Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes: Standard

+8 Ability Haste
+10-180 Bonus Health
+10-180 Bonus Health
Spells:

Flash
Teleport
Items
Ability Order Always

Living Forge (PASSIVE)
Ornn Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Fiora
Permaban

Yasuo
Allows for cool combos in teamfight. Having him on the team also denies the enemy team from picking it, which is perfect because he can block your R with his W.
Synergies

Yasuo
Allows for cool combos in teamfight. Having him on the team also denies the enemy team from picking it, which is perfect because he can block your R with his W.
Champion Build Guide
If you’ve never played Ornn and you’re reading this guide out of curiosity because you’re thinking about trying new champions, I highly recommend giving him a chance. He's very underrated because he's a tank and his gameplay might seem boring at first. However, he's one of the most unique champions in the game thanks to his passive, and he's also the tank with the highest skill ceiling making him extremely rewarding to learn.
This guide will be directed to any kind of player, whether you've never played the champion before or you've been playing it for a while but want to learn more about it.
This guide will cover: the logic behind rune and item selection, insight on how to use his abilities properly, and general guidelines on how to play at every stage of a game, as well as how to approach each lane matchup.
Season 2026:


13/08/2026: Despite the
1. Ability tips
Living Forge (P):
This is one of
- Always try to spend your gold as soon as possible during the laning phase: a single component makes trades much more favourable for you. Try to forge items between waves as to not miss any minion.
- You can pretend to forge an item in lane to bait your lane opponent into walking inside your
- Try to upgrade a teammate who has a 1/2 stat item available in their inventory. Also try to prioritize upgrading teammates who are ahead. However, if you can't get near a teammate immediately and you think that you won't be to able for a while, you can just upgrade whoever is in range as soon as you can to get the extra statistics. Remember that
- Don't forge an item immediately after using
Volcanic Rupture (Q):
This abilities has two different uses. During the laning phase, it will be your main poking and farming tool, however, later into the game you have to think of this ability as a set-up tool for your
- If you hit an enemy champion with this ability, the pillar will stop travelling and will appear behind the first champion hit.
- Don't spam this ability too much or you'll run out of mana quickly, instead only use it whenever you have your other abilities ready to follow up.
- Ornn's pillar stays on the map for four seconds after appearing, however, if you cast
- During a teamfight, do not think of this ability as an occassional damaging ability, instead try to predict where enemies will move towards and use your
- Before a teamfight occurs, you can throw it to make the pillar appear in a tight entrace. For example, when fighting for drake, if you have river control, you can throw your Q to make the pillar appear right in the middle of the river, making the enemies have to choose if they want to walk past the pillar risking an E knockup, or making them stack against the walls to the side allowing for an easy knockup with E as well.
Bellows Breath (W):
This will be your main source of damage. It deals a % of the maximum
- You can cancel your W finishing animation with your
- Use this ability on reaction against hard
- The Brittle effect reduces the
Searing Charge (E):
This is your only form of mobility which means you'll have to use it carefully as it can leave you stuck to death if you don't use it properly.
- One trick that I constantly use in game to land the knock up more often is using the range indicator. Go to settings (In-game) > Hotkeys > Abilities and Summoner Spells > Normal Cast > Spell 3. Bind the combination of keys: Shift + E (or whichever key you use for using E). This way, when you're in game, when you press and hold Shift + E, you will see the range indicator without actually casting the ability. This will allow you to know when you're close enough to a wall in order to knock up the enemy.
- Be careful of using it when you are on a sidelane as wasting it to hit the wave could get you killed if an enemy catches you in that moment. This tip also applies to laning phase: this ability should not be used aggressively against the likes of
- You can knock up enemies through walls. If an enemy is standing on the other side of a wall that isn't too thick, you can use your E from the other side and the knock up area will extend to the other side. This can be useful in some scenarios and catches people off guard.
Call of the Forge God (R):
- This ability can both be used proactively and reactively. You generally want to start teamfights with this ability from a relatively safe distance to prevent the enemy from ccing you and stopping your R2 cast. If you can't engage on the enemy or your team happens to get caught first, you can use this instantly to stop the enemy team and disengage or continue the fight as needed.
- You can use
- It's important to remember and get used to the time it takes for the ram to reach you. This is because in order to land R2 more effectively, you need to be looking directly at the enemy champion movement to predict where they might move or dash towards, instead of looking at your champion to see when you can cast R2.
2. Combos
Level 2:
>
At level 2 you will have Q and W up, so your main combo to contest the wave will simply be Q - W - auto brittle.
Level 3:
At level 3 many possibilities for combos open.
1.
>
>
backE deals the same damage whether you simply hit someone with it or knock them up with the pillar. This combo is mainly used at melee range, and avoids overextending by going back with E at the same time you pass through them with it dealing its damage.
2.
>
>
> This is your main combo. It relies on hitting Q which pretty much always guarantees landing your E knock up into W > auto. You usually hit this when you're a bit further away from the opponent and they have used some of their cooldowns.
3.
>
>
> This combo is a bit less used, and uses the tenacity reduction from brittle to dish out a little bit extra damage. By using Q after W, you slow the enemy a bit longer because of brittle, which allows you to hit the opponent with auto attacks a couple more times before knocking them up with E. After using E, you can hit the opponent an extra time with an auto before walking back safely.
There are more variations of these combos that are used based on the situation and the champion you're fighting, however these are the most useful combinations to know and the ones that deal the most damage.
Level 6:
At level 6, the most important combo for Ornn is unlocked: TRIPLE BRITTLE:

You can auto attack the enemy once after using
- This combo relies on hitting the target with Q and them not running away quickly from E knock up range with a dash or mobility ability.
- You can 60-0 champions with this combo.
This combo is the easiest way to catch people from far away and lock them in a pretty much unavoidable CC chain that guarantees the triple brittle. However, you don't need to do it this way every time, you only need to land the triple brittle.
Another very useful combination to remember is the following one. This is a different and more easy way to land the triple brittle, but it can only be used when the enemy is right next to a wall:

This combo is really good because of 2 things:
- It's less predictable and gives less time to react to opponents. The E knock-up is almost instantaneous since you're really close to the wall and you can take advantatge of that by preparing your R before using it.
- Since you apply brittle to the opponent with your W before using your E, the E stun duration will be extended and the opponent will still be stunned for a short time after the knock-up ends which will 100% guarantee landing R2 recast applying the third brittle.
When Ornn clicks on an ally to upgrade them, he will upgrade the item that is placed in or closest to their first inventory slot, so make sure to remind your teammates to place their preferred item for the upgrade there so that they can choose the stats that they want, or just in case someone wants you to wait before upgrading them because they want a specific item.
As
1. Main rune page
The best keystone for him is
-
-
Plates no longer fall off early, which lowers the value of
- We will generally take
- We will situationally take
- We won't consider taking
- We will always take
- Since
- I don't recommend taking
1.1 Secondary rune path
-
- For the other rune,
2. Aery rune page
We choose this path against ranged champions, since we won't be able to proc
For the secondary path, we go
Lastly, for the rune shards, we always pick
Armor items:
There are only four tank armor items in the game that increase the time we're alive with their passives:
Recommended items
Unending Despair:When to buy?: If you're facing an enemy champion in lane which allows you to trade constantly and stand within the
Randuin's Omen:The active is incredibly useful for us because it helps with landing our main combo, as well as hinder the enemy mobility during a fight which ends up being really useful. It's also the best individual
When to buy?: Buy this as a first item if both the enemy top and jg are AD and we need to play for short trades against the opponent or if the opponent is range/has a lot of poke DMG. If you don't buy it first, get it whenever the enemy team starts stacking crit chance.
Frozen Heart:If you have a tank support on your team, ask them if they're going to buy this. It's often better to let them build this item since it's really cheap, it gives a lot of stats and a very useful passive. Meanwhile, you'll be able to buy items with better stats.
When to buy?: Buy
Magic resistance items:
As for
Recommended items
Kaenic Rookern:This item is our only good choice against most
When to buy?: Whenever the enemy laner is
Force of Nature:When to buy?: This item becomes better than
Spirit Visage:This item is only good when you can really make use of it with an enchanter support. However, if there's no one on your team that can heal or shield you constantly, then it's not worth buying even with
When to buy?: Whenever you have enchanters on your team and you're not going to be affected by enemy grievous wounds. Only buy late game.
General items:
These are items we will get every game due to their great efficiency.
Jak'Sho, The Protean:This item is always going to be in our last build, however, getting cheaper items + components is always going to result in higher EHP and more tankiness than going for Jak'Sho, which is why we'll delay it until the very end of the game.
Protoplasm Harness:When to buy?: Protoplasm Harness has been recently nerfed for tank junglers who rushed it 1st item, and it has sadly also affected our build path. This item is no longer viable as a 1st item rush, but it still remains as a really efficient item to have in the later stages of the game.
Against heavy AD comps:
If you buy
If you buy
Against heavy AP comps,
Last/situational items:
Warmog's Armor:If the enemy has a lot of
Thornmail:This item is really situational, since it's really inefficient to build and most of its gold cost is focused on the Grievous Wounds passive, that's why it's only worth finishing as a last item. We also have to make sure that the champions on the enemy team that heal do auto attack us during teamfights, that's why it's not even worth building against champions like
Abyssal Mask:This item is not worth considering at all to buy early against
Support items:
Support items such as:
Bandlepipes: this item is generally good when your team has 2+ champions that can benefit from it.
Knight's Vow: this item is the general support peeling item that you can build. You can put it on both the ADC, if you think he really needs to survive and he's going to be the main carry, or on any bruiser that's going to go in first with you and receieve a lot of DMG, as well as deal a lot too which can heal you quite a bit as well.
Zeke's Convergence: can be built as well mainly for the R cooldown reduction, but the slow can be good as well against immobile teams.
Locket of the Iron Solari: if your whole team is vulnerable to big AoE damage combos from the enemy team.
- Focus on CS and taking short and safe trades.
- Don't spam your Q since you will be running out of mana quite fast. Instead try to use it in conjunction with your other abilities since they deal more damage. To follow up on this advice, preferably save your Q to farm melee minions and not ranged minions, since they give less gold.
- Try to maintain the wave on your side of the lane where you can more easily knock up the enemy with the walls near your turret. You will also be able to farm more safely and scale.
- Don't be afraid of trading with the enemy. This depends on the matchup, but
- Try to get as much XP as possible:
Whenever you don't have your R up and there isn't any big objective coming up, you will generally look to stay in a sidelane getting as much XP possible so that you can get your upgrades as soon as possible.
If you have your R up:
Whenever you have your R up, you should take a look at the map every so often to look for potential plays. For example if you're in toplane at minute 15 and you have just finished shoving the wave, or if you're coming out of base, you can look to roam mid or even go bot and use your R from river. Even if you don't have your R up, if you're coming out of base in the mid game, it's recommended to walk to toplane through midlane and hover for a few seconds around there in case a fight starts. If nothing happens, you can simply walk back top through the jungle and you don't miss any CS.
- Ganking with
- Group with your team for objectives
Whenever there's a big objective coming up like Drake or Herald you should save your R to fight it so that you maximize the chances of you winning the fight. Ornn excels at teamfight and playing with the team, so try to group for big fights. Ornn doesn't really excel at splitpushing since he can be easily kited and he doesn't have the ability to force trades with the opponent in side or to easily take turrets. He also has 1 single mobility ability on a relatively long CD which makes him vulnerable.
If you have TP up however, you can push the opposite side of the map and join the team with TP before the fight starts to have maximum impact.
















































You must be logged in to comment. Please login or register.