- Tier
- T3
- Rang
- #81
- Taux de victoire
- 50.14%
- Taux de sélection
- 0.98%
Veigar est actuellement classé T3 dans les données ARAM Mayhem. Voir le guide du champion

Orianna est actuellement classé T3 dans les données ARAM Mayhem.
Orianna the Lady of Clockwork
She is mostly a teamfight control mage, with poke as the setup. If the enemy is standing behind minions or grouped near a choke, move the Ball forward to tax space and force awkward movement. The tradeoff is that every aggressive Ball placement can leave you without instant peel if a diver jumps you.
Keep it slightly in front of your frontline when both teams are posturing. If your tank is threatening an engage, attach the Ball to them so your follow-up is immediate and harder to dodge. The downside is that a bad carrier can drag your pressure away from the real fight, so be ready to reposition it instead of forcing a doomed combo.
Use Shockwave when it will either start a winning fight, punish multiple enemies clumping, or stop a high-value dive. If only one target is available, it is still worth using when that target is a fed carry or assassin committing forward. The tradeoff is simple: missing it gives the enemy a clear window to walk at your team before your next major threat is ready.
No, not if a smaller cast wins the current skirmish. In Mayhem, fights can turn fast, so securing one priority kill or peeling a diver off your carry is often better than waiting for the perfect highlight. The risk of holding too long is that you die with your best spell unused while the enemy resets the fight.
Attach the Ball to the engager before they commit, then watch their movement instead of staring only at the enemy backline. If they hit Snowball or dash into multiple targets, follow instantly with your pull and area damage. The tradeoff is that you become tied to their timing, so if they go too deep without backup, save your shield or reposition the Ball rather than donating everything.
Play slower and use the Ball to make the enemy walk through bad zones. If they refuse to enter, chip them with repeated Ball placements and punish anyone who steps too far forward to clear minions. The tradeoff is that you cannot force clean fights as easily, so patience matters more than fishing random ultimates.
Snowball can be good if your team needs one more way to start fights or if enemies outrange you. Hit Snowball, wait for the right moment, then take it only when your Ball position and allies can follow. The tradeoff is obvious: if you fly in without cooldowns or vision of enemy threats, Orianna dies much faster than a real frontline champion.
The biggest mistake is losing track of the Ball. If the Ball is behind you while your team is fighting forward, your damage and threat arrive late. Fix it by moving the Ball before the fight breaks out, but accept that frequent repositioning costs time you could have spent poking.
Use the shield before damage lands when you can read the engage, especially on the ally who is about to be focused. If an assassin or bruiser commits, shielding the target also lets you reposition the Ball for a defensive counterplay. The tradeoff is that shielding for protection may delay your offensive combo, so choose based on whether your team is starting or surviving the fight.
Use the Ball to thin waves while also threatening the champions standing near them. If enemies group behind the minion line, place the Ball where they must choose between losing space or eating damage. The tradeoff is mana and positioning pressure, so do not spend every cast on minions if a fight is about to start.
Long-range poke and fast divers are the most annoying matchups. Against poke, stand off-angle from your carries so one spell does not hit everyone; against divers, keep the Ball closer and save your displacement threat for their commit. The tradeoff is that defensive spacing lowers your poke pressure, but staying alive gives you more total impact than forcing one risky cast.
She loves champions who can carry the Ball into the enemy team: tanks, divers, and bruisers with reliable forward movement. If they can survive the first second of contact, Orianna can turn their engage into a full teamfight swing. The tradeoff is that these comps depend on coordination, so ping your intent and be ready to cast as soon as they commit.
Build enough damage to make grouped enemies respect the Ball, but do not ignore survival if the enemy can reach you. If assassins or heavy engage are constantly forcing you back, defensive stats or utility-focused choices can let you cast one more rotation. The tradeoff is lower burst, but a living Orianna with two spell cycles usually beats a dead one with greedier items.
Back up immediately and play around Ball zoning, shield, and movement control until your next fight window. If your team still wants to brawl, use the Ball defensively to peel and discourage enemies from chasing too straight. The tradeoff is that you lose kill pressure for a while, so stop posturing like the ultimate is still available.
Your job is to control the space where the enemy carries want to stand and punish the first serious clump. If your frontline engages, follow them; if the enemy dives, turn the Ball back and peel. The tradeoff is that you rarely get to do both at once, so decide early whether the fight is about killing their backline or saving yours.