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Recommended Items
Runes: Rune setup
+10% Attack Speed
+6 Armor
+65 Base Health
Spells:
Flash
Teleport
Items
Ability Order
Living Forge (PASSIVE)
Ornn Passive Ability
Threats & Synergies
Champion Build Guide

Hello, I'm PH45, and this is my ![]() 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 ![]() ![]() ![]() My EUW OP.GG for anyone interested |





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Pros
+ Has crowd control + Gets quite tanky + Good synergy with ![]() + Can shop from anywhere + Provides a lot of late game power for team with passive's upgraded items + Prolongs teammates CC with Brittle ![]() |
Cons
- 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 ![]() |
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The keystone of choice is either ![]() ![]() ![]() |
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I honestly think ![]() ![]() |
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As the last rune we grab ![]() |
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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 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).
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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.
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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.
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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.
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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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Abyssal mask 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 ![]() |
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Warmog's armor 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. |
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Spirit Visage 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 ![]() |
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Randuin's Omen 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. |
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Plated Steelcaps 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. |
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Mercury's treads 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. |
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Thornmail 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. ![]() |
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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








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This is mostly just a farmlane until one of the junglers comes top lane. ![]() ![]() |
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Get ![]() |
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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 ![]() ![]() ![]() |
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Another boring matchup, mostly a farm lane. ![]() |
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Also as demonstrated in the ![]() ![]() ![]() ![]() ![]() |
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