Wild Rift Guides
Orianna Mid Lane Wild Rift Guide
Who counters Orianna in Wild Rift? The toughest Orianna mid lane counters are Zed, Katarina, and Kassadin. Full Orianna Mid Lane counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Orianna fights the whole lane through one floating ball, and everything depends on where that ball is standing. She sends it out to poke and clear, drags it back through the wave to chip whoever is in the line, slows the ground around it, and shields a teammate or herself. Nothing about her is flashy; playing her is a constant positioning exercise, and doing it well is most of her skill ceiling. She wins mid by owning the wave and the tempo around it. Her clear is clean enough that she rarely loses priority to another mage, and once she has priority she can shove, look at the river, place the ball on a flank, and set up her jungler or a dive. She does not delete you from full like an assassin. She chips, she zones, her shield tilts every trade her way, and she scales toward a teamfight where one button decides everything. The catch is that the ball is her whole defense and she has no way to leave: no dash, no blink, just a shield and good footwork. Anyone who closes the gap faster than she can move the ball ignores most of her kit, and every gank hurts because she has nothing to escape with.
Strengths
- Elite teamfight control: her ultimate pulls a clustered enemy team into one spot and decides fights before they start.
- Strong waveclear and medium-range ball poke keep her in lane priority against most mages.
- Her shield tilts every trade and all-in her way, blunting burst that would punish most immobile mages.
Weaknesses
- No mobility at all: one dash or blink past her ball lets an assassin skip her entire defense.
- Everything depends on landing and positioning the ball, so she punishes nobody when her placement is off.
- Easy to gank and easy to dive, since a shield is all that stands between her and a collapse.
Build Snapshot
Rune Setup
Summoner Spells
Orianna Mid Lane Counters
Who counters Orianna Mid Lane in Wild Rift (WR)? These champions beat Orianna in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Zed: His shadow lets him dodge the telegraphed ball, his damage ignores your immobility, and he all-ins you the moment your shield is down: exactly the champion your kit was not built for.
- Katarina: Katarina dashes through minions onto you and resets off kills, and your slow ball cannot catch a champion who is constantly blinking, so one pick on you starts her snowball.
- Kassadin: You bully his weak early lane, but once his ultimate spike arrives he blinks onto you and out-scales everything you do, so an even long game slips away from you.
- Zyra: Zyra out-ranges your ball and her plants punish every step you take, while her root into her ultimate deletes your squishy frame before your shield matters, so she out-trades you until grouped fights.
Champions Orianna Is Strong Against
Orianna's best matchups in Wild Rift. Orianna holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.
- Lux: A poke mirror you win, because your shield blocks the chip she lives on and your ball controls the wave better than her bindings, so only her root ever really threatens you.
- Annie: Annie out-ranges nothing of yours, and her whole game is one flash-stun all-in that your shield is built to survive, so you own the farm and the priority all lane.
- Veigar: Veigar is immobile, slow to ramp, and dependent on caging you first, so your poke and tempo can deny him the long lane his late-game one-shot needs.
- Vex: Her fear and gloom are slow, telegraphed skillshots and her anti-dash passive does nothing to a champion who never dashes, while she has no escape from your Shockwave.
- Galio: Galio wants you inside his taunt range and your kit never needs to go there, though his tankiness and magic resist mean you deny his priority rather than kill him.
Early Game
Lane around the ball's position, not your own. Toss it onto the caster minions to clear, pull it back through the enemy mid when they step up to last-hit, and use the slow field plus your shield to win the short trades other immobile mages lose. You hold priority against most of the pool, so shove when your clear is faster and look at scuttle and your jungler instead of slow-pushing into a gank you cannot run from. Save the shield for the matchup's real threat (an incoming all-in, a skillshot, a jungler showing up) instead of spending it on chip damage, and remember that with the ball away from you, you are a mage standing in the open with no exit.
Mid Game
This is where priority becomes objectives. Shove the wave, ward the river, and put the ball on a choke or a flank so your jungler can start dragon or herald into your zone instead of a gamble. Your roams are not assassin roams, but a ball thrown onto a side lane sets up a clean gank, and your slow holds a target long enough for someone else to finish. Group early around the first dragon, because your ultimate makes a skirmish around the pit lopsided in a way few mids can match. Take side-lane tempo when the map allows, but your mid game is mostly about being the reason your team can contest every objective on the clock.
Late Game
Full items and you become the most important non-engage button on the map. Your poke chunks from range, your shield can save a diving teammate or your own life, and your ultimate can decide an entire fight the moment the enemy clusters. Position behind your frontline like the squishy you are, because dying without casting your ultimate is the one way to lose a fight you were winning. Keep the ball where it threatens the most enemies at once and let your team play around the zone you control. One well-placed Shockwave late ends games that were not otherwise close.
Teamfights
You start the fight without ever stepping forward. The ideal setup is the ball already sitting on a teammate or a minion deep in their formation, so when they clump for their own engage, you pull them all into your team's damage and crowd control. Poke from the back to bait the grouping, keep the shield ready for whoever gets dived first (often you), and read the fight before spending the ultimate: a panicked early Shockwave catches one stray, a patient one catches their whole team. The slow field and shield handle everything in between, but the job comes down to landing that one button on the cluster that matters.