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Clockwork Windup
EFFECT RADIUS: 1125 / 1225 / 225
Clockwork Windup.png

Innate - The Ball: Orianna is accompanied by The Ball, which she commands with her abilities. The Ball has a 0.15-second global cooldown between casts. Additionally, The Ball attaches to Orianna if she is near it, and blinks back to Orianna if she is too far away from it.

Clockwork Winding.png

Innate - Clockwork Winding: Orianna's basic attacks deal 10 − 50 (based on level) (+ 15% AP) bonus magic damage On-hit icon.png on-hit and grant a stack of Clockwork Winding if she attacks the same target again within 4 seconds, stacking up to two times, and refreshing Clockwork Winding's duration on subsequent attacks to the target. Clockwork Windup deals「 20% bonus magic damage 」「 2 − 10 (based on level) (+ 3% AP) bonus magic damage 」 per stack, up to 14 − 70 (based on level) (+ 21% AP) total bonus magic damage.

Orianna loses all stacks of Clockwork Winding when she attacks a new target.

The Ball
  • An arrow will appear near Orianna whenever The Ball is not attached to her, pointing towards its location.
    • The arrow will change colors depending on how far away they are from each other. From nearest to farthest: green/blue (whether colorblind mode is off or on, respectively) yellow, red (at which point The Ball will blink back to Orianna if she moves just a bit further away).
      • Orianna's abilities go on a 0.5 seconds global cooldown (0.75 for Command: Shockwave Command: Shockwave) each time The Ball blinks back to her (to prevent sudden mistargeting).
  • The Ball is Playful.png untargetable, ignores terrain collision, and grants Sight icon.png sight in a radius of 700 units around its location at all times.
Clockwork Winding
  • Clockwork Winding's stack count can be seen in Orianna's buff bar.
  • Clockwork Winding doesn't increase any on-hit magic damage other than its own.
  • Orianna's basic attacks will not apply Clockwork Winding if she has Runaan's Hurricane Runaan's Hurricane.

Command: Attack
SPEED: 1400
COST: 30 / 35 / 40 / 45 / 50 Mana
COOLDOWN: 6 / 5.25 / 4.5 / 3.75 / 3
Command Attack.png

Active: Orianna commands The Ball The Ball to fly to the target location and remain there, dealing magic damage to all enemies it passes through, reduced to 100% − 40% (based on enemies hit).

Magic Damage:
60 / 90 / 120 / 150 / 180 (+ 50% AP)
Minimum Damage:
24 / 36 / 48 / 60 / 72 (+ 20% AP)

  • Orianna cannot use Command: Protect Command: Protect while The Ball is in transit with Command: Attack but she may buffer Command: Dissonance Command: Dissonance and Command: Shockwave Command: Shockwave to cast once it has reached the location.
  • The Ball will remain in the target location until Orianna retrieves it or if she goes beyond its leash range.
    • Orianna will attempt to walk to Command: Attack's cast point if it lies outside cast range (The Ball will never exceed its leash range regardless of target direction).
  • The Ball will drop to the ground upon colliding with Yasuo's Yasuo's Wind Wall Wind Wall but not with Braum's Braum's Unbreakable Unbreakable.

Command: Dissonance
COST: 70 / 80 / 90 / 100 / 110 Mana
Command Dissonance.png

Active: Orianna commands The Ball The Ball to emit an electric pulse around its current location, dealing magic damage to all enemies around it and leaving an electric field on the area for 3 seconds.

Magic Damage:
60 / 105 / 150 / 195 / 240 (+ 70% AP)

Orianna and her allies gain Movement speed icon.png bonus movement speed upon stepping on the field. Enemies, in turn, are Slow icon.png slowed for the same amount, decaying over 2 seconds after leaving the field.

Movement Speed Modifier:
30 / 35 / 40 / 45 / 50%

  • No additional notes.

Command: Protect
COST: 60 Mana
Command Protect.png

Passive: The Ball The Ball grants whomever it is attached to bonus Armor icon.png armor and Magic resistance icon.png magic resistance.

Bonus Resistances:
10 / 15 / 20 / 25 / 30

Active: Orianna commands The Ball to fly to the target allied Champion icon.png champion or herself and attach itself to her target, dealing magic damage to all enemies it passes through and Hybrid resistances icon.png shielding the target on arrival for 2.5 seconds.

Magic Damage:
60 / 90 / 120 / 150 / 180 (+ 30% AP)
Shield Strength:
60 / 100 / 140 / 180 / 220 (+ 50% AP)

  • Orianna cannot cast her other abilities while the The Ball is moving to the target with Command: Protect.
  • Orianna gains Command: Protect's bonus resistances whenever The Ball is attached to her (even if she didn't self-cast).
  • The Ball will remain where Command: Protect's target ally died or, if instead they die or become Playful.png untargetable while it is mid-flight, snap back to Orianna.
    • The Ball will return to Orianna if Command: Protect's target ally moves too far away from her (The Ball will always respect its leash range, which is increased by 100 when attached to allied champions).
  • The Ball will join Command: Protect's target ally in Guerrilla Warfare.png stealth if they are affected by it when Orianna targets them.
  • The Ball snaps back to Orianna upon being intercepted by Projectile.png projectile-blocking effects.

Map-Specific Differences
The Thinking Manatee profileicon.png Ultra Rapid Fire differences
  • Shield AP ratio halved.

Command: Shockwave
COST: 100 Mana
COOLDOWN: 110 / 95 / 80
Command Shockwave.png

Active: Orianna commands The Ball The Ball to unleash a shockwave around itself, dealing magic damage to all nearby enemies and Airborne icon.png pulling them 350 units towards The Ball.

Magic Damage:
200 / 275 / 350 (+ 80% AP)

  • Command: Shockwave tosses enemies a set distance (those on the edge of the flinging area will be tossed to the center while those close to the middle will go over The Ball towards the edge) and can send them through walls.
  • Command: Shockwave will cast from wherever Orianna is at the end of the cast time while The Ball is attached to her.


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