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Ornn Build Guide by oman20
[7.17] Ornn, Zeus' forgekeeper
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Threats & Synergies
Aatrox won't be a real threat to you without a solid gank. His low HP will soon wear down, but you'll find he's hard to kill unless he engages with his Q, since he can use it as an escape.
Darius' Q can be a real pain. Farm the best you can and avoid giving him the free healing, if possible. Keep an eye for his 6 and try to lure him under the tower, then Q, E and R.
Garen can be annoying, but in this case, all of his might can't get you down. Your range is much higher, your poke is better and your cc is awesome. Granted you won't kill him 1v1, but you'll farm with no problem.
Mundo will just annoy you with his Q, so just stay behind minions and keep farming.
Fiora is your biggest threat. Her W makes all of your CC seem useless, even your R, which can often be the death of you. Camp your tower and wait for ganks, otherwise you'll end up with either low farm or a high death count.
His range and barrels can poke you hard. Keep to the tower and take your share, you might find it better than trying to force it. Keep in mind, he can't burst you if you follow the item build, so call for a gank and get some free gold.
Gnar is just... Gnar. You'll get poked, but keep in mind he's very squishy in early. Take advantage with your jungler.
Illaoi will try to poke you with her Q and take your soul with her E. If you dodge those two, you'll have the upper hand. Just don't fight her when she reaches 6 alone. Don't.
Irelia's stun will be very annoying at first, but you'll learn to use your W to counter it. Just CC chain her and do your best to farm.
Kled's hopping around can mess with your W and E. Don't try to engage on your own, a good Kled can avoid anything you throw at him, and you'll just end up with less HP.
Malphite will most likely be little threat to you, since his damage is low to begin with. You can try going in 1v1 and see if you can wear him down. Might be good to wait for your R beforehand.
Maokai's Sapplings can be a pain, but he can't do any real damage unless he gets a gank. He can wear you down with his Q, but as soon as he uses W, you have the upper hand, since he has no way of escaping. Don't forget to W when he uses CC!
Pantheon's Q is a one of your worst enemies. His passive will stop your brittle damage, and he'll poke you to insanity. Call for a gank asap.
Riven's shield and movement can also cause you trouble. You might wanna try fighting her if you get 6 before she does, taunt her, then get some CC in and your ult. Don't forget to forge beforehand!
Rumble will ruin your day. His skills are mostly ranged, so poke will be your middle name. Stay behind minions, avoid the fire and farm before a gank.
Urgot will also poke you well. Avoid his Cassiopeia attacks and farm.
Do.not.engage. Ever. Just don't. Don't even come close. Stay under your turret and farm, or I swear you'll get tilted out of existence. His Q will deplete your HP, and his W will just make you hate LoL. Farm and wait.
I recently played against Olaf, and decided to add him here. His constant Q poke can be really annoying during the first few minutes. I got first blood when I hit 3, but trust me, he can kill you with only his Q if you're not careful. Level up, then fight.
Greater Mark of Attack Damage
These are go-to for every serious tank player. You need the sustain in early game, mainly for farming, and for dealing some damage to your opponent. If you want, you can trade them for something more suitable for you, but I strongly advise against it. And so does Ornn.
Greater Seal of Armor
Being a top tank, you'll be playing against a lot of AD baddies. To cover for that, you'll be needing these, and a lot of 'em. Stock up and take that damage!
Greater Glyph of Magic Resist
Since you'll rarely be playing against a full AD team, you might wanna get some of these as well. I like getting a full set of both, just to be on the safe side.
I, myself, like thinking that any good tank should rely on always having enough HP. These Quints are quintessential (lol) to the early laning phase, so you don't have to go back too often, which gives you more opportunity to farm and get bigger and stronger. It's a must for me.
Living Forge (Passive)
This, right here, is our gentle giant's first amazing feat. As some of you might know, Ornn is the first champion to be able to purchase items anywhere on the map. All you have to do is find a quiet place where you won't get assassinated, open the shop and right click an item. It's that easy. You can even select one of the items above your inventory and left click one of those, if they suit you. Pretty cool, eh? Well, it's not over yet. On top of that, each member of your team can now buy one empowered item which gives extra attributes (health, mana, AP, AD, etc.). Here's an example of what you can get:
New effect: BRITTLE
When brittle, enemies suffer a portion of their max HP as bonus damage when struck by an immobilizing effect. Sweet!
Volcanic Rupture (Q)
Ornn's first skill. Ornn splits the ground in front of him, slowing and damaging anyone in the way, creating a nice, little pillar at the end of the canyon and dealing 20/50/80/110/140 (+1.0 per total attack damage) physical damage and slowing enemies for 40/45/50/55/60% for 2 seconds.
Range: 800 units
Cooldowns: 9/8.5/8/7.5/7 (seconds)
Cost: 55/60/65/70/75 mana
Bellows breath (W)
Ornn shields himself for 12% of his max HP for the next 4 seconds and marches in set direction for 2.5 seconds (CC effects do not work on Ornn during this time). He deals 2.5/2.92/3.33/3.75/4.17% of target's current HP as magic damage (minimum of 13.33/21.67/30/38.33/46.67 damage per tick). The last spout of flame makes the enemies Brittle.
Range: 400 units
Cooldowns: 12/11/10/9/8 (seconds)
Cost: 45/50/55/60/65 mana
Ornn charges in set direction, dealing 20/40/60/80/100 (+30% armor)(+30% magic resist) to enemies he passes through, stopping after he passes the distance or when he collides with terrain. Upon collision, he creates a shockwave dealing 40/80/120/160/200 damage (+30% armor)(+30% magic resist) physical damage and knocks up enemies for 1 second. This ability can damage enemies twice. Important to add - pillars created by Ornn or any terrain created by other enemies are destroyed.
Range: 800 units
Cooldowns: 16/15/14/13/12 (seconds)
Cost: 60 mana
Call of the Forge God (R)
Ornn calls upon his mighty steed which tramples from set distance towards him, dealing 125/175/225 (+20% of ability power) magic damage and slowing enemies hit by 40%, leaving them brittle. If recast right as the ram hits Ornn, it can be sent back in any direction, knocking up enemies for 1 second. This ability can also damage enemies twice.
Range: 2500 units
Cooldowns: 150/115/80 (seconds)
Cost: 100 mana
- Very tanky
- Solid ranged damage
- Very good CC
- Easy to farm with W
- Can counter enemy CC
- Can buy items on the go
- Applies brittle, which is an amazing debuff
- Can change team fights with his R
- Somewhat low mobility
- Very vulnerable against ranged champs in laning phase
- Spends a lot of mana, especially vs ranged champs
- Can be quite vulnerable if you do not engage right
When it comes to fighting, I don't think there can ever be a set rule. I can, however, give some advice on how I believe Ornn should be played. First of all, your W has a pretty low cooldown. It can and should be used every time someone's about to burst you, for the shield and Brittle effect. Furthermore, W can be a great fight starter, if you land it right. Applying Brittle early in a fight can give you the advantage of a cc chain. Throw your Bellows Breath, follow up with Volcanic Rupture behind or at your opponent, then Searing Charge into the pillar to break the brittle and knock them up. You'll do around 50% of their HP in one combo.
Now, when you get to 6, it really depends on your opponent. If he/she is very static and can't escape easily, you can just start the fight off with your Call of the Forge God, land the stun, break the first Brittle effect, use your W to land another brittle effect and continue with your combo mentioned before. If they can move easily, it might be better for you to try and land that first brittle with your W, then follow up with R and Q-E.
Since Mobafire won't let me change my item list above (saved it before it was done and now it cannot be changed for some reason), I'll put this here.
I think this item goes best with Ornn's mana consumption and the fact that you can really use the refillable HP potions to save gold. I myself use it and it's been great to me with this build.
If you're more about sustain, and less about saving gold and having mana, you can use Doran's shield as well. Granted, you won't be able to farm so easily and you'll have to aim for last hits, but you'd be more resilient to AD champs. To each their own.
FIRST BACK/FIRST FORGE
Boots of Speed
As I've already noted above, these are crucial to your early mana sustain. You can just forge your Crystal or Shroud when you get enough gold, which will give you enough mana to keep on farming for the shoes and Bami's Cinder.
MID TO LATE GAME
Once you get your cinder, you'll notice minions coming along pretty nicely, accumulating much more gold. You'll be lvl 6 or 7 by now, which means you'll probably either get a gank or get ganked. Getting that extra gold will allow you to buy your Iceborn Gauntlet.
The gauntlet will provide you with your much needed slow, which in turn will allow you to be more useful in team fights and also slow down your enemies in 1v1. Keep getting those kills and assists until you get your Forgefire Cape and your Ionian boots of Lucidity.
These together will give you enough cooldown reduction and armor to survive virtually any AD champion. Next, of course, will be some damage and magic resist. Now, you have to be the judge here and see which you need more urgently. I would personally get some damage if I'm in the lead, but MR is always a good idea if you want the safe road.
These right here will complete your build. Now, again, if you feel like you're in a tight spot, throw the Black Cleaver and go for something tankier, like Warmog's Armor.