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Orianna combos: cooldowns, costs and the order that matters

Ability-by-ability breakdown of Orianna with real cooldowns and costs, the combo worth drilling, and why order changes the outcome.

Orianna splash art

Damage is a sequence, not a sum

Casting in the wrong order on Orianna does not shave a little damage off — it frequently wastes an ability outright, because the setup lands after the payoff.

525 attack range means Orianna wins by not being where the fight is. Spacing is the whole skill, not a detail of it.

Orianna splash art

The kit, with the real numbers

Clockwork Windup icon
Passive

Clockwork Windup

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

Command: Attack icon
Q

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.

Cooldown 7/6/5/4/3sCost 35 {{ abilityresourcename }}Range 815
Command: Dissonance icon
W

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.

Cooldown 7sCost 60/65/70/75/80 {{ abilityresourcename }}Range 225
Command: Protect icon
E

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.

Cooldown 9sCost 60 {{ abilityresourcename }}Range 1095
Command: Shockwave icon
R

Command: Shockwave

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

Cooldown 110/95/80sCost 100 {{ abilityresourcename }}Range 410

Skill order, and how to reason about it

Take Command: Shockwave at levels 6, 11 and 16 — the ultimate is always worth the point it costs.

For the basic abilities, Command: Attack (Q) gains the most from being ranked: its cooldown falls by 4 seconds between rank 1 and max, which is the largest improvement in the kit. That is the usual argument for maxing it first.

This is reasoning from the cooldown data, not a win-rate ranking — a matchup that punishes you can invert it.

Reading the cooldown column

Those cooldown figures are per rank, lowest first. The gap between the first and last number is the best argument for a skill order there is — an ability that drops sharply as you rank it earns those points; one that barely moves does not.

Orianna is mana-gated, which is the real limit on how often you can contest a wave early.

Riot's own notes on playing Orianna

These are the designers' words, not ours — the tips shipped in the client for Orianna.

Drill it in practice tool

Practice tool has no MMR attached and lets you reset cooldowns on demand. Ten minutes there beats ten games of learning a sequence while somebody fights back.

What the stat line does between level 1 and 18

StatLevel 1Level 18
Health5652435
Attack damage4444
Armour2091.4
Magic resist2648.1

Movement speed 325 and attack range 525 do not grow with levels — they are the two numbers that stay true all game.

Full Orianna page — abilities, stats and every skin →

Champion data from Riot's Data Dragon, patch 16.16.1. SmurfVault is not endorsed by Riot Games.