Let's see, rays, lines, cones, and magic missiles are reflected. The orb spells are not in any of these categories, so that part isn't a problem.
Permanent
Spell Turning has this little caveat: "
Effect and area spells are not affected." The orb spells are effect spells, as evidenced by the line "Effect: one orb of _____" in each one's stat block. This defense is therefore bypassed.
SR is negated by the very simple "Spell Resistance: No" line for each orb spell.
All that's left are the high saves and energy resistances, and the saves only halve the damage, there's an orb for each energy type, and it doesn't have resistance to all of them.
The Orb spells work, though you would need a fair bit of metamagic to bring the damage up high enough to be worthwhile at that level.