Last complete overhaul: 8/7/2012
Last patch the guide was updated: V1.0.0.142
Created by r.Evo (TL) / rTU (EU West) / rEvolutionTU (US)
Current Version: V1.02
Changelog:
V2.0 updated to the recent changes in patch V1.0.0.142
V1.02, changed the part about "NO DRING OMG NEWB"
V1.01, added TreeEskimos itembuild, cheers south
V1.00, guide posted.
Orianna, the Lady of Clockwork
also known as "The Bitch with the Ball" or "That fucking portal girl with the creepy voice"
![[image loading]](http://i.imgur.com/2ewwb.jpg)
+ Show Spoiler [patch notes] +
V1.0.0.142:
Global spell cooldown reduced to 0.15 seconds from 0.5.
Clockwork Windup:
Base damage adjusted to 10-50 from 5-30.
Damage amplification per stack increased to 20% from 15%.
Maximum stacks reduced to 2 from 3.
Ability power ratio reduced to 0.15 from 0.2.
Command: Attack:
Projectile speed reduced to 1200 from 1275.
Cooldown reduced at later ranks to 6/5.25/4.5/3.75/3 seconds from 6/5.5/5/4.5/4.
Damage reduced to 60/90/120/150/180 from 60/100/140/180/220.
Ability power ratio reduced to 0.4 from 0.6.
The ball now responds faster to Dissonance and Shockwave commands.
Command: Dissonance: ability power ratio increased to 0.7 from 0.5.
Command: Protect:
Cast range increased by 100.
Ball leash range increased by 100 when attached to an allied champion.
The ball will now respond faster to Dissonance and Shockwave commands.
Command: Shockwave:
Cast time increased to 0.5 seconds from 0.4.
Shockwave no longer stuns units for longer than the duration of the movement.
If the ball forcibly leashes back to Orianna, Command: Shockwave will go on a brief cooldown if it is ready.
V1.0.0.138:
Command: Attack: mana cost reduced to 50 at all ranks from 50/55/60/65/70.
V1.0.0.136:
Now has improved targeting displays for her spells.
V1.0.0.129:
Base mana regen increased to 7 per 5 seconds from 4.5 per 5 seconds.
Mana regen per level increased to .5 per 5 seconds from .45 per 5 seconds
Command: Attack: cast range increased to 825 from 800
V1.0.0.127:
Basic attack range increased to 525 from 500.
V1.0.0.125:
Basic attack range reduced to 500 from 550.
Command: Attack:
Mana cost increased to 50/55/60/65/70 from 40/45/50/55/60.
Range reduced to 800 from 900.
V1.0.0.124:
Command: Dissonance: base damage reduced to 70/115/160/205/250 from 70/120/170/220/270.
Command: Protect: shield strength ability power ratio reduced to 0.4 from 0.6.
Fixed a bug where Command: Shockwave was dealing extra damage at ranks 11 and 16.
V1.0.0.122:
Command: Dissonance:
Ability power ratio reduced to 0.5 from 0.6.
Movement speed slow and boost reduced to 20/25/30/35/40% from 25/30/35/40/45%.
V1.0.0.120:
*Clockwork Windup:
Fixed a display error on the tooltip.
Fixed a bug which was causing it to add less damage than intended.
Fixed a bug with Command: Protect that was causing the shield particle to not display.
Fixed several incorrect interactions with clones or unusual movement types.
V1.0.0.119: Added.
*Command: Attack: Orianna commands her ball to fly towards target location, dealing damage to targets hit but doing reduced damage for each additional target hit. Her ball remains behind at that location afterwards.
*Command: Dissonance: Orianna commands her ball to emit a magnetic pulse, dealing damage to units around it. Afterwards, the ball leaves a field behind for a few seconds that speeds up allies and slows enemies.
*Command: Protect
(Passive): The allied champion the ball is attached to gains bonus Armor and Magic Resistance.
(Active): Orianna commands her ball to fly to and attach onto an allied champion, dealing damage to enemies it passes through and shielding the allied champion when it arrives.
*Command: Shockwave (Ultimate): Orianna commands her ball to emit a shockwave after a short delay, flinging affected enemies in the vicinity into the air a set distance towards, and possibly over, her ball.
*Clockwork Windup (Innate): Orianna’s autoattacks deal additional magic damage every hit, subsequent attacks on the same target within a few seconds will add more damage per hit. This bonus stacks up to three times.
+ Show Spoiler [stats] +
Health 385 (+79)
Mana 250 (+50)
Damage 44 (+2.6)
Attack Speed 0.656 (+0.035)
Range 550
Health Regen. 5.95 (+0.55)
Mana Regen. 7.0 (+0.5)
Armor 8 (+3)
Magic Res. 30
Mov. Speed 300
Leash Range: 1125
![[image loading]](http://images2.wikia.nocookie.net/__cb20110609043345/leagueoflegends/images/a/a4/ClockworkWindup.jpg)
Clockwork Windup (Innate): Orianna’s autoattacks deal an additional 10 / 18 / 26 / 34 / 42 / 50 (+0.15 per ability power) magic damage every hit. Additionally, attacking the same target within 4 seconds deals an extra 20% magic damage on the second hit, and 40% extra on the third and further hits.
![[image loading]](http://images4.wikia.nocookie.net/__cb20110602123552/leagueoflegends/images/c/cb/Command-Attack.jpg)
Q - Command: Attack
(Active): Orianna commands her ball to fly towards target location, dealing magic damage to all enemies that the ball passes through and that are on the destination area. However, the ball deals 10% less damage for each subsequent target hit down to a minimum of 40% damage done. Her ball remains behind at that location afterwards.
*Range: 825
*Cooldown: 6 / 5.25 / 4.5 / 3.75 / 3 seconds
*Cost: 50 mana
*Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.4 per ability power)
![[image loading]](http://images.wikia.com/leagueoflegends/images/2/2d/Command-Dissonance.jpg)
W - Command: Dissonance
(Active): Orianna commands the Ball to emit an electric pulse around its current location, dealing magic damage to all units around it and leaving an electric field on the area for 3 seconds. The field speeds up allies and slows enemies that walk over it. This effect diminishes to normal over 2 seconds after leaving the area.
*Cooldown: 9 seconds
*Area of Effect: 255
*Cost: 70 / 80 / 90 / 100 / 110 mana
*Magic Damage: 70 / 115 / 160 / 205 / 250 (+0.7 per ability power)
*Movement Speed Modifier: 20 / 25 / 30 / 35 / 40 %
![[image loading]](http://images1.wikia.nocookie.net/__cb20110602123553/leagueoflegends/images/1/13/Command-Protect.jpg)
E - Command: Protect
(Passive): The allied champion the ball is attached to gains bonus armor and magic resistance.
*Bonus Armor & Magic Resist: 10 / 15 / 20 / 25 / 30
(Active): Orianna commands her ball to fly to and attach onto an allied champion, dealing damage to enemies it passes through and shielding the allied champion when it arrives for 4 seconds.
*Cooldown: 9 seconds
*Cost: 60 mana
*Range: 1100
*Shield Strength: 80 / 120 / 160 / 200 / 240 (+0.4 per ability power)
*Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.3 per ability power)
![[image loading]](http://images4.wikia.nocookie.net/__cb20110602123552/leagueoflegends/images/0/03/Command-Shockwave.jpg)
R - Command: Shockwave
(Active): Orianna commands her ball to unleash a shockwave after a short delay, dealing magic damage to nearby enemies and flinging them into the air a set distance towards, and possibly over, her ball.
*Radius: 410
*Fling distance: 250-350 (estimate)
*Cooldown: 120 / 105 / 90 seconds
*Cost: 100 / 125 / 150 mana
*Magic Damage: 150 / 225 / 300 (+0.7 per ability power)
tl;dr guide:
+ Show Spoiler +
21/0/9, MPen/Armor/Mres/AP, Boots+3 -> 3x Dring, Deathcap, Voidstaff.
Masteries
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21/0/9 taking all the AP+dmg in offense and the mana+buff duration in utility. No discussion.
Runes
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Just like masteries, the choice of runes is based mostly on personal preference. The only non-debatable slot at all are Marks, which should always be flat MPen.
For Seals you can opt between HP/level, MP5/level.
Your Glyphs can vary between AP/level or flat Mres for tough lanes.
On Quints you can choose between Flat AP, Movespeed, MPen.
Personally, I tend to run one page for lanes where I expect to crush my opponent easy and hard where I run Flat AP / MPen / AP/level / AP/level and one page for lanes where I expect to have a rough time which is Flat MPen / MPen / HP/level and flat Mres.
Experiment yourself, the above is only some basic guidance.
For Seals you can opt between HP/level, MP5/level.
Your Glyphs can vary between AP/level or flat Mres for tough lanes.
On Quints you can choose between Flat AP, Movespeed, MPen.
Personally, I tend to run one page for lanes where I expect to crush my opponent easy and hard where I run Flat AP / MPen / AP/level / AP/level and one page for lanes where I expect to have a rough time which is Flat MPen / MPen / HP/level and flat Mres.
Experiment yourself, the above is only some basic guidance.
Summoner Spells
+ Show Spoiler +
Flash is absolutely mandatory (now who could have guessed that..?), choices for the second slot can be Ignite, Ghost, Exhaust and Teleport. Don't forget the masteries if you choose among the last two, obviously.
Ignite is probably the most standard summoner for any AP mid, simply to add that little OMG I ALMOST HAD YOU-burst and obviously to counter heals in teamfights. - My perferred choice as well.
Exhaust is a little bit tricky. Unless most other casters you almost never have to be afraid of tanky dps being in your face, however the -35% damage on abilites from casters might come in handy vs stuff like Annie or Malz when that LETS BURST EACH OTHER AND SEE WHO WINS fight starts to roll. Especially weaker players on champs like those are so happy to move you into a position where you can't escape for sure (think "escaping" towards the river in mid lane, obviously it should be warded to avoid surprise buttsex), once both sides have to commit you drop the exhaust and happily exchange combos & take the kill while giving chase. Profit.
Teleport is also an obvious choice. Personally, I don't run it often because I find Ignite/Exhaust to allow me to win my lane and roll on to carry the game. If you're in love with Teleport, take it anyway.
Ignite is probably the most standard summoner for any AP mid, simply to add that little OMG I ALMOST HAD YOU-burst and obviously to counter heals in teamfights. - My perferred choice as well.
Exhaust is a little bit tricky. Unless most other casters you almost never have to be afraid of tanky dps being in your face, however the -35% damage on abilites from casters might come in handy vs stuff like Annie or Malz when that LETS BURST EACH OTHER AND SEE WHO WINS fight starts to roll. Especially weaker players on champs like those are so happy to move you into a position where you can't escape for sure (think "escaping" towards the river in mid lane, obviously it should be warded to avoid surprise buttsex), once both sides have to commit you drop the exhaust and happily exchange combos & take the kill while giving chase. Profit.
Teleport is also an obvious choice. Personally, I don't run it often because I find Ignite/Exhaust to allow me to win my lane and roll on to carry the game. If you're in love with Teleport, take it anyway.
Opening items
+ Show Spoiler +
Boots+3 or Crystal+2.
Personally I prefer Boots in most cases simply because movespeed is awesome AP vs AP. You never want to get into the position that someone can get free combos at you. Keep in mind that Boots first also allows you to abuse your pretty strong autoattacks.
Champs you should always run boots against include TF, Kassadin and Malzahar. They're optional against Annie and Anivia.
Crystal+2 helps you get a quick Catalyst, however it also means you have to be very carefull with pushing lanes vs people who opened Boots, a little bit less sustain and dodging skillshots is a little bit harder. However, you have some more Mana for additional harass.
Personally I prefer Boots in most cases simply because movespeed is awesome AP vs AP. You never want to get into the position that someone can get free combos at you. Keep in mind that Boots first also allows you to abuse your pretty strong autoattacks.
Champs you should always run boots against include TF, Kassadin and Malzahar. They're optional against Annie and Anivia.
Crystal+2 helps you get a quick Catalyst, however it also means you have to be very carefull with pushing lanes vs people who opened Boots, a little bit less sustain and dodging skillshots is a little bit harder. However, you have some more Mana for additional harass.
Skill Order:
+ Show Spoiler +
Q > W > E most of the time. The reduced cooldown is awesome on Q and W scales more with AP than with base damage. Maxing E in tough matchups where you get harassed a lot and don't expect to win it anyway (think LB) can make sense.
Froggen just explained his skilling order on orianna, QWQWERWW, R>W>Q>E. The reason he only keeps one/two points in Q regardless is because of last hitting minions at tower, sending the ball through the minions with level 1 Q is equivalent to autoattacking all the minions. If you know how much damage you need to do to the minions it helps with last hitting at tower immensely.
Froggen just explained his skilling order on orianna, QWQWERWW, R>W>Q>E. The reason he only keeps one/two points in Q regardless is because of last hitting minions at tower, sending the ball through the minions with level 1 Q is equivalent to autoattacking all the minions. If you know how much damage you need to do to the minions it helps with last hitting at tower immensely.
Item Builds
+ Show Spoiler +
The only real options are
a) Catalyst -> RoA -> Deathcap -> Void Staff
b) Triple Dring -> Deathcap -> Void staff
Both accompanied by sorc boots (feel free to swap them for CD boots after you got your Void staff). The first build is probably the safer choice, however you're delaying your damage for quite some time. The 3xDring build is what e.g. Scarra recommends.
Other solid items you can consider:
-Abyssal Scepter. Great vs sustained dps casters and low amounts of hard cc.
-Zhonyas
-Mejais. If you want to get it, your choice. The timing would be as soon as you smell that your rape is fuckeasy. Note that it's very easy to gain stacks on Orianna during teamfights, however you really, really want some solid AP items to start those teamfights. That's kinda the dilemma which keeps me from getting mejais on Ori in most of my games.
Playstyle
*Laning
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-Easy matchups include everyone that is weak during early levels, like Vladimir, Anivia, Karthus or champs that need to be close to creeps to lasthit. You rape stuff like GP or Jarv during early laning. Once they got their sustainability and/or tank items you're better off switching though vs those champs. You also have a rather easy time 1v1ing ranged AD champs, if they show up.
-Close matchups include everyone that has a Stun (Annie/TF) or can push lanes all day while getting cs and without being close (Malz or Heimer come to mind). The first matchups are all about dodging their stuns while hitting Q/W combos and the other type of matchups usually end in farm wars.
-Hard matchups include anyone who gets his sustain quickly like Udyr, WW or Cho. You simply don't have the burst to rape them asap or the continous damage to keep them from lolhealing it up. Those champs won't kill you early (first few levels you rape them), but they simply become unkillable too quickly for you.
Oriannas laning phase is all about easy lasthitting (your attack animation is totally awesome and you do some extra magic damage to creeps) and getting Q/W combos off on the enemy. To do this successfully you a) should get the ball into their creeps so that the Q distance is closer and b) know the minion they want to lasthit next. When you see them move in for the kill, make them decide between your ball in their face, or the creep kill. Make those combos count, you don't have the mana to miss a lot of them.
Basicly imagine your Ball as a mobile zone that is a little bit larger than the W AoE skill. Move that zone of yours however you want to and, hurrdurr, zone the enemy champion with it.
Make sure to abuse your autoattacks whenever you can (don't tank those creeps all day for it, duh!), you have the highest autoattack damage of any AP carry, especially if you get multiple hits off.
You have quite some trouble bursting people at your 6, so make sure they're getting low enough for the kill, OR get that jungler into the game. Someone like Fiddle is awesome, Warwick with his ult are 100% kills. You really, really want a jungle that has some sort of short disable, otherwise you have to rely on getting that crucial QRW combo off at the right time. Shit is just so much easier if you have that second to get the Q in properly or if you can simply E your jungler (WW is trollolol here) and RWQ the enemy.
-Close matchups include everyone that has a Stun (Annie/TF) or can push lanes all day while getting cs and without being close (Malz or Heimer come to mind). The first matchups are all about dodging their stuns while hitting Q/W combos and the other type of matchups usually end in farm wars.
-Hard matchups include anyone who gets his sustain quickly like Udyr, WW or Cho. You simply don't have the burst to rape them asap or the continous damage to keep them from lolhealing it up. Those champs won't kill you early (first few levels you rape them), but they simply become unkillable too quickly for you.
Oriannas laning phase is all about easy lasthitting (your attack animation is totally awesome and you do some extra magic damage to creeps) and getting Q/W combos off on the enemy. To do this successfully you a) should get the ball into their creeps so that the Q distance is closer and b) know the minion they want to lasthit next. When you see them move in for the kill, make them decide between your ball in their face, or the creep kill. Make those combos count, you don't have the mana to miss a lot of them.
Basicly imagine your Ball as a mobile zone that is a little bit larger than the W AoE skill. Move that zone of yours however you want to and, hurrdurr, zone the enemy champion with it.
Make sure to abuse your autoattacks whenever you can (don't tank those creeps all day for it, duh!), you have the highest autoattack damage of any AP carry, especially if you get multiple hits off.
You have quite some trouble bursting people at your 6, so make sure they're getting low enough for the kill, OR get that jungler into the game. Someone like Fiddle is awesome, Warwick with his ult are 100% kills. You really, really want a jungle that has some sort of short disable, otherwise you have to rely on getting that crucial QRW combo off at the right time. Shit is just so much easier if you have that second to get the Q in properly or if you can simply E your jungler (WW is trollolol here) and RWQ the enemy.
*TEAMFIGHTS (FINALLY FUCK YES I WAITED THAT WHOLE FUCKING GUIDE FOR THIS PART CUZ THATS WHERE IT GETS FUN.)
+ Show Spoiler +
So, we heard that you your laning is solid but not totally insane, the enemy AP carry started blowing up some people here and there and you're like GOD I CANT BURST I CANT STUN IM USELESS.
Orianna carries teamfights like no other AP carry. By "carry" I don't mean make enemies explode left and right (that's a sideffect, durr) but you control the flow of positioning like a boss.
Oriannas teamfighting strength has some cornerstones, all of them have offensive and defensive sides to them.
a) QW. You Q in their face and W them. k, we had that already. You Q behind their escape path and trigger the mine if they run. You QW their melee dps so your team can position while they can't. You QW (ideal case) both yours and the enemy melee dps. You QW retreating allies (they get a little more out of W if you Q in front of them, instead of putting the ball on them with E), you QW your team chasing the enemies. Be creative.
b) EW. You shield an ally and give him that little extra speed he needs to get away. You can pull off absolutely hilarious shit by doing that to people who have some melee dps on top of them. It doesn't matter who it is, you slow the melee, you speed the ally at the same time. INSTANT PROFIT. You save overextending tanky dps all day, you let ranged carries kite all day. Having like an Ashe and Orianna on the same side means you can pretty much 2n5 the enemy team. You decide who chases who, exploit that at all costs. Keep in mind your E can be a lifesaver against those last ignite ticks and similar stuff as well.
Your ultimate. Jajajajajajajajaja!
Your ultimate, while I see so many Oriannas sucking at it, is the real deal. It is absoute rape in teamfights.
Rule #1 of using Oriannas ultimate: You shall not talk about how to use it properly to your enemies.
Rule #2 of using Oriannas ultimate: YOU ARE NOT THE FUCKING INITIATOR. It is so easy to miss QR, even QWR is easy to miss because people can flash out before the ult really hits them. Don't fuck around pretending you're Annie and simply LOL ULT people to death, remember the part about finesse? Remember about your ball being impatient? Be patient with that ult of yours.
Your ultimate is a follow up. You follow up that Ashe ult, Ali/Udyr flash and you follow up someone who initated. It's that simple. Keep in mind you can E/R someone who dashes in (Jarv, Irelia or for the most fun, Ali who flashed into them etc.), just to QWR on top of them.
Rule #3 of using Oriannas ultimate: Your ult is an insane threat during a teamfight. Don't be eager to use it early. Yeah, you're great at following up an initiation with burst+soft cc. However, your ult becomes the strongest right after the battle started (unless you could have gotten all 5 of them with a follow up, durr, obvious). Let's say someone initiated, your team jumped in and you started E/W or Q/W combos. It is completely fine saving your ult for that moment your tanky dps gets on top of their carries. Here, after all that reading, ladies and gentlemen, we have the true strength of Orianna: Rape the shit out of someone without being close.
E that diver, RW the second he hits the carry and watch the ticking stop. If you want to be a real newb the diver will get out of your range, the ball will jump back to you and you RW on top of yourself while everyone laughs at you. Don't be that guy. Be aware of your range, especially when you gave the ball to someone.
Orianna carries teamfights like no other AP carry. By "carry" I don't mean make enemies explode left and right (that's a sideffect, durr) but you control the flow of positioning like a boss.
Oriannas teamfighting strength has some cornerstones, all of them have offensive and defensive sides to them.
a) QW. You Q in their face and W them. k, we had that already. You Q behind their escape path and trigger the mine if they run. You QW their melee dps so your team can position while they can't. You QW (ideal case) both yours and the enemy melee dps. You QW retreating allies (they get a little more out of W if you Q in front of them, instead of putting the ball on them with E), you QW your team chasing the enemies. Be creative.
b) EW. You shield an ally and give him that little extra speed he needs to get away. You can pull off absolutely hilarious shit by doing that to people who have some melee dps on top of them. It doesn't matter who it is, you slow the melee, you speed the ally at the same time. INSTANT PROFIT. You save overextending tanky dps all day, you let ranged carries kite all day. Having like an Ashe and Orianna on the same side means you can pretty much 2n5 the enemy team. You decide who chases who, exploit that at all costs. Keep in mind your E can be a lifesaver against those last ignite ticks and similar stuff as well.
Your ultimate. Jajajajajajajajaja!
Your ultimate, while I see so many Oriannas sucking at it, is the real deal. It is absoute rape in teamfights.
Rule #1 of using Oriannas ultimate: You shall not talk about how to use it properly to your enemies.
Rule #2 of using Oriannas ultimate: YOU ARE NOT THE FUCKING INITIATOR. It is so easy to miss QR, even QWR is easy to miss because people can flash out before the ult really hits them. Don't fuck around pretending you're Annie and simply LOL ULT people to death, remember the part about finesse? Remember about your ball being impatient? Be patient with that ult of yours.
Your ultimate is a follow up. You follow up that Ashe ult, Ali/Udyr flash and you follow up someone who initated. It's that simple. Keep in mind you can E/R someone who dashes in (Jarv, Irelia or for the most fun, Ali who flashed into them etc.), just to QWR on top of them.
Rule #3 of using Oriannas ultimate: Your ult is an insane threat during a teamfight. Don't be eager to use it early. Yeah, you're great at following up an initiation with burst+soft cc. However, your ult becomes the strongest right after the battle started (unless you could have gotten all 5 of them with a follow up, durr, obvious). Let's say someone initiated, your team jumped in and you started E/W or Q/W combos. It is completely fine saving your ult for that moment your tanky dps gets on top of their carries. Here, after all that reading, ladies and gentlemen, we have the true strength of Orianna: Rape the shit out of someone without being close.
E that diver, RW the second he hits the carry and watch the ticking stop. If you want to be a real newb the diver will get out of your range, the ball will jump back to you and you RW on top of yourself while everyone laughs at you. Don't be that guy. Be aware of your range, especially when you gave the ball to someone.
Putting it all together
+ Show Spoiler +
+ Show Spoiler [sry, had to.] +
You, as in "your presence during a teamfight" should be everywhere at once. E the diver, let him dive, RW the carry, run back so you get the ball again, Q those bitches that chase your ranged AD, W on top of them. You have to feel like being that command center that has it all under control. Help people escape, help people chase and while doing that, do damage. Even if you basicly got nuked out of a fight and roll around with 200 health, you can still do all the damage by solid Qs and Es.
What helps a lot is imagining your ball being a mine, and your goal is to put that mine into someones path. Always try to force the decision between walking around it (taking free damage from everyone) or eating a slow & damage nuke.
Tips & Tricks:
(will be quite short atm 'cause I think I have it all in the actual guide)
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-You can position your ball over impassable terrain to hit people from weird angles.
-Never facecheck, use dat damn ball.
-Fun teammates include pretty much all tanky tps, especially though Udyr and GP for trollspeeds. Also you love Ashe for trollololol SLOWS OHMYGAWD, Alistar for FLASH E PULVERIZE R W HEATBUTT ENEMY TANKY AWAY and Singed for... well imagine a singed with a movespeed buff and a walking bomb on his head. 'nuff said. Also you like Sona. Did I say you synergize with movespeed buffs/debuffs yet?
-Never facecheck, use dat damn ball.
-Fun teammates include pretty much all tanky tps, especially though Udyr and GP for trollspeeds. Also you love Ashe for trollololol SLOWS OHMYGAWD, Alistar for FLASH E PULVERIZE R W HEATBUTT ENEMY TANKY AWAY and Singed for... well imagine a singed with a movespeed buff and a walking bomb on his head. 'nuff said. Also you like Sona. Did I say you synergize with movespeed buffs/debuffs yet?
Replays
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Feel free to submit your own replays via PM or posting in this thread, please make sure to include:
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Scarra about Orianna, great Video: