League of Legends champion profile: Orianna, the Lady of Clockwork

Orianna. League of Legends.
Orianna. League of Legends. /
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Winter Wonder Orianna. League of Legends.
League of Legends. Courtesy of Riot Games. /

Ability Description

"Passive THE BALL: Orianna is accompanied by The Ball, which she commands with her abilities. The Ball has a 0.15 seconds global cooldown between casts. Additionally, The Ball attaches to Orianna if she is near it, and blinks back to Orianna if she is too far away from it. CLOCKWORK WINDING: Orianna’s basic attacks deal bonus magic damage on-hit and gains Clockwork Winding for 4 seconds, stacking up to twice. Orianna loses all stacks of Clockwork Winding when she attacks a new target."

So Orianna’s passive has two parts. The first, which is most important to understand, is The Ball she has, which dictates where her abilities will be cast. However, it has a limited range so if she walks too far away from the ball it will blink back to her.

In addition, Orianna also gets a damage amp on her auto attacks. This is pretty basic, but it makes her also something of a deadly AP Carry with just her autos.

"Q (Command: Attack) – Orianna commands The Ball to fly to the target location and remain there, dealing magic damage to all enemies it passes through, reduced to 100% − 40% (based on enemies hit)."

Very basic, this is a directed skill shot that will send Orianna’s Ball to the target in a straight line. That said, it’s not necessarily a “line skill shot” because Command: Attack can move the ball from anywhere.

This is also Orianna’s primary damage ability, as long as you hit a few enemies. If you hit multiple targets, it will do less, but in combination with her next ability, Orianna can easily do a bunch of AoE damage.

"W (Command: Dissonance) – Orianna commands The Ball to emit an electric pulse around its current location, dealing magic damage to all enemies around it and leaving an electric field on the area for 3 seconds. Orianna and her allies gain bonus movement speed upon stepping on the field. Enemies, in turn, are Slow icon slowed for the same amount, decaying over 2 seconds after leaving the field."

This ability actually does a surprising amount of damage, compared to her Q – Command: Attack and maybe even more in terms of area of effect damage. The Q>W combo is going to be her bread and butter for damage and wave clearing. In addition, the slow on this ability is basically the only form of CC Orianna has outside of her ultimate ability.

"E (Command: Protect) –  PASSIVE: The Ball grants whomever it is attached to bonus armor and resistance icon magic resistance. ACTIVE: Orianna commands The Ball to fly to the targeted allied champion or herself and attach itself to her target, dealing magic damage to all enemies it passes through and shielding her target on arrival for 2.5 seconds."

This is a basic point-and-click ability, shielding whatever ally (or yourself) that you click on. Now, there is some intricacy in that The Ball will damage anyone it passes through on the way to shield so however you angle the path from The Ball and shield.

"R (Command: Shockwave) – Orianna commands The Ball to unleash a shockwave after a 0.75 seconds delay, dealing magic damage to all nearby enemies and pulling them 350 units towards The Ball."

Maybe the most game-changing ultimate among all mages, Shockwave does AoE damage and pulls every enemy hit in towards the center of the area. You can use this regardless of whether The Ball is unattached or attached to an ally, so it’s perfect to put on a diving ally so they get the shield as they go in and deliver this huge ult.

Types of Scaling

Passive – AP
Q – AP
W – AP
E – AP
R – AP

Crowd control

Slow on her W
Knock-up and pull in on her ultimate