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By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Orianna

the Lady of Clockwork

MageSupport

League of LegendsPatch 26.16MidRanked Solo/DuoEmerald+NA5,636 gamesSample data

Role snapshot (Mid)

BTier
54.5%
Win Rate
1.1%
Pick Rate
4.9%
Ban Rate

5,636

Games

Low

Confidence

Matchup map (Mid) — level 1–18

40%60%
≥ 60%
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%
Nobody in this lane sits here.

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

2,593 games

54.9%Win Rate

FlashIgnite

Reliable build

1,860 games

53.6%Win Rate

FlashTeleport

High observed win rate

676 games

57.0%Win Rate

FlashExhaust

Runes

Primary: Sorcery

  • Deathfire Touch
  • Manaflow Band
  • Celerity
  • Scorch

Secondary: Inspiration

  • Cash Back
  • Triple Tonic

Shards

+9 Adaptive Force

+9 Adaptive Force

+10-180 Health (based on level)

Skill order

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

Ability details

  • Clockwork Windup

    Orianna's Attacks deal additional magic damage. This damage increases the more Orianna Attacks the same target.

    Passive — never cast

  • Command: Attack

    Orianna commands her Ball to fire toward a target location, dealing magic damage to targets along the way (deals less damage to subsequent targets). Her Ball remains at the target location after.

    Cost 35 ManaCooldown 7/6/5/4/3sRange 815

  • Command: Dissonance

    Orianna commands her Ball to release a pulse of energy, dealing magic damage around it. This leaves a field behind that speeds up allies and slows enemies.

    Cost 60/65/70/75/80 ManaCooldown 7sRange 225

  • Command: Protect

    Orianna commands her Ball to attach to an allied champion, Shielding them and dealing magic damage to any enemies it passes through on the way. Additionally, the Ball grants additional Armor and Magic Resist to the champion it is attached to.

    Cost 60 ManaCooldown 9sRange 1095

  • Command: Shockwave

    Orianna commands her Ball to unleash a shockwave, dealing magic damage and launching nearby enemies towards the Ball after a short delay.

    Cost 100 ManaCooldown 110/95/80sRange 410

Scaling — level 1–18

OriannaMid average

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Orianna

  • Dodge the primaryits rotation is one skillshot; sidestep it and the rest is chip

  • Track the roamit is strongest where the enemy jungler already is

  • Punish the cooldownOrianna is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 7/10, so a practised player gets more out of it than the average

ARAM performance

S
51.9%
Win Rate
0.1%
8.1%
Pick Rate
2.8%
5.0%
Ban Rate
2.7%
Damage dealt
91.4%
Damage taken
105.1%
Healing
93.0%
Shielding
95.2%
Ability Haste
+4

Best ARAM build

Patch timeline

We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.

  1. 26.16Live now+0.9
  2. 26.14Sample win rate across this patch+0.5
  3. 26.11Sample win rate across this patch-0.4
  4. 26.08Sample win rate across this patch-0.5
  5. 26.05Sample win rate across this patch-0.1

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Methodology

Data window
512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
Rank aggregation
Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
Counters
A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
Minimum sample
The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
Why a build is not a cause
The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
Where the numbers come from
Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.