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Runes: VS. ranged/tough matchups
+8 Ability Haste
+6 Armor
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order
Living Forge (PASSIVE)
Ornn Passive Ability
Threats & Synergies
Garen
All he has to do is run at you and there isn't much counterplay to it. He wins almost every trade and his ult does straight true damage. Not a fun matchup.
Yasuo
Ornn's knockups are amazing for yasuo R
Yasuo
Ornn's knockups are amazing for yasuo R
Champion Build Guide
Hi everybody, my IGN is Pickle Pick and I'm an Ornn main currently sitting in NA plat 3. I have been playing League since season 4, though I* have taken several long breaks from the game and I began playing more often in season 8. Just around the time that Ornn was released, I picked him up and had a blast playing him. Since then, I have racked up almost 200,000 mastery points on Ornn. He has fun play-style and I have not grown tired of playing him just yet. I have gone through many different Ornn builds, and I found that his build path should be different almost every single game.
For more cool information about Ornn check out this website that I am working on: www.ornnhub.net
Also, it'd mean a lot if you subscribed to my Youtube channel youtube.com/ornnhub
Update: my main, pickle pick got banned, so now I play on an account called "unbindEnterLoL"
I believe that Ornn is one of the most underrated and underplayed champions in the game and there are a lot of players that don't see his potential. He has a ton of things going for him: tankiness, good damage, tons of CC, he has a dash, and he works well in almost any team composition. Generally, he is played top-lane but he is also a pretty good support and can even play jungle fairly well, though I don't highly recommend that. Ornn is not terribly difficult, but not easy to play either. He has very high play-making potential with his two AOE knock-ups and his brittle procs. Plus everyone on your team will be happy because once you get to level 13 you can start upgrading their items for free!
+Great team fighting
+Great CC
+Extremely tanky
+Suprising damage
+Shop from anywhere
+Can upgrade his items and team's items.
+Amazing late game
Cons
-Easily kited and poked
-Slow
-Large hitbox
-Team-dependent
-Hard to master
-Weak early game
I always take Demolish because it gives him much more of a presence when taking towers. Font of Life is good if you have a jungler that will camp you or if you're playing support.
The third rune I usually take is Bone Plating because it helps a lot in lane when you all in someone. Sometimes, against easy matchups, I replace bone plating with Conditioning so that my late game is even better. Rarely, against champions like Teemo or Gangplank, I'll take Second Wind because of how often you get poked in those matchups.
The final rune that I take the majority of games is Overgrowth. More HP is pretty nice. This can be replaced with Unflinching if you're against teams with a lot of crowd control.
For the secondary tree, I always take inspiration for the help it gives Ornn throughout the early game. Every game I take Biscuit Delivery because it allows Ornn to stay in lane, build items, and continue CSing to late game. The next rune is up to you, but I usually take Cosmic Insight for the CD, or Perfect Timing because a stopwatch is always helpful and builds into Gargoyle Stoneplate. Time Warp Tonic can also be useful if you start with a Corrupting Potion.
Ornn has multiple passives that are all super useful. He can build items away from the shop (not consumables though), At level 12, Ornn can automatically buff two of his upgradable items that he has or buys, and at level 13 he can begin upgrading Ally upgradable items (one item/champ per level). As an added bonus, Ornn gets a bonus 10% armor and magic resist from his items.
Volcanic Rupture
Ornn slams his hammer into the ground, sending a fissure in the target direction that stops early if an enemy champion is hit, dealing physical damage and slowing enemies hit for 2 seconds. The pillar also displaces champions who are standing on top of it when it spawns.
Bellows Breath:
Ornn becomes unstoppable and marches in the target direction over the next 0.75 seconds. Over the march, he belches fire over a cone in front of him, dealing magic damage to enemies hit. The final bout of flame will apply Brittle.
Searing Charge
Ornn charges forward, dealing physical damage to enemies he passes through, stopping upon colliding with terrain. Upon collision creates a shockwave that deals increased physical damage and knocks up enemies within for 1 second. This ability can also destroy enemy champion created terrain, which can help you escape from abilities like Anivias wall or Jarvan IV's ultimate. If a Pillar created by Volcanic Rupture is about to expire when Ornn casts E, it will last until the dash completes.
Call of the Forge God
FIRST CAST: Ornn summons an elemental at maximum range in the target direction that stampedes toward him, dealing magic damage and slowing enemies hit by 10% scaling up to 40/60/80% based on distance traveled, the slow lasts for 2 seconds.
While stampeding, Ornn can re-activate Call of the Forge God.
SECOND CAST: Ornn dashes forward in the target direction. If Ornn collides with the elemental, he headbutts it, sending it stampeding again in the new direction and empowering it to knock up enemies hit. The first target is knocked up for 1 second, 0.5 seconds on enemies hit past the first. Call of the Forge God can damage enemies twice. [center/]
Basic Combos
W>AA
Easiest Ornn combo out there. At level one it deals 12% max health magic damage with the fire, and the brittle auto-attack adds another 12%. Ornn will win the majority of these trades if he can do this with aftershock or grasp procs.
Q>E
The Q>E combo is Ornn's bread and butter, especially when playing support. If you land the Q slow on a champion, if they don't have a dash or something of the sort, Ornn is almost guaranteed his E to land if you wait roughly 1 second for the magma pillar to rise.
Q>W>E or Q>W>AA>E
Pre-6, this is Ornn's max damage combo, Q slows the target and places a magma pillar behind them, W applies brittle (which, if you're close enough, you can auto-attack after this step), and E knocks them up. If you did not auto-attack, consumes brittle.
Q>R>E>R
This is a great combo for team-fights when you don't have a single target and you can knock up multiple people with Ornn's E and R. You can also auto attack your target to consume a stack of brittle after hitting the second knock up.
Advanced Combos
Q>R>E>R>AA>W>AA
This is Ornn's most commonly used combo that almost maximizes damage and crowd control onto a single, or multiple champions. The Q slows, the R summons his ram, E knocks up the champion, recast the R for another knock up, and W applies brittle and the AA gives yet ANOTHER knock up. This combo has the highest total damage.
Q>R>W>E>R>AA
This is Ornn's quickest high damage and CC combo. I'm not gonna lie, this combo is really hard to pull off in-game. You have to get your W and E off as quickly as possible and you may have to walk back a little bit to headbutt the ram in the correct direction. This combo has the highest DPS.
Sunfire Cape
Sunfire Cape is a great early game item against AD matchups. Gives HP, armor, and extra damage. I take either this or iceborn gauntlet, depending on the lane.
Abyssal Mask
Abyssal Mask is always the first item you're going to want to build against AP lanes. Gives health, mana, and most importantly, magic resist.
Iceborn Gauntlet
Iceborne gauntlet is good in lanes that you're going to be trading a lot because it gives armor, mana, extra damage, and an AOE slow. I either take this first or second item against AD heavy teams.
Locket of the Iron Solari
Take this second item against heavy MR teams, as it can be upgraded at level 12 to give even more magic resist. The active on this item is also very useful in team fights and could be the difference on whether or not your ADC survives.
Warmog's Armor
Warmog's is a very good item on Ornn as it allows him to not ever need to back for health. The only reason Ornn would need to back with this item is to reset his position or get mana back. I usually take this after completing my second masterwork item.
Thornmail
Thornmail is a great item against teams that are heavy AD, as it gives tons of armor and makes them take damage when you're auto attacked. As an added bonus, it gives grievous wounds to lower enemy healing.
Gargoyle Stoneplate
Gargoyle Stoneplate is definitely one of my favorite items on Ornn, and it isn't for the active, but for the passive. With 3 or more nearby enemy champions, Ornn gains 40 additional armor, which brings his bonus armor and magic resist from Gargoyle up to 80 each! Plus for only 2500 gold this is a great deal. Ornn is a teamfighting champion, which is what makes this item so good on him.
Adaptive Helm
This item is great against any AP champion that deals damage over time. I'm talking about Teemo, Singed, Brand, Malzahar, and others. For sure build this if you're going against a Teemo.
Frozen Heart
Tons of armor and mana, great against high attack-speed champions. Not much else to say, but if you're going against a fed ADC I'd recommend this item. Maybe even pair it with Randuin's Omen
Mercury's Treads
Sometimes I even take these against AD matchups if the opposing team has a lot of hard CC. Otherwise, I take these only against AP matchups.
Ninja Tabi
I take ninja tabi against almost all AD matchups. No need to rush these if the person you're facing doesn't auto-attack very much.
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