However, unlike most subordinate objects, Orianna's Ball is not targetable by any means.
The Ball reveals a small area around its current location, approximately 550 vision range, allowing it to be used for scouting.
The Ball ignores terrain, and can be placed inside terrain such as trees, walls and turrets.
Orianna's autoattacks deal 10 / 18 / 26 / 34 / 42 / 50(+ 15% AP) bonus magic damage on-hit; any subsequent attack on the same target generates a stack of Clockwork Winding, increasing Clockwork Windup's damage by 20%, stacking up to two times.
The stacks reset if Orianna attacks a different target or doesn't attack for 4 seconds.
Clockwork Winding stacks additively, causing Clockwork Windup to deal up to 140% damage; however, Clockwork Winding doesn't increase any other on-hit magic damage.
Clockwork Winding's damage amplifier stacks multiplicatively with Deathfire Grasp for a total amplifier of 20% / 44% / 68%.
A stacking buff on Orianna indicates the number of times she has attacked the same target, and the strength of Clockwork Windup.
COST: 50 mana
COOLDOWN: 6 / 5.25 / 4.5 / 3.75 / 3
Active: Orianna commands The Ball to fly towards the target location, dealing magic damage to all enemies that The Ball passes through or that are in the target area. However, The Ball deals 10% less damage for each subsequent target hit down to a minimum of 40% damage done.
After using Command: Attack, The Ball will remain in that location until it is retrieved or if Orianna strays too far from its location.
Command: Attack has no cast time and does not interrupt Orianna's movement.
This is true only if Orianna doesn't possess The Ball, otherwise there will be an animation that will briefly stop Orianna's movements.
While The Ball is mid-flight Orianna cannot use her other abilities, but may still perform other actions.
If Orianna is further than the range of the spell at the moment of cast she will attempt to walk to the range to command it. From there she can command it in any direction but The Ball still won't surpass the leash range.
COST: 70 / 80 / 90 / 100 / 110 mana
Active: Orianna commands The Ball to emit an electric pulse around its current location, dealing magic damage to enemies within 250-range and leaving an electric field on the area for 3 seconds that speeds up allies and slows enemies that walk over it.
Command: Protect has no cast time and does not interrupt Orianna's movement.
Command: Protect grants Orianna its passive defense bonus whenever The Ball is attached to her, even if she hasn't cast the ability on herself.
The Ball will not attach itself to Orianna if she walks by it when it is attached to an ally.
Command: Protect can be used on stealthed champions without revealing them. The Ball will not be revealed and will stealth along with the champion.
If an ally dies while The Ball is attached to them, The Ball will remain at the location the target died.
If an ally moves too far from Orianna while The Ball is attached to them, it will return to Orianna, respecting its leash range.
The Ball's leash range is increased by 100 when attached to allied champions.
COST: 100 / 125 / 150 mana
COOLDOWN: 120 / 105 / 90
Active: Orianna commands The Ball to unleash a shockwave after 0.5 seconds, dealing magic damage to enemies within 400-range and flinging them into the air 350-range towards, and possibly over The Ball.
Command: Shockwave tosses enemies a set distance. This means that enemies on the edge of the AoE will be tossed to the center, and enemies close to the middle will be tossed over the ball towards the edge.
Command: Shockwave can toss enemies through walls.
If The Ball forcibly leashes back to Orianna, Command: Shockwave will go on a brief cooldown if it is ready.