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Recommended Items
Runes: GENERAL
+8 Ability Haste
+10-180 Bonus Health
+10-180 Bonus Health
Spells:
Flash
Ignite
Items
Ability Order ABILITIES
Living Forge (PASSIVE)
Ornn Passive Ability
Threats & Synergies
Vayne
Vayne can use your Q as terrain for an E stun, if played well, or if your enemies are positioned near terrain, you can easily secure a valuable fight with her once you knock-up with E.
Her stun is also a good set-up for you as well.
Vayne
Vayne can use your Q as terrain for an E stun, if played well, or if your enemies are positioned near terrain, you can easily secure a valuable fight with her once you knock-up with E. Her stun is also a good set-up for you as well.
Champion Build Guide
I don't play top lane often, and I do recognize that Ornn is more solid playing in top lane (his usual role); though, many people say it's the passive (upgraded forge items and +10% stats with each item). However, many low-elo games go well past 25+ minutes, and so overtime, you'll earn the ability to upgrade items anyway. Plus, Ornn's passive got reworked, and many of the stats (mana, movement speed, etc) has been of less priority when upgraded. Also, many of the items have been nerfed.
However, if you do land your abilities on your enemy laners with a Q, it's easy to exploit his combo since Q slows once hitting a player. Just make sure your ADC is able to follow up on the all-in engage, or else you may lose value in the fight.
Ornn's passive is quite useful as well, with the ability to build items in lane, and so you can path your items whilst e.g., holding CS for your ADC as they reset. You can also get the extra stats in lane without needing to back and sacrifice ADC's farm. Use that to your advantage.
Since bot lane and top lane are shaped relatively the same, use the terrain to your advantage when enemies are in bad position. Knock-up, W, and secure a slow with a Q. Just ensure you utilize your abilities in a smart way, so that you aren't losing more than gaining.
Ornn's other powerspike is level 6, which is a guaranteed slow and knock-up, so long as you land it. This allows for a good set-up engage for your team, especially in lane.
GENERAL TIPS
As support, you want to try and get a level 2 powerspike early, as two abilities are always better than 1. Especially with Ornn since level 1 is weak (since you start Q). Prioritize using your support item to farm or to zone away enemies to ensure you get the level 2 before they do.
With Ornn, try not to crash the wave into turret when skirmishing against enemy bot lane. If you all-in in turret range, you're essentially losing more value by sacrificing HP, as well as potential outplay from enemy team. You're also inting by taking a free turret shot. If you do dive: dive from roams, ganks, or when it's of more value for your ADC (e.g., enemy ADC is 10% HP under turret and has a bounty, then you can die for your ADC getting the gold).
Generally, as support, you want to help roam and secure lead for your team, especially when your lane is weaksided and want to help snowball your solo laners. Plus, 4 against 3 is always an advantage to fights for important objectives in topside.
As for dragons, use the river terrain to your advantage when zoning away enemy team. It is also easy to land an ultimate knock-up since river is generally a narrow space, and ult is a large AOE that travels in a straight line. You want to position yourself outside of pit to CC enemy jungler so that your jungler can secure dragon without a stressful contest.
Your main threats for Ornn would be supports that can out-poke him, or utility champions. Lulu, for example, can polymorph Ornn, ultimately cancelling his abilities when he does engage in a trade against enemy bot lane. Pokes such as Zyra or Senna can also be counterpicks against him, since they have the range to out-poke him and draw him away from doing useful tasks for ADC, i.e., zoning for farm, or trading. Mobile supports such as Rakan are also a counterpick, since he can counterplay and punish you easily if you do miss your combo.
Ornn is really good against immobile champions and AP/AD-based champions. Since he is a tanky engage, playing against supports such as Sona or Renata will be more favourable since you can exploit the lack of movement speed during lane phase. As for other all-in champions such as Leona, or Nautilus, it really depends on how lane phase goes, and how well you play. It's okay if you can't secure a strong lead in lane, you can always make up for it in teamfights or late game. :]
Also, I perma ban Morgana. Bye.
SYNERGIES
Ornn pairs really well with substantial ADCs that can follow up on his all-in, or are able to sustain themselves during teamfight if you do frontline. Kai'Sa, Samira, and Tristana are a few favourites I like to pair him with. Just make sure your ADC is actually able to follow up once you do engage in a trade or skirmish.
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