Find information about Orianna League of Legends: Wild Rift including champion abilities. skill champion or counters champion and Build & Rune of Orianna here.
Champion Orianna Sol Wild Rift
Orianna Build Guides: Orianna is a control mage champion. She is a mid-path champion that utilizes her capacities to control a group battle, wave clear, and burst down the adversaries. She dominates in group battles in the mid and late game, utilizing her ball to control the adversaries and get an immense Shockwave (Ultimate) to bargain a great deal of harm. She doesn't do excessively well in the early game as she doesn't have a ton of portability to get away from circumstances and you need time to scale and get your center things.
ORIANNA
The Lady of Clockwork
Orianna | |
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Damage | Average |
Toughness | Weak |
Utility | Medium |
Difficulty | Moderate |
Class | Mage |
Recommended Lane | Mid Lane |
Clockwork Windup |
Passive |
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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 16 bonus Magic Damage ('13+ 15% of AP). Subsequent attacks against the same target within 4 seconds deal an additional 4 Magic Damage (3+ 3% of AP). Stacks up to 2 times. |
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Command: Attack |
Ability |
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Commands the Ball to fire toward a target location, dealing 67 Magic Damage (60 + 40% of 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. Base Damage: 50 / 90 / 130 / 170 |
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Command: Dissonance |
Ability |
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Passive: Stars deal 5 increased damage. Active: Pushes his stars out to the Outer Limit for 3 seconds, causing them to orbit faster and deal 30 Magic Damage (25 + 35% AP). When the stars retract, Aurelion Sol gains 40% Movement Speed that decays over 2 seconds. Base Damage: 60 / 110 / 160 / 210 |
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Command: Protect |
Ability |
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Active: Commands the Ball to attach to an allied champion, granting a Shield that absorbs 66 damage (60+ 40% of AP) for 4s, dealing 65 Magic Damage (60+ 30% of AP) to enemies it passes through. Passive: The Ball grants 10 Armor and Magic Resist to the champion it is attached to. Base Damage: 50 / 90 / 130 / 170 |
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Command: Shockwave |
Ultimate |
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Commands the Ball to unleash a shockwave, dealing 160 Magic Damage (150+ 70% of AP) and launching nearby enemies toward the Ball after a brief delay. Cooldown: 70 / 60 / 50 |
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