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Recommended Items
Spells:
Barrier
Flash
Items
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
About the Author (Yes, just like a book.)
Currently placed at Silver1: Teemo's Scout with more than 1,000 wins on my Normal Queue.
This is my 3rd Guide here at Mobafire and i decided to write about

The objective of this guide:
- For you to better understand Orianna.
- For me to learn from your comments ^^
I would really like to hear your comments at the end of reading more than up/down votes.
Gives me something better to think through
(Don't get me wrong though, not being hypocrite, I'd LOOOOVE some upvotes.)

Do look it up if you don't already know.
Here's a little synopsys (great, now i'm imitating movies.)
Corin Reveck loves her daughter, Orianna has talent for dancing but, she wanted something more.
Drawn by her facination to the League of Legends she set out to train herself and join them someday.
Things did not go as she planned.
One of her training leads her to her own demise.

Driven by grief, Corin secluded himself from the others, obsessed himself with technology.
Still his outlet is not enough to fill the void left by his daughter's death. He still misses his beloved daughter which leads him to a decision.
He decided to build one. One that would complete the dream of his daughter, he then created

(yeah, I'm quoting Moose from Step Up: Revolution. Bite me.)


+Above average range.
+Partial Support.
+Can scout with

+1 Shield in form of

+1 Soft CC in form of

+1 Hard CC in form of

+All ability does damage!!! aaaaaaand...
+All ability does AOE damage!!!
+She can dance.

-Vulnerable to gap closer when the Ball is thrown.
-High learning curve due to her unique mechanism.
-Her skins ONLY looks nice but has no change in animation on abilities.
Now, seeing those pros and cons. What do you think? I think the pros very much makes up every cons right? i mean:
Con #1 can be avoided by learning positioning yourself, knowing the leash range and positioning the Ball.
Con #2 is something that obsoletes over time and practice.
Con #3... err.. well.. no remedy for that unless Riot says so. Just hope they release a nice Summer Skin. Just imagine.... Human Orianna in bikinis with a beach ball, with Frisbee for AA.
Anyways... hold that daydreaming and let's proceed to the next chapter, shall we?
You already have your standard AP Champion runes, are you really gonna make a new rune page, buy new runes, and arrange them just specially for her?
If you do then Continue reading.
I you decided you don't want hassle and will use your standard runes then skip this page because it won't have much impact on you.
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Marks
These are rune that specialize in Offence, AD user benefits from these most.
There are also marks that grants ability power but they're only secondary runes in the Marks Category, But since this category is offence, MPen is a primary rune here.
Seals
The Defence runes, primary runes in this area are for tanks. Not saying that you can't buy them, just making it easier to categorize these runes... Mana Regen runes is a primary here which helps a lot with

Glyphs
The Magic runes. The runes are AP Champions best friend!! whether Flat AP Runes or AP Per level Runes, this section will cover you. Magic resist is also a primary here.
Quintessences
This is the Utility runes. These runes provides most stat of everything.. whether you want AP, AD (no!! you don't want that!!!) move speed, mana, whatever.. one of these is equal or higher than 3 of any glyph, mark or seal.
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Now. I don't believe that there's a FIXED way for ANY champion when it comes to runes.
Runes are subjective. It all depends on how you play.
If you're someone who's aggressive then playing

- Flat AP runes
- Mana Regeneration
- Movement Speed
Or, if you are snowballing. Go for:
- AP per Level Runes
- Mana Regeneration
- Magic resist
In the end, It's all up to you really.
Me? I use:
- Flat AP Runes
- Magic penetration Runes
I put a section of my AP YI guide below in the spoiler to show the runes I use.

I bought these runes long time ago, been using them for quite some time for all my AP Champs and have no plans at the moment to change them... ^^
Please note that i also took



and

Lastly,


!!!




Another viable option is



Spells that you DON'T need:



( I did use this on








!!!
This innate ability allows



Think of it this way.
Attacking 3x at a single target will deal 60% of your ability power (not counting your attack damage and base damage of

!!!
This is your "Q" ability which allows you to move The Ball. This deals damage to all enemies it pass through but decreases by 10% for every enemy hit.
This is also your "Zoning" ability. If your opponent knows

!!!
Tip: It's always better to throw the ball when your enemy is trying to last hit minion since it's easier to predict when he'll stop.
Tip: The ball provides vision (roughly 550 range) around itself. You can use it to check bushes or the other side of the wall.
Tip: It is important to know that The Ball has 850 throwing range and 1125 leash range. Which means you can out-range ANY AD champion's auto-attack-range and you also out-range most AP mid's ability cast range.

Note: Maxing this ability allows you to move The ball more often (every 3 sec w/o CDR at max rank.) giving you more damage and flexibility on Ball positioning.
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This is your main damaging ability, max this first, no questions ask. Believe me.
This can also slow down/speed up your enemies/allies respectively. Very straight forward skill.
To better understand:
To your allies, the movement modifier is like




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This is an ability that shields you or your ally for a substantial amount and it also leaves The Ball attach to your ally if you cast this on them.
Remember that it also deals damage as it pass any enemy.
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Tip: attach The Ball to initiator like



Note: Sometimes (very rare.) you might want to max this over

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A make or break ultimate that let


This ultimate flings every enemy inside it's range towards The Ball at a fixed distance.
Important: What do i mean by fixed distance? it means, if you're on the outer edge of The Ball you'll be fling and land in the middle.
But, if you happen to be at the center of it right on top of The Ball. You'll be thrown outward towards the edge instead.
!!!


Tip: This ability can stop channeling abilities like



I have heard some people said that



My build focus on being a sustain damage mage, who can wreck havoc if left unattended.
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This is the 1st item i build on ![]() ![]() ![]()
NOTE: The only reason we buy this item is purely for mana regen only, I personally don't recommend rushing
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Once you have your ![]() ![]() ![]() |
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this item was introduced to us at the start of S3 and i learned to love this on my sustain damage champ. This item does damage regardless of whether you're attacking Tanks, Support, ADCs or whatever. It simply deals Current HP % damage!!! since all of your skills are AOE, it makes ![]() ![]()
NOTE: If for some miracle the enemies have no machos in their line-up, like
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This is my complimentary build to ![]() ![]() ![]() ![]() ![]()
NOTE: Not recommended if you decided to skip
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Every AP caster MUST HAVE THIS. This item increases you AP by a hefty amount. And the best is, this items unique passive increases your over all AP by 30%!!! every AP points you got in your mastery, runes and item will burgeon in size!! even ![]() ![]() |
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Debatable Items
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Some of you will probably feel like it's a dead-end after the ITEM section, and it is.
But for reason i don't want to elaborate, i owe some people answers and the best course of action i can think of for the moment is to release this guide.
Please understand that this is only a partial draft, an unfinished guide i make.
gameplay and match-up section will be added once i got the time to do it.
Thank you for taking the time to read this.
Any suggestions is more than welcome.
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