Orianna is a champion in League of Legends played in the Mid Lane, classified as a Burst Mage (legacy: Mage/Support). She uses Mana (418 – 909.63 at max level), is Ranged with 525 attack range, and deals Magic damage. Released June 1, 2011, Orianna is in patch V25.20. Let me explain what makes Orianna the most respected mid lane champion in competitive history. Every ability she has does multiple things simultaneously: Q repositions The Ball AND deals damage. W deals damage AND creates a zone that speeds allies AND slows enemies. E shields AND grants resistances AND deals damage in transit. R deals damage AND stuns AND pulls. No other mid laner has this level of multidimensional utility packed into every single button press. This is why Orianna has been picked in EVERY World Championship since her release – she’s never truly bad because her kit provides damage, shielding, CC, zone control, and team utility all at once. The catch? Her 47–48% solo queue WR exists because she requires impeccable Ball positioning, champion tracking, and teamfight awareness that most players simply don’t have. Grandmaster+ OTPs reach 56.77% WR – the gap between average and expert Orianna is nearly 10 percentage points.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 20) |
| HP | 585 | 2748.15 |
| Mana (MP) | 418 | 909.63 |
| Attack Damage (AD) | 44 | 95.13 |
| Armor (AR) | 20 | 102.59 |
| Magic Resist (MR) | 26 | 51.56 |
| Movement Speed (MS) | 325 | 325 (fixed) |
| Attack Range | 525 (Ranged) | 525 (fixed) |
💡 Key Identity: 20 base armor is EXTREMELY low – one of the squishiest level 1 champions. 26 MR is also bottom-tier. 585 HP is below average. 325 MS is the slowest possible for a ranged champion. Orianna’s stats are intentionally weak because her KIT compensates: E’s shield (195 + 45% AP) + passive resistances (30 AR/MR) effectively doubles her survivability. Without abilities, Orianna is fragile. With proper Ball control, she’s one of the safest mid laners in the game. Her passive auto-attack damage (54.71 + 15% AP per hit, stacking to 76.59 + 21% AP) is surprisingly high – Orianna wins many early trades through auto-attacks that deal more damage than expected.
⚙️ Passive: Clockwork Windup
INNATE – THE BALL: Orianna is accompanied by The Ball, which she commands with her abilities. The Ball imposes a 0.01-second global cooldown on abilities. If Orianna moves too far from it, The Ball snaps back to her (triggering 0.75s CD on R).
INNATE – CLOCKWORK WINDING: Orianna’s basic attacks generate a stack for 4 seconds (max 2 stacks, refreshing). Each auto deals 10–54.71 (+15% AP) bonus magic damage, increased by 20% per stack – up to 14–76.59 (+21% AP) total bonus magic damage at 2 stacks. Stacks reset when attacking a new target.
| Parameter | Value |
| Base Bonus Damage | 10–54.71 (+ 15% AP) per auto |
| Max Stacked Damage (2 stacks) | 14–76.59 (+ 21% AP) per auto |
| Stack Duration | 4 seconds (refreshes on same target) |
| Ball Snap Distance | ~1290 units (ball returns to Orianna) |
⚠️ Auto-Attacks Deal Surprising Damage: At level 9 with 200 AP: ~40 base + 30 from 15% AP = 70 bonus magic damage per auto (base). At 2 stacks: 70 * 1.4 = ~98 bonus magic damage per auto. On top of her normal AD. That’s an additional 200+ magic damage in a 3-auto trade. Many mid laners underestimate Orianna’s auto-attack trading because they expect a pure ability mage. Always weave autos between abilities – the DPS increase is massive, especially in early lane trades where mana is limited.
⚙️ Q: Command: Attack
Cost: 35 Mana | Cooldown: 6 / 5.25 / 4.5 / 3.75 / 3 seconds | Cast Time: NONE | Range: 825 | Radius: 175 | Width: 160 | Speed: 1400
ACTIVE: Orianna commands The Ball to fly to the target location, dealing magic damage to enemies it passes through and at the destination. Damage reduced to 70% against targets beyond the first.
| Parameter | Value |
| Magic Damage | 60 / 90 / 120 / 150 / 180 (+ 55% AP) |
| Pass-Through Damage | 70% to targets beyond the first |
| CD at Max Rank | 3 seconds (near-permanent repositioning) |
| Mana Cost | 35 (very low for constant repositioning) |
💡 Pro Tip: Q is Orianna’s BRAIN. It repositions The Ball, which is the origin for W, E return path, and R. Every other ability’s effectiveness depends on where Q placed The Ball. 35 mana and 3-second CD at max rank means Orianna can CONSTANTLY reposition The Ball for zoning, damage, and R setups. Key concept: The Ball is a THREAT wherever it sits. Enemies standing near The Ball risk eating W + R combo. So even when Orianna does nothing, The Ball’s position creates pressure. Place Q between the enemy and their escape route to zone them. Place Q on top of the minion wave to simultaneously farm and threaten the enemy. Q’s range (825 from Orianna) + Q’s destination radius (175) = effectively 1000-range poke that costs almost no mana.
⚙️ W: Command: Dissonance
Cost: 60 / 65 / 70 / 75 / 80 Mana | Cooldown: 7 seconds | Cast Time: NONE | Effect Radius: 225
ACTIVE: The Ball emits an electric pulse dealing magic damage. Leaves an electric field for 3 seconds: allies moving within gain bonus MS, enemies moving within are slowed by the same amount. MS/slow decays over 2 seconds after leaving.
| Parameter | Value |
| Magic Damage | 70 / 110 / 150 / 190 / 230 (+ 80% AP) |
| MS / Slow | 20 / 25 / 30 / 35 / 40% |
| Field Duration | 3 seconds |
💡 Pro Tip: W does 3 things simultaneously: damage + ally MS buff + enemy slow. In lane, Q → W is the primary poke combo (180 + 230 + AP scalings at max rank = 410 + 135% AP). In teamfights, W’s 40% MS field is a powerful zone control tool: drop W on yourself for escape MS, drop W on allies for engage speed, drop W on enemies for slow. The Q → W combo is instant – Q moves The Ball, W activates instantly at The Ball’s position. There’s almost no counterplay reaction time. Use W on yourself (when Ball is on you from E) as a self-speed-boost for repositioning in fights.
⚙️ E: Command: Protect
Cost: 60 Mana | Cooldown: 9 seconds | Range: 1120 | Width: 160 | Speed: 1850
PASSIVE: The Ball grants the unit it’s attached to 6 / 12 / 18 / 24 / 30 bonus armor and magic resistance.
ACTIVE: The Ball flies to Orianna or a target allied champion, dealing magic damage to enemies it passes through, and granting the target a shield for 2.5 seconds.
| Parameter | Value |
| Magic Damage (transit) | 60 / 90 / 120 / 150 / 180 (+ 30% AP) |
| Shield | 55 / 90 / 125 / 160 / 195 (+ 45% AP) |
| Passive Resistances | 6 / 12 / 18 / 24 / 30 bonus AR + MR |
⚠️ E Is The Ball Delivery System: E does four things: shields an ally, grants them resistances, deals damage in transit, and REPOSITIONS THE BALL onto the ally. This last point is the most important for teamfights. E onto your initiating Malphite → Malphite R into 5 enemies → The Ball is now in the center of the enemy team → Orianna presses R = 5-man Shockwave. This is the most iconic combo in competitive League of Legends. The Ball moves at 1850 speed on E – faster than any other repositioning method. E onto a flanking assassin, diver, or engage tank turns them into a walking R delivery system.
⚙️ R: Command: Shockwave (Ultimate)
Cost: 100 Mana | Cooldown: 110 / 95 / 80 seconds | Cast Time: 0.5 | Effect Radius: 415
ACTIVE: The Ball unleashes a shockwave dealing magic damage to nearby enemies, stunning them for 0.75 seconds and pulling them 325 units toward The Ball (not through terrain).
| Parameter | Value |
| Magic Damage | 250 / 400 / 550 (+ 95% AP) |
| Stun | 0.75 seconds |
| Pull | 325 units toward The Ball |
| AoE Radius | 415 units |
⚠️ The Defining Teamfight Ultimate: At 400 AP: 550 + 380 = 930 magic damage in a 415-radius AoE + 0.75s stun + 325-unit pull. A 3–5 man Shockwave wins teamfights instantly. The pull groups enemies together, making follow-up AoE (Yasuo R, Miss Fortune R, Malphite combo) devastatingly effective. The 0.5 second cast time is the only warning – enemies have half a second to Flash. Key R delivery methods: (1) Q directly onto grouped enemies → R. (2) E onto engaging ally (Malphite, Jarvan, Leona) → ally dives into enemy team → R. (3) Flash → R (Ball snaps to Orianna if she’s far enough, so Flash forward = Ball follows = R at new position). Method 2 is the most reliable because the Ball is hidden on the diving ally.
⚙️ The Ball Is The Champion: Why Orianna’s 10% WR Gap Between Average and Expert Exists
47–48% WR in solo queue. 56.77% WR for Grandmaster+ OTPs. That’s nearly a 10 percentage point gap – the largest of any mid lane mage. Here’s what separates average Orianna from expert Orianna.
- Ball Awareness Is A Separate Skill: Orianna players must track TWO positions simultaneously: their own champion AND The Ball. Most players lose track of The Ball’s position during chaotic teamfights and throw R at nothing. Expert Orianna players have internalized Ball position as second nature – they ALWAYS know where The Ball is without looking.
- Q Zoning – The Invisible Threat: Average Orianna uses Q as a damage ability. Expert Orianna uses Q as a ZONING tool. The Ball sitting between the enemy and their escape creates a threat zone: if they walk near it, they eat W + R. This invisible pressure forces enemies to path around The Ball, which restricts their movement options. Expert Orianna controls enemy positioning through Ball placement alone.
- E Delivery Combos: Average Orianna Q’s The Ball toward enemies for R. Expert Orianna E’s The Ball onto an engaging teammate, then R’s when the teammate arrives in the enemy team. The difference: Q → R is visible (enemies see Ball approaching). E onto Malphite → Malphite R → Shockwave is INVISIBLE (Ball is hidden on a champion moving at 1500+ speed).
- Auto-Attack Trading: Average Orianna only trades with Q → W. Expert Orianna weaves 2–3 autos between abilities, dealing 150–250 extra magic damage per trade from passive stacks. This alone can win laning phase.
- The Honest Truth: Orianna is not a champion who “carries” in the traditional sense. She amplifies her team. A 5-man Shockwave means nothing if the team doesn’t follow up. In solo queue, relying on teammates to capitalize on your ultimate is inherently unreliable, which is why her WR is lower than simpler mages. In coordinated play (pro play, high elo duo queue), she’s among the strongest mid laners because teams ARE coordinated. If you want guaranteed solo carry power, play Syndra or Viktor. If you want to enable your team to win 5v5s through the single most impactful teamfight ability in the game, play Orianna.
🎯 Strategies and Gameplay Tips
Early Game (Levels 1-6)
- Auto-Attack Trading Level 1-3: Passive makes autos deal 40–70+ bonus magic damage at stacks. Against melee assassins walking up to CS: auto → auto → auto = 120–210 bonus magic damage for free. This wins lane against assassins who can’t trade back at range.
- Q → W Poke: Q onto enemy → immediately W. 180 + 230 + 135% AP at max ranks. At 100 AP: 315 magic damage per Q → W combo every 3–7 seconds. Low mana cost (35 + 80 = 115 mana). Sustainable poke pattern.
- E Self-Shield: When enemy trades back, E yourself for shield (195 + 45% AP at max) + 30 AR/MR passive. This effectively gives 225+ shield + 30 resistances = extremely hard to trade down. Orianna’s lane safety comes from E, not from range.
Mid Game (Levels 7-13)
- Teamfight Positioning: Stay BEHIND the frontline. Ball on yourself or on the nearest ally. Q → W for poke. When the teamfight begins: E onto initiating ally → wait for them to reach enemies → R. Don’t R too early (enemies not grouped) or too late (ally already dead).
- E + R Delivery: Identify your team’s best R delivery champion: Malphite, Jarvan IV, Leona, Rell, Amumu. E onto them before they engage. When they arrive in the enemy team: R. This is the single most impactful play Orianna can make.
- Wave Control: Q through the wave (35 mana, 3s CD at max) + W for instant waveclear. At 200+ AP: Q + W one-shots the caster wave. Fast waveclear = freedom to roam or set up for objectives.
Late Game (Level 14+)
- Shockwave Priority: One good R wins the game. One wasted R potentially loses it. In late game, DON’T fish for multi-man R unless the opportunity is clear. A guaranteed 2-man R on the enemy ADC + support is better than a risky 5-man R that whiffs.
- Shield Priority: At 400+ AP: E shield = 195 + 180 = 375 shield + 30 AR/MR. On your ADC, this is a massive defensive boost. In late game, sometimes E-shielding your ADC is more valuable than going for a flashy R play.
- W Speed Zone: W’s 40% MS field helps your team kite or chase. In disengages: Q behind you → W = 40% MS for retreating allies + 40% slow for chasing enemies. In engages: W on the path your team is running = 40% MS acceleration.
❌ Common Mistakes and How to Avoid Them
- Losing Track of The Ball: If you don’t know where The Ball is, you can’t use abilities effectively. Always have The Ball visible and in a purposeful position. If confused: E yourself (Ball returns to you). Build the habit of constantly glancing at Ball position.
- R Without Setup: Pressing R when The Ball is randomly positioned = miss. ALWAYS Q or E The Ball into position BEFORE pressing R. The best R’s come from E onto engaging allies, not from Q fishing.
- Not Auto-Attacking: Passive adds 70–100+ bonus magic damage per auto at stacks. Orianna players who only use abilities miss 30–40% of their potential damage. ALWAYS auto-attack between ability casts.
- Ball Too Far From Orianna: If The Ball snaps back to Orianna (she moved too far), R goes on 0.75s CD. Mid-teamfight, this 0.75s delay can mean missing the window for a game-winning Shockwave. Keep The Ball within reasonable distance or E it back proactively.
- Greedy Multi-Man R: Waiting for the “perfect” 5-man Shockwave often means using R too late (ally dies) or not at all. A 2–3 man R on priority targets is almost always correct. Don’t hold R waiting for perfection.
⚙️ Recommended Build and Itemization
Core Items
- Luden’s Echo: First item. AP + mana + ability haste + burst passive. Q → W → Luden’s proc = massive poke combo. Echo passive splashes additional magic damage from Q hits.
- Sorcerer’s Shoes: Magic penetration for damage. Orianna’s damage is entirely magic – flat pen maximizes early-mid burst.
- Shadowflame: AP + flat magic pen. Increases damage against squishies. Combined with Luden’s + Sorc Shoes = ~30+ flat magic pen, shredding through base MR.
- Zhonya’s Hourglass: Stasis for surviving assassin dives. Orianna is immobile with 325 MS – without Zhonya’s, any assassin kills her. Stasis also buys time for allies to follow up on R.
Situational Items
- Rabadon’s Deathcap: Multiplies AP by 35%. At 3+ items, Deathcap pushes AP above 500, making R deal 1000+ magic damage and E shield for 400+.
- Blackfire Torch: Alternative first item (48.1% WR). Burn damage synergizes with Q poke pattern. Better in extended poke compositions.
- Banshee’s Veil: Spell shield vs pick compositions. Blocking a Blitzcrank hook or Thresh hook saves Orianna from death.
Runes
Primary Tree (Sorcery): Phase Rush (keystone), Manaflow Band, Transcendence, Scorch
Secondary Tree (Precision): Presence of Mind, Legend: Haste
Summoner Spells: Flash + Teleport (or Flash + Barrier)
Skill Max Order: Q → W → E
💡 Pro Tip: Phase Rush triggers after 3 ability hits or auto + ability combos in quick succession. Q → W → auto = instant Phase Rush proc = 30–50% MS for 3 seconds. This MS burst is critical for Orianna’s survival – she has 325 base MS (slowest tier), so Phase Rush effectively gives her an escape tool. Manaflow Band and Presence of Mind solve mana issues for Q spam (35 mana every 3 seconds adds up). Transcendence gives ability haste for faster Q rotations. Q max first ALWAYS – 3-second CD at rank 5 is the core of Orianna’s gameplay. W second for damage scaling. E last because shield strength matters less than damage early.
⚔️ Counter Picks & Matchups
✅ Orianna Counters (Favorable)
1. Kassadin
Why: Kassadin is melee with weak pre-6 laning. Orianna’s auto-attacks + Q → W poke dominate him levels 1–5. E shield blocks his Q poke. By the time Kassadin hits 6, Orianna should have a significant CS and HP advantage. Kassadin’s R into Orianna = Shockwave opportunity.
2. Ryze
Why: Ryze has shorter range (550 EQ) than Orianna’s Q range (825). Orianna zones Ryze with Ball placement, preventing him from walking into EQ range. E shield mitigates Ryze’s combo damage. Orianna outscales Ryze in teamfight utility.
3. Qiyana
Why: Qiyana needs to dash into melee range to kill. E shield absorbs her burst. If Qiyana E’s in, Orianna R stuns and pulls her, allowing Orianna’s team to collapse. Auto-attack passive punishes Qiyana when she walks up to CS.
❌ Orianna is Countered By
1. Akshan
Why: Akshan’s E (Heroic Swing) lets him dodge Q placement and reposition unpredictably. His auto-attack range + passive double-shot outtrades Orianna early. Akshan’s roaming with W stealth makes it hard for Orianna to match – she has no mobility to follow.
2. Diana
Why: Diana’s W shield absorbs Orianna’s poke, and Diana’s dash (E) closes the gap before Orianna can react. Post-6, Diana R + E into Orianna is too fast for Shockwave to save her. Diana’s burst exceeds Orianna’s E shield + Barrier.
3. Syndra
Why: Syndra outranges Orianna with Q (800 vs 825 but faster projectile). Syndra’s E stun from 1100 range punishes Orianna’s immobility. Syndra R (point-and-click burst) deletes Orianna through E shield. Both scale well, but Syndra wins the lane.
FAQ
Q: Can The Ball attach to any ally?
A: Yes, any allied champion. E onto Malphite, Jarvan, Leona – anyone. The Ball stays on them until they move out of range or Orianna uses Q/E to reposition it. If the ally dies, Ball drops to the ground.
Q: Does Shockwave go through terrain?
A: The damage and stun hit through terrain, but the pull does NOT move enemies through terrain. Enemies against a wall are pulled toward The Ball but stop at the wall.
Q: Is Orianna good for climbing ranked?
A: Depends on your skill. Below Diamond, simpler mages (Annie, Malzahar) have higher WR because they don’t require Ball tracking. Above Diamond, Orianna’s utility becomes increasingly valuable. Grandmaster+ OTPs hit 56.77% WR.
Q: How do I land 5-man Shockwave?
A: Method 1: E onto diving ally → ally engages → R. Method 2: Flash forward (Ball snaps to you) → R. Method 3: Q into chokepoint during objective fight → R when enemies group. Method 1 is most reliable.
Q: Why is Orianna always in pro play?
A: Because no other mid laner provides damage + shield + speed boost + slow + zone control + AoE stun + pull in one kit. She’s never truly bad because she does everything. Even when weak, her R alone can win teamfights.