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Spells:
Exhaust
Ignite
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
I Have Sharp Things






I thought I'd pick a few things that seemed close to what I was after, and see how it worked out. So far, it's been awesome, and tons of fun to actually play. Since I'm a very play-for-fun oriented player, that's what really matters to me. I can't promise you the best results in your Ranked queues, because it is not a place I have any intention of ever being on purpose.
It's worth noting that even though you surrender some of the bonuses to burst spell damage, as well as the potency of









It's also a tremendous aid to those who can do insane damage and/or have a game-changing effect when two or more enemies are all bunched up in a tidy bundle (






Last but not least, as this approach relies heavily upon leveraging



- + Unexpected mixed damage approach can throw the other team off, and is harder to mitigate
- + Extremely flexible
- + Actually makes use of
Clockwork Windup for a well-rounded approach
- + Movement effects of
Command: Dissonance and
Command: Shockwave are not negatively impacted with the reduced AP
- + Shred turrets and runners
- + Be a serious threat even when low on or out of mana
- + Vicious late game
- - Higher offence at the expense of survivability; stay alert, stay alive
- - Lower burst spell damage, significantly less potent shield compared to AP builds
- - Exceptionally weak early on, requires much more skill to be competitive in lane; basically a Carry approach
The interesting thing, to me, about this build is that my runes are still pretty much ****, as I mentioned in my
Lux guide that I whipped up the other day. So instead of actually using some and telling you that they were awesome, I can tell you that I've been loving this build with totally **** runes, and instead of embarrassing both of us by going over those, just say, here are my dream runes I'd use if I had them -- things can only get better.
As in my other guide, these choices are based primarily upon the Rune Tips page that Searz put together, going for an "S-Rank" of each type in an area I would improve on
Orianna if I had the Influence Points (IP) to support doing so.
Greater Mark of Insight
Even though I'm going for an auto-attack build, because of the way
Clockwork Windup operates, and the fact that I don't want to solely use auto-attacks at the expense of her very powerful activated abilities, I would love to be able to push magic damage a bit more. Being able to bypass some resistances is key to everything
Orianna can do, regardless of build.
Greater Seal of Defense Greater Seal of Defense
I haven't felt that CDR or Mana Regeneration Per 5 Seconds (MP5) are huge problems for this approach. If I had the IP to get them, I'd drop either of those in favour of a bit more survivability by going with armour per level seals, to give a bit of a boost the whole game through.
Greater Glyph of Celerity
Since I'm not pushing CDR gear in this build (there is a bit of it, but it's not the focus), I found it helpful to get a bit of an edge in this arena. This is something I was actually able to partially recreate, as I've been buying up the runes to run
Lux in the way I'd prefer, at the CDR cap.
Greater Quintessence of Insight
Here again, since this build is all about shredding the opposition with magic damage, I've elected to go with Magic Resistance Penetration (MRP) for my quints.
As I mentioned above, I've been running this build with great joy and success with total **** runes, so if there's any area of this guide where I'd say relax and follow your gut, or your heart, or whatever it is you think best, this is it.

As in my other guide, these choices are based primarily upon the Rune Tips page that Searz put together, going for an "S-Rank" of each type in an area I would improve on


Even though I'm going for an auto-attack build, because of the way


Greater Seal of Defense Greater Seal of Defense
I haven't felt that CDR or Mana Regeneration Per 5 Seconds (MP5) are huge problems for this approach. If I had the IP to get them, I'd drop either of those in favour of a bit more survivability by going with armour per level seals, to give a bit of a boost the whole game through.

Since I'm not pushing CDR gear in this build (there is a bit of it, but it's not the focus), I found it helpful to get a bit of an edge in this arena. This is something I was actually able to partially recreate, as I've been buying up the runes to run


Here again, since this build is all about shredding the opposition with magic damage, I've elected to go with Magic Resistance Penetration (MRP) for my quints.
As I mentioned above, I've been running this build with great joy and success with total **** runes, so if there's any area of this guide where I'd say relax and follow your gut, or your heart, or whatever it is you think best, this is it.
Here, there is a bit less wiggle room. I go with a 21/6/3 approach, supporting the very aggressive sustained DPS-oriented approach while providing a bit of a boost to survivability. Since we are trying to create a fast-paced, sustained DPS auto-attacker, it's key to push as far down the Offence tree as one possibly can. Since I tend to blow
Exhaust and
Ignite in rapid succession when I see an opportunity to score a kill or an assist, I go with both of these Masteries.
The
Ignite Mastery helps by boosting AP whenever it is on Cooldown (CD), encouraging its use and not punishing you too severely if you don't have it available. Since
Clockwork Windup uses a portion of AP to calculate the bonus damage, every little bit extra is a boon. The
Exhaust Mastery adds a bit more oomph to the spell, lowering Magic Resistance (MR) by 10, and extending the duration by a half second.
Other than pushing down the Offence tree to the capstone, I go with boosts to armour and MR from the Defence tree, and a dash of regen in the Utility tree.


The



Other than pushing down the Offence tree to the capstone, I go with boosts to armour and MR from the Defence tree, and a dash of regen in the Utility tree.

While I do often use this as an offencive spell in conjunction with



This is a great finisher for that Champion who thinks they can just get to their tower and be okay. In concert with the Mastery, it also boosts your AP by 10 when it is on CD, making it a great spell to burn any time you think you might get a kill or assist with it.
Since








The only real alternate I consider at all in this build is giving up








When I play
Orianna with a more AP and spell-centred and/or Support-oriented approach, I tend to open with
Command: Attack and
Command: Protect, in that order, to get the Ball moving. This is especially useful for helping your lanemate if you are in top or bot. After that, I usually just rush
Command: Dissonance to the top first, followed closely by Protect. It's important to understand that Protect can be used offencively as well as defencively, since it, like Attack, does damage to targets as the Ball passes through them to its destination.
However, since this build puts
Orianna in harm's way much more often than a more skirting-the-edges-of-battle skill-oriented approach, I've found it more effective to raise Protect up along with Dissonance. In every situation, though I open with my first point into Attack, I raise it to the max last because it's more powerful for Ball moving utility than for actual damage.
If you are feeling a lot of heat early on, you may wish to push Protect to the max first, and then follow that with Dissonance as soon as possible afterwards. In any case, though, naturally you will want to raise
Command: Shockwave at the earliest opportunity, at every opportunity; levels 6, 11, and 16.




However, since this build puts

If you are feeling a lot of heat early on, you may wish to push Protect to the max first, and then follow that with Dissonance as soon as possible afterwards. In any case, though, naturally you will want to raise

Here is where things get specific. While there are some alternates you can roll with to support the way your game is going, the early build is always, always, always the same. Charging up a
Tear of the Goddess as soon as possible is absolutely essential to nipping your mana problems in the bud.
Meki Pendant and
Health Potion (x2)
This is the standard starting selection. This allows a bit of aggression with spells, and the
Health Potions allow you to stay in your lane until you have enough coin to go back and pick up the next piece.
Meki Pendant (already owned) and
Sapphire Crystal into
Tear of the Goddess
The sooner you can get this, the better. Once you have it, do everything you can to charge it up by spamming your skills on minion waves and anything else that's handy. Before you know it, you will have a tremendous mana pool, and be able to spend most of the rest of the game focusing on how to raise your AS and AP instead of dealing with mana issues.
Boots of Speed into
Berserker's Greaves
It's worth heading back to base to pick up
Boots as soon as you have 350 gold after you've built your
Tear of the Goddess, if you haven't got the coin for
Berserker's Greaves all at one go. I had considered Sorcerer's Boots, but looking into how Magic Penetration works on the League of Legends Wikia site has led me to favour pushing AS to the limit as early as possible in order to start getting some on-hit effects, and raising the value of
Clockwork Windup to boot (no pun intended).
Amplifying Tome and
Dagger (x2) into
Malady
From here, it's up to you a bit. If you feel you need a bit more AP to finish someone off by boosting your spell potency before pushing your AS up some more, go for the
Amplifying Tome first. Personally, I go with both
Daggers first, to keep going on the path to rushing the AS up as soon as possible. In any case,
Malady is extremely inexpensive for what it gives you, and with your already respectable AS at this point, you will make good use of its passive.
Vampiric Scepter and
Rejuvenation Bead into Emblem of Valour Emblem of Valour
Around this point in the build, it becomes very helpful to pick up a bit of Life Steal (LS). For this reason, I go with the
Vampiric Scepter first, whenever possible. In concert with some decent AS by this point in the build, it helps to clear minion waves and recover your Hit Points (HP) more quickly, as well as leveling you with some Experience Points (XP) and gold. That's a much more useful choice than just heading back to base over and over. However, Emblem of Valour gives a pretty significant LS boost, and has an aura effect to support your team, as well, so I would suggest heading back to pick it up as soon as you've gotten the difference in cost from your
Vampiric Scepter saved up.
Emblem of Valour Emblem of Valour (already owned) and
Recurve Bow into
Stark's Fervor
This is a great pick for this build, reducing enemy Champion armour significantly with an aura, as well as sharing a portion of the AS boost that
Recurve Bow provides with your teammates. It also bumps the LS up a notch further, and shares that with your teammates as well.
Dagger (x2) into
Stinger
This is interchangeable with the
Fiendish Codex that I cover next, as both are required to build
Nashor's Tooth. Personally, as you can probably guess by now, I favour pushing AS first. It helps improve the value of
Clockwork Windup further still, and makes your on-hit effects from
Malady and
Zeke's Harbinger pay off more frequently as well.
Meki Pendant and
Amplifying Tome into
Fiendish Codex
This is a great little niche addition to the build. A dash of CDR, a bit more MP5, and some AP all help you be more aggressive more often with your spells. This means more
Command: Protect to let you finish up a gank on the winning end, more
Command: Dissonance to help you chase or escape, and more
Command: Shockwave to frustrate your foes further. It's also key to the next item.
Stinger (already owned) and
Fiendish Codex (already owned) into
Nashor's Tooth
You know Baron Nashor, right? Giant purple lizard, never happy to see you? His teeth are pretty handy, and they don't expire like the buff you get from defeating him. The unique passive more than doubles the CDR that your
Fiendish Codex gave, as well as nearly doubling the AP boost. It also bumps the AS a bit more, to +50 from +40, and it gives a tiny bit more MP5, though this should be trivial by now.
At this point, you've only got one slot left, so you can't really grab pieces and roll them into your final selection. There's also a bit of wiggle room near the end, here.
Phage or
Giant's Belt into
Frozen Mallet
I like this piece because it lets me chase runners very effectively as a team fight breaks up, or slow them down if I am in the unlikely position of being too low on mana to pop off a
Command: Dissonance. It also gives a tremendous amount of extra HP, which, in concert with
Command: Protect, is usually enough to let me escape anything but a 3-5v1 bad matchup with lots of Crowd Control (CC) keeping me from acting or moving.
Tear of the Goddess (already owned) into
Archangel's Staff
Finally, or before that if I find I am still sputtering out of mana by midgame (shouldn't be, but sometimes I am), I finish off the
Tear of the Goddess with one last upgrade. This bumps the MP5 up a not insignificant amount, and provides a noticeable bump in spell damage, as well. Depending on my mood, and the turns of the game, I will sometimes build this as soon as I'm done with the
Berserker's Greaves. Often this is in order to max out
Command: Protect sooner, and play a more supportive role while I keep farming gold and xp to finish the build.



This is the standard starting selection. This allows a bit of aggression with spells, and the




The sooner you can get this, the better. Once you have it, do everything you can to charge it up by spamming your skills on minion waves and anything else that's handy. Before you know it, you will have a tremendous mana pool, and be able to spend most of the rest of the game focusing on how to raise your AS and AP instead of dealing with mana issues.


It's worth heading back to base to pick up







From here, it's up to you a bit. If you feel you need a bit more AP to finish someone off by boosting your spell potency before pushing your AS up some more, go for the





Around this point in the build, it becomes very helpful to pick up a bit of Life Steal (LS). For this reason, I go with the


Emblem of Valour Emblem of Valour (already owned) and


This is a great pick for this build, reducing enemy Champion armour significantly with an aura, as well as sharing a portion of the AS boost that



This is interchangeable with the








This is a great little niche addition to the build. A dash of CDR, a bit more MP5, and some AP all help you be more aggressive more often with your spells. This means more






You know Baron Nashor, right? Giant purple lizard, never happy to see you? His teeth are pretty handy, and they don't expire like the buff you get from defeating him. The unique passive more than doubles the CDR that your

At this point, you've only got one slot left, so you can't really grab pieces and roll them into your final selection. There's also a bit of wiggle room near the end, here.



I like this piece because it lets me chase runners very effectively as a team fight breaks up, or slow them down if I am in the unlikely position of being too low on mana to pop off a




Finally, or before that if I find I am still sputtering out of mana by midgame (shouldn't be, but sometimes I am), I finish off the



Here are some good alternate pieces to consider depending upon the way the game is going, as well as a few pieces I had thought might be good, but turned out to really not be very useful at all:
The Black Cleaver
This is a decent replacement for
Frozen Mallet if you find you do not need any extra help with the ranged slow, or the extra HP. It helps mix up your damage types a bit more, and works as a great partner to
Malady by helping your entire team do quite a bit more damage to your target, regardless of their damage types.
Use this when:
Hextech Gunblade
This, too, is a decent replacement for
Frozen Mallet in certain situations. It has a clicky effect that functions as a partial spare
Exhaust, and if the LS you're getting from your
Zeke's Harbinger isn't enough, this could be a good stacker. It also gives a tremendous AP boost. However, I wouldn't suggest swapping it for
Zeke's Harbinger because your entire team loses a substantial amount of AS, and for this
Orianna build in particular, this makes everything else less potent.
Use this when:
Quicksilver Sash or
Banshee's Veil
Either of these are reasonable swaps for
Frozen Mallet, which is more of a frosting piece than a cake piece, no pun intended. Either one is good if you are facing heavy magic damage or getting CC ganked a lot, but by later in the game, it's probably better to pay the extra for
Banshee's Veil over the cheaper
Quicksilver Sash in order to still have a bit of spare HP floating about. If you find yourself getting ganked and focused too much even by mid-game, it's probably worth picking one or the other of these up earlier in the build.
Use one of these when:
Guinsoo's Rageblade
This isn't quite a Bad Idea, but it's a bit closer than some of the other choices above. As a replacement for
Frozen Mallet it is passable, bumping you a bit closer to the AS cap when fully stacked. Since
Orianna can initiate well from cover by spamming a few spells to disorient the enemy, you can get three or four stacks before you even start auto-attacking. On the other hand, in my games at least, late-game ganks from cover aren't really that common. Maybe it happens more in more serious games. I wouldn't know.
Use this when:
Wit's End
While it seems like a reasonable replacement for
Malady, with a much more defencive focus, such a use would fall under Bad Ideas. The entire focus of the build is sustained mixed DPS, and surrendering your ability to burn down an enemy Champion more quickly in order to survive their damage for a longer time is not really worth it. This is a best-defence-is-a-good-offence approach, and
Wit's End doesn't fit nearly as well.
As a replacement for
Frozen Mallet, it's a bit less repugnant, but personally I would still recommend embracing the brutality of the sustained DPS mindset, and this does not really help with that. It's worth considering over a
Banshee's Veil or
Quicksilver Sash, however, since it does a bit of extra magic damage, and can help you shrug off burst spell damage that may come in by surprise in the middle of a partial team fight.
Use this instead of
Malady when:
Use this instead of
Frozen Mallet when:
Phantom Dancer
If you're feeling silly and just want to push past the AS cap for giggles, then this is probably more your speed than
Frozen Mallet. It's not really very useful, though, since it will put you past the cap, and the movement speed bonus is excessive with
Command: Dissonance around. The crit boost hasn't got much value, either, since this is not a crit build, and it's not being raised anywhere else. In general, I would call this one a Bad Idea.
Use this when:

This is a decent replacement for


Use this when:
- You are a master of slowing your enemies with
Command: Dissonance, and don't need
Frozen Mallet's slow
- You think extra HP is for sissies
- You like the neat little animation when you land a hit
- Your team sees you are building an AS/on-hit approach, and asks you to get some armour shredding love in for them
- Someone else on your team is already doing mass slows (
Anivia,
Ashe,
Nunu & Willump)

This, too, is a decent replacement for





Use this when:
- You are a master of slowing your enemies with
Command: Dissonance, and don't need
Frozen Mallet's slow
- You want to reserve
Exhaust as a more defencive escape assist or burst damage neuter, but still have an activated slow
- You want to drop
Exhaust for
Teleport to help your cross-map mobility
- You aren't stealing enough life to tickle your fancy
- You have an artistic appreciation for a robot buying a gun


Either of these are reasonable swaps for



Use one of these when:
- You are a master of slowing your enemies with
Command: Dissonance, and don't need
Frozen Mallet's slow
- You are tired of getting CC ganked
- You like bubbles or clicky
Cleanse

This isn't quite a Bad Idea, but it's a bit closer than some of the other choices above. As a replacement for


Use this when:
- You are a master of slowing your enemies with
Command: Dissonance, and don't need
Frozen Mallet's slow
- You want more on-hit stacking effect icons on your screen
- You want to be closer to the AS cap without giving up too much
- You are angry

While it seems like a reasonable replacement for


As a replacement for



Use this instead of

- You don't understand me anymore
- You want to try Bravery, but don't want to fully commit
Use this instead of

- You are a master of slowing your enemies with
Command: Dissonance, and don't need
Frozen Mallet's slow
- You keep dying to magic damage, and want a bit more resist
- You feel your magic damage output with
Clockwork Windup on your auto-attacks needs a bump

If you're feeling silly and just want to push past the AS cap for giggles, then this is probably more your speed than


Use this when:
- You feel like shattering the AS cap
- You want two swords crossing in your item pool, not just
Malady one way and
Nashor's Tooth the other (Mobafire's
Malady graphic is reversed from the in-game graphic).
Probably the one thing that separates a mediocre
Orianna player from a good or great one is the capacity to track and manipulate two totally separate zones of control at one time. A less proficient player will usually move the Ball towards their enemies with
Command: Attack, and then back to themselves with
Command: Protect, sometimes with a
Command: Dissonance in between. While this is not an inherently bad play, this approach is naturally very limited if it's the only real play you make.
Orianna is better than this. Here are some points to consider and mull over while you move O and her Ball around the battlefield. Putting these into words and getting them out of my head helped me to really advance my play with her; I was more or less doing these things to begin with, but thinking about them consciously has allowed me to focus and improve on them deliberately, and really move to the next level.





- Pay attention to the arrow that hovers near
Orianna when she does not have the Ball; it shows which direction the Ball is in relation to her, as well as how far
- Green arrow: The Ball is close
- Yellow arrow: The Ball is a bit farther away
- Red arrow: The Ball is near the limit of its allowable distance from
Orianna -- if she keeps moving away from it, it will teleport back to her
- Practise playing by holding the Ball as infrequently as possible, to force yourself to increase your awareness of where it is at all times, separate of where
Orianna is
- The Ball can be moved from a much greater distance than the range of
Command: Attack; if there is a Red arrow pointing to
Orianna's left, you can fire
Command: Attack at the outer limit of its range to her right, and the Ball will cross a tremendous distance, hitting everything hostile on the way -- but your opponents will have PLENTY of time to dodge it
- Hide safely in your own wave while you shred theirs with
Clockwork Windup OR
- Out-zone your opponent in mid by pushing the Ball well past their Creep wave, and attacking the wave with
Clockwork Windup from the rear, keeping them out of XP range
- The Ball travels from where IT IS to where you send it, not necessarily from where YOU ARE
- The Ball is fast, but not Finales Funkeln fast -- if you keep it closer to enemies, it becomes much harder, if not impossible, for them to avoid getting hit by
Command: Attack and/or
Command: Dissonance and/or
Command: Shockwave
- Keeping the Ball on the other side of their Creep wave allows you to get AoE last-hits by calling it back to you with
Command: Protect
- If they start to come at
Orianna, maneouvre her so that she is directly opposite the Ball, with them in the middle, then fire
Command: Protect if they are still coming
Once you've got
Command: Dissonance maxed,
Orianna can do a lap through the jungle very quickly. Starting at the blue buff Golem, running on to the wolves, and then across mid to the other side, the trick is to use
Command: Attack to initiate, then use
Command: Dissonance to wipe out or nearly wipe out all the less powerful Neutral Creeps, and then start moving to the next point. If the mobs aren't dead, just run anyway, and call the Ball to
Orianna with
Command: Protect to finish them off as you approach the next battle site. While you will need to stand there to finish the blue and red buffs, if you start on one and end on the other, this is not an issue.
You can also assist your team's jungler, if you've got a Champion who is better suited to true jungling, by tossing a
Command: Attack into their wraith or golem twin fights as you pass by, or giving them a
Command: Protect shield and a
Command: Dissonance speed boost. Just try not to actually get the killing blow in any case, as this will have a negative impact on your jungler's take.






You can also assist your team's jungler, if you've got a Champion who is better suited to true jungling, by tossing a



As far as laning goes, you can really out-zone your opponents by leaving the Ball between them and the minion wave battle, keeping them out of XP range. If they start to move in, just fire off
Command: Dissonance; this will at least slow them down if they're coming for you, in which case you can just
Command: Protect yourself and get away clean. If they're just testing you, it can discourage them from pushing.
If you are in top or bot, you can also leave the ball in the brush while you
Clockwork Windup the Creeps. This gives you some vision to avoid ganks, and is also great for mind games; move it around a bit with
Command: Attack, and then bring it out of the brush to bump your opponents. Watch them jump as they react to what they think is a gank, and giggle. Later on, after you've done this a lot, watch them underreact and get nailed by an actual gank from one of your real teammates.


If you are in top or bot, you can also leave the ball in the brush while you


As hinted at in the Introduction above,
Orianna is a tremendously valuable team player. Here are a few things you can do to help your team in varying situations:
Most
Orianna players that I've seen (granted, this is like two other people, ever) tend to focus on AP and burst spell damage, with a more potent shield. This is a perfectly viable approach, but her spell damage is frankly underwhelming. She is much more about the ancillary effects of her
Command: Dissonance and
Command: Shockwave abilities, and since those aspects of each of those skills are not impacted in any way by giving up AP, this approach allows you to use her as a great and often unexpected source of sustained mixed damage.

- Gank Initiator: Send in
Command: Attack just past your target (in the direction you expect them to run when they see an odd-man rush coming their way), and immediately fire
Command: Dissonance to damage them and, more importantly, slow their escape.
- Tank Support: Possessing the Ball gives improved Armour and MR. Hand it to your tank any time, and stay close enough to let them keep it.
Command: Protect adds a damage buffer, and also gives you a zone of control immediately around your spearhead, allowing you to
Command: Dissonance if they need to back out, and/or
Command: Shockwave with them as the epicenter if you need to break a channel or just want to disorient the other team.
- Late-game Turret Defence:
Command: Shockwave can wipe an entire triple-strength Creep wave in one shot.
Command: Dissonance can help you get there very quickly, and as soon as you are in range, you can push the Ball ahead with
Command: Attack to fire the ult as soon as possible.
- Ultimate Combinator: Hand the ball to
Fiddlesticks,
Amumu, et al; let them
Flash in and use their respective ultimates, and immediately fire
Command: Shockwave followed by
Command: Dissonance. This bunches them all up, disorients their escape (if they can move), and slows them dramatically once they're free. Oh, and it hurts.
- Travel Agent/Escape Artist: Use
Command: Protect to put the ball onto the teammate who is at the head of your merry band, running towards whatever it is you're all running towards (or away from). Then use
Command: Dissonance to speed them up, and everyone else who is following right behind them. Also handily slows enemies, if you're running away, more than towards.
- Right-click to Win:
Clockwork Windup, an underutilised passive on an underutilised Champion; build for it as described herein, and shock the other team by repeatedly shredding their homes and loved ones. When they start to realise they need to run away, push the Ball past them with
Command: Attack, then throw a
Command: Dissonance to slow their escape and damage them. If the ball is still on the other side of them, fire
Command: Protect to nail them again for still more damage.
- Baron/Dragon Thief: Since the Ball can be where
Orianna is not, and passes through terrain without issue, it can be used to steal (or just check) Baron or the Dragon from the safety of the other side of the back of each one's little cul-de-sac.
- Short-range
Clairvoyance:
Command: Attack is a great way to check brush for ganks. It also makes traveling through the jungle safer and faster; push the Ball through some brush with
Command: Attack, and then hit
Command: Dissonance. If you hit enemies, consider
Command: Shockwave if you have caught just one wannabe ambusher or a couple enemies returning to base at low HP, or if you've run into the whole other team, to give yourself a bit of an edge and a better chance at getting away. Even if nobody's there,
Command: Dissonance when the Ball is right in front of you as you are running will give you a speed boost, getting you there faster. The Ball can also move in any direction without
Orianna turning that way, or breaking stride; trick enemies by running past brush and unexpectedly nailing them in their hiding spot with
Command: Attack.
Most



As I've mentioned herein and elsewhere, I am a play-for-fun gamer. I have no interest in Ranked progression, but if you use this build in your Ranked games, I'd love to get your feedback and thoughts on how to improve it for more competitive play, with the caveat that the key goal is to do an unexpected and hard to mitigate
Clockwork Windup-centric approach. How would you make yours? Post a brief comment, or write a more thorough guide and link it below!

It's been said that
Orianna is not a viable Champion. This is like saying a Ferrari is not a viable car. Both take skill to use to best effect, and that requirement does not mean they are inherently inadequate. Quite the opposite, in fact. I hope you've enjoyed this guide, or at least gotten some ideas of your own to try out on her, or with similar mixed-damage Champions, like
Kayle,
Kog'Maw,
Tristana,
Shaco, etc. I love writing, so it would be great if you loved reading what I wrote. Please leave a comment, and vote with your conscience! Thanks in advance for your time and your feedback!





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