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Recommended Items
Runes: Standard

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

Flash
Teleport
Items
Threats & Synergies
Threats
Synergies
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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
I'm a dedicated
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 since he’s a tank and his gameplay might not look that exciting at first. However, after a few games and once you get comfortable with him, you’ll see how rewarding he actually is. He’s especially strong in low elo because he’s rarely played there, so most players don’t expect his base damage or fully understand what he’s capable of.
This guide will be directed to any kind of player, wether 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 thought and logic behind rune and item choices, teamfighting which is

1. Ability tips
Living Forge (P):
This is one of
- Don't forge an item immediately after using
- 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 on their inventory. Also try to prioritize upgrading teammates who are ahead. However, if you can't get to a teammate immediately and you predict that you won't be able for a while, you can just upgrade whoever is in range as soon as you can to get the extra statistics. Remember that
Volcanic Rupture (Q):
- If you hit an enemy champion with this ability, the pillar will stop travelling and will appear right behind the first champion hit.
- During laning phase, try to hit both the wave and the enemy champion at the same time. Don't spam this ability too much, only use it whenever you have your other abilities ready.
- Ornn's pillar lingers on the map for four seconds after appearing, however, if you cast
- Use this ability during a teamfight in a way that the pillar appears on a choke point or in a spot where the enemies might walk through. Do not think of this ability as an occassional damaging ability, but rather, as a zoning tool that stops enemies and enables knock ups with
Bellows Breath (W):
- The Brittle effect reduces the
- You can cancel your W finish animation with your
Searing Charge (E):
- 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.
- This is
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
- 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 possibilites for combos open.
1.
>
>
backE deals the same damage wether you simply hit someone with it or knock up them with the pillar. This combo is mainly used at melee range, and avoids over extending 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 he has used some of his 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 varaitions 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:
>
>
>
(recast)>
> You can auto attack the enemy once after using
- This combo relies on hitting the target with Q and him 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.
1. Main rune page
VS
The best keystone for him is
- It has a long cooldown
- Even though the damage per proc is higher, it ends up dealing less overall damage than
- It doesn't synergize well with
-
-
Plates no longer fall off early, which lowers the value of
- We run
- We take
- We will always take
- As
- I don't recommend taking
1.1 Secondary rune path
VS
-
- For the other rune,
The only good part about
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
3. Phase Rush rune page
We only pick this rune path against
-
- The same deal goes for
Lastly, for the rune shards, we always pick
Unending Despair:This item is always good to build, it's kind of the universal
Randuin's Omen:
Frozen Heart:We will build
Kaenic Rookern:This item is our only good choice against most
Force of Nature:This item becomes better than
Jak'Sho, The Protean:
Protoplasm Harness:This item is really good on most tanks, including
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 teamfight, that's why it's not even worth building against champions like
Warmog's Armor:This item competes with
Abyssal Mask:We ultimately only build this item when our team is mainly
How do they work?
The way Ornn upgrades work is that the upgraded item will have 1000 gold worth of extra statistics. The only statistics that can be upgraded are:
How to choose which item to upgrade?
As a general rule of thumb, the best items to upgrade are the ones that only have 1 to 2 upgradeable statistics. This is because, generally, most champions only benefit at most from 2 statistics, which means that splitting the gold between more statistics becomes less eficient than funneling it into 1 or 2 that can really give you a boost in power. The item you want to pick depends on the champion that you're playing. For example, if you're playing an artillery
As
Statistics value table
Information extracted from the LoL Wiki:
Statistics gold value is represented by the following table, which also lists the ones which can be upgraded. This table also formally represents Riot's official stance on each statistic's gold efficiency, although not all statistic types are included for the purposes of Masterwork items.
31.25 gold/1
20 gold/1
35 gold/1
30 gold/1%
20 gold/1
18 gold/1
Variable gold/1
- If the item has
- If the item has
- If the item has
- While not currently possible, if an item has no upgradeable statistics, 1000 gold worth of
The gold cost of
Effective HP: What is it?
Effective
1. Physical EHP/magic EHP:
It's the amount of physical/magic damage a unit can take before dying. It is increased by buying
EHP =
EHP =
In other words, every point of
- Let's say you have 1000
1000*(1+0,01*0)=1000
Now let's see what would happen if you had 100 and 200
- At 100
- At 200
Misconception about the value of armor/magic resistance
Contrary to common belief,
However, the important part is your EHP, and this is always calculated the same way and as you can see, it increases linearly. However there is one thing that's true: buying too much
That is why, for example, if the enemy team was fully
Visual example:
1000
If you decided to buy 40 more
However if you decided to buy 350 more
With the initial conditions, you have a 1:6,67 ratio of
2. Total effective health
Total EHP is a little bit more complicated.
Total EHP can't be calculated with a simple formula like physical or magic EHP. This is because your total EHP depends on how much damage of each type you are receiving during a fight. If you had too much
For example, if we want to maximize our EHP with Ornn against a team whose damage is split approximately 70% physical and 30% magic, we would want to have a 7:3 ratio of














































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