Orianna Mid Lane Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Items
Summoner Spells

Spell 1
Flash

Spell 2
Ghost
How to play
Poke while keeping track of your ball Your 1st ability moves the ball and damages enemies along its path. Keep it near the opponent while staying far enough back to avoid their reply.
Put your ball on a teammate going in Use your 3rd ability to shield an ally and attach the ball to them. When they reach the enemy team, your ultimate pulls nearby enemies toward the ball.
Wait for enemies to group around the ball Use your ultimate when it can catch important targets your team is ready to attack.
Guide author
Royal
Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.
Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.
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.
- Command: Protect (3rd) combines a shield with armor and magic resistance while the Ball is attached, giving her or a diving ally a meaningful defensive layer.
Weaknesses
- No mobility at all: one dash or blink past her ball lets an assassin skip her entire defense.
- Poor Ball placement reduces her damage, shield access, and threat until she spends a cast to move it again.
- Easy to gank and easy to dive, since a shield is all that stands between her and a collapse.
Orianna Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order
ITEM BUILD
Best Wild Rift build for Orianna Mid Lane, including items, runes, summoner spells, and skill order.
STARTING ITEM

Early ability power, which her passive already adds to every attack she lands.
BOOTS

Magic penetration keeps her Ball hurting in a lane she wins by chipping rather than bursting.
CORE BUILD

Turns her mana pool into ability power, and she casts constantly to keep the Ball where she wants it.
Transforms into Seraph's Embrace once Tear is fully stacked
The Ball hits several enemies at once, so the stacking bonus counts multiple champions in a fight.

Multiplies her ability power, which raises her poke, her shield and her ultimate together.

Cuts the magic resist that lets a target survive being pulled into her ultimate. The healing on takedown also helps her team. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.

Build this for when her ultimate is spent and their team is still on her. Buy Seeker's Armguard early for the armor and ability power.
SITUATIONAL ITEMS

Haste and move speed for a champion who has to keep repositioning to keep the Ball useful, since spacing is her only defence.

The raw penetration alternative to Cryptbloom. Build it when a magic resist frontline is what blunts the Ball. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.
Build this when enemies heal through Orianna's teamfight damage. The Ball's area spells apply Grievous Wounds to several targets before Command: Shockwave's (Ult) follow-up lands; Oblivion Orb provides the effect early.

Build this when the enemy has shields that keep absorbing the damage her ultimate gathered everyone for.

Build this when the enemy has a hook or point-and-click stun, since she has no mobility of her own.
RUNES
KEYSTONE

Her damage is steady chip from the Ball rather than one burst, so she stacks across a fight and the healing pays for holding her line.
PRIMARY

Her ultimate is the cast the whole fight is built around, and takedowns inside it cut the cooldown for the next one.

Ability haste means the Ball moves more often, which is how much space she controls.

Move speed after a summoner spell helps a mage with no dash reposition to where the Ball needs to be.
SECONDARY

Take this against assassins who can reach Orianna before the Ball controls the fight.
SITUATIONAL RUNES

Take this over Conqueror when being reached is the problem, since her three-hit combo triggers it easily.

Take this over Bone Plating into a low-threat lane where Orianna can safely keep the Ball on offense. It amplifies her abilities instead of covering burst.

Take this over Bone Plating in safer lanes when repeated teamfight control is the plan. Shorter Command: Attack (1st), Command: Dissonance (2nd), and Command: Protect (3rd) cooldowns let Orianna reposition the ball and shield allies more often.
SUMMONER SPELLS
MAIN SPELLS

Flash
Must take. She is completely immobile, and her ball being somewhere else does not help her when she is caught.

Ghost
Her ball has to be in the right place and so does she. This lets her walk into position to land her ultimate and walk back out before the enemy closes.
SITUATIONAL SPELLS

Barrier
Take this over Ghost against an assassin. Her ultimate is worth the whole fight and she has to be alive to cast it.

Cleanse
Take this over Ghost against a key cleanseable stun, charm, fear, or taunt. A root only stops movement and does not by itself prevent Orianna from casting Command: Shockwave (Ult) if the Ball is already positioned.
SKILL ORDER
Skill Priority Order
- 11st Ability
Q - 22nd Ability
W - 33rd Ability
E
Orianna Mid Lane Wild Rift matchups and counters
Wild Rift matchup guide for Orianna Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Lux
Command: Protect (3rd) can absorb part of Lux's poke and its attached defenses help while the Ball remains on you, but Light Binding (1st) passes through and damages minions in Wild Rift, Lucent Singularity (3rd) slows before automatically detonating, and Final Spark (Ult) is global. Pressure her between cooldowns instead of treating Q (1st) as her only threat.

Annie
Orianna can control the wave outside Annie's short basic-spell range, but a loaded Pyromania (Passive) stun into Tibbers (Ult) can exceed one shield. Track Annie's passive stacks, keep the Ball attached for its armor and magic resistance when she can Flash engage, and punish while the stun is unprepared.

Veigar
Veigar has no dash and needs time to scale, so Ball poke and wave control can build priority early. Event Horizon (3rd) still controls a large area without having to hit first, and walking into its edge stuns; keep the Ball in range without stepping inside the cage for a trade.

Vex
Orianna never dashes, so she does not create free Gloom (Passive) marks. Mistral Bolt (1st) and Looming Darkness (3rd) are telegraphed, but Personal Space (2nd) hits immediately around Vex and any basic ability can carry a prepared Doom (Passive) fear; track the fear bar before stepping into Shockwave (Ult) range.

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.
Orianna Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Zed
Living Shadow (2nd) changes the angle of Razor Shuriken (1st) around Orianna's ball, and Death Mark (Ult) places Zed behind her after she has spent Command: Protect (3rd) on poke. Keep the ball attached when his ultimate is ready, place Command: Dissonance (2nd) on the return shadow, and hold Shockwave (Ult) for his reappearance instead of using it to start the trade.

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's plants create repeated pressure from several angles and Grasping Roots (3rd) can hold Orianna inside Stranglethorns (Ult). Roots do not prevent spell casts, so shield immediately and use Dissonance's (2nd) ally speed field to leave before the delayed knockup rather than assuming you cannot respond.
Orianna Mid Lane Wild Rift game strategy and teamfighting guide
Wild Rift game strategy for Orianna Mid Lane, from early lane control through mid and late game map play to final teamfights.

