Orianna's Power, Without Pitchforks

Starlighte·10/19/2014, 2:34:42 AM·5 votes·2,005 views

This post is going to set out to examine some numbers and get into the grit about why people perceive Orianna as not just strong, but OP. The 4 areas that will be explored are her BURST, UTILITY, SAFETY, and ZONING/HARASS cycle. I'll enclose a tl;dr at the bottom, but again this conversation is aimed at looking at Orianna objectively rather than subjectively.

All numbers will assume level 18 P 50+15% ratio---1.2(50+15% ratio) for 1 AA---2AA Q 50% ratio 180 base (scales down to 40% damage)3 second CD (range 825) W 70% ratio 250 base (slows/speeds up 2 seconds 40%) 9 second CD (range 250) E 30% ratio 180 base (shields 240+40% grants 30 MR/AR) 9 second CD (range 1100) R 70% ratio 300 base (knockback 350 units) 90 second CD (range 400)

#BURST calculations will be done assuming a 600 AP build, MR non-factored.

ORIANNA:180+250+180+300 +(2.2*600)=2180 (all damage being AOE with between a 50-200 unit radius)

ANNIE: 220+250+425+70(assuming 2 ticks of tibbers aura)+(2.85*600)=2675 (Most damage being AOE)

LUX: 260+130(assuming 2 people are snared)+240+500+(2.4*600)=2570 (Most damage being AOE)

LISSANDRA: 215+230+250+350+(2.35*600)=2455 (All damage being AOE)

SO WHERE DOES SHE FALL?

Of the 4 AOE burst/utility mages examined here, Orianna has the lowest “all-in” potential overall, especially when considering the chances of landing the damaging portion of her E. *(Feel free to compare other “utility” mages burst levels, I only had time to calculate for 4 but I am more than welcome to add in mages that fall under Orianna's burst potential)

WHAT CAN WE GET FROM THIS?

Orianna's burst potential is not the problem. So, that suggests her utility, safety, or her harass/zoning cycle is the problem.

#UTILITY We will consider CC/movement speed modifiers/shields. This definition is liable to change during the course of discussion if reasonable points are made.

ORIANNA offers an AOE ult (smaller than Amumu's for comparison) that effectively stuns for a second and is on a 90 second CD. Orianna has a 9 second CD slow/speedup and a shield. The slow/speedup is for 40% and the shield is a significant 400 point+shield that adds some AR/MR.

ANNIE's ult can potentially be used as a 1.75 second stun at a significantly smaller AOE and is on an 80 second CD (barring she holds her stun 100% of the time). Annie also has the ability to use a stun with her Q and W, which makes her ult's CD almost irrelevant provided she has flash available.

LUX's ult offers pure damage at a range of 300 with a thickness roughly the width of Annie's stun. Lux provides a linear skillshot shield that can hit an entire team, and shields for roughly the same as Orianna's, with the added benefit of hitting twice and hitting multiple people, the downside of no AR/MR. Lux boasts a 1000 range snare for 2 seconds that can hit a second target for half, and an E that slows for 36% or roughly the same as Orianna's slow/speedup, with the downside of not offering a speedup, the plus being the zone lasts for 5 seconds versus 2.

LISSANDRA's ult produces a stun for 1.5 seconds and a stasis for 2.5, offers AOE damage in a radius roughly the same size as Orianna's, and a 75% slow. Lissandra's short range Q offers a slow of 28%, her W creates an AOE root for 1.5 seconds.

WHAT CAN WE GET FROM THIS?

Orianna is a fairly utility-oriented mage. Although her stun is not as threatening as Annie's, nor available as often, her access to nearly Lux levels of movespeed/shielding suggests that her utility is on the higher end of the spectrum. If Lux were a 9/10 for utility, Orianna would be an 8/10.

#SAFETY

Will be addressed by base MS, spells providing extra information, mobility, and relative easy of farming.

ORIANNA's base MS is at the lowest tier of the game, 325. Her Q offers sight but has a leash range and a significant travel time to relocate, the upside being is that it does not leash bash except with range. Orianna does not have any blinks/dashes, simply a slow/speedup. Her farming is quite easy, requiring 3 spells to be used at about 825 range.

ANNIE's base MS is 335, and has no extra information or mobility creep. Annie's farm is difficult when trying to hold a stun, but easy when not.

LUX's base MS is 330, has a 2 person snare, a slow that provides sight for 5 seconds, and an ult that provides sight. Lux's clear comes at the range of 1100.

LISSANDRA's base MS is 325, has a short range/short CD slow, a 1.5 second AoE root, an interruptable blink, and a stasis/stun. Lissandra's clear is quick but requires a range of 725 (slightly less than Orianna's)

WHAT CAN WE GET FROM THIS?

Well, frankly Orianna's mobility is average. She has the lowest MS, but is compensated with some safety precautions through spells. This is probably not the issue.

#ZONING/HARASS

For this we will consider AOE abilities, threat of engagement, and overall control of the minion wave.

ORIANNA's Q/W combo not only allows waveclear but effective zoning and harass at the same time. Due to the fact that her ball will only leash on range, leaving it in place is an excellent tool for forcing your opponent to position how you want them to. Orianna's ball does have a slower than average projectile travel time, so it is possible to flash her ult which is her only real tool of full engagement.

ANNIE's zoning and harass is excellent when a jungler is accounted for, but awful when she must hold her stun for fear of ganks. Her engagement potential is some of the scariest in the game, and her control of the minion wave ranges from good to poor depending on the gank threat.

LUX's zoning comes in the form of her wave clear, creating a “hostile” zone which is difficult to dodge and easy for Lux to hit. Her threat of engagement only rests in the FoW, where a QER can burst most squishies. Her control of the minion wave is excellent.

LISSANDRA has trouble zoning an opponent without threat of engagement. Her only tool for zoning is her E, which offers her the ability to engage and all in. Her overall control of the minion wave is poor, though her waveclear is good.

WHAT CAN WE GET FROM THIS?

Orianna falls above average in the zoning/harass category. This category is where the most amount of counterplay or lacktherof exists for any champion.

#FINAL THOUGHTS

I believe that the issue revolves around perceptions. Orianna's kit does not shove her into the higher end of the spectrum on anything but her utility, and that utility comes at the cost of her burst potential as is evident by Orianna's constant nerfs to damage, and reallocation to utility. I believe her perceived popularity and overall lack in any serious changes is evidence to her success in professional tier play. Orianna for the most part, is the same champion as she was released, and comfort trumps power in many circumstances.

#TL;DR

For all of those who don't care to read this lovely block of text. Orianna's perceived “OPness” comes from the strength of her utility, which is already a typically underappreciated power.

Edit: for clarity.

18 Comments

FooDang10/19/2014, 5:40:27 AM3 votes

Ori is fine...players that do not understand her find her OP...

Heliostorm10/19/2014, 5:37:05 AM2 votes

You're missing the rather obvious fact that Orianna is the most likely (between her, Lux, and Annie) to be able to hit multiple people with her ult, which more than compensates for the lack of damage. Annie and Lux are usually lucky to hit two people at best. It's also able to reposition people, which makes it superior in utility to a mere stun as it's able to pull people from out under towers as well as clump enemies together for other AoE ults, as well as negate dashes and jumps. The idea that Lux has more utility is laughable.

A Wet Napkin10/19/2014, 5:19:57 AM1 votes

The problem with ori is simple,, the ball provides so much zoning, plus there is no shared cooldown on skills, drop ball and immedietly press W for 2 skills worth of damage in a fraction of a second, a typical burst mage like Leblanc needs more time for a full rotation, enough time to react or escape, Ori's combo/skill rotation is very very fast and thats where the problem is

Callibrius10/19/2014, 3:24:01 AM1 votes

Oh...I see. I am kind of new to the game and have always perceived Orianna to be OP because she has near Annie levels of burst but at a longer range. But your analysis has given me more insight. Thank you , sir.

PBnJams10/19/2014, 5:50:32 AM1 votes

Honestly I think Orianna should be changed to a melee champion. Last I checked, Dancers do not throw clocks at people, they kick them.

Give her 150-175 range for melee range.

Leave everything else about her kit alone.

Marenjii10/19/2014, 7:29:02 AM1 votes

Annie is a utility mage now? Ok.

Kingsgrave10/19/2014, 7:59:11 AM1 votes

Just remove the damage her E can deal. Make it entirely utility.

It already gives mobility to the ball, Resistances for her team + a rather hefty shield. Why must it deal damage as well? She already has an ability that moves the ball through opponents and deals damage to them. Why does she need 2?

For reference, it deals 60 / 90 / 120 / 150 / 180 (+ 30% AP), might not seem like much but when a utility spell is used as a main source of harass AND survivability in lane and in teamfights, it needs slammed.