

Orianna Champion Guide





Overview
- •Orianna's skills are all cast using the ball. If the ball gets too far away, it returns to Orianna and reattaches to her body.
- •P is
On-Hit Magic Damage, Debuff Stack.
The Debuff Stack effect increases
On-Hit damage when hitting the same target.
Max 2 stacks.
Hitting a different target resets the previous Debuff Stack. - •Q launches the ball to Drops at the target location. Deals Magic Damage to enemies it touches. Damage is reduced by 30% starting from the second enemy hit. If Orianna picks the Dropsped ball back up, it reattaches to her body.
- •W deals AoE Magic Damage around the ball.
Also creates a Zone that
MS ↑s allies and
Slows enemies. - •E's Passive Bonus grants

AR+MR ↑ to whoever is holding the ball.
E orders the ball to attach to an allied champion.
When the ball reaches the ally, it grants a Shield.
Enemies touched by the ball while it's traveling take Magic Damage. - •R deals AoE Magic Damage and
Grabs toward the ball's direction.
Cast-time is fairly long.
TMI
- •TP Target onto the ball is not possible.
- •Orianna's W and R have a property where, if pre-input while the ball is moving, they trigger the instant the ball arrives. The Orianna-Nocturne combo is built around this property.
- •Orianna-Nocturne (Malphite, Vi, Zoe, etc.) combo method. 1. While an ally is within Orianna's E range 2. The instant the ally Dashes, Orianna gives E and mashes R 3. R triggers when the ball attaches to the ally's body. Even if the ball's range is briefly exceeded, the pre-input still triggers it. In short: It's important for the Dashing ally to watch for Orianna's E and time their Dash accordingly. Conversely, for Yone and Naafiri, Orianna needs to watch them closely to use E.















