Last complete overhaul: 8/7/2012 Last patch the guide was updated: V1.0.0.142 Created by r.Evo (TL) / rTU (EU West) / rEvolutionTU (US) Current Version: V1.02
Changelog: V2.0 updated to the recent changes in patch V1.0.0.142 V1.02, changed the part about "NO DRING OMG NEWB" V1.01, added TreeEskimos itembuild, cheers south V1.00, guide posted.
Orianna, the Lady of Clockwork also known as "The Bitch with the Ball" or "That fucking portal girl with the creepy voice"
V1.0.0.142: Global spell cooldown reduced to 0.15 seconds from 0.5. Clockwork Windup: Base damage adjusted to 10-50 from 5-30. Damage amplification per stack increased to 20% from 15%. Maximum stacks reduced to 2 from 3. Ability power ratio reduced to 0.15 from 0.2. Command: Attack: Projectile speed reduced to 1200 from 1275. Cooldown reduced at later ranks to 6/5.25/4.5/3.75/3 seconds from 6/5.5/5/4.5/4. Damage reduced to 60/90/120/150/180 from 60/100/140/180/220. Ability power ratio reduced to 0.4 from 0.6. The ball now responds faster to Dissonance and Shockwave commands. Command: Dissonance: ability power ratio increased to 0.7 from 0.5. Command: Protect: Cast range increased by 100. Ball leash range increased by 100 when attached to an allied champion. The ball will now respond faster to Dissonance and Shockwave commands. Command: Shockwave: Cast time increased to 0.5 seconds from 0.4. Shockwave no longer stuns units for longer than the duration of the movement. If the ball forcibly leashes back to Orianna, Command: Shockwave will go on a brief cooldown if it is ready.
V1.0.0.138: Command: Attack: mana cost reduced to 50 at all ranks from 50/55/60/65/70.
V1.0.0.136: Now has improved targeting displays for her spells.
V1.0.0.129: Base mana regen increased to 7 per 5 seconds from 4.5 per 5 seconds. Mana regen per level increased to .5 per 5 seconds from .45 per 5 seconds Command: Attack: cast range increased to 825 from 800
V1.0.0.127: Basic attack range increased to 525 from 500.
V1.0.0.125: Basic attack range reduced to 500 from 550. Command: Attack: Mana cost increased to 50/55/60/65/70 from 40/45/50/55/60. Range reduced to 800 from 900.
V1.0.0.124: Command: Dissonance: base damage reduced to 70/115/160/205/250 from 70/120/170/220/270. Command: Protect: shield strength ability power ratio reduced to 0.4 from 0.6. Fixed a bug where Command: Shockwave was dealing extra damage at ranks 11 and 16.
V1.0.0.122: Command: Dissonance: Ability power ratio reduced to 0.5 from 0.6. Movement speed slow and boost reduced to 20/25/30/35/40% from 25/30/35/40/45%.
V1.0.0.120: *Clockwork Windup: Fixed a display error on the tooltip. Fixed a bug which was causing it to add less damage than intended. Fixed a bug with Command: Protect that was causing the shield particle to not display. Fixed several incorrect interactions with clones or unusual movement types.
V1.0.0.119: Added. *Command: Attack: Orianna commands her ball to fly towards target location, dealing damage to targets hit but doing reduced damage for each additional target hit. Her ball remains behind at that location afterwards. *Command: Dissonance: Orianna commands her ball to emit a magnetic pulse, dealing damage to units around it. Afterwards, the ball leaves a field behind for a few seconds that speeds up allies and slows enemies. *Command: Protect (Passive): The allied champion the ball is attached to gains bonus Armor and Magic Resistance. (Active): Orianna commands her ball to fly to and attach onto an allied champion, dealing damage to enemies it passes through and shielding the allied champion when it arrives. *Command: Shockwave (Ultimate): Orianna commands her ball to emit a shockwave after a short delay, flinging affected enemies in the vicinity into the air a set distance towards, and possibly over, her ball.
*Clockwork Windup (Innate): Orianna’s autoattacks deal additional magic damage every hit, subsequent attacks on the same target within a few seconds will add more damage per hit. This bonus stacks up to three times.
Health 385 (+79) Mana 250 (+50) Damage 44 (+2.6) Attack Speed 0.656 (+0.035) Range 550 Health Regen. 5.95 (+0.55) Mana Regen. 7.0 (+0.5) Armor 8 (+3) Magic Res. 30 Mov. Speed 300 Leash Range: 1125
Clockwork Windup (Innate): Orianna’s autoattacks deal an additional 10 / 18 / 26 / 34 / 42 / 50 (+0.15 per ability power) magic damage every hit. Additionally, attacking the same target within 4 seconds deals an extra 20% magic damage on the second hit, and 40% extra on the third and further hits.
Q - Command: Attack (Active): Orianna commands her ball to fly towards target location, dealing magic damage to all enemies that the ball passes through and that are on the destination area. However, the ball deals 10% less damage for each subsequent target hit down to a minimum of 40% damage done. Her ball remains behind at that location afterwards.
W - Command: Dissonance (Active): Orianna commands the Ball to emit an electric pulse around its current location, dealing magic damage to all units around it and leaving an electric field on the area for 3 seconds. The field speeds up allies and slows enemies that walk over it. This effect diminishes to normal over 2 seconds after leaving the area.
(Active): Orianna commands her ball to fly to and attach onto an allied champion, dealing damage to enemies it passes through and shielding the allied champion when it arrives for 4 seconds.
(Active): Orianna commands her ball to unleash a shockwave after a short delay, dealing magic damage to nearby enemies and flinging them into the air a set distance towards, and possibly over, her ball.
Just like masteries, the choice of runes is based mostly on personal preference. The only non-debatable slot at all are Marks, which should always be flat MPen.
For Seals you can opt between HP/level, MP5/level.
Your Glyphs can vary between AP/level or flat Mres for tough lanes.
On Quints you can choose between Flat AP, Movespeed, MPen.
Personally, I tend to run one page for lanes where I expect to crush my opponent easy and hard where I run Flat AP / MPen / AP/level / AP/level and one page for lanes where I expect to have a rough time which is Flat MPen / MPen / HP/level and flat Mres.
Experiment yourself, the above is only some basic guidance.
Flash is absolutely mandatory (now who could have guessed that..?), choices for the second slot can be Ignite, Ghost, Exhaust and Teleport. Don't forget the masteries if you choose among the last two, obviously.
Ignite is probably the most standard summoner for any AP mid, simply to add that little OMG I ALMOST HAD YOU-burst and obviously to counter heals in teamfights. - My perferred choice as well.
Exhaust is a little bit tricky. Unless most other casters you almost never have to be afraid of tanky dps being in your face, however the -35% damage on abilites from casters might come in handy vs stuff like Annie or Malz when that LETS BURST EACH OTHER AND SEE WHO WINS fight starts to roll. Especially weaker players on champs like those are so happy to move you into a position where you can't escape for sure (think "escaping" towards the river in mid lane, obviously it should be warded to avoid surprise buttsex), once both sides have to commit you drop the exhaust and happily exchange combos & take the kill while giving chase. Profit.
Teleport is also an obvious choice. Personally, I don't run it often because I find Ignite/Exhaust to allow me to win my lane and roll on to carry the game. If you're in love with Teleport, take it anyway.
Personally I prefer Boots in most cases simply because movespeed is awesome AP vs AP. You never want to get into the position that someone can get free combos at you. Keep in mind that Boots first also allows you to abuse your pretty strong autoattacks.
Champs you should always run boots against include TF, Kassadin and Malzahar. They're optional against Annie and Anivia.
Crystal+2 helps you get a quick Catalyst, however it also means you have to be very carefull with pushing lanes vs people who opened Boots, a little bit less sustain and dodging skillshots is a little bit harder. However, you have some more Mana for additional harass.
Q > W > E most of the time. The reduced cooldown is awesome on Q and W scales more with AP than with base damage. Maxing E in tough matchups where you get harassed a lot and don't expect to win it anyway (think LB) can make sense.
Froggen just explained his skilling order on orianna, QWQWERWW, R>W>Q>E. The reason he only keeps one/two points in Q regardless is because of last hitting minions at tower, sending the ball through the minions with level 1 Q is equivalent to autoattacking all the minions. If you know how much damage you need to do to the minions it helps with last hitting at tower immensely.
The only real options are a) Catalyst -> RoA -> Deathcap -> Void Staff b) Triple Dring -> Deathcap -> Void staff
Both accompanied by sorc boots (feel free to swap them for CD boots after you got your Void staff). The first build is probably the safer choice, however you're delaying your damage for quite some time. The 3xDring build is what e.g. Scarra recommends.
Other solid items you can consider: -Abyssal Scepter. Great vs sustained dps casters and low amounts of hard cc. -Zhonyas -Mejais. If you want to get it, your choice. The timing would be as soon as you smell that your rape is fuckeasy. Note that it's very easy to gain stacks on Orianna during teamfights, however you really, really want some solid AP items to start those teamfights. That's kinda the dilemma which keeps me from getting mejais on Ori in most of my games.
-Easy matchups include everyone that is weak during early levels, like Vladimir, Anivia, Karthus or champs that need to be close to creeps to lasthit. You rape stuff like GP or Jarv during early laning. Once they got their sustainability and/or tank items you're better off switching though vs those champs. You also have a rather easy time 1v1ing ranged AD champs, if they show up.
-Close matchups include everyone that has a Stun (Annie/TF) or can push lanes all day while getting cs and without being close (Malz or Heimer come to mind). The first matchups are all about dodging their stuns while hitting Q/W combos and the other type of matchups usually end in farm wars.
-Hard matchups include anyone who gets his sustain quickly like Udyr, WW or Cho. You simply don't have the burst to rape them asap or the continous damage to keep them from lolhealing it up. Those champs won't kill you early (first few levels you rape them), but they simply become unkillable too quickly for you.
Oriannas laning phase is all about easy lasthitting (your attack animation is totally awesome and you do some extra magic damage to creeps) and getting Q/W combos off on the enemy. To do this successfully you a) should get the ball into their creeps so that the Q distance is closer and b) know the minion they want to lasthit next. When you see them move in for the kill, make them decide between your ball in their face, or the creep kill. Make those combos count, you don't have the mana to miss a lot of them.
Basicly imagine your Ball as a mobile zone that is a little bit larger than the W AoE skill. Move that zone of yours however you want to and, hurrdurr, zone the enemy champion with it.
Make sure to abuse your autoattacks whenever you can (don't tank those creeps all day for it, duh!), you have the highest autoattack damage of any AP carry, especially if you get multiple hits off.
You have quite some trouble bursting people at your 6, so make sure they're getting low enough for the kill, OR get that jungler into the game. Someone like Fiddle is awesome, Warwick with his ult are 100% kills. You really, really want a jungle that has some sort of short disable, otherwise you have to rely on getting that crucial QRW combo off at the right time. Shit is just so much easier if you have that second to get the Q in properly or if you can simply E your jungler (WW is trollolol here) and RWQ the enemy.
*TEAMFIGHTS (FINALLY FUCK YES I WAITED THAT WHOLE FUCKING GUIDE FOR THIS PART CUZ THATS WHERE IT GETS FUN.) + Show Spoiler +
So, we heard that you your laning is solid but not totally insane, the enemy AP carry started blowing up some people here and there and you're like GOD I CANT BURST I CANT STUN IM USELESS.
Orianna carries teamfights like no other AP carry. By "carry" I don't mean make enemies explode left and right (that's a sideffect, durr) but you control the flow of positioning like a boss.
Oriannas teamfighting strength has some cornerstones, all of them have offensive and defensive sides to them.
a) QW. You Q in their face and W them. k, we had that already. You Q behind their escape path and trigger the mine if they run. You QW their melee dps so your team can position while they can't. You QW (ideal case) both yours and the enemy melee dps. You QW retreating allies (they get a little more out of W if you Q in front of them, instead of putting the ball on them with E), you QW your team chasing the enemies. Be creative.
b) EW. You shield an ally and give him that little extra speed he needs to get away. You can pull off absolutely hilarious shit by doing that to people who have some melee dps on top of them. It doesn't matter who it is, you slow the melee, you speed the ally at the same time. INSTANT PROFIT. You save overextending tanky dps all day, you let ranged carries kite all day. Having like an Ashe and Orianna on the same side means you can pretty much 2n5 the enemy team. You decide who chases who, exploit that at all costs. Keep in mind your E can be a lifesaver against those last ignite ticks and similar stuff as well.
Your ultimate. Jajajajajajajajaja!
Your ultimate, while I see so many Oriannas sucking at it, is the real deal. It is absoute rape in teamfights.
Rule #1 of using Oriannas ultimate: You shall not talk about how to use it properly to your enemies. Rule #2 of using Oriannas ultimate: YOU ARE NOT THE FUCKING INITIATOR. It is so easy to miss QR, even QWR is easy to miss because people can flash out before the ult really hits them. Don't fuck around pretending you're Annie and simply LOL ULT people to death, remember the part about finesse? Remember about your ball being impatient? Be patient with that ult of yours.
Your ultimate is a follow up. You follow up that Ashe ult, Ali/Udyr flash and you follow up someone who initated. It's that simple. Keep in mind you can E/R someone who dashes in (Jarv, Irelia or for the most fun, Ali who flashed into them etc.), just to QWR on top of them.
Rule #3 of using Oriannas ultimate: Your ult is an insane threat during a teamfight. Don't be eager to use it early. Yeah, you're great at following up an initiation with burst+soft cc. However, your ult becomes the strongest right after the battle started (unless you could have gotten all 5 of them with a follow up, durr, obvious). Let's say someone initiated, your team jumped in and you started E/W or Q/W combos. It is completely fine saving your ult for that moment your tanky dps gets on top of their carries. Here, after all that reading, ladies and gentlemen, we have the true strength of Orianna: Rape the shit out of someone without being close.
E that diver, RW the second he hits the carry and watch the ticking stop. If you want to be a real newb the diver will get out of your range, the ball will jump back to you and you RW on top of yourself while everyone laughs at you. Don't be that guy. Be aware of your range, especially when you gave the ball to someone.
You, as in "your presence during a teamfight" should be everywhere at once. E the diver, let him dive, RW the carry, run back so you get the ball again, Q those bitches that chase your ranged AD, W on top of them. You have to feel like being that command center that has it all under control. Help people escape, help people chase and while doing that, do damage. Even if you basicly got nuked out of a fight and roll around with 200 health, you can still do all the damage by solid Qs and Es.
What helps a lot is imagining your ball being a mine, and your goal is to put that mine into someones path. Always try to force the decision between walking around it (taking free damage from everyone) or eating a slow & damage nuke.
Tips & Tricks: (will be quite short atm 'cause I think I have it all in the actual guide) + Show Spoiler +
-You can position your ball over impassable terrain to hit people from weird angles. -Never facecheck, use dat damn ball. -Fun teammates include pretty much all tanky tps, especially though Udyr and GP for trollspeeds. Also you love Ashe for trollololol SLOWS OHMYGAWD, Alistar for FLASH E PULVERIZE R W HEATBUTT ENEMY TANKY AWAY and Singed for... well imagine a singed with a movespeed buff and a walking bomb on his head. 'nuff said. Also you like Sona. Did I say you synergize with movespeed buffs/debuffs yet?
Since you asked about Regrowth + Pot start, I think that mostly started because Hotshot and Elementz played around with it. I tried it to see how it worked because it's gold efficient and does give you good sustain, especially with your Catalyst, but I ended up dropping it and going Crystal + Pots because the 800 gold sets back your AP items and you lose burst when fights start.
On July 20 2011 13:39 Southlight wrote: TreeEsk runs triple DRing into Deathcap into Void every single game. Follows it with Morello's Evil Tome.
Dafuck. Added.
Do you know when he gets T1 boots (Sorc or CDR for T2?) / if he runs any weird runes by any chance?
On July 20 2011 13:57 Seiuchi wrote: Since you asked about Regrowth + Pot start, I think that mostly started because Hotshot and Elementz played around with it. I tried it to see how it worked because it's gold efficient and does give you good sustain, especially with your Catalyst, but I ended up dropping it and going Crystal + Pots because the 800 gold sets back your AP items and you lose burst when fights start.
Only possible implementation I see for that is getting it in lanes where you don't have to survive burst, but lots of regen does the trick. That would also mean skipping the catalyst to not fall behind in damage. Not sure if it's completely viable, but I can see it working in some cases.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
Rule #2 of using Oriannas ultimate: YOU ARE NOT THE FUCKING INITIATOR. It is so easy to miss QR, even QWR is easy to miss because people can flash out before the ult really hits them. Don't fuck around pretending you're Annie and simply LOL ULT people to death, remember the part about finesse? Remember about your ball being impatient? Be patient with that ult of yours.
I don't really agree with this. Orianna is a solid initiator if you can catch people out of position because her ult is pretty much an AoE fling. The few seconds you get from R+W is often all you need for your team to converge on a target that is too far from their team or a squishy that is out of position. IMHO you should always be looking for OOP targets to initiate on as Orianna. Especially important in solo queue where you can't necessarily rely on teammates to initiate.
I second iaeuy here. While quick people can generally flash out of the ult, R is a superb initiation that bunches everybody together for your team to AoE them instantly and win the fight right there. The threat of Ult is good to have, but if you can nail 2+ important targets with an ult and your team is in position to follow up, for the love of god do it. It's definitely harder to justify for a single target, but it can still be worth it depending on the situation.
That said, your ball should already be in position to R. Trying to Q and THEN using RW is certainly going to fail against anybody that's not a slowpoke.
Ulting correctly is probably the hardest thing to learn as Orianna, as it is incredibly versatile. Actually, all of Orianna's kit is super versatile, which is why I find the champ so fun :D
Last edit: 2011-07-20 15:51:43
HazMat United States. July 20 2011 15:52. Posts 9197
Rule #2 of using Oriannas ultimate: YOU ARE NOT THE FUCKING INITIATOR. It is so easy to miss QR, even QWR is easy to miss because people can flash out before the ult really hits them. Don't fuck around pretending you're Annie and simply LOL ULT people to death, remember the part about finesse? Remember about your ball being impatient? Be patient with that ult of yours.
I don't really agree with this. Orianna is a solid initiator if you can catch people out of position because her ult is pretty much an AoE fling. The few seconds you get from R+W is often all you need for your team to converge on a target that is too far from their team or a squishy that is out of position. IMHO you should always be looking for OOP targets to initiate on as Orianna. Especially important in solo queue where you can't necessarily rely on teammates to initiate.
Yes, she is a solid initiator if -Your ball was already in position (as the guy below you pointed out), easiest to achieve during tower sieges -They don't flash out -They're horribly out of position
The way Orianna is an initiator is basicly her being a worse version of Malzahar or TF at that specific task. Your initiation is avoidable (flash, horrible thing if it happens), it is very hard to get off propyerly and, most important, if you somehow fuck it up you might have just lost your team the fight - and it's incredibly easy to do so, compared to e.g. Malz or TF when they try to punish someone being very out of position. They risk nothing in a scenario where you risk not hitting your biggest nuke.
I assume it is very obvious that if you see the enemy Ashe with 30mres walking over your ball that you and your 400 ap will just faceroll keys and kill her - however, that's an event that won't occur often if your enemies are not simply horribly bad.
On July 20 2011 19:19 starfries wrote: Supposedly her leash range is 1125, might be worth knowing for completeness's sake. Also does anyone know what she says when she uses command:attack?
Updated.
Last edit: 2011-07-20 21:12:03
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
On July 20 2011 13:39 Southlight wrote: TreeEsk runs triple DRing into Deathcap into Void every single game. Follows it with Morello's Evil Tome.
Decent path, but how does that help with early-mid game mana problems? Once Morello's is up you're pretty much good, but before that I'm assuming just hog blue?
BW4life! Jaedong ~ Savior ~ Shine ; "drowning sorrows in late night infomercials" - bnYsooch
Sabin010 United States. July 20 2011 22:53. Posts 1037
Philosopher's stone into Elaisa's Miracle is just as good as a catalyst, and costs less. Sure you can't build it into RoA, but I find Miracle -> Haunting Guise to be fine in the early game. With everybody building the Merc Treads the extra Magic Pen from the mask and Sorc shoes gets you back to true damage against most champions until they get a Negatron. 20 mana per 5 gives more mana over 10 minutes than 10 levels of Catalyst percs.
Also what is the communities thoughts on taking E at level one? If you start E and Heath Pendant you can contribute some shields to a level one team fight, and you're not really going to have damage to Q some one to death until you get two levels of W. In level one team fights its easy to hit people with auto attacks and the shield, while giving passive armour bonus. E at level on has been the difference between first blood and being first blooded more than once.
TL;DR Skill order EQWWQRQWQQWRWEEREE <- Allows for maximum mana efficiency as 3 levels of W is the sweet spot of damage while still having <100 mana cost. Buy order Philosopher's - Boots one - Elisa's - Sorc Shoes to situational items.
Additional Tip for using Q is even if you're out of position and can't QW on top of an enemy it is possible to just make the ball pass through some one who's standing a mile away. Q is on a much shorter cooldown than your other skills, and you can still auto attack E their retaliation, W after them Q for the kill. Abuse this.
how is her ult working exactly? whenever i use it people end up being more scattered than before.
Does it move everyone a certain distance in direction of the ball? Does it move everyone the same distance towards the ball they are currently away from it? Does it do something else?
Ryuu314 United States. July 21 2011 05:20. Posts 5337
On July 21 2011 05:16 LaNague wrote: how is her ult working exactly? whenever i use it people end up being more scattered than before.
Does it move everyone a certain distance in direction of the ball? Does it move everyone the same distance towards the ball they are currently away from it? Does it do something else?
It moves people towards the ball a set distance. So say it moves people 200 units. That means someone exactly 200 units away from the ball will end up exactly on the ball, while someone 100 units away from the ball will end up 100 units away from teh ball the opposite direction.
Cogito ergo doleo
Sabin010 United States. July 21 2011 05:23. Posts 1037
On July 21 2011 05:16 LaNague wrote: how is her ult working exactly? whenever i use it people end up being more scattered than before.
Does it move everyone a certain distance in direction of the ball? Does it move everyone the same distance towards the ball they are currently away from it? Does it do something else?
Everybody hit moves the radius of the range tword the ball. This can lead to guys becoming scattered or grouped together depending upon the positioning.
For instance, If you have 3 people directly on the ball your nuke will be QWRQ, if there is 3 guys around the edges of its range the nuke becomes RWQ.
On July 20 2011 22:53 Sabin010 wrote: Philosopher's stone into Elaisa's Miracle is just as good as a catalyst, and costs less. Sure you can't build it into RoA, but I find Miracle -> Haunting Guise to be fine in the early game. With everybody building the Merc Treads the extra Magic Pen from the mask and Sorc shoes gets you back to true damage against most champions until they get a Negatron. 20 mana per 5 gives more mana over 10 minutes than 10 levels of Catalyst percs.
Also what is the communities thoughts on taking E at level one? If you start E and Heath Pendant you can contribute some shields to a level one team fight, and you're not really going to have damage to Q some one to death until you get two levels of W. In level one team fights its easy to hit people with auto attacks and the shield, while giving passive armour bonus. E at level on has been the difference between first blood and being first blooded more than once.
I've seen hotshot go E first and rush philo stone when she was first released, but I don't think it's that great. Getting E first means you can't start zoning until level 3, while normally you'd be able to QW them at level 2 and basically sets your damage behind by 1 level. Also starting pendant means you go oom really quickly, you generally run out of mana before you run out of health and I think sapphire + 2 pots will have given you more health by your first back than pendant. Overall it's a really defensive build that's only useful if you don't think you can win lane and just want to farm, and considering Ori wins almost every lane it's not necessary.
Also imo she really needs the mana pool from RoA during longer teamfights. If you don't have this problem then the Drings into deathcap is probably a better build.
Haunting guise is sort of crappy since it delays your deathcap, and it's really only useful on casters like old Annie who want to abuse their strong midgame but have bad AP ratios and don't do anything lategame. Ori's AP ratios don't look that great, but when you consider that she has 4 AOE damage skills, 3 on low cooldowns, they are really quite good so you want that deathcap asap.
DJ – do you like ramen, Savior? Savior – not really. Bisu – I eat it often. Flash – I’m a maniac! | Foxer Fighting!
ArC_man United States. July 21 2011 05:50. Posts 2354
I feel the builds are more match-up and style dependent. For example against an Annie, you would need the Hp and sustain from Cata->RoA against her burst and harass. Against a TF it's possible to just go Dorans->Deathcap since he doesn't dominate the lane as much.
The Dorans build is better if you play aggressive in lane IMO. You'll see people like TreeEskimo and Reginald do this a lot (play aggressive, push the lane really fast with all their skills and then back for mana/hp and a quick buy). Usually if you back at these timings you'll only end up with 500-600 gold so a dorans+pot/ward makes more sense than parts of catalyst+pot/ward.
HyperionDreamer Canada. July 21 2011 07:27. Posts 1053
On July 21 2011 05:50 ArC_man wrote: I feel the builds are more match-up and style dependent. For example against an Annie, you would need the Hp and sustain from Cata->RoA against her burst and harass. Against a TF it's possible to just go Dorans->Deathcap since he doesn't dominate the lane as much.
The Dorans build is better if you play aggressive in lane IMO. You'll see people like TreeEskimo and Reginald do this a lot (play aggressive, push the lane really fast with all their skills and then back for mana/hp and a quick buy). Usually if you back at these timings you'll only end up with 500-600 gold so a dorans+pot/ward makes more sense than parts of catalyst+pot/ward.
That makes quite a bit of sense. Sounds like my playstyle, I'll give this a shot tonight.
BW4life! Jaedong ~ Savior ~ Shine ; "drowning sorrows in late night infomercials" - bnYsooch
Two_DoWn United States. July 21 2011 23:13. Posts 7270
I dunno about the "NO DRING EVER" thing. I have found that the dring path, while being low on mana at first, pretty much requries a back at 800 or so gold anyway, since you have no sustain, so you can pick up boots and a second ring and never be out of mana.