See Orianna's counters
Patch 26.18mid

Orianna Mid Build & Guide — Patch 26.18

Orianna

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Mage / Control
Patch
26.18

Core Abilities

Clockwork Windup
Auto-attacks deal bonus magic damage that ramps up the more times you hit the same target. Rewards staying in attack range during trades.
Command: Attack
Command: Attack
Sends the Ball in a line, damaging enemies it passes and parking at the destination. Damage falls off after the first target. Main poke and waveclear tool.
Command: Dissonance
Command: Dissonance
Damaging pulse around the Ball that leaves a field slowing enemies and speeding allies. Use to chase, kite, or peel.
Command: Protect
Command: Protect
Sends the Ball to an ally, damaging enemies on the way and shielding the target. Passive: while attached, the ally gains Armor and Magic Resist.
Command: Shockwave
Command: Shockwave
Knocks all enemies near the Ball toward the Ball after a short delay. Premier teamfight ultimate — group multiple targets for a wombo (full-team combo follow-up).

Skill Order

1
Q
2
W
3
E
4
Q
5
Q
6
R
7
Q
8
W
9
Q
10
W
11
R
12
W
13
W
14
E
15
E
16
R
17
E
18
E

Primary Combo

EQWAAR

Core Items

Luden's Echo
Sorcerer's Shoes
Rabadon's Deathcap
Shadowflame

Situational Items

Zhonya's Hourglass
Zhonya's Hourglass
vs divers and assassins (Zed, Diana, Talon, Akali) — stasis covers your R wind-up so the team can follow up
Banshee's Veil
Banshee's Veil
vs single-target magic CC (Ahri charm, Lissandra R, Twisted Fate stun)
Void Staff
Void Staff
swap when any priority target buys a Magic Resist item
Morellonomicon
Morellonomicon
vs healing-stacking comps (Soraka, Vladimir, Dr. Mundo)

Runes

Primary · Sorcery
Arcane Comet
KeystoneArcane Comet
Manaflow Band
Manaflow Band
Transcendence
Transcendence
Scorch
Scorch
Secondary · Inspiration
Biscuit Delivery
Biscuit Delivery
Cosmic Insight
Cosmic Insight
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Sorcery with Arcane Comet: Command: Attack (Q) at range gets the full distance amp, which caps at 100% at 750 units, and the Command: Dissonance (W) slow holds the target in it. Manaflow Band funds Q-W poke, Transcendence adds 10 Ability Haste by level 8, Scorch adds 20-40 burn.

Why secondary

Inspiration secondary: Biscuit Delivery keeps you healthy through mid lane poke, each biscuit adding 30 permanent max Health through minute 6. Cosmic Insight adds 18 Summoner Spell Haste, so Flash is up more often for the Command: Shockwave (R) angles that decide fights.

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):

  1. Luden's Echo Luden's Echo — burst spike on first item with mana sustain so Q can be spammed for waveclear.
  2. Sorcerer's Shoes Sorcerer's Shoes — flat magic penetration to delete squishies (champions with low defenses, like ADCs and mages).
  3. Rabadon's Deathcap Rabadon's Deathcap — late-game AP multiplier; Orianna's R scales hard with raw AP.
  4. Shadowflame 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 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 Banshee's Veil — into single-target magic CC (Ahri charm, Lissandra R, Twisted Fate stun) that would cancel your R channel.
  • Void Staff Void Staff — the moment any priority target buys a Magic Resist item.
  • Morellonomicon Morellonomicon — into healing-stacking comps (Soraka mid, Vladimir, Dr. Mundo).

Boots: Sorcerer's Shoes Sorcerer's Shoes is default. Ionian Boots of Lucidity 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.

    Sion
  • Unstoppable 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 815 range.

    Malphite
  • Magnet-storm engage cavalry support

    Rell's Ferromancy: Crash Down knocks up everyone around her landing spot, and Magnet Storm drags nearby enemies onto her — both setups overlap with Orianna's Command: Shockwave wombo zone.

    Rell
  • Bandage-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.

    Amumu
  • Immobile zone-control AP mage

    Karthus has zero dash and zero blink, so Command: Dissonance slow plus passive ramping autos walk him down. Lay Waste reaches 875 against Command: Attack's 815, but it is a delayed blast Orianna can step out of, and Command: Shockwave pulls him off his Defile aura.

    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.

    Yasuo
  • Spirit-cleave projectile-blocking skirmisher

    Yone's Spirit Cleave shields him through Command: Attack poke and Soul Unbound crosses Orianna's range with a free return to his body. Mortal Steel's tornado knocks Orianna out of her R windup, and Fate Sealed pulls her out of position from 1000 range.

    Yone
  • Wind-wall melee ADC with style stacking

    Samira's Blade Whirl destroys every Command: Attack missile that crosses it, neutralising Orianna's poke for the duration. Wild Rush dashes through Command: Attack range, and Inferno Trigger shreds Orianna point-blank during her R windup.

    Samira
  • Shadow-clone AD assassin

    Zed's Living Shadow swap repositions out of Command: Attack range mid-projectile, and Death Mark dash closes inside her 815 range before the Ball can return. He is untargetable through the Death Mark dash, so Command: Shockwave finds nothing, and Orianna has no dash to escape.

    Zed
  • Twilight-shroud AP assassin

    Akali's Twilight Shroud hides her inside the smoke so Orianna cannot aim Command: Attack at her, and Shuriken Flip closes inside 815 range before the Ball returns. Perfect Execution's two-dash combo bursts Orianna during Command: Shockwave windup.

    Akali

Key matchups

  • Yasuo / Yone: Yasuo's Wind Wall blocks Q and the Ball projectile entirely, while Yone has no wall, only the Spirit Cleave shield. Hold Q until Yasuo burns 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 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. She outranges you (Light Binding 1175 against your 815 Q), so punish the misses: step up for passive auto-attack stacks whenever her Q is down, since you scale better on 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 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 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.

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