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Ornn Build Guide by Terroronyou

Support [8.3] Bizzleberry's Ornn Support (Diamond/Master)

Support [8.3] Bizzleberry's Ornn Support (Diamond/Master)

Updated on June 17, 2018
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League of Legends Build Guide Author Terroronyou Build Guide By Terroronyou 25 1 162,648 Views 1 Comments
25 1 162,648 Views 1 Comments League of Legends Build Guide Author Terroronyou Ornn Build Guide By Terroronyou Updated on June 17, 2018
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Introduction

Hi, my name is Bizzleberry and I am a longtime League of Legends player, playing since before Season 1. Over the years I have achieved high ranking in solo queue, from Platinum in Season 1 (the highest at the time) to Challenger multiple times throughout the years. I used to stream in season 4-5 and stopped playing League for a year during season 6. I am currently in Diamond 1 on EUW as a support main. You can catch me on my stream or my Youtube channel. I try to explain what I am doing in most situations; feel free to ask any questions on stream or leave a comment on the guide!

Here is proof that Ornn Support is viable:
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Why Ornn Support?

Ornn has one of the best CC kits for team fight providing both multiple stuns and knock ups with increased CC duration. He is able to both engage and disengage and can also melt tanks with Bellows Breath.

Ornn Advantages

Two AoE Slows with Volcanic Rupture and the first cast of Call of the Forge God

Two AoE Knockups with Searing Charge and the second cast of Call of the Forge God. ( Volcanic Rupture pillar on spawn can knock up the enemy and proc your keystone Aftershock but this is not an advantage!)

A single target knockup if you attack an enemy with the Brittle debuff.

Can purchase items from anywhere on the map with his passive Living Forge and can provide special upgradable items for his teammates for a late game advantage.

Late game with 40% CDR and 15% from The Ultimate Hat at lv16 your ultimate Call of the Forge God will be at 30 seconds!

Ornn Disadvantages

Can struggle for the first few levels against heavy poke, such as Ashe and Sona combo.

Ideally needs to be paired with an AD that can handle themselves in lane.

Braum and Yasuo can block your ultimate Call of the Forge God.

Takes a bit of practise to get used to combo interactions. (such as Volcanic Rupture pillar spawning into Searing Charge.
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Runes

Resolve

After many games testing, Aftershock comes out on top. Will provide Armour and Magic Resist on a fairly low cooldown. The extra damage is a minimal but can help. Beware that Volcanic Rupture pillar will trigger Aftershock if they are 'knocked up' by it. Grasp of the Undying is better for top Ornn as you will likely be able to land more auto hits on enemy champions (don't forget you need to be in combat for 4s to even start the proc to come off).

Font of Life isn't a tremendous talent, but can provide a tiny amount of regen for your ad and teammates later on in the game.

Conditioning Highly recommend this talent over the 2 flat base increases. Once you hit the 10 minute mark you will notice the increase of tankyness and it scales decently throughout the game.

Second Wind Provides more lane sustains and regens a little during teamfights. It seems Revitalize only applies to other targets, not yourself. So Bellows Breath will not see any increase from this.

Sorcery

The Ultimate Hat this is partly why playing Ornn is such as pleasure mid/late game. His ultimate comes down to 30 seconds, with 40% CDR, The Ultimate Hat at 15% and when you are level 16. Truly amazing.

Transcendence is my favourite second option, bringing you to 40% CDR quicker, however Celerity is a perfectly fine substitute as 4% movement speed is nothing to snub at.
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Summoner Spells

&

Flash is standard, you can use it to Flash + Searing Charge.

Exhaust is largely due to the fact that there is a good chance your adc will get caught off guard pre-6, and the only way to sometimes save him, is to use Exhaust. Live to fight another day (or after you come back from the fountain).
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Abilities

Living Forge

Living Forge is Ornn's passive . It allows you to 'forge' (Purchase) any non-consumable item in the game from anywhere on the map. It also unlocks the ability for ALL of your teammates to purchase ONE upgrade on a core item, such as Infinity Edge into Molten Edge or Rabadon's Deathcap into Wooglet's Witchcap.

As long as you have enough health and mana you can stay in lane, craft your items and carry on as normal, gaining a slow lead over your opponent until they finally purchase their own items. If you forge a Sapphire Crystal you will actually receive the 250 mana in lane so allows you stay in lane even longer!

As support Ornn you will be able to upgrade your Relic Shield very early in the laning phase, providing your ADC with a bit more health regen, and a bit more gold in your pocket!

Another part of Ornn's passive is Brittle, a new debuff, which reduces the amount of tenacity the enemy has by 30% / 60% and empowers the next immobilising effect against them to deal 7 % - 13 % (based on level) of target's maximum health. This can stack twice.

Volcanic Rupture

Volcanic Rupture is Ornn's Q. Provides a ranged slow and will apply Font of Life. If you use Searing Charge after 1 second your pillar will be up and you can do an instant knock up. Damage is 'ok'.

Bellows Breath

Bellows Breath at the start of the channel provides you with a shield for 12% of Ornn's maximum health for 2.5 seconds. You are also able to move in one direction. You are no longer immune to displacement CC, such as, Blitzcrank Rocket Grab. However, if you do get stunned you will still cast Bellows Breath.

Bellows Breath scales well throughout the game, as it does enemy maximum hp damage, and is especially strong against tanks that have no, or very little, magic resist.


Searing Charge

Searing Charge use into terrain or Volcanic Rupture pillar to do a good AoE size knock up. Damage is quite low, so only use as an engage or as a get away. Searing Charge can be interrupted and prevent you from doing the knock up.


Call of the Forge God

Call of the Forge God is a two part cast. The first cast summons a Ram towards him and slows all enemies it hits and applies one brittle stack. Second cast of the ultimate will do a mini-charge that is intended to redirect the ram back into the enemy for a knock up and another brittle stack.

Call of the Forge God is a projectile and can be blocked by Yasuo Windwall and Braum Unbreakable.

At level 11, with 40% CDR with The Ultimate Hat (15%) Call of the Forge God is at a 70 second cooldown. At level 16 it is 35 seconds!
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Items

Relic Shield


Relic Shield Basic support starting item and provides your ADC with a tiny amount of health regen throughout the laning phase. Just make sure if you are being pushed in, you aren't too greedy to hit a cannon minion and in return taking a lot of damage from the enemy.

Upgrade to Targon's Brace during the laning phase for more gold and health regen and midgame. Being able to upgrade to Targon's Brace allows you to complete the 500 gold quest quicker and is required to be able to unlock wards.

Zeke's Convergence


Zeke's Convergence can be a viable option against mixed damage dealers and also gives 10% CDR. I wouldn't recommend buying this however, if your ADC is very far behind or a champion such as Jhin as they will get very little benefit from the buff element. You would likely be better off becoming tankier with the other items and on uses.

Abyssal Mask


Abyssal Mask provides you and your team with a 10% magic damage buff and considering you spend a lot of time in groups of enemies, can be very useful. Do not purchase early however, best as a mid-game item as long as they have atleast 1 magic dealer that is causing a couple of issues, otherwise it is better to go for the other tankier armor items.


Ninja Tabi


Ninja Tabi provides a lot of tankyness, especially as you will be dancing between your front and back line a lot. Very effective against lots of auto attack damage teams.

Take Mercury's Treads if they have atleast one or two hard cc stun, as this is your greatest weakness and help get out of those sticky situations.


Locket of the Iron Solari


Locket of the Iron Solariis an OK item to pick up if against mixed damage dealers, and scales with your maximum hp. However, remember that taking this will reduce your own personal tankiness but, could help your squishier teammates in a close call.


Frozen Heart


Frozen Heart decent in the late game against any auto attack heavy champions. Provides a huge chunk of cooldown reduction and requires nothing of the user, so takes something off your mind. Builds nicely from your early Glacial Shroud.

Randuin's Omen


Randuin's Omen Provides more self protection than Frozen Heart, but no addition cooldown reduction. Can stack will with Frozen Heart against full attack damage teams. The on use AoE solo is OK.
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Laning Phase

The first few levels will be the hardest, if you are able to, try and help your ADC get to level 2 before the enemy. If against a heavy poke botlane, such as Ashe + Sona you will need to wait until level 6 before you can compete. Against more standard bot lanes you will be able to engage around level 3 to 4 with your Volcanic Rupture + Searing Charge combo. Make sure to communicate this with your team, as most laners still don't know how to play against Ornn in the bot lane.

Feel free to use Bellows Breath as a self-shield to mitigate poke damage.

Make sure to buy a Rejuvenation Bead when you have 150g towards Targon's Brace to help give you a little more sustain.

If you need mana in-lane and have yet to buy one, get a Sapphire Crystal. It will juice up your mana bar! You will likely want to complete this item into Glacial Shroud to get the extra lane sustain and CDR.

Remember to take eat the river berries whenever you can to stop having to go back to the fountain.
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Midgame & Teamfights

Depending on how your team is built, will require you to take a different role. If you are the only tank on the team, you should be the one looking to engage and setting up teamfights with Call of the Forge God. If assassins are flanking in, try and protect your ADC as best you can with Searing Charge Combos.

If you are ahead you will find yourself very tanky and able to even melt tanks, but try not to be overconfident by yourself, as if you are CC'd and unable to use Bellows Breath you can end up being a bit squishy.
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Conclusion

Thanks for reading my Ornn guide, I hope you give it a try in ranked and I wish you the best of luck! For more guides and fun videos please visit my stream or my Youtube Channel

Fun videos:

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League of Legends Build Guide Author Terroronyou
Terroronyou Ornn Guide
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[8.3] Bizzleberry's Ornn Support (Diamond/Master)

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