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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Clockwork Windup (PASSIVE)
Orianna Passive Ability
NOTICE
______This guide is for Orianna, one of my best and favorite champions.
______She is definitely one of the best carries you can have on your team. She packs high damage with survivability and utility in the form of her AoE disable, AoE slow and haste, and shield.
Enjoy!
CC = Crowd Control (Stun, fear, slow, snare, etc)
AP = Ability Power
AD = Attack Damage
MPen = Magic Penetration
CDR = Cooldown Reduction
OOM = Out of Mana
HP = Health/Health Points/Hit Points
DoT = Damage Over Time
AoE = Area of Effect
MRR = Magic Resistance Reduction
MRes = Magic Resistance
CS = creep score
MS = movespeed
mp5 = mana regen per 5 seconds
______ |
Powerful Pros
+Terrific lane presence with low-threat poke +High survivability with ultimate, shield, and haste/slow +Terrific utility for teamfights and initiations +Hard to gank due to last point +Terrific farmer all-game round +Amazing passive that is amazing (auto attack harass OP!) +TONS OF DAMAGE in AoE form! +Terrific ganker +She has a pet ball +She's a robot |
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Corrosive Cons
-A large portion of the time, she will be the focus of the enemy's fire, due to the nature of her being an AP carry. It comes with the job. -Not very noob-friendly. Difficult to learn and master (but hopefully this guide will help with the learning part! =D) -If not mindful when using her ultimate, ![]() sdiskdjskdjskdjskdjsd dksjolfgjksdlkgjdghkljfdgh asdkjsdfolkjadsfolfsdgujsfd sadgdfguihsdraioadfgosdfiu ghfgkjsdlfkgjlkjdsfgljd dsjfhsdkfjhsdkjfh sakdjfhdfkgjhkdsfg sadkjfhdfkgjhdfgfg |
______Orianna is definitely one of the easiest champions to farm and push with. All you have to do is Q in between the melee and caster creeps when they are under half health, and you will kill them all. If they are at full health and you want to push, Q them and then W to finish them all off.
______That's all there is to it!
______Ideally, you should be aiming to hit 150-200 or so CS before 25 minutes. With Orianna, that is a piece of cake to do.
______Just remember, during the laning phase, you should try to just use


______With this build, you will most likely be the only AP carry on the team, so you want to make sure you stay alive as long as you can to dish out the most damage possible. ABUSE your ability range and survivability: stay back in teamfights, be safe, and keep tossing your ball in people's faces, while shouting "BALLS TO YOU!". Use





______And of course,









______Out of teamfights, make sure you farm, farm, farm, and gank when you can. If you see any enemy overextending, make sure to punish them for it. And, if they try to run from you, just

Why?
______As an AP carry, you scale extremely well with levels. You also need a lot of farm to have an extreme edge on your enemies. And, with the current meta, bot is dedicated to support/tank and AD range, jungle for the jungler (usually offtank), and mid and top for the two solos. Usually, mid is an AP carry, and in the US meta, top is someone very survivable, usually an offtank/melee DPS.
______You also have easy access to top lane, bot lane, and the jungle if a gank or some support is needed. And with your high movement speed with

Ganking
______If you take mid, you should try to gank whenever your enemy recalls. Harass them from a safe distance, make them recall, and when they DO, make sure to completely push the next wave, and then go top or bot, whoever needs more help, to gank.
1. Make sure you are in range to land your ultimate. If you need to

2. Position your ultimate correctly. Make sure the enemy is on the far side of the ultimate if you want to drag them towards you and your teammates, or the near side if you want to push them away for some reason (not likely if you are the one ganking).
3. DO IT. If you execute your gank properly, you should net you and your allies some kills. JOB WELL DONE!
Receiving Ally Ganks
______If you are mid and your jungler or another ally comes to gank your lane, make sure to ultimate correctly, as described above. When they are ready, initiate the gank by ulting the enemy towards you and your ally, so then your ally can come in and help you secure the kill.
Getting Ganked
______If you get ganked by an enemy, you should ultimate the enemies AWAY from you (once again, make sure they are on the side of the ball closest to you so that they get pushed away), and then




Greater Marks of Destruction
Destruction runes are truly amazing. All of Ori's abilities are dealt as magic damage, and as such you want magic penetration. This extra MPen is very helpful along with your masteries (if you follow my setup), your



1. You auto attack a lot, as any AP mid does, especially with Ori because of her awesome passive, to harass -- this adds a large punch to your harass. It also works really well with the 3 AD from your masteries.
2. Creeps have armor too! Early game they start with 0, but every 3 minutes this amount increases a bit -- these runes, along with the extra AD in your masteries, will surprisingly help a lot with nailing last hits without using mana!
3. You get

ALL of these really nice perks only at a loss of 3.5 magic pen, which is not really even noticeable. Worth it?
Definitely.
The only downside to these runes are that they are pretty expensive, at 820 a pop. They are very versatile though and are good on most AP mids (I take them on almost all of my ranged AP mids since you harass a lot with auto attacks), and some other champions too, like Jax. They are definitely worth it, and if you don't have them yet, you should save up for them. You can thank me afterwards ^^
Credit to DuffTime and PsiGuard for the idea!
If you don't have these runes yet, however, the


Greater Seals of Clarity
With these, it is quite an easy choice. They give almost 3 times as much mana regen per 5 at level 18. Scaling Seals of Clarity also have a larger amount of total mp5 per rune turnover once you hit level 7, which, since you should be solo mid, you will hit quickly, and even side-laning you hit quickly.
You want mp5 seals to give you more mana regen before you acquire blue buff (which you should be getting past around 15-20 minutes into the game) and when blue buff is gone, to make sure you don't go OOM. Obviously, if you aren't out of mana, you can cast your spells, resulting in more damage being dealt to the enemies, and allowing you to


You could also go with the


Greater Glyphs of Warding
These runes help a ton. You get 12 MR in total from the start, and since you will most likely be mid, this means you are negating quite a bit of damage from the enemy AP's spells, which helps a lot early on to let you lane longer. I get flat over scaling here since the scaling

If you happen to go top or mid vs a non-magic damage dealing champion, you can take the


Greater Quintessences of Potency
These quints are amazing to take with Ori, as well as every solo mid AP champion. As mentioned previously, any extra AP you can get helps immensely, and these runes work with your Deathcap as well. I take these over the scaling


Other viable alternatives could be the


Offense Mastery Tree
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Tier 1 - You want the extra 3 AD from
![]() ![]() ![]() ![]() Tier 2 - You want to take the CDR from ![]() ![]() Tier 3 - The extra magic penetration from ![]() ![]() ![]() ![]() ![]() Tier 4 - Four points in ![]() Tier 5 - ![]() Tier 6 - ![]() |
Utility Mastery Tree
Tier 1 - I take the 3 points in
![]() ![]() ![]() ![]() Tier 2 - We take three points in ![]() Tier 3 - We put a point in ![]() |
space |
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Clockwork Windup
This passive is great. It deals TONS OF DAMAGE when you auto attack, resulting in more damage dealt to your enemies while you are comboing them, as well as an easier time farming. And, it scales with AP, meaning it will be dealing even tons more TONS OF DAMAGE later in the game. This additional damage on autoattacks also synergizes perfectly with


Command: Attack
This is your main harassing, farming, and damaging tool, all on a low base cooldown of 4 seconds at level 5. With a 0.6 AP ratio, this spell deals TONS OF DAMAGE, at a safe harassing, poking range of 825. Did I mention that the cost at level 5 is only 70 mana per use?
NOT ONLY do you use this ability to finish off creep waves, burst people down, and harass, but it sets up all of your combos. It tells the ball where to go, which is where your



Just remember, the ball takes a short amount of time to reach its destination, so predict the paths the enemies can take, and where they will go when they see you toss balls in their face. You have some leeway, considering it is AoE, however.
Also remember that it deals less damage the more targets it passes through, so when harassing enemies, try to make sure it hits the least amount of creeps possible en route.
I learn this ability first so that from level 1, I can be harassing and farming safely. I max it first, since as mentioned, this is your core, your bread and butter, the ability that you will spam most often, the ability you use for harassing and farming; and as such, you want to get the most out of it as soon as possible.

Command: Dissonance
One of my favorite abilities in the game. It deals TONS OF DAMAGE in a nice AoE radius, has an incredible dual purpose movement speed modifier (40% haste for allies and slow for enemies at level 5), all on a low base cooldown of 9 seconds at a reasonable cost.
You can do endless things with this ability. Getting chased? Make sure the ball is on you, and then simply press W. Not only will you make yourself move superduper fast, but any enemies that cross your path will move slower than a sloth (that's pretty damn slow).
You can use it on a teammate when your ball is protecting them, especially if they are initiating a fight, to make him as well as the whole team that is following behind him move faster, to catch up to your enemies and mess them UP.
Also great for using on an ally or yourself when you are getting chased.
I max this second, after my core




Command: Protect
This ability is NASTY. It makes you extremely survivable in and out of lane when the ball is on you, giving you 30 extra armor and magic resist. It also does the same to any allies that you use this ability on.
Not only that, but it also provides a terrific shield, great to place on allies or yourself when near death.
You can self-cast this spell to instantly give yourself a shield upon clicking E, and still manually select other allied champions to put it on. Can be great in clutch moments.
The ability also deals nice damage to all units it passes through along the way.
The big thing about this ability, however, is that it lets you set up combos based around you or an ally. For instance, if your ball is on the other side of a wall and you need to retrieve it, E yourself, W for the haste, and kill whoever you might be chasing.
On allies, use it when they need the extra shield and defenses, and to cast off of them as well. For example, if an ally needs to GTFO, pop it on them and use

I learn this at level 4 and max it last, using it mostly for the purpose of setting up my ability combos on allies and myself.

Command: Shockwave
One hell of an ultimate. With a decent cooldown, 0.7 AP ratio, and an AoE enemy reposition, this ability sure packs a punch. The main cheese for your combos, very versatile in teamfights, great for initiating fights and ganks, great for escaping certain death or protecting an ally, and much, much more. As mentioned previously, you can use this ability while the ball is on an ally, setting up some really nice situations for your team. See the section titled "Laning, ganking, receiving ally ganks, and what to do when you get ganked." to learn how to use it during ganks, and the section "Team Work/Your Purpose On Your Team" to learn how to utilize it in teamfights.
Learn it whenever you can.
Skill Combos
The Q-W.
A simple combo, used for lane harass, killing creeps, etc.
The Q-R-W.
Your main combo for killing targets. Pop the ball near them, make sure your ball is in front of them if you want them to get pulled forward, or behind if you want them to get pulled backwards, and press R. Then press W immediately after to deal more AoE damage and slow your target(s), so that they have a difficult time escaping you after the fact.
The E-W.
Used for chasing and escaping enemies, can be used on yourself or allies.
The E-W-R.
Used to disrupt the enemy team/initiate the fight off of an ally, usually the initiator. Can also be used on an ally who is chasing an enemy down, when they get near said enemy; your ult will make the job easier for your ally.
And, of course, always use your E on an ally when they need the extra shielding and defenses. Also remember to ALWAYS AUTO ATTACK during spell cooldowns, since your attacks with your passive, especially once you get

You can also use your ball to SAFELY "facecheck" bushes, so no random


Ignite
This is a key spell to use in your combo. Great for grabbing kills you wouldn't have otherwise, allowing you to get more fed than you would without ignite. Don't underestimate the damage of it, either. At level 18 it adds a whopping 410 true damage to your combo, which is a good percentage of a squishy's health. Not only that, but it also reduces healing on the target by 50% for the duration (5 seconds). Great for finishing off people who would have otherwise healed, as well as using on a target that can heal themselves BEFORE your combo, so they won't be healing as much during it, and as such you will deal more overall damage to them; such targets are



Flash
A must-have spell for any caster, and basically any champ in the game. This spell lets you escape enemies, close any gaps, initiate any fights, get out of turret range, and more. Another terrific spell for Ori, and for basically anyone at that.
MEH

Ghost
Meh. You just don't need it. You already have a ghost on a 9 second cooldown, teehee.

Cleanse
This is an okay spell to take, really only if you notice off the bat (in draft mode of course) that basically every enemy has heavy CC. You can just









Exhaust
Meh again. You just, don't need it. Leave it to the support. I mean, for a slow, you have your





NO...JUST...NO

Clarity
"Oh, but Orianna is so mana hungry!!!1!1!"
No...just...no. Clarity is just a bad spell overall, it is OK if you are a new player that can't control your mana usage, but if you have decent knowledge of the game, you know that you shouldn't take this spell. It is just basically a waste of a slot that you can use for a more useful spell, such as



Any spell not mentioned is a definite no-no for obvious reasons, too obvious to even spend time discussing.
NOTE: Try to buy an

ANOTHER NOTE: If you still have some leftover gold after your purchases, and some open slots, ALWAYS TRY TO BUY WARDS! Don't rely on your jungler to ward your lane if you are top or mid, although many times they will. Still, if you have the extra gold, buy some Sight Wards, you will not regret it! WARDS SAVE LIVES!
Early Game


Boots of Speed and 3 health potions
This is your core start with Orianna. Since you have mana regen from your runes and masteries, that paired with the 3 health pots is enough sustain to keep you in lane for a while. The boots will later build into your


Doran's Ring
This item is a must have to get on Orianna early on, as well as most other AP carries. Not only does it regen your mana quicker to allow you to cast more early game (to farm, harass, kill, gank, etc.) but it also gives you more AP and HP. This mana regen and extra health also lets you stay in mid longer, and ultimately get XP quicker and have an even higher level advantage over other enemies, allowing you to gank easily if need be, and push and farm well. Once you run out of room in your inventory, simply sell a

WHY DO YOU STACK DORAN'S RINGS?
So many people do not realize the benefit of stacking Doran's items. Let me put this into your mind. The stats that you get from a


HOWEVER, if you are having a great early game and manage to farm well enough before you recall to afford a



Hextech Revolver
Will be built into a


Sorcerer's Shoes
Gives you flat Magic Penetration, which, tied with your runes and masteries, will let you deal near-true damage to anyone before they get MRes, which usually isn't until mid-late game. Then, you will get a










If an enemy gets

Mid Game

Rabadon's Deathcap
This item is just amazing. You want to rush this item for the insane amount of AP that it grants (140) plus the passive 30% increased total AP. Getting this item early also means that every item that grants AP that you get after it will have the additional 30% extra AP added to it right off the bat, along with any items purchased beforehand. At the end of this build, including runes but not masteries nor blue elixir, the passive ALONE from this item grants an additional approximate 147 AP, resulting in about 287 AP just from this item, without masteries nor blue elixir or baron buff factored in.
Having a second WotA aura on your team will also increase your overall AP gained from this item by a bit.
A must-have for Orianna, as well as for every other AP carry in the game.

Will of the Ancients
This item, in my opinion, is core on basically EVERY AP carry. The stats it gives for the cheap price are just too hard to pass up, and they help the whole team, too!
Of course this item gives nice AP, and a good aura for your teammates, but the real thing that we are looking for here is the spell vamp. We don't need a











Now that we have established that this is THE item to get for spell vamp for Ori, why do we even want to get spell vamp? You may be thinking that spell vamp on Ori is pretty underwhelming, since all of her damaging abilities are AoE, and only 33% effect is applied to AoE spells from Will of the Ancients. However, keep in mind, the 33% is applied to EACH TARGET SEPARATELY. Meaning, if you have three targets dealt the same amount of damage from an AoE ability versus one target dealt that damage from a single target ability, both abilities would heal for the same amount.
Now consider this. MORE than three targets. How about a whole team of five champions? How about a whole wave of 20 creeps?
You heal for a LOT. And by a lot, I mean a LOT.
Say there is a wave of 20 creeps with 500 health points, all full health, and your

And this is good for sooooooooo many reasons on Ori.
Since you have low cooldowns on most of your abilities with Ori, you can CONSTANTLY use your AoE abilities to CONSTANTLY heal on the battlefield. You will be healing almost as quickly as if you were on the summoner platform itself!
If you have blue buff, you basically never have to recall once you have this item. If you are getting low, find a creep wave, and bingo, you are back at full health, and you have full mana from blue buff.
Where this REALLY helps out is in teamfights. Keep in mind, your abilities are AoE, so you will be healing from all of the damage that you deal to everyone in the fight.
Also, as mentioned throughout the guide, Orianna can escape from people and kite very well with



Overall, this item is one of the best items that you can get on Orianna and most other AP casters. It can definitely change the tide of a game, especially considering it has an aura, and is so cheap. If an ally AP gets one as well, that is, if you have another AP on your team (many APs DO buy this item), then you will get even MORE spell vamp AND AP, doubling the already astounding healing you get from 20% spell vamp whenever you are near said ally. If you DO happen to have a 2nd AP on your team, which isn't too uncommon, convince them to buy a

A MUST-BUY on Orianna.

Lich Bane
This item synergizes really well with Ori's passive. Every time you use your low cooldown abilities, a proc will come up. Since you should be auto attacking enemies in between abilities, this proc + your passive will deal TONS OF DAMAGE to the enemy that you are targeting. Plus, each proc used on a tower with a full build can take out over one fourth of its HP. ULTIMATE BACKDOOR. The AP, mana, MRes, and movespeed help a lot too, for obvious reasons. A nice pick for Orianna.
Late Game

Void Staff
This item is necessary to pick up late game. More often than not, when the enemy sees your crazy damage, they will be buying some Magic Resistance to counter you. How to counter them countering you?


Why do I get this item over







Mercury's Treads
I swap my





Zhonya's Hourglass
This item is terrific to pick up late game. Gives you some nice AP, a hefty amount of armor for more survivability, and of course the active, great for when you are getting focused. Popping it gives your team two extra seconds to come back you up, and you can also use it when


Elixir of Brilliance
This is the item to just keep spending your gold on if the game is STILL going and you have completed your item build. If you have all 6 item slots full, as you should if you are buying this item at the end, it will automatically be consumed for you. It gives some nice AP (over 50 with

Why no
Rylai's Crystal Scepter?
Why no
Nashor's Tooth?
Generally, however, if you end up actually getting to a full build, and you don't know which item you should skip for one of these, drop the








Rod of Ages
Great item to get if you need some more survivability, and if your jungler isn't giving you blue for some reason. If you want to get this item, be sure to do so before deathcap, and postpone revolver into WotA until AFTER your deathcap if you still plan on getting it.

Quicksilver Sash
This item is good against enemies with a lot of CC (Kennen, Morgana, Lux, Vlad, etc) if you do not have




Banshee's Veil
This item can be a lifesaver against certain enemies, such as enemies with CC like Morgana and Kennen, as well as enemies who have an "inevitable ultimate", such as Vlad's ultimate and Karthus's ultimate. It blocks a negative spell every 45 seconds. 'Nuff said. Getting in a sticky situation, your Banshee's might just save you enough time to get the hell outta there. This item also grants Health and mres, both helpful against these types of enemies. It also gives some max mana, which definitely won't hurt.

Mercury's Treads
This item is also great against a team of CCers, just keep in mind it would supplant your



Mejai's Soulstealer
Nothing else at this price (let alone most other items) can provide this much AP. Plus, with the deathcap, not even including the bonus % AP masteries, the total 180 AP from this item with full stacks turns into 234 total AP. And getting stacks, especially with Orianna, isn't as hard as it may seem. Your abilities are so devastating early through late game that you are guaranteed to get a lot of kills and assists. And if you lose some, just get them back! Once you get full stacks, you get 15% CDR, which is helpful when you don't have blue buff or blue elixir on you (although you should basically always have them).
However, this is NOT the most reliable item, use it at your own risk. If you are having an exceptionally good game, try to pick it up early. If not, don't bother risking to lose an item slot and a lot of AP and some gold. It also adds a big "FOCUS ME" sign on top of your head, since the enemies will want to do all they can to prevent you from getting to 20 stacks. Be aware that this is a risky item to use, but will reap great rewards if you get a lot of stacks on it without dying.

______You want to try to grab the blue buff whenever you can with Orianna. Not only does it gives you more CDR so you can cast your abilities and combos more often, but it also gives you more mana regen which equals an easier time spamming all of your abilities that are on a lower cooldown.
______If you have a nice team, they should be able to let you grab blue whenever it is up.
______And if you have a jungler and the enemies do not, try to grab theirs when you can, and when you know it is safe. Ward their jungle, including their blue (obviously), if this is the case. Also, going with a teammate in case of emergency can never hurt.
______If you both have a jungler, you can live without the buff for a little while. Try to talk your jungler into letting you take it mid-late game when he doesn't need it as much, if he doesn't know to do this already, and try to counter jungle the enemy as much as possible, so that maybe you can take their blue when they don't go for it, or your jungler can take theirs and you can take your team's blue.
______However, if you have a more mana-hungry champion than yourself on you team (Swain, AP Ali), you should be courteous enough to let them take blue, since they need it more than you do. You WILL still survive without it.
______That is as in-depth as I am going to go into jungling/counter jungling to pick up blue. If you want more info on this, I would suggest checking out Hahano's Jungling 202 Guide and/or Xenasis's Jungling 101 Guide.





If you used my guide and got a good score (which you will), feel free to post the direct link of the screenshot of your score (make sure it is a screenshot from the match history page) in the comments below. I will try to get it up here ASAP. Thanks! :)
______Special call out to Trojan995 for reminding me of the swapping out of


11/25/2011 4:00 AM EST -- Utility tree point moved, RoA made optional, 1 Doran's Ring removed.
3/1/2012 10:25 PM EST -- Added a "Why no Nashor's Tooth?" subsection in the "Items" section.
8/13/2012 7:00 PM EST -- Edited mastery tree, runes, and pros/cons section.
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