Orianna: where the Ball lives in every fight phase
Ball position is the entire champion. Four phases, four default placements, and the one mistake that loses the teamfight before it starts.
The Ball is your threat range, not your standing position. Keeping it forward while you stand behind the wave is what lets you contest space without being the closest target.
Once someone on your team is committed to starting the fight, the Ball belongs on them before they move. Chasing them with it after they dash is the most common way the Shockwave lands on nothing.
After the opening, the Ball's job is shielding and zone denial rather than another pull. Park it on whoever is actually taking damage.
A two-target Shockwave cast now is worth more than a theoretical four-target one cast never. Fights resolve faster than the angle improves.
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