Ornn Build Guide by PH45
[11.12] PH45's in-depth top lane guide to Ornn, the demigod!
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Runes: Rune setup
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Mirror matchup. Whoever is more experienced and lands skills better wins.
Can be tricky to hit your W onto him since he can dash through you to avoid it. Get tabis and try to W him when he has dashed through you and has nowhere to escape from its path. Also can windwall your Q and ult so can be tricky.
Make sure to not use your W when he uses his E since it block your knockback autoattack. Can also jump away from you so can be tricky to kill. With junglers help and your lockdown you should be able to kill him unless his ahead a lot or you don't make unnecessary mistakes.
Save your W for when he has used his W and came out of stealth. Otherwise you might end up wasting it since you can't turn while using W and he can sneak around in stealth.
The new reworked Garen is a bigger threat during lane phase due to him being able to stack Conqueror fast with his E. Be careful to not stay in his E or you'll notice your HP dropping very fast. They tend to build squishier though so if you can catch him off with your jungler or just able to keep his passive down he shouldn't pose too much of an issue, especially late game you are much more useful due to your CC.
Can get annoying with his Q poke and he can just escape your CC with his W. Optimal time to trade when his W is on cooldown.
She has tons of dashes so it might be hard to hit your W on to her. Good thing to remember is that your W makes you unstoppable so you can basically use them when she either tries to knock you up with her 3rd Q or stun you with her W.
You can't really trade with him well as you are very short ranged so you will get many stacks of his passive if you try to trade. You can setup a gank for your jungler but avoid being hit with his Q since he will heal a lot if you both get hit.
Can be tricky to deal with especially early. Build armor and try to farm to your best ability. Pantheon has no escapes outside his summoners so he can be a fairly easy gank for your jungler.
She can make you useless in fights as she can just ult you away so you won't get to use your ult to full potential. Her W will also stop your E but you can negate her E with your W timed right. In lane should't be too much of an issue but teamfights are a different case.
Can be pretty hard to face at times. Make sure to dodge her E or if she hits it to run away from the range. Also just back off if she activates her R as she heals a ton from it if she gets to deal damage with it. She has no escapes though so if your jungler comes just CC her and avoid her R and you should get a kill unless she is really ahead.
Sett is pretty difficult for a lot of melee champions, and especially for Ornn since he doesn't really have a way to dodge Sett's W unless you can stick right up to him when he is casting it and move behind him. You can setup ganks on him quite easily due to his immobility but the issue is he can potentially 1v2 due to his kit being quite oppressive during lane phase. Farm safely and play for teamfights rather than trying to fight him in lane. Tabi rush helps and build bramble vest if he goes bork.
Champion Build Guide
Hello, I'm PH45, and this is my Ornn Guide!
I am a long time League of Legends player (started back in Season 1). I'm a Diamond/Master tier top lane main who mainly plays Jax main. In this guide I'll cover how to play Ornn, what to build and other useful things that should help you in order to get some wins on the rift with Ornn!
My EUW OP.GG for anyone interested
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.
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.
+ Has crowd control
+ Gets quite tanky
+ Good synergy with Turbo Chemtank
+ 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
|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.|
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 Mythic item Ornn owns or purchases for the rest of the game is upgraded for free (limited to one upgraded item). At each level from and 14 onward, Ornn can upgrade one of his ally's Mythic items (limited to 1 per teammate).
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.
Bit of HP and MR. The bigger thing is if you immobilize an enemy, they take 10% increased damage for 4 seconds. This is quite easy to achieve on Ornn, so it's a fine item in that sense.
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.
The item isn't as great as it used to be, but it still functions fine in some cases. You get bit of haste, HP, MR and base HP regen, and it increases your healing and shielding received by 25%. This means if you buy Gargoyle Stoneplate, the shield from that item will be stronger when you have this item.
Very good pickup vs autoattack reliant comps. It gives armor and HP, and reduces incoming damage from attacks. The active also slows enemies and reduces their AD and critical strike damage.
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.
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.
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 applies Grievous wound which helps killing those pesky healing champs much easier. If you immobilize the enemy the healing reduction is increased to 60%.
Force of Nature
This item isn't the most gold efficient, but it's still one of the choices for magic resist. Once it stacks up from taking damage it is actually quite nice since you get movement speed and more magic resist. Other than that you get some HP and movement speed from this item.
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
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!
|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.|
|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.|