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Introduction
This is just a build I felt like doing my first guide for my favorite AP caster

Pros
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Cons
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This passive ability increases your attack damage depending on how much AP you have, which will be alot. You must not underestimate
Orianna's Auto-attacks, Paired with an item like
Lich Bane or
Nashor's Tooth, you will take down towers fast and harass enemy melee champions like
Mordekaiser and
Gragas trying to get last hits.
This active ability fires the ball to the target location, dealing damage to any target it hits. Use this to harass along with your
Command: Dissonance shortly after. Also use this to check brush before you charge in face first because it reveals the fog of war in a medium radius around the ball.
This active ability is an AOE
Ghost and
Exhaust in one, with additional damage, it will speed up you and your allies, slow down your greatest enemies (with an exception of
Master Yi with
Highlander) and deal tons of damage. Use this ability to harass and to kill those caster minions once you have your
Chalice of Harmony. This works perfectly to protect an ally:
Command: Protect then
Command: Dissonance or harass an enemy:
Command: Attack then
Command: Dissonance.
This ability gives you or an ally a shield. In lane, always use this ability when you think the enemy is going to attempt to harass you so it soaks up some damage. When protecting an ally, always follow up with
Command: Dissonance to speed them up as well. Never forget that this ability does damage if it passes through an enemy, and that damage could be the difference of life or death.
This active Ultimate disrupts the enemies ranks and deals tons of damage. This is the ability which makes the difference between a good or bad
Orianna player. Your mission is to use this ability to stop enemies getting away! Also use it in teamfights to try and fling squishies onto the front line. Remember that you can use this ability to keep enemies in tower range and use it to enemies away from a fleeing ally. If your abilities are on cooldown and you know you can kill someone with your ultimate, go ahead and use it, unless you see a better place for it. Also remember that it can disrupt channeled abilities like
Requiem and
Absolute Zero. But always remember to use
Command: Dissonance after
Command: Shockwave so it will be harder for them to get away in case you miss
Command: Dissonance.





This active ability fires the ball to the target location, dealing damage to any target it hits. Use this to harass along with your

This active ability is an AOE









This ability gives you or an ally a shield. In lane, always use this ability when you think the enemy is going to attempt to harass you so it soaks up some damage. When protecting an ally, always follow up with

This active Ultimate disrupts the enemies ranks and deals tons of damage. This is the ability which makes the difference between a good or bad






This is your get out of jail free card, always take it with you and always try to flash over walls instead of forward.
This is a very useful spell, especially with
Summoner's Wrath
because it will give you AP when on cooldown. Always use it when you think you will get a kill because you never know when they might get away on 1 hp.
Other Viable Summoner Spells
This is a very useful spell, especially with

Other Viable Summoner Spells
Heal: You shouldn't need this but if you like it then take it.
Clarity: Don't take this, if you use your spells correctly you wont need it, plus, you will only use it early game.
Ghost or
Exhaust: Why take this when you have
Command: Dissonance?
Cleanse: this isn't necessary at all.
Clairvoyance: Leave it to the support.
Barrier: No, heal is better
Runes




Greater Mark of Magic Penetration: Simply for more damage, I would highly recommend these over
Greater Mark of Ability Power.
Greater Seal of Mana Regeneration: For the mana sustain in lane, so you can deal more damage, you can take
Greater Seal of Mana, it is just a matter of opinion.
Greater Glyph of Ability Power: Simply for even more damage, you can take
Greater Glyph of Scaling Ability Power, it depends on your play-style, and I like a good early game.
Greater Quintessence of Ability Power: Yet more damage, once again, you can take
Greater Quintessence of Scaling Ability Power.
Other Viable Runes:
Greater Seal of Mana
Greater Glyph of Magic Resist
Greater Glyph of Scaling Ability Power
Greater Quintessence of Scaling Ability Power
Greater Quintessence of Mana Regeneration
Greater Quintessence of Movement Speed
Greater Quintessence of Magic Resist

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Summoner's Wrath : It isn't too useful, but that 5 AP when ignite is on cooldown is always welcome.
Sorcery: Cooldown reduction means damage more often.
-
Butcher : Just to help get those important last hits on minions.
-
Blast : AP is good.
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Arcane Knowledge : Magic Penetration = More Damage.
-
Brute Force : The reason I have chosen this over
Mental Force , is that it is more useful for last hitting minions and auto-attack harassment.
-
Mental Force : There is one point in this to get to the next tier.
-
Spellsword : An underused mastery on
Orianna, much like
Lich Bane. It helps with
Orianna's passive
Clockwork Windup.
-
Archmage : AP is good.
-
Executioner : It increases Damage output, always useful.


-
Summoner's Insight : Want that extra cooldown on flash
-
Meditation : More mana = More damage output
-
Improved Recall : Who knows, that 1 second could save your life.
-
Expanded Mind : More mana = More damage output
-
Runic Affinity : More blue buff = More mana = More damage output



Item Sequence






Athene's Unholy Grail
2250

Rylai's Crystal Scepter
2600

Abyssal Mask
2650

Rabadon's Deathcap
3600

Lich Bane
3200








Other Viable Starting Items
- Item and
Mana Potion: You wont need these if you use your abilities properly.
Doran's Ring: But There is no sustain.
Sapphire Crystal and
Health Potions: Not too useful if you use your abilities properly.
Amplifying Tome and
Health Potion: No, unless you are trolling.
Athene's Unholy Grail


Boots
![]() |
If you want to harass more often with cooldown reduction, then get ![]() |
I would only recommend these boots if you are losing your mid-lane badly in order to negate some of their damage. |
I Find both



I would recommend



Offensive Items


This item is amazing, it gives you magic resist to negate damage in lane, ability power to smash enemies and even reduces enemies' magic resist so you and your team can do more damage.
This item is for nuking only, I would suggest it if you love your cooldown reduction.
I wouldn't suggest this item on


A great combo with your

This is actually a great item, and you can get it to replace your


You might think I am an idiot for suggesting this item but it works really well with


Spell vamp isn't too useful on

I would only suggest getting this item if their team is building a lot of Magic Resist.
I wouldn't suggest this because

No, unless you are trolling.


Defensive Items

This is an item I would get if their ADC has been fed, I would normally replace




I would get this for the health if


Only get this if you lost your lane or if you want to dodge


This is always a useful item for any champion but you should probably only get this if you are focused by the enemy team.
Generally, this should be left to the support, jungler or top lane, but if you are dying too much and no one else on your team has this or

Only get this if there is something similar to


Screw logic, get this item in every game!! For the Iron Solari!

Doran's Ring: If you feel like you need a few of these in your build, go ahead and chuck a few in.
- kage's Lucky Pick: If you like money and expect the game to last long then get this item.
Health Potions: If you need a few more of these because the enemy champion is harassing you too much then buy some.
Mana Potions: You shouldn't need to spend money on these items when you should be spending it on a
Chalice of Harmony.
- Sight Ward: Don't leave it to the support, go and ward your lane, stop blaming junglers and/or Supports
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It is important to reduce the cooldown on

You should be protecting red/blue buff at level 1, remember to use
Command: Attack to defend critical brush. Then when the minions arrive, go and get some last hits with your auto-attacks. You should get all 6 minions on the first wave because you are not harassing at this level. The lowest level you should be harassing is level 2, using
Command: Attack at level 1 is just a waste of mana but I would still wait until level 4 before you start using
Command: Attack and
Command: Dissonance to harass. Take blue buff whenever the jungler will let you so you can harass knowing you don't have to care about mana. Whenever you are pushing too far, go and take wraiths or consider ganking a lane.




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