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the Math behind Orianna and Malady

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Senior Member


I think a sheen/Lichbane is about as far as id take her passive. using q+w poke and weaving aa's when you can with a lichbane is some really solid damage.

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Senior Member


Needs some editing.

Nashor's Tooth
+50% Attack Speed +65 Ability Power +10 Mana Regen per 5 seconds UNIQUE Passive: +25% Cooldown Reduction

Attack speed 0.658 (+3.5% / per level) +(50%) .79618/sec (1.5) 1.195/sec
Damage 44 (+2.6 / per level) phys dmg + 30+20% AP x 1.15h Magic Damage h<3

Hit one, ( (44+(2.6x6) + (30+.2(65) ) )x 1

Hit two, 59.6 + (30+13) x 1.15
59.6 + 49.45 = 110

Hit three, 59.6 + (43) 1.15^2
59.6 + 56.85 = 116

Hit four plus, 59.6 + 43 x 1.15^3
59.6 + 65.4 = 125

453 damage in 3.4 seconds, divided by MR, or 133 damage per second.

The main difference between Nashors and Malady being that malady has 40 more AP, which scales into 40 extra damage per command attack (level three) for a total of 200 damage per cmd attack.
Also, Nashors gives mpr and cdr as well. The cdr provides 4/3rds the amount of effective skill damage at maximum efficiency. 266 dmg per cool down, plus w @ 100 per cool down.

Some 650+ 200 + 100 = 950-1050 per aprox. 3 k. about 3 gold per dmg per 5

Morello‘s Evil Tome
+75 Ability Power +12 Mana Regen per 5 seconds UNIQUE Passive: +20% Cooldown Reduction

Morello’s evil tome is comparable to Nashors in that it provides a similar amount of AP and CDR.
The lack of attack speed makes the auto attacks damage practically negligible for trading blows, although its cost efficiency is

Rabadon's Deathcap
+140 Ability Power UNIQUE Passive: Increases Ability Power by 30%

Rolling a Rabadon’s first is a common tactic for many AP casters… How effective is this tactic?

The extra 140 ability power is a great lump sum, especially when you couple that with the unique stacking passive. The total 182 AP translates into

59.6 + 30+20% AP x 1.15h Magic Damage h<3
Or 59.6 + (30+36)
1/ 125.6

567.8 /5.02 seconds
.796 att/sec
113 dmg / sec

BUT the main point of Rabadons is of course for the AP scaling, an additional 110 damage per q or w. Totaling some 270 damage per q and 160 damage per w. 430 damage per cool down, plus 567.8 in a similar time. This is all afforded by the 1600 you pay for a big rod (80 AP) the blasting rod for 860 (40AP) and 1050 for the recipe cost. (62 AP).
20 gold per AP, 32 gold per scale. Similar shtuffs, or a barely better deal.
Also, 997 damage per 5 sec, at 3500 gold, 3.5 gold per damage in 5 secs.

Rod of Ages
+450 Health +525 Mana +60 Ability Power Passive: Your champion gains 18 Health, 20 Mana, and 2 Ability Power every minute (up to 10 times). UNIQUE Passive: On leveling up, restores 250 Health and 200 Mana over 8 seconds.

Is mainly useful for utility. Providing nearly am extra third of your health means you can deal 4/3 rds the amount of damage in a fight. Also, the 60 ability power translates to approx 453 / 5.02 seconds as well as some 200 damage per command attack.
400 for blue crystal, 475 for red crystal, 450 for catalyst, 860 for blasting rod, 900 for combo cost.
2225 for the 20 ability power, also contributes 4/3 of the survivability in order to enable you to do do 176 per q, at 4/3 for 220 approx, 100 gold per damage… or when AA is factored in some 40 gold per damage.

766 damage per some 2225 gold, or some 2.9 gold per damage.

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try this on kog maw and lets see what happens :P

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General Sassycat

Senior Member


IMO, on hit is complete **** but an early malady could give you an early lane advantage. Then you sell it later for a decent item. Personally i go either rylais or nashors in one of my item slots. If i'm going to be targeted by someone i cant kite with w then i go rylais (or maybe because im receiving a lot o focus and need to be tankier). If i'm up against omething like an udyr though, or a burst caster that i can easily chase down, i will go nashors. The CDR is amazing and the AP boost is respectable since it was buffed. Malady, however, is an early game item. Also, with you theorycrafting you didn't factor in that she won't be able to get enough hits on the enemy champ before they get away to proc the full damage more than once, if that, unless they are dumb. I'd like to see some early game footage of building the maladies rather than catalyst or other items. How would it affect your sustainability/ survivability, would you buy dorans first for a little boost or would you just rush malady.

I myself am going early game runes with Orianna, when i can afford them. Surge and ignite for da lulz (actually the 40% Bonuse as booost and 10% bonus ap boost seems like it would be good late game). Then ad quints and seals, as glyphs (because **** defence) and mag pen marks. Go dorans ring or blade first and just poke em out of lane, or kill them if they are dumb.