Orianna Jungle and the new Sated Devourer
Bear with me for a moment;
First off, Orianna jungle IS quite viable, with a team somewhat planned around her. (AD mid or top, high engage potential)
Okay, so here's the thing; Orianna's passive Clockwork windup is an on-hit effect that deals up to 50+21% of her AP on every strike. My idea is to combine that damage with Sated Devourer's on-hit buff, and perhaps either throw in Wit's End and/or Nashor's Tooth and/or Runaan's Hurricane to maximize that on-hit damage highly. Obviously getting all of those would be rather silly as Orianna needs AP to scale, but the promised damage does look rather high indeed.
Assuming we hit 500 AP (possible with nashor's), that's still 50+100 damage, plus the devourer's own 60 getting doubled every two hits, and assuming you have only Nashor's added in, that's another 15+15% (80), again, doubled up.
So here's the calculation; 50+100+60+15+80, is 305 on hit, implying 610 damage every two hits.
I would recommend this build;
,
,
,
,
,
. Of course there are several spins with which this could work, but that's my take on this particular idea.

jungle.
SHUDDER
type items, he can shroom the entrance of his jungle and just farm to stack devourer. The poison isn't really what sucks, the blade of the ruined king with hurricane is scary for a tank main.