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Runes:
Spells:
Exhaust
Flash
Items
Ability Order
Living Forge (PASSIVE)
Ornn Passive Ability
Threats & Synergies
Tahm Kench
Thinking about engaging? This guy will just eat his ADC and walk away. Annoying, but a rare pick. Though once he eats his ADC, you're just going to be taking a ton of free harass.
Introduction - Who is Ornn?

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And now with the shameless self-promotion out of the way, lets get on with the guide! :D Thanks!
Ornn is a tanky utility champion that provides lots of crowd control, helps his allies become stronger and has a unique ability to shop from anywhere. He's a Freljordian demigod that can be the backbone of any good team composition.
- Ornn’s lane-staying power is second-to-none thanks to his ability to forge new items without returning to base. You’ll want to study up on early-game itemization options so you can quickly craft the right gear to counter your lane opponent.
- Since each of Ornn’s allies can build one of his unique item upgrades, Ornn’s teammates effectively have a higher gold cap than their opponents. Someone should tell Nasus there’s a new late-game god in town.
- Other champs who create terrain (Trundle, Azir) synergize extremely well with Ornn, since he can Searing Charge into champ-made structures to knock up enemies. Likewise, allies like Poppy and Vayne can pin opponents to Volcanic Rupture’s pillar.
- Thou shalt always keep enough mana for a full combo
- Thou shalt never miss an ultimate headbutt
- Thou shalt always auto attack targets that are Brittle before using E
- Thou shalt always build full tank
- Thou shalt always time your Q+E combo correctly
- Thou shalt return to the fountain as little as possible
- Thou shalt never get caught and die while crafting an item
- Thou shalt never get snared by a Morgana binding
- Thou shalt never max Q first
- Thou shalt always wait to use E until enemies use their terrain abilities


Pros |
Cons |
+ Immense Crowd Control and Zone Control + Low mechanically intensive skillset + Increases heavily CC-based teams' power all game with Brittle + Tanky base stats and growth + One of the best late-game champions by far + Not gold reliant to be useful at any point + Increases total team gold beyond what is normally possible |
- Slow movement speed - Difficult to master - 4/4 abilities are skillshots - Can sometimes give enemies escapes by knocking them away - Easily caught out if overextended |

You should start with a

Versus heavy AP teams, you want to make sure you get lots of Magic Resist items like



Against AD based teams, consider getting






Late game, pressure items like




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Infinity Edge -> Molten Edge |
Cost: +1000g +30 AD |
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Trinity Force -> Trinity Fusion |
Cost: +1000g +10 AD +100 Mana +10 AD +100 Health +3% Movement Speed |
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Abyssal Mask -> Infernal Mask |
Cost: +1000g +200 Health +35 Magic Resist |
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Rabadon's Deathcap -> Rabadon's Deathcrown |
Cost: +1000g +55 AP |
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The Black Cleaver -> The Obsidian Cleaver |
Cost: +1000g +150 HP +20 AD |
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Sunfire Cape -> Forgefire Cape |
Cost: +1000g +200 HP +30 Armor |
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Zhonya's Hourglass -> Zhonya's Paradox |
Cost: +1000g +15 Armor +30 Ability Power |
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Redemption -> Salvation |
Cost: +500g +100 Health +100% Base Health Regen +50% Base Mana Regen |
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Locket of the Iron Solari -> Circlet of the Iron Solari |
Cost: +500g +20 Armor +15 Magic Resist |
- Max R first, as you do with most champions. This will lower its cooldown and increase its damage, as well as the slow on the initial charge of the ram.
- Max W second, since we want more current health damage, more max health damage, more shields, and more Brittle uptime. This ability is also very easy to hit on enemies. This is also his best waveclear ability.
- Max Q Third, for more poke damage, more waveclear and more slows. The ability also allows you to knock people up with the small shove that it provides in patch 7.17.
- Max E fourth, since this ability scales on armor and magic resist, and we want to get as many knockups as possible during each fight no matter what our level and cooldown reduction. This is also Ornn's main escape or engage ability, and does extra damage when you slam and dash through someone, which you should always be doing.
You can also make an argument for maxing W second instead of Q - Depending on how tanky the enemy team is you may want to do more %HP damage than just regular physical damage.
- Remember that your job is not to poke or harass, but to wait for a good time to all-in the enemy bot laner that is least mobile or the most threat.
- DO NOT UPGRADE your items until the late game. Your gold is better spent on other items until you absolutely have to get another upgrade for Ornn.
- The combo that you want to use for a typical engage is:
Q+W, AA, E, AA, R, AA, R
or
R, Q, R, E, AA, W, AA
- Ping your Relic Shield at the beginning of the game and ping any cannon minions or melee minions that you want to execute to get HP back so that your ADC knows what your intent is.
- You can snipe low health enemies with a well-placed ultimate if they are around 2000 units away from you instantly. Try to use your skillshot indicator to see the distance of your ability.
- Build the upgrade to Relic Shield as soon as you can. The sustain and healing ability to your ADC is highly valuable.
- Try to craft in an unwarded bush. If you get caught while crafting, you're probably going to die.
- You are one of the best peeling supports in the game with your slows and knockups, but also try to initiate teamfights when you're ahead with your ultimate. After that, you try to protect your ADC.
- Need more wards? If you have enough to upgrade your sightstone to a Ruby Sighstone or Eye of the Equinox, you refill your wards immediately. In tough situations and super late game, you can even sell and re-buy a regular sighstone and then buy another upgraded sightstone item if you REALLY need wards.
- Movement Speed: 335
- Attack Range: 175
- Health: 565.64
- Health Growth: 90
- Health Regen: 9
- Health Regen Growth: 0.8
- Mana: 340
- Mana Growth: 45
- Mana Regen: 1.6
- Mana Regen Growth:
- AD: 59.72
- AD Growth: 3.5
- Attack Speed: .625
- Attack Speed Growth: 2
- Armor: 24.04
- Armor Growth: 3
- MR: 32.1
- MR per level: 1.25

PASSIVE: LIVING FORGE & MASTER CRAFTSMAN
Living Forge: Ornn can spend gold to forge items for himself any time he's out of combat. For convenience, suggested items appear in a special on-screen menu. Ornn can also open the shop manually to build any item.
Master Craftsman: Ornn and his teammates have access to special upgrades for select items in the shop. Each player is limited to one of these upgrades.

Q: VOLCANIC RUPTURE
Mana Cost: 55
Cooldown: 9/8.5/8/7.5/7
Range: 800
Ornn slams the ground, creating a fissure which deals 20/50/80/110/140 (+100% total AD) physical damage and slows by 40/45/50/55/60% for 2 seconds. A magma pillar then forms at the fissure's end after 1.125 seconds and lasts for 4 seconds.
The fissure stops shortly after hitting an enemy champion.

W: BELLOWS BREATH
Mana Cost: 45/50/55/60/65
Cooldown: 17/15/13/11/9
Range: 400
Ornn stomps forwards for 1 second, slowing himself by 50&, breathing fire and shielding himself for (12% max health) for 3.5 seconds. The fire deals up to 12/13/14/15/16% enemy's maximum health as magic damage (minimum 80/130/180/230/280)
Enemies hit by the final gout of flame become Brittle for 3 seconds. The next immobilizing effect against a Brittle enemy has it's duration increased by 30% and deals [7-16% based on Ornn's level] of their max health as magic damage.
Ornn's basic attacks knock back Brittle targets.

E: SEARING CHARGE
Mana Cost: 50
Cooldown: 16/15/14/13/12
Range: 900
Ornn charges, dealing 80/125/170/215/260 (+ 40% armor)(+ 40% mr) physical damage to enemies hit.
If Ornn rams into terrain, the resulting shockwave will deal 50/90/130/170/210 (+40% armor)(+40% mr) physical damage and knock up enemies for 1 second.
The shockwave destroys magma pillars and terrain created by enemy champions.

R: CALL OF THE FORGE GOD
Mana Cost: 100
Cooldown: 140/120/100
Range: 2000
Ornn summons a massive lava elemental which stampedes toward him. Enemies run over by the elemental take 125/175/225 magic damage, are slowed by 40/60/80% for 2 seconds and become Brittle for 3 seconds.
Ornn can recast this ability to smash into the elemental to redirect and empower it. The empowered elemental knocks up enemies for 1.5 seconds, deals 125/175/225 magic damage and re-applies Brittle.
Again, if you enjoy this guide, check out my Twitch stream: http://twitch.tv/Teik where I stream lots of high elo gameplay!
2018-03-21 - updated for patch 8.6.
2018-03-05 - Updated for patch 8.5.
2018-02-22 - Updated for patch 8.4.
2018-02-06 - Updated for patch 8.3.
2018-01-25 - Updated for patch 8.2.
2018-01-10 - Updated for patch 8.1. Good luck this season!
2017-12-05 - Updated for patch 7.24 and Ornn nerfs.
2017-11-21 - Updated for patch 7.23.
2017-11-13 - Updated for patch 7.22 and also the live hotfixes.
2017-10-25 - Updated for patch 7.21.
2017-10-10 - Updated for patch 7.20.
2017-09-27 - Updated for patch 7.19
2017-08-31 - Added a few more tips.
2017-08-29 - Revision to the combo and tips section and some cleanup on a few other parts.
2017-08-25 - Added hotfix changes.
2017-08-16 - Changes to the item section and a few parts about the runes.
2017-08-12 - Some small updates.
2017-08-09 -

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