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Ornn Build Guide by PH45

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League of Legends Build Guide Author PH45

[8.18] PH45's in-depth top lane guide to Ornn, the demigod!

PH45 Last updated on September 20, 2018
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Cheat Sheet

Top lane Ornn

Ornn Build

LoL Path: Resolve
LoL Rune: Grasp of the Undying
Grasp of the Undying
LoL Rune: Bone Plating
Bone Plating
LoL Rune: Second Wind
Second Wind
LoL Rune: Revitalize

LoL Path: Inspiration
LoL Rune: Biscuit Delivery
Biscuit Delivery
LoL Rune: Perfect Timing
Perfect Timing

+30-270 Health (at levels 1-18)

LeagueSpy Logo
Top Lane
Ranked #58 in
Top Lane
Win 46%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Threats to Ornn with this build

Show all
Threat Champion Notes
Garen Not too difficult in my opinion, as he is coming to Q you W him and auto him when you are silenced. Once you get tabis and a bit of armor you should be fine, you won't be able to kill him without junglers help but he shouldn't be able to kill you either.
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Information about the author

Hello, I'm PH45, and this is my Ornn Guide!

My real name is Patrik, but you can call me either way. I am a long time League of Legends player (started back in Season 1). I'm a Diamond 4 Jax main but when a new champion comes out I usually grind them a lot ( Kayn and Xayah both 100k) so I decided to do the same with Ornn. I also decided to do this since Ornn is a top laner, which happens to be my main role so Ornn fitted right in. So join me on this guide on seeking the best way to play Ornn and craft your teams way to victory!

My OP.GG for anyone interested

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A bit of information about Ornn

Ornn is a vanguard, who provides CC for his team and also some late game power with his power to craft more powerful versions of popular items like Trinity Force and Rabadon's Deathcap. This brings more power to late game for his team and he also provides longer CC for his team, so Ornn is an excellent pick for team comps with already a lot of CC. He is a good pick top lane, and also viable as a support, jungling I'm not too sure but you are free to try.

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Summoner spells

Flash: Pretty normally taken summoner spell. Can get you out of tough spots or closer to a CC-able target or even closer to a kill.

Teleport: My preferred second summoner spell. Cooldown was nerfed to 6 minutes but most of the time you still want to take this as it enables you to teleport to teamfights or just get back to lane in tougher matchups etc.

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+ Has crowd control
+ Gets quite tanky
+ Good synergy with Righteous Glory
+ Can shop from anywhere
+ Provides a lot of late game power for team with passive's upgraded items
+ Prolongs teammates CC with Brittle

Ornn provides a lot of benefits for his team with CC and upgradeable items.

- Can't buy consumable items (though it would be seriously op so very understandable)
- Has mana issues early
- Can get poked down
- Requires a learning curve for angle and timing on bouncing back his ultimate

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Firstly, I chose the Resolve tree since this will be the most beneficial one for Ornn. The keystone of choice is either Aftershock or Grasp of the Undying as they both seem to be the best choices for Ornn. With Grasp you deal bonus magic damage equal to 4% of your max health, heal you for 2% of your max health, and permanently increase your health by 5, all that adds up to pretty good gains.

With Aftershock, especially in lanes where you may not be able to get an auto off reliably to proc Grasp of the Undying, this is a great choice. Not only does it make you more tanky with the extra resistances, it also deals damage after a short while which helps with the trade.

Second rune is Bone Plating. It gives gives a great advantage in lane while trading since the next 3 spells that you take after this activates deal 15-40 damage less to you. Other choice was Font of Life but it doesn't do you much good while laning.

Next up is Second Wind. As Ornn you can get poked a lot since you are melee but with this it allows you to stay in lane a bit longer and with your item building it can really extend your life in lane.

Lastly we take Revitalize for the extra shield size. This increases your W shield size and also if your team has supports and such who shield this is a great rune to have.

For secondary tree I took Inspiration. From there I chose Biscuit Delivery. Biscuit Delivery helps with your mana issues early and mid game and also just let's you stay in lane longer.

Lastly I chose Perfect Timing as it gives you a free stopwatch, while they nerfed it yes it still helps you achieve Gargoyle Stoneplate faster and it can also help you in a sticky situation after the stopwatch becomes available.

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  • Living Forge (Passive): INNATE: Ornn can purchase non-consumable items from anywhere on the rift by forging them himself, and is also presented a Forge Menu with his recommended items to select to be forged. Forging takes 4 seconds and the process is interrupted if Ornn enters combat, disabling Living Forge. In addition, Ornn and each of his teammates can purchase MASTERWORK upgrades. Each player may only have one MASTERWORK upgrade at a time. More on the MASTERWORK upgrades in a different section. Masterwork upgrades now become available once Ornn reaches level 13

  • Volcanic Rupture (Q): ACTIVE: Ornn slams his hammer into the ground, sending a fissure in the target direction that stops early if an enemy champion is hit, dealing physical damage and slowing enemies hit for 2 seconds. The pillar also displaces champions who are standing on top of it when it spawns.

  • Bellows Breath (W): Ornn shields himself for 12% of maximum health for 3.5 seconds and marches in the target direction over the next 0.75 seconds. Over the march he belches fire over a cone in front of him, dealing magic damage to enemies hit. The final bout of flame will apply Brittle.

  • Searing Charge (E): Ornn charges forward, dealing physical damage to enemies he passes through, stopping upon colliding with terrain. Upon collision creates a shockwave that deals increased physical damage and knocks up enemies within for 1 second. This ability can also destroy enemy champion created terrain, which can help you escape from abilitys like Anivias wall or Jarvan IV's ultimate.

  • Call of the Forge God (R): FIRST CAST: Ornn summons an elemental at maximum range in the target direction that stampedes toward him, dealing magic damage and slowing enemies hit by 40% for 2 seconds.

    While stampeding, Ornn can re-activate Call of the Forge God.

    SECOND CAST: Ornn dashes forward in the target direction. If Ornn collides with the elemental, he headbutts it, sending it stampeding again in the new direction and empowering it to knock up enemies hit. Call of the Forge God can damage enemies twice.

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Skill Sequence

> > >
Ornn's abilites are a bit odd to max, but I think the best thing to do right now at least is take points in Call of the Forge God when possible. Out of basic abilites maxing Bellows Breath seems most beneficial when laning, followed by Volcanic Rupture and lastly Searing Charge.

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Sunfire cape, light em up
Good early item, especially vs AD lanes. Gives you armor, HP and some Aoe damage around you. Late game upgrading this to Forgefire Cape can also be quite effective if facing a lot of AD damage.

Abyssal mask, boost for magic damage
Good item to pickup vs AP damage, or simply if you want your teams AP champs to deal more damage due to it's unique passive. Upgradeable to Infernal Mask which is beneficial in late game vs strong AP champions.

Righteous glory, to battle!
Fun and effecient item. Allows you to initiate fights well or just catch a single target easily. The movement speed helps you catch up and the effect ending slow also helps you to lay down your own CC onto the target.

Warmog's armor, regen for days
Extremely good pickup as with this you can stay on the map longer if you are low HP for example, and use your passive to craft this item while outside base. The regen will have you back up and running at foes in no time. Also the large amount of HP you get out of this item helps a lot.

Spirit Visage, healing improver
Helps you get more regen. Works well with Warmog's Armor but isn't a must have item every game. It's a good item to take when facing a lot of magic damage, and your team has good healing, or if you have picked up Warmog's Armor.

Randuin's Omen, death to ADC's
Helps extremely well in auto-attack oriented matchups and later on it's slowing effect is nice in teamfights and it also slows enemys attack speed when they hit you so it lessens the enemys DPS.

Ninja tabi
Great item for autoattack and AD matchups. Most of the time you'll be picking these up since you need to tank a lot of autoattacks and AD damage in teamfights.

Mercury's treads, the option for CC
Pretty self-explanitory, get this if the enemy laner or the whole enemy comp has a lot of CC, as you don't want to be CC'd so you can lay your own CC on the table.

Thornmail, the way to cripple an AD comp
This item seems to be really good in some cases now. If the opposing team has lot's of healing champions or just a fed AD champ with lifesteal this is the perfect item.
Thornmail now applies Grievous wound which helps killing those pesky healing champs much easier. Also it get's the cold steel passive which is nice.

Iceborn Gauntlet, Sheen with CC
Gives you armor, sheen proc and a small slow so you can stick to people. Also some mana to help with your mana issues. Not optimal for every game but surely a viable item for Ornn

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New status effect - Brittle

Ornn introduces a new type of status effect onto League of Legends, Brittle. After Ornn has used his Bellows Breath the final flame burst marks opponents with the Brittle status effect. Also his ult Call of the Forge God applies the Brittle status effect. Any CC applied to this target during the status effect will prolong the CC by 30%, meaning the CC will last 30% longer. They will also take % health damage. When Ornn autoattacks a Brittled target he knocks them back.

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Masterwork item upgrades

Ornns passive Living Forge allows his teammates to purchase Masterwork upgrades onto a couple certain items. Each teammate is limited to one Masterwork upgrade.

Infinity Edge becomes Molten Edge
- Cost +1000g
- +30 AD

Zhonya's Hourglass becomes Zhonya's Paradox
- Cost +1000g
- +30 AP
- +15 Armor

Trinity Force becomes Trinity Fusion
- Cost +1000g
- +100 HP
- +100 Mana
- +10 AD
- +10% Attack Speed
- +3% Movement speed

Abyssal Mask becomes Infernal Mask
- Cost: +1000g
- +200 Health
- +35 Magic Resist

Rabadon's Deathcap becomes Rabadon's Deathcrown
- Cost: +1000g
- +55 AP

The Black Cleaver becomes The Obsidian Cleaver
- Cost: +1000g
- +150 HP
- +20 AD

Sunfire Cape becomes Forgefire Cape
- Cost: +1000g
- +200 HP
- +30 Armor

Redemption becomes Salvation
- Cost: +500g
- +100 Health
- +100% Base Health Regen
- +50% Base Mana Regen

Locket of the Iron Solari becomes Circlet of the Iron Solari
- Cost: +500g
- +15 Armor
- +15 Magic Resist

I think for Ornn the most useful ones are Forgefire Cape and Infernal Mask. Deciding which one to pick mostly depends do you face more AD or AP, Forgefire Cape for AD heavy comps or simply vs fed AD champs and Infernal Mask when opponents have a lot of magic damage or a fed mage.

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Champion synergies

Ornn and Anivia synergize well due to Anivias high CC abilties and also due to her wall, which Ornn can E to and knock up foes that are caught behind it. Brittle makes Anivias CC hit harder.

Maokai is another great champion that Ornn synergizes with. Maokai has a ton of CC and especially if Ornn hits his ult first and Maokai hits his after the enemies are CC'd for such a long time that there is really no escape for them. Maokai won't be seen often in same team with Ornn though since they are both top laners and Maokai jungle is kind of a rare sight these days.

Trundle also works well with Ornn, mostly seen as a jungler Trundle can just lay down a pillar for Ornn to E to to CC opponents down and get an easy kill.

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Ornn Combos

Also as demonstrated in the Ornn champion spotlight, you can start with Volcanic Rupture, continue with Bellows Breath + auto and then knock them onto Volcanic Ruptures magma pillar with your Searing Charge.

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Update log

I will be listing here the things I update when I make changes to the guide.

22.8.2017 - Added the Brittle section, Masterwork upgrades section and the Combo section.

23.8.2017 - Added items section.

30.8.2017 - Updated masteries section, skill sequence, added a couple new matchups and updated the builds section.

3.9.2017 - Updated masteries section again.

26.9.2017 - Updated some outdated info and fixed stuff around the guide.

6.11.2017 - Cleaned up the guide a bit.

8.11.2017 - Updated for Runes Reforged.

9.11.2017 - Updated runes a bit.

6.12.2017 - Added Aftershock to runes section.

12.12.2017 - Added 2 pot start.

19.12.2017 - 1 million views passed! Thank you all!

7.1.2018 - Updated Runes.

24.1.2018 - RIP Ornn's unstoppable W

3.3.2018 - Updated runes.

2.7.2018 - Cleaned up the guide a bit.

14.7.2018 - After testing out Iceborn Gauntlet as a core item I have included it in most builds since it really helps your trading and keeping up with opponents.

20.9.2018 - Added champion synergies section (WIP)