Orianna Mid Build & Guide — Patch 16.12

Tactical Dashboard
Core Abilities
Skill Order
Primary Combo
Core Items
Situational Items
Runes

Win Condition
Land Command: Shockwave on two or more enemies in a teamfight after Luden's Echo and Rabadon's are online. Control space with Q/W and stay behind your front line until R lands.
Weakness
No dash and short cast windows. Dives that pre-empt R cast or Wind Wall projectiles shut down both poke and ult; if the front line breaks, Orianna gets deleted.
Overview
Orianna is a control mage built around a single object: her Ball. Every ability except her passive sends, parks, or detonates the Ball, and her ultimate Command: Shockwave (R) is the highest-impact teamfight tool in the mid lane pool — a delayed pull that yanks every nearby enemy toward the Ball. She has no dash and short cast windows, which means her safety comes from Ball positioning (cover yourself with shields and zones) rather than from movement.
Her game plan is to control the wave with Command: Attack (Q), poke whoever steps inside her range with the same spell, and look for a multi-target R in any objective fight after level 6. Skill expression sits in where the Ball is right now: a Ball parked between you and the enemy is a poke setup, a Ball on your front line ally is a shield plus pre-loaded ult, and a Ball thrown into fog of war is a snap teamfight start.
Recommended Build
Starting items: Doran's Ring + 2 Health Potions. Skip Corrupting Potion unless the lane harasses you with auto-attacks heavily.
Core items (in order):
Luden's Echo — burst spike on first item with mana sustain so Q can be spammed for waveclear.
Sorcerer's Shoes — flat magic penetration to delete squishies (champions with low defenses, like ADCs and mages).
Rabadon's Deathcap — late-game AP multiplier; Orianna's R scales hard with raw AP.
Shadowflame — extra burst; the HP-threshold passive (extra damage when the target is below a low-HP soft cap) lines up with a finishing R.
Situational items:
Zhonya's Hourglass — into divers and assassins (Zed, Diana, Talon, Akali). Stasis covers the gap between cast and impact of your R.
Banshee's Veil — into single-target magic CC (Ahri charm, Lissandra R, Twisted Fate stun) that would cancel your R channel.
Void Staff — the moment any priority target buys a Magic Resist item.
Morellonomicon — into healing-stacking comps (Soraka mid, Vladimir, Dr. Mundo).
Boots:
Sorcerer's Shoes is default.
Ionian Boots of Lucidity are an option if your team needs faster R uptime as a teamfight starter.
Skill order: Max Q first (poke and waveclear), W second (slow zone), E last. Take a point in R at levels 6, 11, 16.
Runes: Primary Sorcery with Arcane Comet — your Q (Command: Attack) and W (Command: Dissonance) proc it repeatedly for steady poke damage across the laning phase. Pair it with Manaflow Band, Transcendence, and Scorch. Secondary Inspiration with Biscuit Delivery and Cosmic Insight. Stormraider's Surge is a valid swap into kite-heavy matchups (Yasuo, Zed) for the movement speed escape window.
Pick into / Counterpicks
Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.
Champions Orianna beats
Knock-up channel engage tank
Sion telegraphs his Decimating Smash channel from a long windup, giving Orianna time to park the Ball on his team's stacking spot. Command: Shockwave pulls all his teammates clumped behind Sion's engage,
SionUnstoppable engage rock tank
Malphite's Unstoppable Force is a long-range dash that clusters enemies inside the knock-up landing zone — Command: Shockwave parked there catches three or more enemies for a wombo follow-up. Granite Shield armor cannot block Command: Attack's magic damage poke from 825 range.
MalphiteMagnet-storm engage cavalry support
Rell's Ferromancy: Crash Down lands her enemies pulled inward, and Magnet Storm grouped enemies in her aura — both setups overlap with Orianna's Command: Shockwave wombo zone.
RellBandage-pull AoE stun tank jungler
Amumu's Curse of the Sad Mummy is a multi-target stun that clusters enemies in melee around him — Command: Shockwave parked on his team during the stun guarantees three or more pulls.
AmumuImmobile zone-control AP mage
Karthus has zero dash and zero blink — Command: Attack at 825 range out-pokes Lay Waste, and Command: Dissonance slow plus passive ramping autos walks him down. Command: Shockwave catches him during Defile channel because he cannot move during sustained AoE damage without
Karthus
Champions that beat Orianna
Wind Wall projectile-blocking skirmisher
Yasuo's Wind Wall blocks every Command: Attack projectile and the Ball travel itself when she sends it as a missile, neutralizing both her poke and her Command: Shockwave setup.
YasuoSpirit-cleave projectile-blocking skirmisher
Yone's Spirit Cleave knocks back enemies and Soul Unbound dashes him through Orianna's Command: Attack range with a return blink. Mortal Steel tornado knocks Orianna out of her R windup, and Fate Sealed knock-up cancels her Command: Shockwave channel from across the lane.
YoneWind-wall melee ADC with style stacking
Samira's Blade Whirl blocks every Command: Attack projectile during the channel and reflects Command: Dissonance slow zone back, neutralizing Orianna's poke. Wild Rush dashes through Command: Attack range, and Inferno Trigger executes Orianna at low HP during R windup.
SamiraShadow-clone AD assassin
Zed's Living Shadow swap repositions out of Command: Attack range mid-projectile, and Death Mark dash closes inside her 825 range before the Ball can return. Shadow Slash slow on a marked target cancels Command: Shockwave windup, and Orianna has no dash to escape the R lock.
ZedTwilight-shroud AP assassin
Akali's Twilight Shroud invisibility breaks Command: Attack target lock and Shuriken Flip dash closes inside 825 range before the Ball returns. Perfect Execution two-dash combo bursts Orianna during Command: Shockwave windup,
Akali
Key matchups
- Yasuo / Yone: Wind Wall blocks Q and the Ball projectile entirely. Hold Q until they burn Wind Wall, then push with Q plus W. Don't let them get in auto range — passive ramping autos work both ways and they out-trade you up close.
- Zed: Vulnerable matchup. Track his W shadow placement; rush
Zhonya's Hourglass after Luden's. Save Flash for his all-in at level 6, not for harassing him. - Twisted Fate: Roam priority race. Push every wave with Q and ping mid danger when his R comes up at 6. If he picks gold card on you, Ball-shield (E) onto yourself to soak the auto-attack proc.
- Galio: Avoid stacking with allies in mid pre-6 (his W punishes grouped targets). Punish him while he is meleeing minions; he has no waveclear range to outpush you. Watch for his ult roams to side lanes after level 6.
- Lux: Even matchup, decided by team fights. Ranges match; out-trade her with passive auto-attack stacks if she misses Q since you scale better with the same item set.
Power spikes & win conditions
- Level 2: With Q plus W, you have the first proper trade pattern: Ball forward with Q, W on top to slow, walk up for two passive-stacked autos, walk back. Most lanes lose the level-2 race against this.
- Level 6: First Command: Shockwave. Even one-target R is a flash-equivalent reposition for your jungler's gank. Two-target R near the river is a free double kill.
Luden's Echo completion (~ minute 12-14): Wave control flips. Push side lanes with Q, look for cross-map plays around Drake and Rift Herald with R.
Rabadon's Deathcap online (~ minute 24-28): R into the back line one-shots squishies stacked together. Force objective fights here — this is your peak.
Common mistakes
- Throwing R as a single-target finisher on full HP. R is a setup ult, not a snipe. If two enemies are not within Ball radius, hold it; chain W then R when the cluster forms.
- Leaving the Ball on the wave during all-ins. When you're about to be engaged on, E to yourself for the shield and the Ball reposition. A Ball on a minion is a Ball doing nothing for you in a teamfight.
- Using passive ramping autos like a marksman. Two stacks already deal heavy damage; a third is great but stepping forward for a fourth often eats a counter-engage. Trade in three-auto windows, then back out.
- Forgetting Ball position before R. The Ball's current location, not Orianna's, is the R origin. If the Ball is on a backline ally, R lands on your team. Always Q or W the Ball forward before pressing R.
- Pushing without prio before Drake spawns. Orianna's waveclear is so strong that the temptation is to always shove. Sometimes hold the wave on your side so you arrive first to Drake — prio (priority — leaving the lane without losing minions or HP) matters more than chip damage.
Advanced tip
Master the Q-W self-cast combo around the Ball: cast Q to send the Ball forward, then immediately W at the Ball location. The Ball arrives, the W pulse triggers on it, and any enemy walking onto the Q endpoint takes Q damage plus W damage plus the slow at the same instant. This compresses your trade window from two casts down to one reaction frame — most opponents at low ranks cannot dodge both halves.
Past patches
No previous versions available.