Orianna


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Orianna


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Orianna, the Lady of Clockwork


Orianna is a great utility-caster. She is most often played mid and provided a great deal of AOE damage to any fight. Her damage and utility are derived from her ball. Her entire game play depends on where the ball is positioned or who the ball is attached to. She favors teams that can clump up the enemies like Shen and Jarven.

As her skills are dependent on the position of her ball, you can severely punish her by juking and/or gap closing abilities. Her ball is often used as a zooning tool while she auto attacks you for significant damage due to her passive. To be effective against her, you must be the action not the reaction during laneing phase. If she chooses how trades are made she will come out on top.

- Her unique play style forces her lane opponent to adjust their play style (Most players are resistant to change).


- She can easily farm the lane and start roaming before most other AP champions.


- Her shield gives the ball holder additional defensive states as well as a shield.


- She can provide the whole team a significant mobility boost.

- She has one of the highest learning curves; this is due to having to not only be mindful of your position but the position of your best friend the ball. Players often lose track of where they are or can’t figure out where their ball is during team fights.


- As two of her abilities radiate from her ball, this requires her to throw her ball into the enemy team or attach the ball to an ally and have them dive in for her to deal damage.

61-5

Clockwork Windup


Orianna's autoattack deals additional magic damage. This damage increases the more Orianna attacks the same target.

61-1

Command: Attack


Orianna commands her ball to fire toward a target location, dealing magic damage to targets along the way (deals less damage to subsequent targets). Her ball remains at the target location after.


Orianna commands her ball to shoot toward a target location, dealing 60/90/120/150/180 (+0.5) magic damage to targets along the way. However, it deals 10% less damage for each unit it hits (Minimum 40%).


Her ball remains behind at the target location afterwards.


Cost - 50 Mana
Range - 815

61-2

Command: Dissonance


Orianna commands the ball to release a pulse of energy, dealing magic damage around it. This leaves a field behind that speeds up allies and slows enemies.


Orianna commands her ball to release an electric pulse, dealing 70/115/160/205/250 (+0.7) magic damage to nearby enemies.


The pulse leaves behind an energy field for 3 seconds, lowering enemy Movement Speed by 20/25/30/35/40% and increasing ally Movement Speed by 20/25/30/35/40% for 2 seconds. This effect diminishes over time.


Cost - 70/80/90/100/110 Mana
Range - 0

61-3

Command: Protect


Orianna commands her ball to attach to an allied champion, shielding them and dealing magic damage to any enemies it passes through on the way. Additionally, the ball grants additional Armor and Magic Resist to the champion it is attached to.


Passive: The ball adds 10/15/20/25/30 Armor and Magic Resist to the allied champion it is attached to.


Active: Orianna commands her ball to travel to and attach onto an allied champion, shielding them for 4 seconds from the next 80/120/160/200/240 (+0.4) damage. Enemies the ball passes through along the way are damaged for 75% of the shield value: 60/90/120/150/180 (+0.3).


Cost - 60 Mana
Range - 1095

61-4

Command: Shockwave


Orianna commands her ball to unleash a shockwave, dealing magic damage and launching nearby enemies towards the ball after a short delay.


Orianna commands her ball to unleash a shockwave after a brief delay, dealing 150/225/300 (+0.7) magic damage to nearby enemies and flinging them into the air a set distance in the direction of the ball.


Cost - 100/125/150 Mana
Range - 0


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