Talk:Orianna/@comment-27993288-20190912125908

I feel like there is 3 major points about Orianna:

1. Bad scalings. You are really bad in scaling, like playing Zyra on a mid. Because of bad scalings you are literally bound to lane. And loosing lane means basically "gg go next" for you. Like Talon, you must get opression on enemy early. That is why people play Orianna on high level, because when jungler is not dumb idiot (like 99% of junglers in this game), you can easily beat 2v2 on midlane countergank. Then enemies will just tilt into oblivion because it is so hard to NOT tilt against opressive Ori.

2. Reliance on team composition. From one point, you are fitting very versatile into many team comps. But on the other hand, being more of supportive champion, you rely on your team picking damage dealing champions. Not just bruisers, but clearly engage type champions. Malphite, Jax, somebody who goes forward. From other point, if your opponents deny that engage possibility or your team is tilted, well, because those engagers often go die and tilt from that. Then you get a problems - without engage, you don't do much.

3. The W and E abilities are so flat, so by leveling into them you don't really gain anything. Most of the gains are up until level 9, then cooldowns basically stop decrease. It is forcing to buy more CDR. But those flat cooldowns are not that bad. The problem really is about teamfights, where you can probably just get "not enough" damage. Clear lack of damage can lead you to losing objectives and games. Orianna starts doing some damage only at 2 items.

About builds, I think Glacial, Spellbook will gain more popularity. But also Phase Rush is so nasty, I get easily 20 procs per game, it works so well. But, again, Ori is not Ryze and doesn't scale as good.