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Ornn Build Guide by oman20

Top gold

[7.17] Ornn, Zeus' forgekeeper

By oman20 | Updated on August 26, 2017

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Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

LeagueSpy Logo
Top Lane
Ranked #28 in
Top Lane
Win 52%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Introduction

Welcome, one and all, to the very first (good) Ornn guide! Here we will talk about our new top tank forger, discuss his strengths, weaknesses and explain why he might be one of the best tanks yet. Stay tuned and enjoy!

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Runes

Now, let's start discussing some runes.



MARKS





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.

SEALS





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!

GLYPHS





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.

QUINTESSENCES





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.
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Skills

Alright, let's delve into the skills of our forger.

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



Searing Charge(E)



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



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Pros / Cons

Pros
    - 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

Cons
    - 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
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Skill Sequence

Okay, so, as I've said before, you should start by taking Bellows Breath. It will give you the ability to apply Brittle, while giving you some farming capabilities. Trust me, in some cases, Brittle can be a real game-changer. You should then take Volcanic Rupture, and of course Searing Charge. After that, I suggest you max your W first, for a stronger shield and better farming capacity.

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.
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Items

Let's focus a bit on the items listed above.

START


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.



Corrupting Potion

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.



Doran's shield

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





Sapphire Crystal



Glacial Shroud



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.



Abyssal Mask



Sterak's Gage



Black Cleaver

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.

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Summary

That concludes my short but sweet Ornn guide. Feel free to rate and comment, and above all, send some feedback my way. I'd love to know what you think.

Thanks for reading!
League of Legends Build Guide Author oman20
oman20 Ornn Guide

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[7.17] Ornn, Zeus' forgekeeper