Lorion — Patch 1.63 Verdict
[Liquipedia RPL: S | Web: S+ | Web: A | Web: S | Web: S] Pro play (RPL 2026): 74 picks, 55.4% WR, 44.7% pick/ban rate. Note: pro meta may differ from ranked. Ranked S+ on zathong.com. Ranked A on metatierlist.com. Ranked S on pillarofgaming.com. Ranked S on commonsensegamer.com.
Lorion — Mage Guide
Key Insights
- Lunar Essence amplifies damage when you chain abilities in quick succession; the key mistake is firing them independently rather than sequencing to stack it before the money hit.
- Moonfall's value is area denial, not the direct damage it deals; drop it to cut flanks, block jungle paths, and force predictable routes that Q can punish.
- Burn W on wave clear when a fight is imminent and you are exposed for several seconds with no zone and no escape, so develop the discipline to pre-clear with Q alone.
- Radiant Judgment can function as hard engage on a priority target, an escape through a wall, or a mid-teamfight reposition; reading which role it needs in a given moment is the central skill expression.
- Hold R until you can hit a CC'd or retreating high-value target; using it reflexively the moment it comes off cooldown costs you the repositioning option.
Strengths
- Moonfall solo seals Dragon and Dark Slayer pit entrances.
- Radiant Judgment engages, escapes, and repositions mid-fight.
- Passive amp on chained abilities makes Berith's Agony spike deadly.
- Fast enough wave clear to rotate Dragon-side without losing mid.
Weaknesses
- Pre-Arctic Orb, gap-closers like Murad or Keera just stick on her.
- Moonfall is finite; bait it out, then walk back in when it expires.
- Zero auto threat means any cooldown window is dead pressure.
- No hard CC outside R, so a dive comp can chain-stun her first.
Matchups
Abilities
PEternal
When Lorion's skill 2 and skill 3 hit a target, he launches a projectile. When the projectile is in Lorion, the activated projectile shocks all enemies within range every 0.75s for 4s, dealing 155 (+30/Lv) (+35%of AP) magic damage while restoring 50 (+12/Lv) (+10%of AP) of his HP (damage and restore effects reduced to 1/3 for non-hero units).When the projectile is out of Lorion, the activated projectile shocks the enemy with the least HP within range every 0.75s for 4s, dealing 50% less damage and no longer restoring HP.
1Here's What I Think
Lorion moves the projectile to the target location (can be cast twice). The third cast will return it to Lorion. Whenever the projectile moves, it deals 240-480 (+36%of AP) magic damage to all units in its path (the damage diminishes by 50% when hitting targets consecutively within 1s).After the second cast, when the projectile reaches the end of its path, it will deal 250-500 (+38%of AP) magic damage to and slow all units in its path by 30% for 1.5s. The projectile will automatically teleport back to Lorion's location if it is too far away, returning its cooldown by 50% when there're 2 stages left and 25% when there's 1 stage left.
2Darkness Falls
When the projectile is in Lorion, he deals 300-550 (+45%of AP) magic damage to nearby enemies.When the projectile is outside Lorion, he flies towards it, gaining super armor during this time and dealing 300-550 (+45%of AP) magic damage to all enemies within range of his landing point. 2 charges can be stored with an interval of 15-10s (can affected by cooldown reduction).
RStarry Night
After a 2s delay, an explosion will occur at the projectile's location, dealing 700-1000 (+75%of AP) magic damage and creating a levitating effect for 1.25s (not affected by resistance).
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · | |
| · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · | |
| · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Mid Lane
1
2
3
4
5
6Core Combos
Standard Lane Poke
Hit with Q to stack the passive, then drop W immediately so the zoning field lands while the enemy is staggered. You want that denial window active during the laning phase, not wasted on an empty lane.
Full Burst All-In
W first to cut off retreat, Q to trigger passive, R to chase while passive is active, then Q again for the second hit. Run this on a target caught away from their team or behind CC from a jungler, not in a free-for-all.
Flicker Execute
For targets who've burned their escape early: Q to poke and stack passive, W to block the retreat path, Flicker to close around terrain, then R to finish. The angle change from Flicker makes R nearly impossible to sidestep.
Objective Control Setup
At Dragon or Dark Slayer, drop W across the pit entrance before the fight breaks, Q anyone who steps into it, and hold R as a punish for whoever tries to force through. Don't open with R or you lose the repositioning option when you need it most.
Expert Video Guide
RoV: สอนเล่น Lorion ฉบับอันดับ 1 แบบละเอียดยิบ! ดูจบเล่นเป็นแน่นอน!! | Pinkberry — Pinkberry ROV
Gameplan
Lorion's first spike is level 4, when all three base abilities are up. That's when you push aggressively into the wave and fish for first blood or a burned Flicker. Berith's Agony around 6 to 7 minutes is the item spike that creates real kill threat. The window between Berith's and Arctic Orb is where she's most exposed, so play slightly conservative there. Once Arctic Orb is in, she's hard to assassinate and starts dictating fights. Full six-item core is peak, but the game is usually decided well before Staff of Nuul shows up.
Early Game
Levels 1–6- →Push the first wave hard with Q and W to hit level 2 first, then threaten the enemy mid under that level advantage. The goal is a Flicker burn or first blood before minute four.
- →If the matchup is unfavourable (Tulen, Natalya), play even tempo: last-hit cleanly with Q, hoard W for when the enemy jungler appears, and focus on matching wave tempo rather than forcing a fight you won't win.
- →Ping your jungler for a level 4 or 5 dive. Lorion's W plus any reliable CC from the jungle is a near-guaranteed kill on most mid-laners who haven't yet built defensive stats.
Mid Game
Post Broken Spear- →After your first back, rotate immediately to whichever Dragon is spawning. Your W is one of the best Dragon-pit control tools in the game and you should be establishing that presence every single spawn.
- →Split your time between shoving mid and joining your jungler for picks in the river. Lorion's burst is enough to solo-kill any carry caught overextended, which opens up tower-first in multiple lanes at once.
- →Arctic Orb timing matters: finish it before you commit to any deep dive into the enemy jungle. Without it, a single Quillen or Murad removes you from the fight instantly.
Late Game
Teamfight phase- →Position on the flank of every teamfight rather than the front. Your job is to catch the enemy carry with R after they've burned their positioning, not to be the first body they have to walk through.
- →Hold W for the moment after your tank initiates, not before. Dropping it on a fight that hasn't started yet telegraphs your position and lets the enemy reroute. Drop it on a fight already in progress to cut off their escape.
- →Against a defensive Dark Slayer setup, Lorion can shove a side lane with her wave clear speed and force a 4v5 response. Her damage is threatening enough that they often can't ignore a solo push.
Pro Tips
- →Track the enemy jungler's position before dropping W. Burn it on a wave, get ganked four seconds later, and you have no zone and no escape. That's exactly the situation good junglers engineer against Lorion players who use W carelessly for CS.
- →Against tanky front-lines, push Staff of Nuul to the fifth slot and take Hecate's Diadem fourth. The raw ability power lets you two-shot fragile carries faster, and the magic pen item lands at a point in the game where objectives matter more than raw damage anyway.
- →Use R to jump through thin walls at Dragon and Dark Slayer pits to reposition mid-teamfight, not just as an offensive opener. Veteran Lorion players regularly walk out of situations that look fatal by taking a lateral exit the enemy can't track.
- →At high Diamond and Master, opponents watch your W cooldown timer rather than your character model. Vary whether you open with W or Q in your poke pattern so the window they're waiting to punish becomes unpredictable.
Lorion is the answer for mid players who want to affect every phase of the game without being locked into one role. She clears, she picks, she controls objectives, she teamfights. The thing to master is W placement: not the damage it deals, but the space it controls and the decisions it forces. Players who treat W as a positioning tool rather than a damage ability climb with her much faster. If you're Diamond or above and comfortable with zone-control mages, she belongs in your ranked pool.
Lorion — Frequently Asked Questions
Is Lorion good in the current ROV patch?+
Lorion is firmly S tier on the Thai server right now, sitting at a 55.4% win rate across Diamond-and-above play with a 26% pick rate and an 18.7% ban rate. She's not banned out of courtesy. She's banned because teams that let her through regularly lose. If she's available, she's a serious threat.
What is the best build for Lorion?+
Thai-server consensus is Gilded Greaves, Berith's Agony, Soul Scroll, Arctic Orb, Hecate's Diadem, Staff of Nuul, with Flicker as the summoner spell. Arctic Orb is the item you never skip. It's what keeps her alive in the mid-game assassination window. Don't drop it for more damage no matter how far ahead you are.
How do you counter Lorion?+
Use a gap-closing assassin who enters from stealth or invulnerability frames. Murad and Quillen are the Thai-server go-tos because they ignore or wait out her W zoning before engaging. Pair that with a support who can interrupt her ultimate mid-animation. A reliable stun at the right moment and most of her teamfight presence is gone.
Is Lorion hard to play / good for beginners?+
Medium. Her individual mechanics aren't punishing to learn, but her ceiling comes from knowing when and where to drop W, which takes game-sense more than mechanical reps. A reasonable step-up hero for a Gold player climbing to Platinum, but at Diamond the margin between a well-timed W and a wasted one decides teamfights.




