Orianna, Focused Supporter
By: Noitcurtsed- Introduction
Note: All the opinions of this guide are based on the support approach of Orianna. Many champions have many builds and this guide's suggestions are based around the support role Orianna can play.
The newest edition riot has to offer, Orianna the Clockwork Girl, plays unlike any other. Her difficulty bar is full for an obvious reason: The Ball. Most champions use abilities from their current location, but not Orianna. All of her skills (save for Summoner Spells and auto attacks) are centered around The Ball. This causes the Summoner to have to essentially control two objects at the same time.
In the support approach, I view Orianna as a walking HP bar. I keep her safe from harm while The Ball does the dirty work. This way you are the last surviver of most team fights and can often go a match with less than 2 deaths.
Pros / Cons
Pros:
- Very good at farming
Insane range by use of The Ball
Great field control
Ultimate is synergistic with many other champions ultimates (Nunu, Amumu, Jarvan, Pantheon, etc)
Command: Protect make's fighters into tanks and tanks into gods
Good at initiating or supporting an initiator
Can lane decently verses multiple opposing champions (2v1, 3v1)
Cons:
- Mana intensive early game
Slow base movement speed
Low HP
Little on demand burst
Limited by The Ball's movement and placement
Predictable because of The Ball
Summoner Spells
My choices:
and
Flash:
On Orianna, I feel that Flash is a near necessity. One great aspect of Orianna is that once you have a gap between you and a enemy champion that is chasing you, they will not catch you (Exception: Phantom Dancer stacking Yi). Your W, Command: Dissonance, will allow you to not only speed yourself up, but it will slow champions chasing you. And when you get jumped, the best thing to create distance is Flash.
Teleport:
I don't see Teleport as a staple, but it has many uses and I prefer it over other choices. It allows you to farm a lot more, protect towers, and counter acts her slow movement returning to the battle field. And since you will be farming with her, you need to take an item/blue trip several times in a match. Teleport helps get you back in the fight that much quicker.
Other viable options:
Ignite will help fill a hole in Orianna's attack scheme and get you some early game kills. It becomes a better choice when it will hard counter some champions (Soraka, Dr. Mundo).
Cleanse will make Orianna that more survivable. Like stated with Flash, all you need to do with her is create some distance. If you get stunned, feared, or anything, escape is a quick Cleanse + Flash away.
The main advantage that Exhaust would give is it would allow for you to use The Ball without much prediction. Exhaust + Command: Attack + Command: Shockwave + Command: Dissonance will make for a quick gank.
Going true support style with this pick. I feel it is slightly less viable than the others because of the fact that The Ball can be used as a temporary ward.
Many other Orianna player's swear by Ghost's usefulness. I agree to a point, because Orianna is very squishy and can be ganked very easily. For what Ghost provided me, I felt a different summoner spell would fill a hole that Command: Dissonance couldn't fill. I know, Ghost+W means NO ONE can touch you, but the times in which Dissonance wasn't enough usually meant either I made a mistake or someone was fed.
Masteries
This choice of masteries is pretty standard for a mage. Orianna's range allows her to not worry about defense as much and go for a 9/0/21 build. You would want to obviously switch out Spacial Accuracy and Blink of an Eye for your respective Summoner spells.
Perserverence:
I know that many other's say this talent is avoided in many builds, however I felt as if Good Hands was wasted on a champion that died an average of 1-3 times a match. Since after you build Archangel's, you have around 56 mana per 5 seconds, an extra 4% would be 2.3 more mana per 5. This is close to Meditation, so it's good enough for a tier one mastery for me.
Utility Mastery:
On Orianna, I do not get this mastery because I don't feel that Support Orianna gets enough benefit from it to warrant the points. Blue buff would cap out you on cooldown reduction sooner (or without runes), but I do not like relying on a temporary neutral monster buff for a major stat such as cooldown. If you're building it because its a crucial stat, I feel you shouldn't rely on something that could be stolen from you. Mana becomes a non-issue later in the game so that aspect of Blue buff isn't needed either.
Red buff would be good early game, but not as good as it could be for other champions. It is not advised to get Red buff on Support Orianna, unless you solo que'd a team of all AP users.
Presence of the Master and Sorcery
These are taken to get as close to the 40% cooldown reduction cap as possible before any in game items. Using these allows you to make full use of all of Orianna's skills, while making up for her low AP ratio's by stacking nearly exclusive AP.
Archaic Knowledge
This mastery adds more to Orianna's much needed Magic Penetration. Because her skill's don't hit as hard as most mage's, a focus on Magic Penetration is necessary for maximum damage. This is explained further in the Items section.
Runes
Marks:
Magic Penetration is usually the best choice for all AP users for maximum damage, especially early game. Orianna is no exception. In fact, it could be argued that Orianna needs more Magic Pen than the average champion due to her lower AP ratios.
Seals:
For Seals, I chose to off set her low mana regeneration pre-Archangel's with flat mana per 5 second seals. It allows to get a Sapphire Crystal as the first item choice and give's more longevity in the early stages of the game.
Glyphs:
Flat cooldown reduction glyphs, along with Quints and Masteries, allow Orianna to reach max cooldown reduction at a very low level. This is extremely useful for Support Orianna, since low cooldowns mean more of your amazing ultimate and more shields for your team.
Quints:
These top Orianna off as going able to get max cooldown reduction just after purchasing Morello's Evil Tomb. The only disadvantage: Not taking Flat HP Quints makes you VERY squishy early game.
Skills
Uses:
- Last hitting minions
Early game (1-10) Harassment
In the support role, her passive does very little outside early game. You should not forget it however; because of it your auto attacks hit especially hard straight out of the gate. Orianna's attack range is shorter than most AD range carries and mages (550 units), so keep that in mind.
Uses:
- Positioning The Ball
Farming Creep
Temporary Ward
Command: Attack will be the first skill point you get. Why? Because otherwise, Orianna will not be able to move The Ball. And since all attacks (minus auto attacking) come from The Ball, it is best to have control of it. Proper use of this skill will require practice and a lot of it. The Ball moves slow. More often than not you will need to predict enemy champion movement with this skill in order to land a W.
There are many fun tricks you can do with this skill. These are gone over in greater detail in the "The Ball" section
The attack severely reduces damage as it hits creep. 10% each hit to a minimum of 40% damage. Stack that on top of a low AP ratio (60%) and this becomes a spell almost used exclusively for positioning. Because of this, it stays level 1 until late game.
Uses:
- Escaping a fight
Chasing down champions
Farming creep
Damaging champions
This is your bread and butter skill. Its a swiss army knife of abilities. It slows enemies, speeds allies, and does good damage all in a small AoE radius around the ball. The movement increase/decrease gets better as you level it and it does more base damage than your Q. It is MUCH easier to hit than your Q as well. (Note: There is a bit of delay in the time you can activate Dissonance after positioning with Attack. This takes some getting used to, but is not game changing)
All of this makes Dissonance your first maxed skill. It starts to pack a real punch after getting it to Rank 3 and you obtain your Sorcerer's Shoes. I would advise you to wait until level 5 to really start opening up the harassment because of this.
Uses:
- Protecting allies
Protecting yourself
Having a walking Command: Attack
This skill is the main reason I consider Orianna more support than mage. This is the reason Orianna can be built with very little HP and Defense, and STILL only die in very extreme situations. I max this skill second in this build because its increased shield and resistance/armor is worth much more than a bit of damage on Attack.
It is important to note that as soon as you pick this skill up, Orianna simply holding The Ball will give herself the MR and AR buff! This adds a lot to your early game survivability.
If you reach Rabadon's Deathcap in this guide, your shield will be a ~500 HP shield every 5.5s. Adding a 6th AP item or a Soulstealer will only make it that much better. For more note's on how amazing this shield is, please see the "Support or Mage?" section.
Another monstrous advantage of this shield is that when it is on another champion, The Ball is moving with him! No need to Command: Attack for positioning anymore, throw that shield on a melee and use him to damage enemies. This is where Orianna's range comes in. While your Q has a 900 range, you can be a whole 1124 units from The Ball and continue to damage enemies. You can literally be out of the site of enemies and still be great support for your team. Your shield should ALWAYS be on someone. This build offers enough mana and regen to do so. Your shield should ALWAYS be on cooldown in team fights.
Uses:
- Damaging Champions
Initiating Team Fights
Pulling Runners
Escaping a fight
Interrupt (Eg. Kat's ultimate)
Many, many, many more...
This ultimate is probably one of my favorite to use. Not visually (I give that to Blitzcrank), but mechanically. It does the most damage out of all of your skills and is definitely the hardest skill to use effectively. Not only is there a slight activation delay after you hit R, but the radius is not that large.
In practice, Shockwave pulls all enemy champions a fixed distance toward The Ball. This usually nets in movement closer to The Ball, but it is possible to be moved away if the enemy is on top of The Ball already. Orianna is no exception to that you want to level your ultimate whenever it is available to do so. More uses of this ultimate are listed in the "Support or Mage?" section.
Items
For starting items, with the mana mastery in the utility tree along with the mana regen from runes is enough to begin with a Sapphire Crystal. This item is superior to the Meki Pendant due to the way Orianna pushes in the beginning of the game. Because it's smart to wait until level 5 to start any real harassment, having the extra mana pool increases your staying power. Health Potion x2 also helps with this.
Your next trip back defiantly needs to be boots. Orianna moves so slowly that she needs the extra speed. This will prevent ganks when your is used. Only buy the prereq boots however, you need to build up your mana pool first.
Tear of the Goddess is built as soon as possible. This ensure's you will reach maximum mana fast. After it is built, mana becomes a non-issue. You will need items before taking a blue trip if you play conservatively. This means only using your W for damage, minimizing positioning The Ball with Q, and only shield when it is crucial.
After the tear, finish your boots with Sorcerer's Shoes. This will maximize your early game magic penetration. This is crucial for Orianna due to her low AP ratios. Because you are focusing on support over mage, you will have low AP until mid/late game. And because you won't be seeing big numbers on your Dissonance and Shockwave, minimizing the % reduction from resistance has huge impacts on your staying power early game.
A lot of other guides (and the recommended items) suggest building Ionian Boots of Lucidity instead. The reason I avoid them is two fold. Magic penetration is decently difficult to come by and Orianna really does need it to allow her to do respectable damage. The Sorc boots offer an easy, cheap way to obtain Magic Pen very early game.
The other reason comes from wanting to achieve maximum cooldown reduction fast. I explored different options to do this. One is to use and instead of the flat ones. This would allow you to cap with just the boots. The problem with this is that is assuming you are level 18. The /level runes for cooldown become equivalent to the flat at level 13. This guide can max cooldown before that point easily, so I felt this was a superior option.
Morello's Evil Tome comes next. It is important to note that with the runes and masteries in this guide, this item will give max cooldown reduction (you will be at 39.8%) at this point in the game. This means after a short ~4,300 gold, you will achieve this plateau of shielding and support speed.
At this point, the game play style should be shifting more towards roaming and team fights. Now that you have a good mana pool and you can spam your abilities, it is best to rush Archangel's Staff next. For only ~1800 gold, it will net you ~104 AP, 18 mana per 5, and 50 extra mana. This will set your mana regen at the point to need to be to fully utilize the cooldown reduction you just achieved, while adding a much needed chunk of AP to your arsenal.
or
This is the point in the item build where you have to feel out the game. Are you needed for more of a damage role? Are the opponents stacking lots of MR items? You basically want to chose between building Void Staff and Abyssal Scepter.
With the way magic penetration works, in order for the -40% reduction to be worth it, the opposing champions must have more than 90 magic resistance (This is based off of having all nine , Archaic Knowledge, and ). Keep in mind that this only makes the items break even in penetration and only for those characters with 90 or higher resistance, otherwise it is less. Also bare in mind that the scepter supports your team more as well.
Nearly all champions only have 30 magic resistance without either using some MR runes or masteries. And since you have around 30 magic penetration with your boots, unless the opposing team is building magic resist, skip these and move on to the Deathcap.
Deathcap cleans up the build with a huge chunk of end game AP to push your support and damage over the edge. By this time, your skills are taking chunk's of HP off of carries. You can be decently aggressive now and your Q+W can knock out an entire minion wave very quickly.
You more than likely wont get to the end game 6th item, unless you are having a very good, even game that both team's are playing defensively. This is up for user discretion, but I enjoy a Zhonya's Hourglass. It adds a nice chunk of AP, gives to armor to balance out the MR from the scepter, and allows for a free oh **** button. At this point in the game the enemies should be gunning for you anyway and I prefer the hourglass over a Guardian Angel.
Will of the Ancient's would be a good addition if you have a lot of AP users in your group. Also, I have experimented with Lich bane a few times. It adds very nice damage at this point, but I personally don't like getting within 550 units of death.
The fact that Support Orianna can get away with 1-2 deaths per match makes a Mejai's Soulstealer a possible early game item choice. I did not list this item in the item build for the fact that it is very situational. I would replace Zhonya's Hourglass with the Soulstealer and build it after Tear of the Goddess if I were to feel I could achieve greater than 12 stacks the entire game.
Support or Mage?
Since riot posted Orianna on the main site not listing her as support, there has been a split to which category she lies in. I believe Orianna is support with a splash of mage. More offensive than say a Zilean, but not near the support of a Soraka. Why do I neglect her mage-like qualities?
Her shield and MR/AR buff
Her Command: Protect has two simultaneous uses: It shields AND boosts defense. This makes this skill extremely potent in making any champion much more durable than they normally are. Many other's feel that it doesn't (And her abilities in general) scale well with AP. I want to address this:
Her E may not give a huge amount of armor and resistance and the shield may not be as large as Blitzcrank's, but the difference is that it simultaneously shields and increases the effective HP of your target, which also makes the shield more effective. For notes on effective HP, please see Mathematical Explanation of Stats (including EHP) created by Larias. If the shield scaled any better with AP (currently its 45%), it would be grossly OP.
The correct use of this shield will set good Orianna's from bad. It allows Orianna to be decently aggressive while having no defensive items. It also can make a team member into a tank. Not every champion, but certain ones. For example, I often play with an Udyr. At one point I had full cooldown reduction and over 500 AP. Because of this, Udyr was able to tank the ENTIRE opposing team with taking ZERO damage due to the defense he had and Turtle Stance by me recasting Command: Protect on cooldown.
You will save champions with that shield. I at least save 4-5 early/mid game kills on my team mates each game. This is the nature of Support Orianna.
W is an AoE slow and speed up
This is one of the big roles you will play in team fights. You control the speed of both players on the field. I cannot tell you how many more kills I got for my team with Command: Dissonance. Nothing helps chase down a runner down more than slowing them while simultaneously speeding your melee and tanks up. The true essence of a support. The speed boost does help Orianna, but once you reach your opponent you will have a hard time stopping them unless you have Exhaust. Aiming Command: Attack at a runner is difficult, though it can be done successfully.
Another huge use of your W is running. When a team fight goes sour, no one is better at getting the entire team to safety than Orianna. Simply all of you running together and a quick Command: Dissonance will speed up everyone while severely hindering the opposing team's chase. Even if they avoid the AoE of your W, they need to run around it which slows them down anyway.
An AoE Pull-in
Note: I said pull in, not knock back. Her ultimate pulls every opposing champion in the AoE radius a fixed distance toward The Ball. This can sometimes end up netting movement over and away from the ball for champions already close, but more often it pulls them closer to it.
I love her ultimate. It has uses only limited by your imagination and it truly supports your team. Initiating team fights is easy when every enemy champion is tossed and disoriented for a second or more. As stated in the pros and cons section, her ultimate also synergizes with many, many other Champions. One notable use that I actually performed in game was help Jarvon catch three champions in his Cataclysm. Needless to say that was a triple kill. I also have wiped out an entire team's tower push with a sole Pantheon by combining his Grand Skyfall with my ultimate, hitting all five champions in the center for maximum damage. Cleaning up was easy after that.
Low AP ratio's and little on demand burst
These two go hand in hand with describing her level of damage compared to her support ability. My conclusion: Her damage just isn't there. I am not sure if this was the intention of riot, but unless you are severely fed, you won't be getting that many kills.
Her Q and W scale with 60% of your AP
Her R scales with 70% of your AP
This means you're going to need a lot of AP to take those champions down. And since every time you Commmand: Attack you reposition The Ball and risk loosing field control and make it harder to set up a W or E for your team, most of the time your Q will be used solely to predict a runner's movement and slow with W. And this make's the damage portion of the skill less useful.
Don't misunderstand; if you use all your skills in tandem you put out good damage. Your Command: Shockwave has a relatively low cool down, but not low enough to use multiple times in a team fight. Because her burst is so reliant on the consecutive use of all her skills, and the ultimate is much better used to initiate, pull runners, or to combo with other champions, her burst lacks.
Know your role
At the beginning of the game, you have to make a choice. Solo or lane? In my opinion, Support Orianna in the early stages of the game is one of the better solo characters. Her duo laning ability is very good also, but it is heavily reliant on having a good partner that also knows Orianna well.
Solo:
Her range and Command: Dissonance allow her to avoid ganks and roam fairly quickly low levels. The only problem with a solo Orianna is that kills will be hard to come by. The Ball is decently easy to avoid, though you will be catching Dissonance on a lot of champions. If your team composition ends up putting you in mid often, Ignite becomes an even better summoner spell choice. Its added damage on top of your own is usually enough to give me first blood.
Duo lane:
Because of her low HP (especially if you follow this guide and skip , I have had a tougher time against some opponents in a duo lane situation. It is very easy for two champions to CC you and kill you, using the brush to get the jump. Because of this, your partner needs to understand how Orianna works and when to add his/her harass on top of your own. Remember to use The Ball to check brush. This can save your life.
Levels 1-5
These levels are slow. Only focus on last hitting minions and use The Ball as more of a mental harassment than one that will hurt their HP. If you use low rank Dissonance (ranks 1,2) too often, you will leave yourself open to ganks, being pushed, and not be able to push a kill/recall so you can roam and help your lane mates. Play conservatively and smart at these levels. I don't even use rank 1 Dissonance unless they try and jump me. Remember to harass with auto attacks. Clockwork Windup is most useful at this stage.
Levels 6-11
Now is when you can really start putting out damage. Once you get your Command: Shockwave, ganking and killing becomes a lot easier. You should still be buying HP/MP pots at this stage to make up for your low MP pool until your Tear of the Goddess becomes maxed. Most champions feel safe at their tower, but not anymore. Pull them away from their tower with your ultimate to get those kills. Orianna is great at support for ganks. Your slow/speed boost on top of the shield and ultimate to pull runners is extremely effective at getting your carries double kills. Roam and call out where ganks are comming.
Levels 12+:
Team fights are in full swing at this stage. Your shield is now rank 4/5 and it is time to make good use of it. The longer team fights last, the more chance you will have to win with an Orianna at your side. This is because this guide boosts unlimited mana and max cooldown. The shielding, supporting AoE damage, and speeding/slowing put out by her allows any team fight to dramatically shift with the addition of Orianna. Ultimate them and the will scatter. Slow them, chase them down. Shield your teammates. But most of all: STAY ALIVE! Remember, your W and R have a 1124 range! Throw Command: Protect on a tank/fighter and start popping the damage. I have saved small team fights without the opposing champions even noticing my presence.
The Ball
Coming soon
Questions and Answers
You are a support build, and yet you didn't take any gold per second items. Why?
Orianna is just amazing at farming. All her abilities are AoE and once you get used to them killing waves of minions and getting lots of gold is easy.
Why no defensive items?
Command: Protect provides all the defense you need in my opinion. It is on a 5.5 second cooldown with 40% reduction and shields for quite a bit. Also, it provides Orianna with 30 armor and magic resistance by just holding the ball. Combine that with the 1124 range of her W and R and I am barely ever the target of team fights simply because they would waste their time chasing me.
Why no Rylai's Crystal Scepter?
I see this item in the recommended items and in a lot of other Orianna builds. In the support build, I feel that this item's slow offers very little to your normal play style. It adds a slow to your Q, E, and R. Protect will not be used for damage that much and Q and R are usually followed by Command: Dissonance directly after casting them anyway. A big use would be that you could aim your Command: Attack at runners and slow them, but why not just do this with Dissonance and pick up a more powerful AP item instead? This item is almost as expensive as a Rabadon's Deathcap and you only get 80 AP.
0 comentarios:
Publicar un comentario