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Orianna Build Guide by SeMike

Middle 14.13 Orianna (OP)

Middle 14.13 Orianna (OP)

Updated on June 25, 2024
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League of Legends Build Guide Author SeMike Build Guide By SeMike 22 3 127,048 Views 2 Comments
22 3 127,048 Views 2 Comments League of Legends Build Guide Author SeMike Orianna Build Guide By SeMike Updated on June 25, 2024
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Runes: Aggressive 14.13

1 2 3 4 5
Sorcery
Arcane Comet
Manaflow Band
Absolute Focus
Scorch

Precision
Legend: Haste
Cut Down
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2 3 4 5 6
Default
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

14.13 Orianna (OP)

By SeMike
Abilities explanations and tips
(P):
Orianna's basic attacks deal bonus magic damage on auto attack. Also, with additional auto attacks to the same enemy, stacking up twice, you deal an extra little portion of damage with each auto attack.

Orianna loses all stacks of her bonus damage when she attacks a new target.

(Q):
ACTIVE: Orianna commands The Ball to fly to the target location and remain there, dealing magic damage to all enemies it passes through, reduced to 100% − 40% (based on enemies hit).
This is the ablity with which you position the ball on the ground.
If you move too far from the ball, the ball disappears from the ground and teleports to you

(W):
ACTIVE: Deals huge chunk of magic damage around the ball area, and also leaves an electric field on the ground.
The electric field gives MS boost to your ally and MS slow to the enemy, decaying over time. (field stays on the ground for 3 seconds)

(E):
PASSIVE: The Ball grants whomever it is attached to bonus Armor icon armor and Magic resistance icon magic resistance.

ACTIVE: Orianna commands The Ball to fly to the targeted allied champion or herself and attach itself to her target, dealing magic damage to all enemies it passes through and shielding her target on arrival for 2.5 seconds.

(R):
ACTIVE: Orianna commands The Ball to unleash a shockwave after a 0.75 seconds delay, dealing magic damage to all nearby enemies and Airborne icon pulling them 350 units towards The Ball.


Tricks:
- When your E while moving to someone to shield him passes through an enemy, it deals damage as well to the enemies it hits on the way!
- When wearing the ball on yourself, you can R->Flash and catch the enemy off guard with your ultimate, without having to spend any of your cooldowns to reposition it.
- You can keep your ball at the max range of disappearance (next to Orianna model there is a little arrow which changes the color based on how close are you to losing the ball) and then surprise the enemy by launching Q from you instead of the place you have been keeping your ball at.
- While having ball on yourself you can R->Flash mid R animation and surprise the enemy by this outstanding move! Especially useful in meele matchups or with ghost when you are able to run close to the opponent. Biggest advantage of this is that enemy does not react to the ultimate, when while the ball is on the floor, and enemy is nearby it, he is constatly aware and prepared to react.
- You can hide your ball in textures / walls / structures and surprise enemy by this outstanding cheesy move, because they won't be expecting the ball to be arriving from some wall or smh.
Ball management
Basics of ball positioning, and how to think about using the ball as a weapon of potential damage, without really having to use the damage abilities (W/R) itself.

Laning phase:
During laning phase you most of the times either wanna keep your ball near your enemy, therefore you can easily poke (QW) them, keep in mind to not spam it unless you have finished some item that gives you mana or you have blue-buff. If you place your ball slightly behind the virtual area where the enemy has to stand when he goes for the last hit, you can give him the full combo, which is Q->W->E->AA and possibly additional auto-attack and one more Q on the way out if you run phase rush.
If you don't know about enemy jungler's position and are trying to play a specific side of the map, but you are not 100% certain if the bush is safe or not, you can just check it with the ball. Orianna players often underestimate the vision that your Q gives you. You can also use the ball to clean control ward in the bush from a more safer distance.
If you are getting ganked and both the person ganking you and enemy laner are coming from around the same direction, when the distance is gonna be closing you may be able to ultimate them all and secure your safety with that.
If enemy is endangering you with all in, such as LeBlanc or Talon, make sure to not keep the ball too far so you can E yourself in time (shield + additional resistances).

Dragon / Nashor / Voidgrubs > objective take:
With Orianna you can zone a lot of champions, even the whole team, if they come from one part of the jungle, very easily, by just placing your ball to the entrance. Because they can't walk through it multiple-people at a time coz of your ultimate, and you can get enough time to take down the objective before enemy figure out how to re-position properly. Playing around jungler entrances and tight spaces, just like it's known with Rumble's ultimate.. Orianna has insane virtual power by just keeping the ball on the ground.. be patient with pressing R

Tower siege:
You want to push your ball as much forward as possible without getting yourself in the risk of getting all-inned, from that point, you disable enemy from engaging on your team because you are set for a multi-man shockwave.
Itemization
Strong against squishy team, or if you are very ahead and want to snowball.
SUBOPTIMAL - This item is decent if you play vs many assassins. I don't recommend it in most of the games, as it takes way too long to scale but especially in lower mmr. but can be very difficult to play against.
Exactly what the doctor ordered, for most games in a tanky meta. Sligthly cheaper than Seraph and spikes sooner, and will always be a good scaling item thanks to it's passive, if you have nothing better to build, just get this.
Strong against tanky team comps, if enemy have 2+ tanks, buy it later on. This item also works well in extended fights thanks to it's passive that sligthly increases your overall damage output after few seconds.
Void Staff's younger brother. It's cheaper and less effective in terms of burst damage, but the AH it gives compesantes in longer fights. The heal can make significant different later on, esp. after Rabadon.
This item is a must have if more than 2 enemy champions are building magic resist. You should build this item later on in the game no matter what since durability patch(as 3rd or 4th at latest) even if enemy players do not buy a lot of magic resist. The later on in the game it is, the higher value this item has.
Orianna has high mana costs and in combination with the scaling this item provides its just too good not to build it.
This item amplifies your damage like crazy, especially if enemy have shields OR don't build a bunch of mr.
This item is an alternative to Shadowflame. Sort of like a shadowflame but instead of good vs squishy its good vs tanks. You can always proc it's passive due to your W and R being CC proccing it. Heavily recommended even as last item if you already have everything you need like Raba, Void Staff etc. and are wondering what last. The HP it gives also come in handy. The vision it gives since S14 can unintentionally change the outcome of a fight, is a very NiceToHave thing but can be very powerful too.
If your teammates don't want to build healing reduction and enemy has a lot of champions with healing in their kit (such as Dr. Mundo, Kayn, Aatrox, Olaf etc.) or many lifesteal items, you can build this. It's also a very strong item against champs who don't build any MR since it gives a nice portion of flat magic penetration.
Great option for 3rd/later item, situationally when you don't need Banshee / Zhonya and you are ahead even potentially even as 2nd item. Amplifies your damage dramatically and therefore gives you insane damage numbers power. If you already have 3-4 items as a control mage you should always get Rabadon.

COMBINE WITH LIANDRY - In my opinion, underrated and great option against team comps with a bunch of champions that you need to kite (such as Singed, Shen, Kalista etc.). Base stats of this item are just amazing for it's price and the slow on Q and E will be annoying for the enemy team, bust most importantly work's crazy good with Liandry procs, as it keeps slowing.

Must go item against full / very heavy ad team comps since Orianna's base armor is VERY low. A good option to rush as 1st item if you are laning against something like Akshan / Qiyana / Talon / Zed (champions that will melt you, or champions that profit from letahlity)
You should always get this item later on in the game even if you don't need the armor itself so much, just because the statis-effect can turn around the team fight a waste a lot of enemy spells pretty easily.
Great item against champions such as Ahri Syndra or LeBlanc. You will lose a tiny bit of damage if you go this instead of other damage items, but the MR numbers it gives you are insanely huge, especially against champions that profit from magic penetration, and makes you an unkillable threat against LB especially. If you buy this item, you usually don't have to go Mercury boots and therefore you can opt-out for the ideal boots options - Sorcerer's Shoes



Boots

Good buy if you have 950 base, will always bring it's value. Especially good if enemy build MR (No Sorcerers angle) and you don't need Mercs either.
Default choice, useful especially if enemy don't build a lot of MR. Howerver, you can't always afford building these, as sometimes you need safety boots (Mercs). If you see early on that enemy team is already buliding a lot of MR, get some other boots instead and build as Void Staff 2nd or 3rd item instead for the penetration.
Safety choice you might end up going for most of the time. Must have if the enemy team has a lot of CC and you are not running cleanse. Great item especially against champions like Ahri LeBlanc or Syndra. If you don't need the tenacity, but just the MR part, you can just buy one null magic mantle into your inventory, build Sorcerer's Shoes instead and then finish Banshee's Veil later on. Finished Mercury Treads give the same amount of MR as just the flat null magic mantle.
These are rarely worth it, but in very specific situation that I will describe further, they are an amazing choice. If enemy has a ton of slows but no harder CC, and you don't want to build Sorcerer's Shoes, this is your choice. If enemy has many ghost users and you would be unable to space them out otherwise, this can help.
Laning phase tips
Laning phase depends on the matchup.
Against most of the enemy champion you can play aggressive first few levels, however, you have to watch out for the enemy jungler as you don't have any safety tools besides the little shield on your E and micro-movement speed boost on W, however, those two tools are anyway something you should consider in a situation where you need to avoid enemy jungler, but they are not as powerful as dash or other tools that some champions might have.

Not all the champions might be listed below, but the ones which are should give you an idea of what type of a champion the paragraph is about

Against:
Against these champions, you need to get info against enemy jungler lvl 1 start. You can do that by asking some of your teammates to ward enemy jungle early on, or ward it yourself, preferably raptors. The reason is you have to punish them early on, otherwise, if you go even, they will have lethal combo ready for you not much later on, and therefore, you are trying to put them as much behind as possible on the early levels. Against melee champions, you have the obvious range advantage, which if you utilize properly (not getting much damage from enemy minions aggroing on you) can get you a few cs advantage early on. Orianna also has her passive which increases basic attack damage early on a little bit and very significantly later on in the game.

Against:
You can get E on lvl 2, even at lvl. 1 if you see she is about to play very aggressive since the first wave.
Keep in mind that besides the small shield that your E gives you, it also gives you X armor&mr whenever the ball is on you. Therefore, you can avoid up to about 100 damage from her combo if you E yourself, where if you go W at lvl 2 she can not only dodge it but you also get huge chunk of damage from her combo, since your base stats aren't very high unless your ball is on you and LB profits from low MR on the enemy champion, especially later on in the game.

Against:
You want to utilize your range advantage and never let your opponent do the proper trade. Especially with blue buff or some finished mana item you can always just Q->W your enemy when he is looking for a trade, poke him down and zone him from your body. Against these champs, you almost never wanna go for trades with your basic attacks, which would allow them to use their abilities at you.

Against:
You must dominate Kassadin in 2 styles:
> poke as hard as possible during early levels (using your basic attacks while baiting out his Q, using your Q to farm in meantime if needed, you should only do this if you have real kill pressure or your jgl can dive, also if enemy kassadin is crazy and isn't running TP, can be a good option, care for enemy jgl and support roams!
> get cs advantage, using AAs to lasthitt, while Q to poke Kassadin and just trying to get advantageous lane position, meaning, zoning Kassadin while farming, and forcing him to respect jgl

If you go even with Kassadin, you lost the lane, but don't lose your mind either. Kassadin is not what it used to be in season 8.. If you have CC in your team, you can beat it.
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