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All Guides Orianna Guides [Season 8 Updated] We will kill your enemies. That will be fun.
4 months ago

Orianna Statistics for Hexadecimal

Author's performance with Orianna compared to the ranked average.

Games Played
Win %
KA:D Ratio
Gold Earned
Creep Score
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Flash

Standard on most mid laners. It helps you escape, gap close, jump walls, re-position - it's simply too good to pass up. There's simply no other spell that's as versatile as Flash. The fact that you can use it to escape, dodge spells, or go aggressive is what makes it such a strong spell.

14.png Ignite

Ignite is taken to increase your damage. This helps you with 1v1 fights in lane, but can also secure kills in team fights. The healing reduction is very strong against champions that rely on spell vamp such as Swain or helps reduce the AD carries life steal such as Caitlyn. Don't be too afraid of using ignite as there's nothing worse than an enemy escaping with 50 hp because you didn't ignite them. It has a relatively low cooldown so even if it was "wasted" on a kill it will be back soon enough.
If you're planning on all-ining someone you should ignite near the start of your combo. This is because you want to reduce their healing in half. A lot of the time people will consume health pots while you're fighting. By igniting early on when we're trying to kill someone we reduce their natural regeneration they receive from base stats as well as the healing from their health pots. 

21.png Barrier

Go barrier against extremely high burst champions that you will struggle against. It can work well against Zed, Fizz, and Malzahar just to name a few.

7.png Heal

Heal is good against anyone who doesn't have a lot of front loaded burst. It scales better than Barrier and the fact that you can use it on an ally means that it's very useful in small skirmishes or in team fights. The movement speed increase also helps you kite better.

3.png Exhaust

Exhaust can be a good pickup when facing high burst assassins such as Zed or Fizz. This is because it will reduce the amount of damage they deal helping you survive the burst. It also helps shut them down in team fights for the same reason. Can also help kiting them too since it reduces their movement speed.

12.png Teleport

Teleport is good to take when you're in a farm matchup that you won't be able to play aggressive against because of their long range. Champions such as Ziggs, Xerath, Azir are all Champions that have high range and wave clear and will be difficult to play aggressive against. By taking teleport we can farm with them, but then impact other lanes by teleporting to them when needed.

1.png Cleanse

Cleanse is good to take when against 2 or more stun abilities. For example, if you're against Lux mid and Elise jungle, then Cleanse is a great pickup as it will allow you to survive ganks middle lane. Other mid lane examples are Twisted Fate and Ahri. By taking Cleanse we can remove one of their key ways to win fights and set up ganks.

New Runes Back to Top

Summon%20Aerie.png?width=32 - Gives you more poke damage in lane while also giving allies a shield when you use your E or W on them in team fights.

Manaflow%20Band.png?width=32 - Gives us a lot more mana in the early game for us to use to harass and trade with the enemy.

Transcendence.png?width=32 - Helps us achieve max CDR, which is very important with Orianna since we want our Q on the lowest cooldown possible so we can reposition it throughout team fights.

Scorch.png?width=32 - Gives us a lot of damage on our poke in the early game, which can be where Orianna shines.

Minion%20Dematerializer.png?width=32 - You take this to help with your pushing power/wave manipulation. You use it on every Siege Minion in the early game. By instantly killing the Siege Minion it will give you a massive push lead. This can help you fight back against opposing push strategies while also allowing you to shift into a hard push to create back timings or break potential freezes. It's too valuable as a wave manipulation tool.

Magical%20Footwear.png?width=32 - The best option as you often won't be buying boots before the 10 minute mark anyways. It's essentially a free 350 gold.

Perfect%20Timing.png?width=32 - You can get this instead of the boots if you can use it to counter a champion's ultimate. For example, this can allow you to absorb a Zed ultimate or a Fizz ultimate. Essentially, champions where getting a Zhonya's second is a common occurrence then this can be worth it to pick over the free boots.

Abilities Back to Top


Skill Order

Command-Shockwave.jpg > Command-Attack.jpg > Command-Dissonance.jpg > Command-Protect.jpg


  • You put your first skill point in E so that you can easily win trades by blocking the enemy's damage while using your autos to counter-attack.
  • The reason you max Q first instead of W is that maxing Q reduces the cooldown to 3 seconds. Compare this to Orianna's W that stays at a 9 second cooldown no matter how many points you put into it. This will increase your damage per second as you will land multiple Qs while your W is on cooldown.

Clockwork_Windup.jpg Clockwork Windup

  • A great passive that helps you win trades and harass
  • It makes your level 1 trading very strong

Command-Attack.jpg Command: Attack

  • Provides a great amount of DPS
  • You want to use this to put the ball down in lane in order to zone the opponent

Command-Dissonance.jpg Command: Dissonance

  • A great form of damage and utility
  • The speed boost helps you and your team escape or respond
  • The slow helps you get auto attacks in as the enemy tries to run away in lane
  • The AOE damage works extremely well with your ultimate since they will be all grouped up for it

Command-Protect.jpg Command: Protect

  • An extremely underrated skill that is very powerful
  • Helps you win trades in lane by blocking damage
  • Helps reduce the damage your team takes late game as it will have a low cooldown and you can use it often
  • You can place it on your tank before he initiates to set up an ultimate

Command-Shockwave.jpg Command: Shockwave

  • A very strong ultimate
  • It's important not to miss your ultimate as it greatly reduces your effect on the team fight
  • However, don't be impatient and ult too early - wait for a good time
  • Your other abilities are strong enough for you to effect team fights while you wait for a good opportunity to ult

Items Back to Top

Starting Items


Core Items

    Choose one
    Final Build Example

Situational Items

Start With

Doran's Ring + 2 HP Pots


This is the standard starting build on Orianna. You will use your shield to negate harass - meaning you don't need many health potions. The increase in AP, HP, and Mana Regen gives you a stronger early game and helps you win the early laning phase



Best starting Trinket for mid laners. This will help you cover key choke points on the center of the map during the laning phase to help keep track of the enemy jungler. Try to place your ward around the 3:00-3:30 minute mark on the side the enemy jungler will be. This will be the standard timing most junglers have their double buffs and will be looking to gank you.




This is your standard starting build. Archangel's has great scaling and eventually turns into a Seraph's Embrace that will give you a shield. The scaling benefits Orianna as she scales very well and isn't trying to get massive early game spikes. The shield also benefits Orianna since she lacks mobility and can susceptible to being jumped by assassins and bruisers.

The early Tear component is also really nice as it can allow you to get an early recall off and come back with an actual item rather than just the components of a Lost Chapter.

Choose one of these next

3151.png or 3165.png

It's actually quite simple how you decide which item to purchase next. You get Liandry's torment if you're against a lot of tanky champions. You get Morello if you're against squishy champions or the enemy has a lot of healing champions like Soraka, Swain, Vladimir, etc.

After this get a Zhonya's if you need the defense/active. Get a Deathcap if the enemy isn't stacking MR. Get Voidstaff if the enemy is stacking MR.

End Game Builds

Final Build Example


This final build will give you damage, 30% CDR, magic penetration, while using your Zhonya's active and Seraph's Embrace shield for defense.


3102.png - Grab this in place of a Zhonya's or a Morello/Liandry's if you're against a lot of AP champions that try to land an ability to engage fights. For example, Fizz with his ultimate, Blitzcrank with his hook, etc.

3116.png - Get this in place of Zhonya's if you've built a Liandry's as it doubles the effect of its passive damage as well as if you don't need the Zhonya active. This gives you a bigger health pool as well as more kiting potential. Can be strong against tanky comps where Zhonya's is better against assassins.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Ahri
  • Akali
  • Anivia
  • Annie
  • Aurelion Sol
  • Azir
  • Brand
  • Cassiopeia
  • Cho'Gath
  • Diana
  • Ekko
  • Fizz
  • Galio
  • Gragas
  • Heimerdinger
  • Jayce
  • Karma
  • Karthus
  • Katarina
  • Kayle
  • LeBlanc
  • Lissandra
  • Lux
  • Malzahar
  • Morgana
  • Ryze
  • Swain
  • Syndra
  • Taliyah
  • Twisted Fate
  • Veigar
  • Viktor
  • Vladimir
  • Xerath
  • Yasuo
  • Zed
  • Ziggs
  • Zoe
  • Zyra



  • The mobility from her ultimate makes difficult to land skill shots when she all-ins
  • Her high auto attack range makes it difficult for you to harass early game
  • Once you get blue buff and hit around level 11 you can wave clear fast and poke her down




You want to bully Akali from levels 1-5 by aggressively harassing and zoning her. This is because she has no gap close until she's level 6.

Once she's level 6 if you got a big enough lead from levels 1-5 you should be able to survive her engaging on you. However, if that's not the case then you want to play safe and try to freeze the wave outside your tower.

I would recommend taking ignite in this matchup so you can cut through her healing when she tries to all-in you so that you can win 1v1.



  • Your strong early game counters Anivia's weak early game
  • You can go aggressive on her pre level 6 and it's difficult for her to defend herself because all she has is her stun, which is easy to dodge
  • Once you're both level 6+ it will likely turn into a farm lane




Orianna is considered a hard counter to Annie. This is because Orianna out ranges Annie while also being tanky enough with her shield to survive Annie's all-in at level 6.

The key to this matchup is positioning correctly so that you can land your abilities, but Annie can't land hers and slowly chip away at her health until you can set up an all-in with your ultimate.

You can take barrier if you have trouble with the matchup to help prevent dying to Annie 1v1.


Aurelion Sol


He will push the first 3 waves and then recall. There's nothing you can do about this so don't bother trading just focus on getting all the last hits. Try to match his recall on the third wave.

He will have the push advantage against you early on. Try to focus on dealing with the minions rather than harassing him levels 3-5. This is because he will just recall after pushing and your harass won't mean much. It's better to try and focus on the minions and minimize the strength of his push.

Level 6+ you can start getting more aggressive, especially if you get a blue buff from your jungler. At this point you can start trying to harass him as your poke will be hitting a lot harder. Don't be afraid to use your ultimate just for poke damage/lane control.

It's important to spam pings and track Aurelion Sol as he will be roaming a lot. Ward the center of your lane to see where he goes after he pushes.




Azir can be annoying because he slightly out ranges you. This means that it can be hard to play aggressive against him as he will often kite back and use his superior range to win trades.

Make sure you save your shield to block his Q and soldier attack damage. If you block it and he over extends you can then land a Q+W to win the trade.

Be careful getting low against him as he can dash in and ult you away from your tower.




This matchup is slightly favored for Orianna. Your shield blocks his harass and you both have around the same range. Because your skills are easier to land than his and you have a way of blocking a portion of his damage you often win trades.

Try to use minions to block his Q stun, but also be careful of standing right in the middle of your minions as he will end up landing his W on both you and the minions, which will allow him to push the wave and harass you.



  • You both have strong early games
  • Your shield negates some of her damage
  • She's squishy enough to burst down
  • Skill based match up




Against Cho'Gath you can play aggressive to try to zone him levels 1-5. However, as Cho'Gath gains levels he will become nearly unkillable and will just shove the wave and silence you/harass you with W.

You want to transition into passively farming if Cho'Gath gets to that point. Ward up to prevent him from roaming and look to take jungle camps between waves. You're stronger than Cho'Gath in late game team fights.



  • You can harass her before level 6
  • Once she's level 6 she can burst you down if she lands a Q
  • Important to dodge all her Qs and play passive once level 6




You want to bully Ekko levels 1-5 before he gains access to his ultimate. Once he has his ultimate it will be hard for you to straight up 1v1 him. Instead, look to stay back and poke him down.

Always remember to play around his W and his ultimate. 




You can go aggressive on Fizz from levels 1-5 as you're stronger than him. However, once he hits level 6 you have to be careful as landing his ultimate can potentially 100-0 you.

Instead, once you're both level 6 look to harass him down first from a distance and play safe. I recommend taking barrier in this matchup to help survive his burst.




Galio is easy because he poses very little threat to you. He's tanky enough that you probably won't be able to kill him. However, you might be able to kill him levels 1-5 before he gets magic resist items.

For the rest of the laning phase you mainly want to ward up to prevent him from roaming and look to passively farm up and take jungle camps as you scale better than him.



  • Your harass before level 6 should force him to farm with Qs
  • Once Gragas is level 6 he has kill potential on you
  • Ward properly so you can keep track of whether he's roaming
  • Farm wraiths/wolves and counter gank if he decides to gank or punish him by taking tower




Heimer poses very little threat to you and you scale harder than him. Simply going even and farming jungle camps between waves is fine as you are much stronger in late game team fights.




You and Jayce both have strong early games, but you out range him. You can harass him without him being able to fight back because of your superior range. Your shield also helps you win straight up fights.




Karma is a lane bully, but you can harass her through minions whereas you can use minions to block her harass.

You also out scale her and have better team fights. Utilize minions to block spells and land harass, but also keep in mind you can go even and just win late game.



  • Karthus can farm safely and it will be difficult for you to harass him early on
  • That being said, you're much stronger than him early on if you guys do get into a 1v1
  • Your ultimate can throw away from you preventing from taking damage from his defile
  • Your shield negates some of his damage
  • Your speed modifier makes it difficult for him to land Qs if used on yourself



  • Can harass her before level 6
  • Her shunpo makes it extremely difficult to go aggressive on her without her dodging your skills and being punished
  • It's important to harass with auto attacks and save your skills for when she shunpos to you
  • Save your ultimate for her ultimate




Orianna hard counters Kayle because you completely out range her. Utilize your superior range and harass her down into setting up an ultimate. Bait out her ultimate and save your cooldowns and time your abilities when her ultimate expires.




LeBlanc can destroy you if she snowballs. Utilize your superior range to stay out of her Q range. Use minions to block her chain when she engages. Be careful of jungle ganks as LeBlanc synergizes very well with them.




You out range Lissandra so you can harass her down safely while also having a shield and being tanky enough to survive her all-in. However, always be careful against Lissandra as she sets up jungle ganks really well.



  • Her high range makes it extremely difficult for you to harass her
  • Will likely turn into a farm lane
  • Your shield negates some of her burst
  • Skill based match up




You out range Malzahar so you can harass him from a safe distance and set up an ultimate. Just be careful of him moving forward to ult you to set up a jungle gank.



  • You can force her to farm with her W because Morgana's short auto attack range allows you to harass her
  • Be cautious of being caught in a bind level 6+ because you can be killed
  • Her spell shield does counter your ult
  • Will likely turn into a farm lane
  • You don't counter her, but it should be a fairly easy lane



  • Your strong early game counters his early game
  • You can win trades early on
  • Level 6+ you can still win trades
  • He will only start to beat you if you miss skill shots, he gets fed, or it's later into the game when he builds expensive items
  • Your shield also negates a lot of his Q harass



  • Swain is a nuisance to deal with, but your shield helps negate some his harass
  • You can't burst him down because of how tanky he will build in combination with his spell vamp from his ultimate
  • Should be a passive farm lane unless one person snowballs
  • If swains lands a snare on you he has the potential to kill you




You and Syndra have equal range, but your shield allows you to win trades and survive her burst whereas Syndra is squishy and can't survive yours.




She will likely push you in levels 1-3. That's fine just focus on getting all the cs you can while avoiding taking unnecessary damage. She will usually just end up pushing into recalling if you harass her so it's not worth it to give up last hits trying to harass her this early.

Once it's level 6+ you can start looking to harass her with Q+W combos. You can use your ultimate for additional burst damage just to help get control of the lane if it's needed.

Ward the center of the lane if you're being pushed in level 6+ so you can see where she's roaming to. Make sure to spam pings.


Twisted Fate

  • You have a stronger early game than him, but it's difficult to go aggressive with his stun
  • You are definitely stronger than him 1v1 once you're both level 6+
  • Twisted Fate's strength comes from his ultimate and ganks. Look to either punish him by taking his tower when he ganks or follow them up with a counter gank




Take Cleanse as your second summoner spell in this matchup. Don't overtly walk into Veigar or you will just walk into his Q. Instead, time your harass for when he goes to last hit. Make sure to stand away from minions that he's going to last hit so he doesn't hit both you and the minion with his Q.

Later on you can consider going Banshee's Veil if he's a threat and is giving you trouble as a Banshee's combined with Cleanse can often be enough to make you very difficult for him to catch you.




You out range Viktor so he can't bully you, but he can harass you with E. As long as you dodge his E and land your own harass you can push him out of lane.



  • Your strong early game counters his weak early game
  • Your shield negates a lot of his Q harass
  • That being said, he's a nuisance to deal with
  • He can pool your ultimate
  • Unless you know the match up well, will likely turn into a farm lane




Xerath out ranges you so he can give you trouble with his harass. However, your shield can help negate some of it.

You want to use your ultimate aggressively to pull Xerath closer to you and then use minions to block his E stun as you close in for your spell rotations.




Be careful of Yasuo's early game, specifically level 2 as he's strong then.

Activate his shield with your autoattacks before wasting spells and wait for it to expire.

Look to stay safe and harass and whittle him down.




Zed can be very difficult if he snowballs as you don't have mobility. In general you want to get a Zhonya's ASAP against him.

Levels 1-5 you can bully him, but once you're both level 6 you have to be more cautious. Always try to ult on top of yourself when he ults you otherwise he will dodge it.




Ziggs has annoying harass and out ranges you, but doesn't bully you hard enough or threaten you hard enough to be an issue.

You can use your ultimate aggressively to pull Ziggs close to you to push him out of lane and give you a minion lead.




Stand away from your minions so she doesn't both push the wave with her Q and harass you at the same time.

She will likely outpush you in the first few levels. Focus on getting all the cs and minimizing harass.

Level 6+ focus on pushing the wave rather than going aggressive on her. You can usually match her push at this point. Trying to move up will often result in you getting slept by her E or eating a big Q. It's better to just try to outpush her and then harass her while she's trying to defend your push by hiding behind your minions and using them as a wall.



  • Going aggressive can often lead into getting caught in her snare
  • The high range on her skills makes it difficult for you to land your own skills
  • She has high burst that can kill you
  • She's squishy enough for you to kill her
  • It's a skill based match up

Combos Back to Top

Poke Combo

orianaizunacommand.png > orianadissonancecommand.png

This is your standard poke combo you'll be trying to land in lane. Try to make it so that your Q ability doesn't move through minions or it will reduce its damage.

Poke Combo with Shield

orianaizunacommand.png > orianadissonancecommand.png > orianaredactcommand.png

This is the same combo as above, but instead you add in your shield ability at the end. You want to try to aim the ball so it lands on top of the enemy or slightly behind their character. This way when you pull the ball back to shield yourself it will move through them to do additional damage.

This can be a good combo to use instead of the one above when the enemy is trading back or when you have a big enough mana pool or blue buff that using your E for additional poke damage isn't an issue.

All-in Combo

orianaizunacommand.png > orianadetonatecommand.png > orianadissonancecommand.png > orianaizunacommand.png > orianaredactcommand.png

Typical all-in combo you will look for in lane. Be careful not to use your E after your initial Q+R+W combo as the following Q you will try to land will come from much further away since it will be on top of Orianna rather than beside the enemy, which will make it harder to land. You can shield yourself early if the enemy is trading back on you though.

Second All-in Combo

orianaizunacommand.png >  orianadissonancecommand.png > orianadetonatecommand.png > orianaizunacommand.png > orianaredactcommand.png

This is almost identical to the combo shown above. The only difference is that we land Q+W combo first and then use ultimate. This can be done as after you land Q+W you have a second or two before the enemy is able to walk out of your Ultimate's range. You wait for the maximum amount of time and then use your Ultimate to pull them back in. This extra few seconds buys you time on your Q/W cooldown so they come up faster as so that you can do more damage as you chase them down after you ult.

Ult Flash Combo

orianaredactcommand.png > orianadetonatecommand.png > 4.png

You don't have to use your E ability if the ball is already on top of Orianna, otherwise you use your E abilities to put the ball on her. You then use your Ultimate and immediately Flash. It will redirect your Ultimate to the new location that you flash to.

This can be a great mechanic to outplay people that you are expecting will Flash or dash out of your ultimate. It reduces the time they have to react to your play and when they see your ult being used above your head they will often think you messed up mechanically only for you to Flash and re-direct the ultimate so it hits them.

Early Game Back to Top

Orianna has an amazing early game. She can trade with most AP mids levels 1-5 if played properly. It's important to auto attack when you trade because of her passive. Her shield negates a lot of the enemy's damage and allows her to win trades. Although you can play aggressive early on with Orianna, be careful of being baited into a gank or having the enemy freeze their lane in front of their tower. Don't overuse your Q+W early on or else you will run out of mana. When you do use this combo make sure to follow up with auto attacks as the enemy will be slowed and you will be able to land 1 or 2 auto attacks.

Mid Game Back to Top

Orianna has a fantastic middle game. Her ultimate provides a ton of crowd control. Orianna has great roaming because of the mobility that comes from her W, but her ganks aren't that strong as they're completely reliant on landing skill shots and enemies can flash out of them and escape. You want to farm wraiths and look to counter gank if the enemy AP mid roams or take his tower. Unless a champion with no escapes has their flash down, it's usually best not to try to roam because of your skill shot heavy kit. You can shield an ally and then have them initiate the fight. This works great on champions such as 102.png32.png, and 59.png.

Late Game Back to Top

Late game is when you HAVE to land clutch ultimates in team fights. You can shield and speed boost your ad carry to help peel. The laning phase is now over and everyone should be grouped. It's now important to team fight properly, make smart initiations, and have proper positioning. You can shield an ally and then have them initiate the fight. This works great on champions such as 102.png32.png, and 59.pngI can't emphasize enough the important of landing clutch ultimates late game. If you mess up your ultimate it can cause you to lose the game.

Team Fighting Back to Top

Orianna is great at team fighting. If you have a strong initiator you can use your E on them and then when they jump into the enemies use your ultimate. Otherwise, you want to be constantly looking for opportunities to land an ultimate. I will often use my Q to place the ball in an important location during a team fight. This effectively "zones" the enemy carries since they have to move around the ball. A lot of the time with all the action going on in a team fight people aren't able to keep track of where the ball is. So several of the enemies will walk over it and that's when I ult.

You need to be extremely active with your abilities in team fights. Constantly using each ability as it comes off cooldown. Shielding allies, spamming your Q, using your W for AOE damage and possible peel, while also looking for a good ultimate - there's a lot to keep track of.

Pros and Cons Back to Top


  • Has fantastic team fight presence with her ultimate
  • Very strong early game harass
  • Brings a lot of utility to the team
  • Not only does damage, but can shield allies
  • Really easy last hitting with her auto attack animation
  • Great passive
  • Her shield and movement speed boost can help her escape ganks
  • Synergizes well with gap closing bruisers because of her ability to shield them then ult when they initiate


  • A skill shot heavy kit
  • Reliant on landing skill shots to do any sort of damage
  • A champion with a high skill cap
  • Can be difficult to pull off successful ganks, especially if the enemy has flash up

Warding Locations Back to Top

Warding Locations

Ward Locations.jpg
Note: This is from the perspective of Blue Side - meaning your Nexus is South. The exact same ward spots apply if you were Red Side - meaning your Nexus is North, except that the ward spots are simply rotated 180 degrees/mirrored.

1 - This is where you want to place your 2055.png as gaining vision control of the lane brush is very important. This is because the lane brush offers the most quickest and convenient location to place 3340.png for the enemy. By placing a 2055.png it denies the enemy this convenience. At the same time, it clears the most common area we'll be moving through when we roam. Lastly, it keeps our 2055.png close to us, which makes it easier to defend and harder for the enemy to get rid of.

2 - This is the optimal location for a 3340.png as it covers all the choke points for that side of the river. Additionally, it is hidden from 2055.png that are placed in the lane brushes. Keep in mind, this is just the most optimal, that doesn't mean it's always practical. It's okay to place your 3340.png in location 1 or somewhere between location 1 and 2 if you're unable to move any further due to safety or potential missed minions.

3 - This is the aggressive version of the 2nd ward location and should only be used when you have lane control and the enemy laner is forced to playing passive. It allows you to see when the enemy mid laner rotates to take blue buffs, jungle camps, roam, or react to one of your roams. At the same time, it spots junglers that are coming from raptors/wolves.

4 - This is a very powerful ward that can easily be placed after you push the mid laner into his tower. This gives you vision on the enemy's raptor camp. This can give you a wide range of information. For example, if you place this ward early on it tells you whether the enemy jungler is invading/ganking the side he started on or if he's doing a standard clear. When you spot the enemy jungler doing his raptors it relieves pressure off of everyone else as you know exactly where the enemy jungler it is. At the same time, that opens your own jungler to adjust his play accordingly. On top of that, just knowing that the jungler ISN'T doing his raptors can give you information on where he might possibly be.

5 - This is simply a better version of the 4th warding location. However, it's more time consuming, riskier, and overall more difficult to get a ward here. The reason why it's better than the 4th warding location is that you can see if the enemy's jungler is skipping raptors and which direction he's moving towards. I like to ward here when I have a big lead and I do it after I push a wave to pin the enemy mid laner at his tower.

6 - This is known as the lane ward and you might have seen it before. This is best used against champions that are looking to roam and is typically used when you've lost lane and are behind. It's especially strong against Twisted Fate due to the manner in which he ganks. Essentially, this ward will let you see which direction the enemy mid laner moves to after he kills the minion wave. In a way this gives you the benefits of warding both sides of your lane with only one ward: you get to see if he's ganking either side lane. However, you also get to see if the enemy is recalling or just standing at his tower. Keep in mind the main downside of this ward is that it doesn't protect you against other enemies ganking your lane.

Ask Me Questions, Streaming, Coaching, and more! Back to Top

My IGN is Hexadecimal and I play on the North American server. I've been challenger tier every season since its release. I can play all roles, but I main middle lane. 


Want to ask me questions? I answer all questions I receive on my Twitter.

Want to learn how to improve, climb the ladder, and watch me play? Follow me on Twitch and get notified when I go live.


I also offer coaching for $25 an hour. I will teach you how to become a better player, how to climb the ladder, and much more. If you're interested you can contact me via e-mail:

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