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Recommended Items
Runes:
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Items
Ability Order
Living Forge (PASSIVE)
Ornn Passive Ability


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My other guides:
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Hey guys, My name is Goliath. I've played League of Legends since season 2 and have mained top lane since season 3. I've been high Diamond in every season since season 4, peaking at Master tier. League of Legends has always been the main game that I have stuck with over the years. Here is my OP.GG for anyone interested. If you want to see me play, maybe learn a thing or two, or ask me some questions, you can find my stream here. Stop by some time, I'm always down for giving advice and helping you improve. If you want to support me in making and updating guides as well as making educational streams and other league of legends content you can support me on Patreon
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Overview
Ornn is arguably one of the best tanks in the game right now and one of my favorite tanks to play because of how jam packed his kit is. First off, you have the ability to buy items (excluding consumables) from anywhere on the map which is insanely strong in top lane. On top of this, your kit is packed with CC. |
Difficulty
Fun Factor
Viability
Laning Phase
Team fighting
TL;DR: If you want to try out an easy to play heavy tank champion with a strong laningphase, who is also competent in teamfights, or if you like the idea of being a literal demi-god, then you should try out Ornn.
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Pros
+ Strong CC. + Good damage. + Good mobility. + Good engage. + Good peel. + Very tanky. + You buy items anywhere. + Gives your teammates the option to upgrade items. + Short cooldowns. |
Cons
- Mana issues early game. - Cant buy consumables with passive. - Second part of ![]() - Falls off damage wise |





Every 4 seconds in combat, your next basic attack on a champion will: |
This rune is really good on Ornn because it's free hp as well as some sustain but the really good thing about it is how easy it is to proc with Ornn since you can just go in for a


IMPORTANT NOTE
Make sure to take |
After taking damage from an enemy champion, their next three spells or attacks against you deal 15-40 less damage (at levels 1-18). |
This is just the best rune in this row by far, helps a lot with trading in top lane. Don't be afraid to commit to a trade while it's active.
After taking damage from an enemy champion, heal for 4% of your missing health over 10 seconds.I personally like second wind on Ornn for the extra sustain and healing, but you can take optionally take ![]() |
Outgoing and incoming heals and shields are 5% stronger and increased by an additional 10% on targets below 40% health.I like this rune on Ornn because it helps with his shield from W, I think ![]() |


Biscuit Delivery: Gain a |
I like this rune on Ornn because it adds to his sustain while also restoring some mana, which is super helpful early game. The main reason this rune is really good though is because it also synergizes with

Your potions, elixirs, and biscuits last 20% longer. |
This rune is pretty decent since it just gives you more movement speed. The only reason I take this really is because manaflow band is really important on Ornn in my opinion which means we need to go into sorcery tree, and transcendence is decent but our build already gives 40% cool down reduction.

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INNATE: Ornn gains an additional Armor icon 10% bonus armor and Magic resistance icon 10% bonus magic resistance from all sources. |
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KEY NOTES
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Ornn ACTIVE: Ornn slams the ground, sending a fissure in the target direction that stops at maximum range or 200 units behind a hit enemy champion, dealing Attack damage physical damage and Slow icon slowing enemies hit by 40% for 2 seconds. |
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![]() ![]() ![]() Another neat thing about this ability is that you can use it to block a lot of paths in the jungle, and can also block the space between turrets and walls completely. You can't completely block some of the jungle paths though, but it is still good to make them have to turn and run around it. Last thing to note is that if you use your ![]() |
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KEY NOTES
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ACTIVE: Ornn marches Unstoppable icon unstoppably in the target direction with 35% reduced movement speed for 0.75 seconds. |
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![]() Another neat thing about this ability is that it makes you unstoppable while you're marching foward so it can actually be used to counter so many abilities that would CC you, for example if a cho'gath Q's you you can use your W so you don't get knocked up, or if a blitzcrank throws a pull at you you can W so you don't get hooked in, so this ability can be very useful also for just dodging CC abilities. |
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KEY NOTES
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Ornn charges forward, dealing 80 / 125 / 170 / 215 / 260 (+ 40% bonus armor) (+ 40% bonus magic resistance) physical damage to enemies he passes through. Upon colliding with terrain, the dash stops and creates a shockwave, knocking up nearby enemies for 1 second. |
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![]() ![]() ![]() This ability can also be used to get out of situations, like a gank, since it actually covers decent distance. As I mentioned earlier, you can use this ability on the pillar formed from ![]() One thing to note is that you can't use this ability to get over cliffs, and things like ![]() |
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KEY NOTES
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First Cast: Ornn summons an elemental at maximum range in the target direction that stampedes toward him, dealing 125 / 175 / 225 (+20% of ability power) magic damage and slowing enemies hit by 40% for 2 seconds. |
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![]() Since the first part of this ability slows them and applies brittle, you want to try to hit them with it on the way in. The second cast can sometimes be challenging, especially if people CC while you are getting ready to do the second cast. Once the second part hits them it's a huge knock up, as well as a lot of damage, and the knock up is even longer if brittle is applied to them if the first part hit them. This ability is very short cool down once it's max rank, and is a great engage tool to start team fights as well as a good peel tool if you need it to be that. Another interesting thing about this ability is the elemental can literally be inside of your model or even sometimes slightly behind you, and you can still ram it, so always try to ram it even if you think you're too late. |
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KEY NOTES
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- Usual Start -
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Corrupting Potion
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If I'm against an AD champion I always rush an iceborn gauntlet. This item is a huge power spike on Ornn because of the extra damage it adds to his auto attack, when you're proccing brittle, as well as the cool down reduction it gives as well as a huge chunk of mana meaning you can sustain for way longer. another neat thing about this item is that it helps your wave clear a lot, once you have it a
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Always rush this item against AP matchups first instead of
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I'm a huge fan of sunfire cape on any tank and the same goes for Ornn, the stats are good on the item and the effect just gives you so much extra damage if you can stay along live enough to benefit from it which you can with Ornn, you can also upgrade this item with your passive which I usually end up doing but not until I am full build.
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After I have
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I usually go warmogs here, unless I really need some magic resist then I will grab
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If you get to this point I just top the build off with more armor and health since you already have max cool down reduction and the stats on randuin's are solid, you can also go thornmail if it is better in the current match that you are in.
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Thornmail can be very strong in some games, especially in a few matchups where building
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Though I have this listed as situational, I still think this item is super strong. It gives a ton of resistances, which is especially nice at this point. Remember to use the active with this item in team fights, ideally when you're getting focused as it makes you extremely tanky.
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This is a solid magic resist item if they have AP champions that spam the same abilities like
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Righteous glory is a solid item on Ornn since it gives him a lot of good stats for a relatively cheap price, though I prefer the items that give him a bit more damage. If you build righteous glory just replace
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I've had some games where
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Level 1-3 You'll want to try to trade a lot with Ornn levels 1-3 because your ![]() ![]() |
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Level 4-6 At level four you should be looking to get as many ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Level 6+ |
Once you hit level six you should be looking to chunk them to 50-75% hp and then all-ining them and trying your best to hit both parts of ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Other Notes |
If I'm against an AD champion in lane then I usually always rush an ![]() ![]() ![]() ![]() ![]() ![]() You'll usually want to ward around 2:30 or 2:45, as a lot of junglers will be topside around that time. Ornn is fairly decent at getting out of ganks with ![]() Ornn is also very strong when receiving ganks thanks to ![]() ![]() Ornn has a lot of good match ups, so you should be using this to your advantage. Most melee match ups you should simply be able to out trade them with ![]() ![]() ![]() |

There are two ways you'll usually want to try to team fight with Ornn, and both are acceptable depending on how the game is going. The first way to play Ornn, which is what I usually do, is I look to engage with a good ![]() ![]() ![]() |
The second way to play Ornn is peeling for your team. You'll probably want to do this once if your carries are either really fed, or your feel it's really hard for you to go deep in team fights. Either way, you'll want to use ![]() ![]() ![]() ![]() Whatever way you decide to play Ornn, make sure that you're spamming your ![]() ![]() ![]() ![]() ![]() ![]() |
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