Orianna Build Guide

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Attack Speed Orianna - The Glass Machinegun

written by Meepo

Orianna Build



Table of Contents

  • Abilities

    Clockwork Windup
    The main focus of this build. (along with other on-hit magic damage)
    Also: keep in mind that if you toss out your ball but find yourself in need of the resistance buff, you can run over the ball to pick it up (if you can't/don't want to use E). Not always your best choice or even a viable one, but sometimes remembering this can save you from some extra damage


    Command: Attack
    use this for positioning your ball or dealing that little extra damage


    Command: Dissonance
    A fairly small AoE, but a great slow/speed boost. Very effective right after Shockwave.


    Command: Protect
    a great shield and armor/mr boost for the person being focused on your team. If the ball is not on you and this spell is on cooldown, make sure that you're not in a dangerous position! (The 30 armor/mr is crucial!)


    Command: Shockwave
    Great utility from this spell, use it to pull an enemy pack, push them away, or just deal some extra damage.


  • Introduction

    This is my first guide. After seeing a lack of what I believe is the highest damage output build for Orianna, I decided it needed to be done. I have tested this built a few times, and as the title suggests, this build will give you high and consistent damage output with (semi-)low survivability. You'll find that since you don't have to rely on your spells for damage, you are more free to take advantage of their utility, although they will still pack a decent punch.

  • Masteries + Runes

    9/0/21 basic caster masteries. 21/0/9 could be viable, but the lower end of the offense tree doesn't lend as much to this build as the utility (i.e. lower cooldowns on both summoner spells and abilities, movement speed, mana regen, increased buff duration). You could also run 9/21/0 or 0/21/9 specifically for [Mastery=Ardor]. It is really up to you on this build.

    For runes I run magic pen marks, flat AP quints, and AP/lvl seals and glyphs.
    if you wanted to replace the tear/manamune, you could swap out mana regen/lvl for seals (and glyphs if you'd like) but with manamune it isn't really necessary. flat cdr is another option for glyphs as well.

    Mastery and Rune selection for this build are both very flexible.

  • Summoner Abilities

    I recommend Flash and Teleport. Other highly viable options are Ghost Ignite and Exhaust. All of these will increase your general fighting capabilities and will either save your ass or help you nab those kills that would otherwise get away.

  • Skilling Order

    R->Q->W or E
    besides maxing your Q first (after R of course), the choice between your W and E is pretty flexible. I usually max W first for easier farming and increased harassing potential (not to mention increasing the slow and speed boost). The choice is mostly dependent on your opponents and your team. If you are being harassed, max your E before W. If you're doing the harassing, then max our that W for the most damage.

  • Items

    This is the most important part of this build, and is really the key to my success as Orianna.

    Start with a Sapphire Crystal and 2x Health Potion

    if you took teleport, make a point of harassing early since you will be swinging back to base to finish Tear of the Goddess as soon as you have 595 gold. (or save 860 to finish sheen)

    Follow this up with:
    Berserker's Greaves
    Frozen Mallet (you can put this off until later if you are doing well and don't need the hp or slow)
    [item=Malady]
    Wit's End
    and finish Manamune

    You can get these items in whatever order you see fit. I would strongly recommend getting frozen mallet before malady or wit's end.
    This is your core build and will give you plenty of mana, a nice chuck of health, 115% increased attack speed, a decent amount of AP, 62 magic dmg per hit, and nice AD on top of it.

    Follow this up with a [item=Madred's Bloodrazor] to take down those beefy champs and add an extra 4% of the enemy's max health in magic dmg to each hit.

    Alternatively, you can build Tear of the Goddess into an Archangel's Staff making it highly viable to finish up with Lich Bane instead of [item=Madred's Bloodrazor]. Running these I would recommend getting Sheen at some point early-mid game.

    Good damage alternatives:
    Sheen a good early game item in place of tear/manamune that can build into Trinity or Lich Bane late game.
    Hextech Gunblade for a lot more damage and healing, plus a slowing nuke
    Sword of the Divine for even more magic dmg on hit (since you will be swinging very fast, the 100 dmg proc will trigger very often)
    Guinsoo's Rageblade for ap, ad, and more attack speed
    or Nashor's Tooth for extra ap, cdr, and as.
    Trinity Force Using this build, this is preferred to Lich Bane since your magic damage will be coming from on-hit effects, not ap. Lich bane may be a better choice if you run gunblade or nashor's.

    If you need the survivability:
    Banshee's Veil because a spell shield, mr, health, and mana are always useful. If the team is ap heavy, consider building into this instead of manamune since catalyst will help with early-game mana issues and tear won't be as necessary.
    Hexdrinker in case you want some extra damage but need the extra magic shield to survive those tough bursts
    Guardian Angel always a solid choice. Good armor and decent mr, plus a res. When you revive, pop your shield and your speed boost and you can make it out of a sticky situation. Or make them regret focusing you in team fights when your allies destroy them during your res timer!
    Zhonya's Hourglass for an ad-heavy team, get this for armor. the activation on this is great, and the ap will boost your spells and your passive.
    Frozen Heart This one is not as recommended. Like with Banshee's, you can grab this in place of tear/manamune since this will help with your mana issues, but since we are not focusing on spells, the cdr is not as useful as with a straight ap build.

    Any and all of the items listed above are great for an attack speed Orianna and compliment her passive greatly. Remember however, that due to the poor survivability among these items, you will be a glass cannon (or machinegun rather). Play very cautious in the laning phase and farm as best as you can (which should be very easy with your ball and/or high damage autoattack). In team fights, be sure to stay near your team, use your spells for the utility, and focus down anyone that your team manages to get a cc on. You will destroy any single target that cannot or will not fight back. Be sure to position your ball around with your Q (if using it to deal damage will put it in a bad position for the rest of your spells, don't do it!), use your W for the slow/speed boost, not necessarily the damage, and use your E for the added armor/mr and shield on whoever is at the lead so you can speed the whole team or whoever is being targeted (especially if that someone is you! you cannot dish out that great damage if you are dead!).

  • Summary

    I have found this build to be the best scaling damage output for Orianna (over straight ap or support builds).
    Attack speed with on-hit procs is pretty much the gist of the build. plenty of mana from manamune, HP and slow from frozen mallet, MR reduction from malady, MR stacking from wit's end, magic dmg on hit from malady/wit's end/bloodrazor(/your passive), a TON of attack speed, and a fairly high amount of both ad and ap. All this coupled with the mr/armor from your ball (and the shield), the speed boost/slow of your W, and the pull/push from your R will allow you to pick off single targets with ease while still helping your team.

    Play very cautious in the laning phase and farm as best as you can (which should be very easy with your ball and/or high damage autoattack). You should be able to harass squishier champs in-lane with your Q and W with ease (or if you're getting poked too hard, use these to keep your cs up). In team fights, be sure to stay near your team, use your spells for the utility, and focus down anyone that your team manages to get a cc on. This playstyle is much like a (squishy) ad carry: You will destroy any single enemy champion very quickly if they are in attack range, just be sure to keep yourself safe. Be sure to toss your ball around with your Q (for damage or positioning), use your W for the slow/speed boost, not the damage, and use your E for the added armor/mr and shield on whoever is being targeted (especially if that someone is you! you cannot dish out that great damage if you are dead!).


    Hope you guys like the guide/idea and have a chance to try this build. any comments would be greatly appreciated!



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Submitted by Meepo

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