where to put it in teamfights you will get punished after sending your ball at the wrong place and you won't be able to reposition it for a long time. The other thing is that maxing Q first actually deals more damage over time than W if you're constantly able to use your Q to damage your lane opponent - although this is unlikely, what i'm trying to say here is that maxing Q is NOT a low-damage skill path.

Maxing first, then
Maxing W first will be better for your lane because usually how the mid lane plays is you'll trade with your spells, then back off. If you're good at throwing out your Q at the correct place, then your W should also hit the opponent laner as well right? In that case, The Q+W combo will deal more damage in these short trades. Not only that, but remember that Q's damage output is reduced by all the minions that it passes through, but W damage is not affected by that.

Maxing then
The rare E max. I actually don't max E ever, because if I ever have trouble in the laning phase, I put 2~3 points into it and then max Q after. The one specific match up that I put some early points into E is versus Leblanc - which will be explained in the match up section below. But if you ever feel like a match up might be extremely difficult, put some points into E early levels, and then max Q after. How the trading should go is you shield yourself and mitigate the enemy damage then you throw out your Q+W+autos and you should definitely win the trades easy.

Skills

Clockwork Windup
Orianna's passive is one of my favorite passives in the game. Your autoattacks deal additional magic damage every hit - but not only that, it will deal additional damage if you keep attacking the same target. This passive scales extremely well going into late game (both base damage and scaling off AP) and makes Orianna a force to be wreckoned with all-game long.
Command: Attack
Your basic ball-locating spell. You tell your ball to go to a target location, and it will deal damage to everything that it passes by, dealing less damage as it hits more targets up to a minimum of 40% damage. This ability has an extremely short cooldown at max rank, making it an attractive spell to max first for most occasions!

note: your ball will give vision, meaning you can use this to brush check for you!
Command: Dissonance
You command the ball to cause an AOE field that damages everything inside, and speed up your allies/ slow down enemies. This ability is very strong for team play because you can use it to quickly speed up your teammates, or use it as an AOE slow field for zoning out enemies (or even both!) Make sure you have the ball at the correct location before you use it! And ofcourse, apart from the utility it gaves, you will be using it with your Q to poke out your opponents.
Command: Protect
A targeting ability that shields an ally (including yourself) and give the target bonus armor/mr. This ability also damages everything that the ball passes through (similar to Q). Extremely strong to use it in combination with a tank, and also a very very strong trading/dueling ability to use on yourself.

Note: After you cast E on an ally, it will give you a range that you need to be within, otherwise the ball will return to you. So pay attention to the range!
Command: Shockwave
One of my favorite ultimates in the game. This ability will cause a vacuum in your ball's current location, pulling everything inside the AOE, as well as damaging them. This ultimate is especially strong in combination with other AOE CC abilities, and it will also be very easy to land it AFTER the enemy is already CC'd.

Match ups

I'll talk about some popular mid lane match ups for Orianna. Remember you might have a different opinion of the match up and that's completely fine, everyone is entitled to their opinions. This is how I've fared against these champions.

- You out trade her extremely hard at early levels. Don't eat a lot of her Q and E's in lane, otherwise the match up will go in her favor. After 6, don't ult at her first if she has her ult up because she can easily just dodge your ultimate and all-in you after. You win this game by just laning against her, don't be too greedy for kills - you will get plenty of kill potential on her as long as you're patient.

- i'll talk about annie because she's seeing much more play lately in solo queue. Orianna destroys annie because of your long range. Everytime she tries to Q you, you can just walk back out of her range and throw a Q+W at her direction and you will get free damage on her. The only thin she can do is an all-in with flash, so watch out for that and you will be fine.

- another easy match up. Try to ward at least one side, and then play extremely aggressive against him. Yes, Karthus has the POTENTIAL to beat orianna if he lands every single skittle, but i've never seen that happen in solo queue. You can shield some of his skittles, and you can literally just zone him out of the wave. The only problem in this match up is the ganks from junglers initiated by a karthus wall, so keep that in mind. It's also really easy to harass the Karthus at his tower trying to farm with ori.

- Playing against lb is probably one of the most annoying things in the game. She has an extremely high burst starting from level 2, so how I like to play this match up is put 2~3 points into e early to shield her burst. She'll probably break the shield, but you shouldn't drop too low as long as you shield the bursts, and then trade back immediately with Q+W+auto. Don't ever be in a position to get chained, and I recommend buying mercury treads + get grail ASAP against her.

- A skill match up. You can definitely beat her early levels by watching her cooldowns, but she becomes pretty annoying with the long range and shields later on. If she ever throws out a binding randomly and misses, you can zone her out until it's back up. Try to outpush her and roam.

- Orianna destroys TF in lane. Watch for his pick a card timings, and play aggressive everytime it's down. This should be an extremely easy match up, as long as you don't get ganked with Tf's gold cards + jungler. I personally like taking teleport against a TF to turn ganks around because Orianna offers way more in skirmishes compared to a TF.

- Zed is a tricky one. You can definitely beat him early game by shielding his damage and just auto attacking him to death, but later on he'll just constantly wave clear and poke at you with his shuriken. Try to get an early armguard, and once you get the hourglass you should be completely fine with this match up.

Laning phase / early game

Orianna has an extremely versatile laning phase. At level 1 if you're going into lane with shield, shield yourself and throw out 2-3 auto attacks. You shouldn't take much damage and you should've already done a free 100~150 damage to the enemy laner. Try practicing so that once you have the ball near the enemy laner, you're in a position just out of your Q range (but your ball is still inside your leash range) and whenever your Q is up, you're able to harass them with a Q. It's also worth mentioning that you shouldn't be depleting your mana solely trying to harass - a good tip for this is to keep your mana levels around 40~50% during laning phase. If you decide to go all-in on something that looks good only to get baited by the enemy jungler, you'll need mana to shield yourself and W away.

Orianna's one of the 'safest' zoning champions in the game, so practice will make perfect! I actually also want to talk about using ignite at level 1 for the bonus AP/AD damage - i sometimes like to do this against the harder match ups, so that i can do a decent amount of damage to them at level 1, and after that I'll still have that bonus AD/AP to still be lane dominant.

Against poky champions like Lux or nidalee, another tip for Orianna is to have a key set for self-casting your shield so you can immediately just shield the poke. This way you'll be able to stay in lane longer by shielding all the pokes that the enemy throws at you!

mid/late game + teamfights

When it comes to mid game, there are two things you can do. Either way, you should be pushing your wave as hard as you can really fast - this becomes incredibly easy with blue buff. Push the wave, and then decide if you want to farm wraiths/wolves and wait for the next wave, or if you see any opportunities to roam bot/top, then do that. Roaming takes a good amount of game sense and knowledge and you will miss minions doing it, but if you ever have a successful one, you might be able to snowball the roams to a tower or a dragon! If you're pressured constantly by the enemy mid lane however, it's probably a better idea to just try and outfarm him by taking mid farm and jungle farm.

late game! by here, hopefully you've finished off your void staff. Once you have this, your damage should be MASSIVE, and try to get your team to group up and siege. Orianna is excellent for sieging and poking, as your Q+W pokes do an insane amount of damage, and you can shield you/your teammates from taking pokes! If you feel like your team is strong enough to dive, or someone said 'im diving,' make sure you're ready to follow up with your ultimate!

I want to take a moment and talk about the wombo combo thing. Yeah, it's really cool to combine orianna's ultimate with another CC ultimate such as malphite or a nocturne that will jump into the enemy team. But if you want to do this, be EXTREMELY careful with your leash range! make SURE you're close enough to cast your ultimate otherwise you'll just end up using shockwave on yourself (this still happens in competitive play XD) . If you can't or if you're more experienced, what I like to do is wait a little bit and always watch out for the enemy team clumping with 3 or more people for you to look for an ult. A lot of people have this misconception that you need to use your ult right away, and sure that's good with initiating and catching people - but if you can hold it for the middle of the teamfight and get an ult on 3+ people, you can turn fights. There are endless situations and I can't explain all of them , so again practice makes perfect!

In teamfights apart from using your ultimate, try to stay as safe as possible. If you're HP is above 80% and you're pretty sure you won't get bursted to death by anyone, always try to auto attack and throw spells. With orianna this is a lot harder because her cooldowns are really short, and you have to keep auto attacking for maximum damage output.. but not only that, you need to pay attention to where your ball is! so this might be hectic and hard to follow at first but once you get the hang of it, it's actually really fun and teamfights are where I LOVE to play orianna. If you fall much too low, stay out of danger zone and try to aid your teammates because even if you're too low to provide damage, you can still shield your teammates and use W to speed up your team!

Conclusion

hope you guys enjoyed my Orianna guide! if you have any questions, feel free to comment down below and I'll try to do my best to get back to you!

remember to follow me on twitter: @HeartbeatLoL
and subscribe to my stream at : twitch.tv/heartbeatttLoL
to learn how to play other champions too!

tune in to my stream, i often do commentary and teach how to get better at the game, as well as me trying to get better myself.
this is my stream schedule!
weekdays (mondays~fridays) 12PST ~ 6PST
and i stream on weekends on random times :p
but DO tune in on weekdays! ^~^

Comments

January 21, 2014 - 05:30 PM #1

http://sh.st/cM6P

September 2, 2013 - 08:33 AM #2

I don´t know whats your Problem guys, this is despite its shortness the best featured guide on Solomid and i can just hope he will add things to it over time.

My Questions to Heartbeat:

Do you think its viable to get 21/9/0 Masteries vs Assassins like Leblanc/Zed/Fizz etc.?

Whats your oppinion about Cloth 4/1Pots? vs. AD-Caster?

If your Opponents build a lot of MRes( i think the threshold was 70+Mres: Top goes SpiritVisage, your Mid opponent bought Grail and maybe even an aegis is up there.) I think you should skip Deathcap and really go Hauntingguise into Voidstaff. It definitely gives more Dmg than Deathcap + another AP item the only downside is it doesn´t give as much shield on E. What are your thoughts on this?



And Last but not Least, i really need more Matchups: Fizz and Karthus especially. Maybe you can even explain the matchups in more detail.



Thanks for your work!

August 30, 2013 - 11:02 AM #3

@ Careless Jungler: this is how the world goes..

@DAT_URF_STANCE: Ye but why would you make one? Its not like you have stg new to say..its prolly about 2 things: u get featured for free so u got free reference to your stream and "net-fame" so theres one more place your name pops up..



i mean whats the point to put out a half as.sed guide when there are some detailed ones out there already? and why is it featured? just cuz of your name and so ppl can get to your stream from an other source? cuz this guide contains no new or well explained information, no charts, no videos, no detalied options and you dont really play the champ anyways.... this is shady as fck idd..

August 30, 2013 - 03:27 AM #4

He probably made a new orianna guide. And personally, I think people are a bit harsh to heartbeat. Like he said, these are reference guides, not in-depth 100 hour guides. He might not only play one or a few champs and make an unbelievably amazing guide like invertedcomposer or zakkers but he has professional experience, and I'm sure he played all the champs he made guides on

August 30, 2013 - 03:13 AM #5

This guide had 3 upvotes and 8 downvotes yesterday and several people voicing their concern over heartbeat's guides in the comments section. Now today this guide magically has 12 upvotes and 0 downvotes with all of the comments removed. Yeah...thats not fishy at all...

August 28, 2013 - 03:35 AM #6

that escalated quickly

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