

Orianna vs Kassadin Counter Pick
Matchup Summary
What the Data Means
Void Stone reduces the magic damage Kassadin takes, and every point of damage in Orianna’s kit is magic — Clockwork Windup on her attacks, then Command: Attack, Command: Dissonance, Command: Protect and Command: Shockwave, all of it filtered through a passive built to blunt exactly that. The Hard rating and the 43.0% she posts across 351 games on patch 16.13.1 start there and is compounded by Riftwalk, a repeatable blink that makes keeping the Ball at a safe distance close to pointless once he owns his ultimate.
Before level six the matchup reads differently. Kassadin attacks from 150 range against her 525, has no gap closer, and Null Sphere is his only reach, so Command: Attack and the Ball’s return path can be used aggressively at almost no risk. His 646 base health sits well above her 565, but 21 base armor and 89 armor at level 18 are low, which makes an allied physical threat a more productive answer than trying to burst him through Void Stone. Force Pulse charges from spells cast nearby, meaning her own casting arms his slow. The practical line is to build a lead in the early game and accept that afterwards Kassadin chooses the moment every fight starts. Repeated Riftwalks inside a short window cost him extra mana, so a long chain of blinks is still something Command: Shockwave can punish.
FAQ
No — current data marks this as a counter matchup: Kassadin has the statistical edge. Orianna wins 43.0% of the recorded games.
43.0% from Orianna's perspective, measured on patch 16.13.1.
351 ranked games at Emerald rank and above, across all regions.
The current Orianna build — items, runes and skill order from the same data set — is on the Orianna build page.