Max first, where ball placement and cooldown matter most, then level for its AoE damage.
Orianna Strengths
✓One-sided poke and zoning from long range by controlling the ball
✓Ult's AoE damage and CC that swing teamfights
Orianna Weaknesses
×Heavy mana costs require careful ball and mana management
×Low mobility makes assassins hard to handle once they close in
Orianna Early Game
Early on, move the ball with Skill 1 to farm from a safe distance while poking. Your passive makes auto-attacks hit hard too. Weave them into trades consistently.
Orianna Mid Game
Take lane priority with your strong wave clear. Attach the ball to your jungler or initiator with Skill 3. Get ready to land your combo from there.
Orianna Late Game
A single positioning mistake can get you killed, so staying in the far backline matters. Keep control of the ball's position and keep zoning to restrict enemy movement.
Orianna Teamfights
The moment your frontline dives in, cast Ult (Command: Shockwave) to pull multiple enemies together. After the engage, support your team with shields and speed and press the advantage.
⚠️ Common Mistakes
Whiffing Ult with the ball out of place
Losing track of the ball and casting your Lv5 Ult (Command: Shockwave) on empty ground is a big mistake. Never neglect where the ball is. Attach it to your team's initiator (such as Malphite) first, then detonate it inside the enemy team.
Orianna Combos
Basic Harass
Move the ball for damage and a slow, then bring it home with a shield.
1▶
2▶
3
Teamfight Combo
Park the ball in the enemy backline, pull them in with Ult, then burst them down.
1▶
Ult▶
2▶
3
Orianna Skills
Passive
Clockwork Windup
Orianna's Ball acts as a focal point for her abilities. It automatically returns to her if she is too far away from it. Attacks deal 13 bonus magic damage (13 + 15%AP). Subsequent attacks against the same target within 4 seconds deal an additional 3 magic damage (3 + 3%AP). Stacks up to 2 times.
Skill 1
Command: Attack
⏳ 7.5s
Commands the Ball to fire toward a target location, dealing 60 magic damage (60 + 45%AP) to targets along the way. The damage decreases by 10% for each unit it hits (Minimum 50%). The Ball remains at the target location afterward.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cooldown
7.5
6
4.5
3
Cost
30
35
40
45
Base Damage
60
105
150
195
Skill 2
Command: Dissonance
⏳ 7s
Commands the Ball to release an electric pulse, dealing 60 magic damage (60 + 70%AP) to nearby enemies. The pulse leaves behind an energy field for 3 seconds, slowing enemies by 20% and speeding allies up by 20% for 2 seconds. The effect diminishes over time.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cost
70
80
90
100
Base Damage
60
110
160
210
Slow
20%
25%
30%
35%
MS
20%
25%
30%
35%
Skill 3
Command: Protect
⏳ 9s
Passive: The Ball grants 10 AR and MR to the champion it is attached to. Active: Commands the Ball to attach to an allied champion, granting a shield that absorbs 60 damage (60 + 40%AP) for 4s, dealing 50 magic damage (50 + 30%AP) to enemies it passes through.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Base Damage
50
90
130
170
Shield
60
110
160
210
Resists
10
15
20
25
Ult
Command: Shockwave
⏳ 75s
Commands the Ball to unleash a shockwave, dealing 250 magic damage (250 + 85%AP) and launching nearby enemies toward the Ball after a brief delay.
The pull now reaches further from wherever the ball sits, so mobile targets take fewer free steps out of it. Orianna has no self-peel, which made the moment right after a whiffed ultimate her most dangerous. Even 0.25 more range meaningfully changes how often the play lands when she attaches the ball to an ally initiator and commits.