Orianna Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Orianna Mid Lane

Orianna Mid Lane Guide

Updated for Patch 7.3E
S Tier

Orianna Mid Lane Wild Rift overview and best build snapshot

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.
Advertisement

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

Amplifying Tome

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

BOOTS

Spellslinger's Shoes

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

CORE BUILD

Archangel's Staff

Turns her mana pool into ability power, and she casts constantly to keep the Ball where she wants it.

Seraph's EmbraceTransforms into Seraph's Embrace once Tear is fully stacked
Blackfire Torch

The Ball hits several enemies at once, so the stacking bonus counts multiple champions in a fight.

Rabadon's Deathcap

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

Cryptbloom

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.

Zhonya's Hourglass

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

Cosmic Drive

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

Void Staff

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.

Morellonomicon

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.

Oceanid's Trident

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

Banshee's Veil

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

RUNES

KEYSTONE

Conqueror

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

Axiom Arcanist

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

Transcendence

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

Nimbus Cloak

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

SECONDARY

Bone Plating

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

SITUATIONAL RUNES

Phase Rush

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

Battle Zeal

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.

Legend: Haste

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

Flash

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

Ghost

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

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

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

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
Advertisement

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.

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.

Early Game

Levels 1-8
Lane around the Ball's position, not only Orianna's. Send it through the wave with Command: Attack (1st), then return it through the enemy mid with Protect (3rd) when an allied-champion target creates that line. Use Dissonance's (2nd) enemy slow and allied movement speed to control the short trade. Protect's (3rd) attached defenses matter before the damage lands, so keep the Ball on yourself when an all-in is imminent rather than assuming the shield alone covers a full combo.

Mid / Late Game

Levels 9+
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 inside your zone. Both first objectives spawn at six minutes, so move toward the side your lanes can control. Herald is usually the stronger even conversion, while dragon is worth prioritizing when your composition can keep winning grouped fights toward soul. Your roams are not assassin roams, but Command: Dissonance (2nd) and Command: Shockwave (Ult) can hold a side-lane target long enough for allies to finish. Take side-lane tempo when the map allows, but return before the objective setup begins. 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 (Ult) late ends games that were not otherwise close.

Teamfights

5v5 Combat
You start the fight without stepping forward when the Ball is already attached to an allied champion diving into their formation or resting at a location set by Command: Attack (1st). Command: Protect (3rd) cannot attach it to a minion. When enemies clump, Shockwave's (Ult) 0.75-second stun and 325-unit pull set up your team's damage; follow with Dissonance (2nd) so its damage and slow field cover the gathered targets. Keep track of the Ball leash, because letting it snap back puts Shockwave (Ult) on a brief cooldown at exactly the wrong moment.
Advertisement

Explore more