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ORIANNA
Viable AP Carry Orianna Build
by Wickerman2
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RUNES>
9 Greater Mark of Insight
9 Greater Seal of Force
9 Greater Glyph of Force
3 Greater Quintessence of Potency

MASTERIES>
Offense (9)


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Utility (21)


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SKILL ORDER>
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Clockwork Windup (Passive)
Command: Attack X X X X X
Command: Dissonance X X X X X
Command: Protect X X X X X
Command: Shockwave X X X
ITEM BUILD>
Starting Items: boots-of-speed+health-potion3 or sapphire-crystal+health-potion2 (most of the time i get boots+heal pots. if im up against noobs, i do sapphire crystal)

Next purchase: catalyst-the-protector > rod-of-ages (finish the rod of ages as soon as possible after tier 1 boots)

sorcerers-shoes (i usually keep this item unless if im up against a strong cc team, which then i would buy mercurys-treads

Then purchase: rabadons-deathcapvoid-staff
make sure to buy elixir-of-brilliance -this will add around 50 ap to your total with deathcap

Suggested/Situational Endgame items: void-stafflich-baneabyssal-scepterquicksilver-sashbanshees-veilzhonyas-hourglass rylais-crystal-scepter sight-ward elixir-of-brilliance


Remember to always buy health potions and mana potions when returning to base(if needed)
Buy doran rings during earlier lane phase if you go back to town and have enough to spare but not enough for an item like blasting wand.

Skills
[skills/orianna/p.png] 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.


Explanation: Don't underestimate this passive. if you start out with the suggested runes, (or swap out mana regen seals for ap/lvl seals, you'll have lots of ap to begin with. this will add a lot of damage to your auto attack and gradually increase during lane phase without having to buy any ap items. this allows you to last hit or push a lane back much easier






[skills/orianna/q.png] 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 40/45/50/55/60 mana

Range 600


Explanation: This is a very powerful zoning tool. use it to force your enemy to either stay back or keep them at the side of a lane to make it easier for your jungler to engage them from a side bush. it helps reveal any hidden champions lurking in bushes or any areas that arent warded that you need vision for (such as dragon/baron/neutral buffs)






[skills/orianna/w.png] W: Command: Dissonance

Orianna commands her ball to release an electric pulse, dealing 70/120/170/220/270 (+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

Range 1200


Explanation: this is her most powerful skill offensively, defensively, as well as support. you can combo Q+W your enemy and literally tear out chunks of hp from them. defensively, you can counter a jungler attempting to gank you (xin for example by casting dissonance on yourself and almost immobolizing them allowing you to easily escape. if you and teammates are chasing someone down, you can throw the ball ahead of the pack and cast dissonance and it will give everyone in that aoe a huge speed boost.






[skills/orianna/e.png] 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 (+60% 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

Range 600


Explanation: Another very strong skill. At level 1, i get this so you can harass with ease. With boots, you can wait for your opponent to cast their level 1 spell on a creep then engage them with auto attacks. You cast your shield and it will protect you from their spells and minions targeting you. Supportwise, you can save yourself or allies with the shield if they are ignited or being focused on. Remember it adds armor and magic resist so putting the ball on a melee ad champion makes a world of difference. it also helps your allies escape if you cast dissonance while the ball is on them and slows everyone down chasing them.






[skills/orianna/r.png] 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

Range 1200


Explanation: This is a great spell. it completely disrupts any focus and can make aoe ults much easier for your allies. This also disrupts any channeling or supression spells so use it if you think it's needed for that situation. if you combine your Q W and R you will be dealing some serious damage in team fights.






Item Build
Items:

start out with either:
boots + 3 health potions (most of the time)
or sapphire crystal +2 health potions (if youre up against noobs)

when you go back to town buy:
catalyst + a couple more health potions just to keep yourself topped off in lane

once you have enough for a rod of ages, push your lane and go back to town (the sooner the better)

then i usually buy a needlessly large rod or i buy blasting wand and finish sorc boots

finish rabbadon's deathcap

then buy voidstaff (by now youre dealing with people stacking magic res)

the game should be over but if it continues you could either buy banshees veil or another high ap item

Runes:
9x Magic Pen Marks
9x ap/lvl seals (mp5/lvl work real well too, but once you master her ball and farm enough for catalyst you wont need to)
9x ap/lvl glyphs
3x flat ap quints

these runes will allow you to skip the typical starting out of dorans ring and will allow you to jump right into your core build. the scaling ap will help keep you in charge of the lane as you level up.
Summoner Spells
[summoners/flash.png][summoners/ghost.png]
[summoners/flash.png] [summoners/ignite.png]
Explanation:


use flash offensively or defensively. you can surprise the enemy with a ghost then q+r+w combo and immediately taking out like 1/2 of your enemy's hp. you can also use it at clutch moments where you have no escape so you flash over terrain

use ghost to catch up to your teammates to provide them a shield or help take down enemies

*#*#* I know what youre thinking--wont ignite be more useful since orianna has a speed boost already?. well yes, she does but i tend to dive a lot and i like saving my W for a Q+W killshot while diving. so thats why i prefer ghost over ignite.


if you want to take a different route, and you want early game lane dominance, you can always go for flash/ignite
just remember to change your mastery page accordingly

(personally, i find myself using ghost more often than ignite. i find it more important to get in and out of team battles as quickly as possible because late game they will focus you hard (like a global teemo taunt)
Masteries
For AP orianna i go 9-0-21

Offense: pretty self explanatory

Utility: i put 3 points into "Perserverence" instead of "Good Hands" because lets face it...youre not going to die and if you do, it might be once or twice.
I also put two points into Utility Mastery because you will want to have the blue buff for as long as possible.
Early Game
during early creep phase, try not to spam too much. try not to waste all your mana. mostly try to control the lane early game with your q (command attack) and fill in any weak spots in your lane(bushes/places of vulnerability) with it. if the enemy is being overly aggressive, try to keep a distance and do a quick q+w combos to chew out their hp.

**also, at level 1, since you have your shield spell, you will have magic res/armor +a shield. once they use their level 1 spell on a creep or whatever, rush in and start auto attacking them cast your shield to prevent creeps from draining your hp or if their cd of their spell is up. this strategy completely dominates your enemy forcing them to play defensively for the rest of the lane phase.

Orianna's passive scales real well from her ap so remember to try to last hit minions or land any auto attacks on your enemy if he/she gets in close enough range.

i max w over q because i prefer to play more passively and want to force them closer to my tower so i can make it easier for my jungler to gank as well as land a Q+W on the enemy and shoot out a few auto attacks.
Mid Game
By now you should have a catalyst(hopefully RoA under 20 min in) and sorc boots and possibly blue buff. blue buff gives orianna great opportunities to harass the lane she's in or push it.

Try to be aware of your surroundings--if a side lane looks like its struggling...you can spam W (or if urgent, use ghost while spamming W) to rush and assist your teammate in shielding and escaping or killing.

If you are pushing, push the lane hard by throwing(Q)+(W) the ranged minions and return the ball(E) then auto attack or Q the melee creeps. this will send your wave forward. Once the enemy has retreated back behind their tower, toss the ball out to the side or behind the tower to zone your opponent. if they get close to the ball, use W to make your enemy stay back. when the ball is in position, auto attack the turret with ease (but be careful of ganks from both sides; if you see another enemy approaching you while pushing the tower, quicky E+W if theyre on you or E+Q(in front of whoever is approaching you and W).

Always keep an eye out for when the blue buff(ask for assistance at earlier levels) or dragon has spawned.

(Dragon spawns every 6 minutes)
(Blue buff spawns every 5 minutes)
(Baron spawns every 7 minutes)
Late Game
This is where your ap aggression slowly evolves into a carry/support role. Since you are extremely fragile, try to keep a distance from your opponents. However whenever the opportunity arises, spam Q+W on a single or group of enemies to slowly chew out their hp for your teammates. Teamplay is very key in this stage. If you and a couple others are chasing someone down and you are behind your other allies who are chasing, Put the ball(E) on the leader (person ahead of the pack--usually your carry) and give them a speed boost by pressing W. The AoE of the W will last long enough so that you will also gain the movement speed burst so instead of just you getting the burst, everyone else in that AoE does as well.

help your teammates who are being focused with a shield and dissonance so they can either stay on their target or escape easier

Try to buy wards if you have room/money to spare (it gives you a huge advantage) If you and your team are doing Baron or Dragon, throw the ball above the ledge to check for any enemies looking to steal or ambush your team.

by now orianna's auto attacks deal a great amount so remember that if your skills are on cooldown, your auto attacks deal a powerful blow to your foe or to towers/inhibitors. (use the ball zoning method explained in mid game chapter to push towers)

(Dragon spawns every 6 minutes)
(Blue buff spawns every 5 minutes)
(Baron spawns every 7 minutes)
Team Fights
Remember that Orianna's Dissonance(W) gives you and your allies a temporary movement speed buff and it slows down any enemy in that aoe. take advantage of this. try to E+W for your allies who are chasing someone down or if they are trying to escape. they will greatly appreciate this.
Note that your ult is like a vacuum so use it to cancel suppression or channeling spells.
Your Q can go through any terrain as long as its in range so take advantage of blind spots when ganking.
Use your ball to thwart enemy carries
Always try to keep a large distance between yourself and the enemies because Orianna is very fragile. If you find yourself being targeted, try to escape using summoner spells and reposition yourself accordingly

Much of this is explained in the "Late Game" section. Just remember if you see someone about to die, shield them and if needed, W them out of there. I usually put the ball on AD carries and tanks. The way you put the ball on melee carries/tank is for example if your ally is xinzhao, jarvan, garen, leona, etc, the W radius will not only increase their movespeed, but the enemy will get damaged/slowed by the aoe. The ball will also give your ally 30 armor/30 magic resist as well as a hefty amount of shield.

**also, try to save your allies with your shield. if they are ignited and have very little life left, immediately toss the ball on them(shielding) them from any further ignite damage

(Dragon spawns every 6 minutes)
(Blue buff spawns every 5 minutes)
(Baron spawns every 7 minutes)
Jungling
Orianna does not require much jungling but she can do it well. by level 8 she can handle blue buff alone very easily. You do this by using Q then W then return the ball to you by pressing E then Q+W on them again then return the ball by pressing E. repeat this process until he's dead. your spell cooldowns are very low so it works well. remember her passive scales off ap so she can dish out a lot of damage by this level. always see if your jungler or roamer can assist you with the blue buff so you can return to your lane or gank a lane more quickly.

(summary for jungling is: focus on having blue buff at all times)


(Dragon spawns every 6 minutes)
(Blue buff spawns every 5 minutes)
(Baron spawns every 7 minutes)
Final Comments
I've had a great deal of success with this build so i highly recommend it. Thank you for reading this guide and feel free to add any comments/suggestions/questions. this guide works tremendously well in ranked. so far my orianna record is 22 wins/4 losses with a 7/1/9 k/d/a per game average.


update 9/15/2011: ori still dominates even with the nerfs. since riot is weakening her Command Attack and its range, it would be wiser to focus on Dissonance as the first skill to max. I know most guides say max Q first, but you wont go wrong with W if you play more positionally, instead of spammy

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Comments: 12
  • Wickerman2
    1 year ago
    updated guide 8/8/2011
    this build will work extremely well for ranked. my ranked scores for orianna are 21 wins/4 losses with a k/d/a average of 6.4/1.4/10
  • Wickerman2
    1 year ago
    @stevebroil although chalice is a viable item. it still strays away from orianna's core build. the mana regen runes and catalyst's mana regen is plenty to sustain a lane. if im still struggling, i will just purchase a couple mana potions. my objective is to try to get that rod of ages around the 15-20 minute mark.

    although q has shorter cooldown and less mana cost, i still think W is stronger since it eats chunks of hp out of any nearby enemies during teamfights; thus putting your team in the advantage. i dont only use the W during lane phase, if my team is doing dragon for example, and we see the enemy team approaching i will W a chokepoint so that it will slow the enemy down long enough for us to finish up and escape with ease.
  • steveobroil
    1 year ago
    @Wickerman2 (edit in last post: i wrote Queue instead of Q [lol])

    The chalice is basically to replace a dorans ring, as many players use boots, 3 dorans in laning phase i prefer to go boots, 2 dorans and chalice, making it much more valuable plus it is significantly cheaper than archangels and gives the required mana immediately rather than needing to be farmed.

    When harassing in lane you want to do it as often as possible, spamming W pre Chalice/arch will leave you dry in no time, yes blue buff is useful but having both is even better and not to mention having a fiddle jungle or a nidalee/other ap in your game can sometimes restrict access to that buff and it isnt viable to rely on it. Q however is much cheaper and does alot of damage, tho W does more it is still sufficient as orianna is very strong in lane regardless, big hit Q's aswell can make it possible for you to zone your opponent easily, whereas if you're versing a mobile champion many can often dodge the W in time wasting alot of mana and if you did land the Q it isn't enough damage.
  • Wickerman2
    1 year ago
    @steveobroil What you said is true, however even with 10% reduction in damage, the amount of damage dealt by Q is extremely insignificant where as the W is a constant number. I'd rather have the ball out to near them or behind the ranged minions in order to zone the enemy. Once they attempt to last hit their own minion, i can punish them with the W's damage while keeping my distance, rather than having to run back towards them and shoot the ball at them again (having to be in that range)--so the Q is more predictable whereas the W is less predictable. After punishing them with my W, i also have the opportunity to catch up with them and Q them so i will get more damage in. Also having the higher level slow will completely neutralize junglers from trying to kill you. ive had xin, nocturne, udyr,etc, try to gank me many times, but my high level slow will almost immobilize the gank attempt and i can get away safely.

    As for the chalice idea, yes it is a nice option (i rarely ever get archangel anymore- due to the fact that i am consistently managing blue buff in a timely manner)-so mana is rarely an issue any more. The only problem with chalice is that i think the chalice it would be a waste of an inventory slot whereas the tears can be upgraded into an ap item. I try to make most, if not all of orianna's items somehow geared towards AP because her damage output is extremely valuable to teamfighting situations. however, i will test it out and see if its worth mentioning in the situational item section. thank you for the suggestion
  • steveobroil
    1 year ago
    @Wickerman2 Maxing Queue is necessary for the harass, although W does more damage, Q is a short cooldown and leaves W as an escape tool. Hiding behind minions won't do anything if you continue to use Q to harass as you will already have your ball behind the minions, and the % loss through minions doesn't make that much of a difference. Also i suggest building chalice on her rather than Arch as it gives better sustainability, saves alot of gold, gives good defense and is overall a good item on a champion that is mana starved.
  • Wickerman2
    1 year ago
    @NiNjaBalla maxing Q first isnt all that great. remember that the damage your Q deals is reduced by a percentage for every creep is travels through. so if your opponent is smart, he/she will hide behind creeps to reduce the damage output. at least with W, the damage is consistent and it also slows them down allowing you to auto burst them down a few more hits. i covered most of the mid/late game advice in my "lane phasing" and "team fights" section, but i will revise it soon so it will be more specific
  • Wickerman2
    1 year ago
    i usually try to keep a distance between my enemy and myself. i harass them by punishing them when they overextend. i throw q very slightly behind them and hit w. this will slow them down enough for you to land a couple auto attacks. i do this when they are close enough to my tower so that i can use it as protection. in mid lane, i throw the ball at side bushes before feeling comfortable to push the lane or harass. as far as mana issues, she should be able to handle blue buff at around level 7. i mentioned on how to effectively kill him in my "jungling" section. otherwise, i buy mana and health potions whenever i go back to base(buy wards if you feel like you cant handle ganks)
  • ekthoth
    1 year ago
    How do you harass with this build? With just one point in shield and attack you get rid of a lot of her lane shutout capability. If you're using dissonance to harass you have just gotten rid of her escape utility (assuming your summoner skills are on CD) and you're burning through mana as fast as possible. I do agree with tear however, as it synergizes well with her short CD moves. Early game this build will suffer a lot though, no mana regen and not mana pots.
  • Wickerman2
    1 year ago
    she deals with low mana capacity issues earlier and mid game. her cooldowns are one of the shortest out of all the champions in the game. it's easy to max out the tear/archangel passive with her low cooldowns. with archangel you'll have over 3000 mana. the 3k mana will compliment archangel's passive which will also gradually increase your overall AP with rabadon. your mana capacity will be very high, allowing you to constantly use your spells during team fights.
  • Pragz
    1 year ago
    Why on earth would you get Tear/Archangel's on her?
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