[Rework Concept] Orianna, the Clockwork Dancer

SSmotzer·1/27/2020, 4:30:33 PM·1 votes·884 views

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Passive - The Ball: Orianna is accompanied by The Ball, which she commands with her abilities. The Ball has a brief cooldown between casts. Additionally, The Ball attaches to Orianna if she is near it, and blinks back to Orianna if she is too far away from it.

  • Clockwork Winding: Orianna's basic attacks deal bonus magic damage on-hit and add a stack of Clockwork Winding for 4 seconds, stacking up to 6. Clockwork Winding on-hit damage deals bonus damage per stack. Once she reaches max stacks Orianna becomes Wound Up. Once Wound Up Orianna gains a burst of attack speed, which can't be triggered again until leaving combat. While Wound Up Orianna will sacrifice stacks of Clockwork Winding instead of being effected by enemy crowd control effects. The amount of Clockwork Winding consumed is based on the severity of the crowd control effect.

Q - Command: Attack: Orianna commands The Ball to fly to the target location and remain there, dealing magic damage to all enemies it passes through.

  • Command: Pirouette: Orianna becomes fully Wound Up, even without full stacks of Clockwork Winding, for her next 3 basic attacks. Orianna's 3rd attack will instead become a skill shot, causing Orianna to leap, or jeté, in a target direction, dealing mixed damage to enemies she passes though.

W - Command: Dissonance: Orianna commands The Ball to emit an electric pulse around its current location, dealing magic damage to all enemies around it and leaving an electric field on the area for 3 seconds. Orianna and her allies gain bonus movement speed upon stepping on the field. Enemies, in turn, are slowed for the same amount, decaying over 2 seconds after leaving the field.

  • Command: Dance: While standing within the field, Orianna gains Clockwork Winding stacks twice as fast. While Orianna, or one of her allies, is dancing within the field, it will increase the field's size and extend the duration of the electric field, so long as someone is dancing.

E - Command: Protect - Passive: The Ball grants whomever it is attached to bonus armor and magic resistance. Allies can click on the Ball, while in contact with it, to have the Ball attach to them.

  • Active: Orianna commands The Ball to fly to the targeted allied champion or herself and attach itself to her target, dealing magic damage to all enemies it passes through and shielding her target on arrival for 2.5 seconds. While Orianna, or her target, are dancing the shield will continue to grow, up to a cap, and extend it's duration, so long as they are dancing.

R - Command: Shockwave - The Ball: If the Ball is away from Orianna, she commands The Ball to unleash a shockwave after a brief delay, dealing magic damage to all nearby enemies and pulling them units towards The Ball.

  • Command: Entrance - Orianna: While the Ball is attached to Orianna, she maxes her Clockwork Winding and commands the Ball to unleash a hypnotic light, charming all nearby enemies to Orianna rooting them a certain distance away from Orianna, while forcing Orianna to dance. The charm/root breaks if the enemies take damage. Orianna will dance hypnotically so long as she has Clockwork Winding stacks, which are consumed while she dances, and they will be consumed faster while taking damage or being effected by enemy crowed control effects, however they will not break her dance until the Clockwork Winding stacks are all consumed.

13 Comments

AIQ1/27/2020, 4:56:50 PM3 votes

Orianna is by far one of, if not the most balanced champion in League of Legends. I and other refer to her commonly as a balance standard "at least for APC".

Orianna takes skill. Her skill floor is pretty high, but with a skill ceiling that doesn't make her too oppressive when mastered. Everyone respects good Oriannas, but no one would really say she OP. (except a very small few that complain about everything they lose to)

Orianna has tons of tools, which might make her seem overloaded, but they are done in a way that allows enemies to have clear ways to attack Ori and exploit her weakness. (The balls location or immobile nature.)

Orianna is like that amazing girl that no matter what is always there. No matter the META, no matter flavor of the month, no matter how you are feeling, Ori is always a balanced pick.

To change her, would be a mistake, to add on more to her kit would also be a mistake, especially with all that for her basic attacks.

Orianna is fine and should be left alone, she should be used as a basic metric to balance around not try to meet this DMG Meta, she already got buff because of damage increases.