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Ornn Build Guide by PH45

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[10.22] PH45's in-depth top lane guide to Ornn, the demigod!

By PH45 | Updated on October 28, 2020
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Runes: Rune setup

1 2
Grasp of the Undying

Time Warp Tonic
Biscuit Delivery

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


Summoner Spells
LoL Summoner Spell: Flash


LoL Summoner Spell: Teleport


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Top Lane
Ranked #28 in
Top Lane
Win 49%
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Threats & Synergies

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Champion Build Guide

[10.22] PH45's in-depth top lane guide to Ornn, the demigod!

By PH45
Hello, I'm PH45, and this is my Ornn Guide!

My real name is Patrik, but you can call me either way. I am a long time League of Legends player (started back in Season 1). I'm a Diamond/Master tier Jax main but when a new champion comes out I usually grind them a lot ( Kayn and Xayah both 100k) so I decided to do the same with Ornn. I also decided to do this since Ornn is a top laner, which happens to be my main role so Ornn fitted right in. So join me on this guide on seeking the best way to play Ornn and craft your teams way to victory!

My EUNE OP.GG for anyone interested

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Ornn is a vanguard, who provides CC for his team and also some late game power with his power to craft more powerful versions of popular items like Trinity Force and Rabadon's Deathcap. This brings more power to late game for his team and he also provides longer CC for his team, so Ornn is an excellent pick for team comps with already a lot of CC. He is a good pick top lane, and also viable as a support, jungling I'm not too sure but you are free to try.
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Flash: Pretty normally taken summoner spell. Can get you out of tough spots or closer to a CC-able target or even closer to a kill.

Teleport: My preferred second summoner spell. Cooldown was nerfed to 6 minutes but most of the time you still want to take this as it enables you to teleport to teamfights or just get back to lane in tougher matchups etc.
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+ Has crowd control
+ Gets quite tanky
+ Good synergy with Righteous Glory
+ Can shop from anywhere
+ Provides a lot of late game power for team with passive's upgraded items
+ Prolongs teammates CC with Brittle

Ornn provides a lot of benefits for his team with CC and upgradeable items.

- Can't buy consumable items (though it would be seriously op so very understandable)
- Has mana issues early
- Can get poked down
- Requires a learning curve for angle and timing on bouncing back his ultimate
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I chose the Resolve tree since this will be the most beneficial one for Ornn. It offers him tools to enhance his tankiness among other useful things.

The keystone of choice is either Aftershock or Grasp of the Undying as they both seem to be the best choices for Ornn. With Grasp you deal bonus magic damage equal to 4% of your max health, heal you for 2% of your max health, and permanently increase your health by 5, all that adds up to pretty good gains.
Demolish is a great choice for taking down towers faster. This will make you deal a lot of damage to towers later with all the HP you will have late game, and in earlier stages of the game this helps you get tower platings which grant you gold in return.
I honestly think Conditioning is the best choice here since Ornn already passively gains extra resistances, and then with this you get even more! You'll be super tanky at later parts of the game since you have extra resistances from items, your passive, this rune and potentially even from mountain dragons.
As the last rune we grab Overgrowth. You get extra HP by just laning and killing minions, which will stack up nicely towards later points of the game.

Inspiration offers more sustain for laning and some extra movespeed with Time Warp Tonic.

Biscuit Delivery is a nice choice, especially when combined with Time Warp Tonic. It helps you in matchups where you need to sustain more, especially since you don't have any built-in sustain outside building HP and regen items with your passive.

Time Warp Tonic is a great choice to enhance your lane phase. Your early trading benefits from the movement speed boost while active and also the instant heal for half of the potions healing can catch your opponent off guard. Other choice is Cosmic Insight, which is great if you know you want to go for 40% CDR and beyond it, while also having some item actives so you can utilize the rune to the fullest.
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  • Living Forge (Passive): Ornn's passive holds multiple effects. First of all he get's 10% additional armor and MR from items. At level 13, any upgradable item Ornn owns or purchases for the rest of the game is upgraded for free (limited to two upgraded items). At each level from and 14 onward, Ornn can upgrade one of his ally's upgradable items (limited to 1 per teammate). The first upgradeable item bought by a teammate will be upgraded.
  • Volcanic Rupture (Q): ACTIVE: 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 (W): 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 (E): 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 abilitys 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 (R): 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. 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.
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> > >
Ornn's abilites are a bit odd to max, but I think the best thing to do right now at least is take points in Call of the Forge God when possible. Out of basic abilites maxing Bellows Breath seems most beneficial when laning, followed by Volcanic Rupture and lastly Searing Charge.
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Sunfire cape, light em up
Good early item, especially vs AD lanes. Gives you armor, HP and some Aoe damage around you. Late game upgrading this to Forgefire Cape can also be quite effective if facing a lot of AD damage.

Abyssal mask, boost for magic damage
Good item to pickup vs AP damage, or simply if you want your teams AP champs to deal more damage due to it's unique passive. Upgradeable to Infernal Mask which is beneficial in late game vs strong AP champions.

Righteous glory, to battle!
Fun and effecient item. Allows you to initiate fights well or just catch a single target easily. The movement speed helps you catch up and the effect ending slow also helps you to lay down your own CC onto the target.

Warmog's armor, regen for days
Extremely good pickup as with this you can stay on the map longer if you are low HP for example, and use your passive to craft this item while outside base. The regen will have you back up and running at foes in no time. Also the large amount of HP you get out of this item helps a lot.

Spirit Visage, healing improver
Helps you get more regen. Works well with Warmog's Armor but isn't a must have item every game. It's a good item to take when facing a lot of magic damage, and your team has good healing, or if you have picked up Warmog's Armor.

Randuin's Omen, death to ADC's
Helps extremely well in auto-attack oriented matchups and later on it's slowing effect is nice in teamfights and it also slows enemys attack speed when they hit you so it lessens the enemys DPS.

Ninja tabi
Great item for autoattack and AD matchups. Most of the time you'll be picking these up since you need to tank a lot of autoattacks and AD damage in teamfights.

Mercury's treads, the option for CC
Pretty self-explanitory, get this if the enemy laner or the whole enemy comp has a lot of CC, as you don't want to be CC'd so you can lay your own CC on the table.

Thornmail, the way to cripple an AD comp
This item seems to be really good in some cases now. If the opposing team has lot's of healing champions or just a fed AD champ with lifesteal this is the perfect item.
Thornmail now applies Grievous wound which helps killing those pesky healing champs much easier. Also it get's the cold steel passive which is nice.

Iceborn Gauntlet, Sheen with CC
Gives you armor, sheen proc and a small slow so you can stick to people. Also some mana to help with your mana issues. Not optimal for every game but surely a viable item for Ornn
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Ornn introduced a new type of status effect onto League of Legends, Brittle. After Ornn has used his Bellows Breath the final flame burst marks opponents with the Brittle status effect. Also his ult Call of the Forge God applies the Brittle status effect. Any CC applied to this target during the status effect will prolong the CC by 30%, meaning the CC will last 30% longer. They will also take % max health damage as bonus magic damage based on Ornn's level. When Ornn autoattacks a Brittled target he knocks them back.

You can triple proc Brittle, although it can be a bit tricky to get in sometimes since it takes quite a while to go through all your abilities. Here is an example way:

Q + R + E + R2 + AA + W + AA
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Ornns passive Living Forge allows him to upgrade his own and teammates certain items to Masterwork upgrades. Each teammate is limited to one Masterwork upgrade, Ornn is limited to 2. Auto-upgrade becomes available at level 13, and upgrades for allies at 14,15,16 and 17.

Infinity Edge becomes Molten Edge
- +30 AD

Zhonya's Hourglass becomes Zhonya's Paradox
- +30 AP
- +15 Armor

Trinity Force becomes Trinity Fusion
- +100 HP
- +100 Mana
- +10 AD
- +10% Attack Speed
- +3% Movement speed

Abyssal Mask becomes Infernal Mask
- +400 Health
- +45 Magic Resist

Rabadon's Deathcap becomes Rabadon's Deathcrown
- +55 AP

Black Cleaver becomes Obsidian Cleaver
- +150 HP
- +20 AD

Sunfire Cape becomes Forgefire Cape
- +325 HP
- +40 Armor

Redemption becomes Salvation
- +100 Health
- +100% Base Health Regen
- +50% Base Mana Regen

Locket of the Iron Solari becomes Circlet of the Iron Solari
- +15 Armor
- +15 Magic Resist

Iceborn Gauntlet becomes Frozen Fist
- +60 Armor
- +200 Mana

Youmuu's Ghostblade becomes Youmuu's Wraithblade
- +20 AD
- +7 Lethality

Blade of the Ruined King becomes Might of the Ruined King
- +15 AD
- +15% Attack Speed

Luden's Echo becomes Luden's Pulse
- +30 Ap
- +250 Mana

I think for Ornn the most useful ones are Forgefire Cape and Infernal Mask. Deciding which one to pick mostly depends do you face more AD or AP, Forgefire Cape for AD heavy comps or simply vs fed AD champs and Infernal Mask when opponents have a lot of magic damage or a fed mage. The new item Frozen Fist seems quite good too.
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Ornn's early trading isn't honestly bad, as his W deals quite a lot of damage if you manage to hit it properly + apply the Brittle passive. Ornn can generally lane pretty well as you can craft items in lane with your passive. You can start with 2 Health Potions and buy a Doran's Shield in lane after last hitting a couple minions to have some extra sustain. Ornn can also setup ganks quite nicely due to his CC-heavy kit. If you have a rougher matchup ( Darius etc) then just kick back and Q the dying creeps for CS and get what you can, since you can't really contest those rougher matchups as hard due to your clunky movement.

While laning you can use your Bellow's Breath to dodge CC like Jax's Counter Strike. This can give you an advantage in a duel since you wont technically have any downtime since you can't get CC'd during your W.
When mid game arrives, you'll want to look for fights with your team. Your ultimate is a very powerful teamfight tool, and you can catch people even from distance with it as it slows on the first hit and knocks up on the second hit. Narrow spaced fights like in the jungle are good for Ornn as your E can hit really easily a wall for a knockup on an enemy. If your team is behind then it becomes a bit more hard as you generally don't want to be splitpushing due to your clunky mobility. If this is however the case you can try to let your carries catch sidewaves and hover them in case someone collapses on them.When late game arrives, you'll have already at least a few teammates items upgraded, and that is a big part of Ornn's late game power since he gives your teammates extra scaling. Late game revolves generally around your ultimate and your catch potential, and doesn't really differ from mid game Ornn that much. You'll want to stick with your team as that's where you are the strongest. You can make your teammates CC last longer with Britle and a good ultimate can easily win you a Baron Nashor fight or even the game!
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Ornn and Anivia synergize well due to Anivias high CC abilties and also due to her wall, which Ornn can E to and knock up foes that are caught behind it. Brittle makes Anivias CC hit harder.

Maokai is another great champion that Ornn synergizes with. Maokai has a ton of CC and especially if Ornn hits his ult first and Maokai hits his after the enemies are CC'd for such a long time that there is really no escape for them. Maokai won't be seen often in same team with Ornn though since they are both top laners and Maokai jungle is kind of a rare sight these days.

Trundle also works well with Ornn, mostly seen as a jungler Trundle can just lay down a pillar for Ornn to E to to CC opponents down and get an easy kill.

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Thank you to @SenseiWu for the help with some matchups!

This is mostly just a farmlane until one of the junglers comes top lane. Cho'Gath sustains so well and vs tanks he shouldn't die too often. He is vulnerable to ganks though so with your CC amount you can easily setup a gank for your jungler. You can avoid his Rupture knockup with your W due to unstoppable.

Volibear can be hard to kill but he shouldn't also kill you. He can be hard to finish off since his Sky Splitter knocks back champions now and also his passive The Relentless Storm can save him from death. You can consider items like Thornmail to cut down his attack speed and healing if he keeps fighting you.

Illaoi might be tricky since she can just keep beating you if he gets your soul caught and if she ults you are pretty dead. I think you should just mostly farm what you can and try to setup ganks but make sure your jungler knows to back off if she ults as she will just heal a ton and potentially 1v2 you.

Dr. Mundo can become quite hard to kill after he gets a few items. Careful of his cleavers as they hurt a lot and slow you down a bunch. Mundo has no escape abilities outside his movement speed boost off his ult and his Flash so abuse that with your CC.

Get Ninja Tabi early as his auto attacks hurt a lot. While laning try to not get too much poked by his Q as he will chip you down for an all-in. He can be tricky to chase down since he can dash with his E+Q combo. If he tries to all-in you avoid his knockup with your W to avoid any downtime while fighting him by aiming your W in the direction he is going to land.

Kled can run over you pretty hard due to his high amount of damage and big HP pool. Ninja Tabi is a big help in this matchup and also buying items like Warden's Mail or Bramble Vest will help out. Once he hits 6 he will most likely roam with his ult so alert your teammates and keep your TP up if he roams as you can't really splitpush fast enough to punish him for his roams.

He will make your life miserable since he will just dash around you and block your Q and R which will make you lose a ton of your power and CC. Consider Ninja Tabi and Randuin's Omen for reducing his AA and Q damage, but most often you are going to lose this lane unless the Yasuo wastes his windwall before you use your ult.

Another boring matchup, mostly a farm lane. Sion is really strong at the moment and he will just outsustain and win trades vs most matchups. And if you somehow manage to get him low he will just R away without getting CCD.

Darius does well into tanks and Ornn is no exception. If you get caught by his E prepare to take a ton of damage, try to save your W to negate his pull with it, but you got to time it right. Try to farm with your Q from range and buy Ninja Tabi and Bramble Vest quickly as those will make it a bit more tolerable. He is weak to ganks though since he has no escapes outside his summoners.

Irelia is a difficult champion to deal with. She has high mobility with Bladesurge, sort of CC immunity due to her Defiant Dance and the Flawless Duet CC will mess up trades to her favor, her ult also denies your Brittle proc if you stand in the blade wall. Ionian Fervor also deals a lot of extra damage to shield users and Ornn as a constant shield user from his W will get punished hard if Irelia gets her stacks. Try to avoid getting stunned by her Flawless Duet and you will keep the trades even. Ninja Tabis and Thornmail will help to deal with her. Try to farm the best you can, freezing lane is great and try to kill her with your jungler, just make note that Irelia can deal with 1v2 situations well occasionally.

Fiora is a difficult one as well. She is slick and hard to stay on due to her Lunge and movespeed boost from Duelist's Dance. It also heals her so it will be difficult to keep her low HP if she get's a ton of free vital procs. She also has true damage which helps her deal with tanks, and Ornn is no exception. Ninja Tabi and Thornmail should be your first buys in this lane, an early Bramble Vest especially will help you out. Watch out for her Riposte during trades as if she times it correctly she will avoid any stuff you throw at her and she will just CC you back if you are inside the hitbox, which might result in your death. With jungler and your CC you should be able to kill her but be vary as Fiora can 1v2 with her healing and movement. A good trick is if she ults you, hug a wall so she can't proc the final vital for her healing area.

Garen is a pretty simple matchup, although he is stronger now after his E change. His usual trade pattern is activating Decisive Strike and running at you. W him when he walks up with Q to you, don't stand in his Judgment and you will win this lane. Care for your health once he hits 6 as his ult still hurts, especially now that it deals true damage always. Get Ninja Tabi to reduce his damage from autos and Decisive Strike. Also try to poke him down if he stays in range to deny him his healing from Perseverance.
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Also as demonstrated in the Ornn champion spotlight, you can start with Volcanic Rupture, continue with Bellows Breath + auto and then knock them onto Volcanic Ruptures magma pillar with your Searing Charge.
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