Patch 16.9mid

Orianna Mid Build & Guide — Patch 16.9

Orianna

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Mage / Control
Patch
16.9

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
Electrocute
KeystoneElectrocute
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

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 Electrocute (taken from Domination as keystone via custom path is the canonical heavy-trade variant) — in stable Sorcery primary you run Manaflow Band, Transcendence, Scorch. Secondary Inspiration with Biscuit Delivery and Cosmic Insight. Phase Rush 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.

Pick into

  • Group-up engage tanks

    Their team telegraphs stacking on the engage frontliner; one Command: Shockwave on the cluster catches three or more for a wombo (full-team combo follow-up).

    SionMalphiteRellAmumu
  • Immobile mages without dash

    Orianna out-ranges their poke with Q at 825 range and walks them down using W slow plus passive ramping autos in extended trades.

    KarthusVeigarAnivia
  • Static-positioning ranged carries

    Backline carries that hold ground in objective fights eat a max-range R when Orianna parks the Ball into the cluster from fog of war.

    SennaKalistaVarus

Counterpicks

  • Wind Wall / projectile blockers

    They block Q and the R-onto-ball cast when the Ball travels as a projectile, neutralizing both Orianna's poke and her wombo setup.

    YasuoYoneSamira
  • Mobile assassins with multi-gap-close

    Multiple dashes (gap-closers — abilities that close distance fast) jump on Orianna inside her short Q range; she has no dash to disengage.

    ZedAkaliFizz
  • Roam-priority burst champions

    They shove the wave and roam to side lanes; Orianna lacks the mobility to follow and loses macro pressure even when she is even in lane.

    LeblancAhriTalon

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 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 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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