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Ornn Build Guide by DixonTheGuideMaker

Top 💡Complete Ornn guide by Dixon 📜 12.15 ✅

Top 💡Complete Ornn guide by Dixon 📜 12.15 ✅

Updated on August 11, 2022
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League of Legends Build Guide Author DixonTheGuideMaker Build Guide By DixonTheGuideMaker 58 9 4,027 Views 8 Comments
58 9 4,027 Views 8 Comments League of Legends Build Guide Author DixonTheGuideMaker Ornn Build Guide By DixonTheGuideMaker Updated on August 11, 2022
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Runes: Grasp VS melee enemy

1 2
Grasp of the Undying
Second Wind

Magical Footwear
Biscuit Delivery

+10% Attack Speed
+6 Armor
+6 Armor


Flash + Teleport
LoL Summoner Spell: Flash


LoL Summoner Spell: Teleport


Threats & Synergies

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

Champion Build Guide

💡Complete Ornn guide by Dixon 📜 12.15 ✅

By DixonTheGuideMaker
Hello everyone and welcome to one of my guides! This guide contains useful information and general knowledge based on my own game experience + open source info from Internet about the champ 💡📚📈🔍

My name is Max, but you can call me Dixon as well. I'm from Ukraine so English is not my native language and I can do some mistakes (I'm sorry for that). However, you can also write me comments and I'm able to answer you in English, German, Russian and Ukrainian languages since I understand all of them, but in different levels of knowledge. 😄

I started to play League of Legends in 2016. My highest ELO at the moment is Platinum 2 (soloQ) and 💎Diamond 4 (flexQ) on EU-West server (top 5% best players at the server).

I would like to invite you to subscribe to my YouTube channel where I'm going to make a lot of League of Legends content in English:
You will also find my streams on Twitch by following this link:

I'm not a hardcore high elo player, but I enjoy this game and share this passion with all the people who find my content as interesting or useful.

I hope this guide will help you to improve your champion's understanding so it would be more fun to play!

Let me know in the comments section if you find any mistakes or outdated information so I could fix it! Thanks in advance!

Have a nice reading! 📖🤓
1. Can buff up his team thanks to his Passive which allows him to upgrade his allies items.

2. His Ultimate Call of the Forge God is a great tool that can set up his Jungler. It is also a good tool in 1v1 fights. Finally, it’s great in team fights as it could potentially knock-up 5 enemies.

3. Ornn scales incredibly well into the later parts of the game. He is one of the few champions who is relatively good at all stages of the game.

1. Ornn is quite vulnerable in the early game and can be abused heavily if he is against an early game dominant laner or a ranged enemy champion.

2. If you get CC’d or miss your Ultimate Call of the Forge God timing, you will be unable to knock up the enemy. Missing out on an ability like this can be devastating in late game team fights.

3. He is weak if his allies are behind. Regardless of how well he is doing, he needs his team to be able to survive and deal follow up damage on enemies he has caught out of position.

Ornn's passive ability has several positive properties. First, Ornn can buy items for himself anywhere on the map without having to return to base. This is a really nice bonus that gives you an advantage on the lane. All the gold earned can be immediately converted into inexpensive items and gain an advantage over the enemy by increasing basic characteristics. There is even a separate area above the skill bar that displays some items. Basically this is where items from the recommended buy are shown. You don't have to use this panel. You can just open the store and buy the items you need from there. Secondly, for Ornn and his allies, special enhancements are available for some items. In the beginning and middle of the game this does not give much advantage, but if the game is very long and most champions fill up all 6 slots, these enhanced items will play an important role. Even a small boost can cause your allies to win battles time after time. Third, some of Ornn's skills impose a fragility effect on enemies, which allows you to deal extra damage. The passive is really interesting and makes Ornn an absolutely unique champion in League of Legends.

With this ability Ornn can inflict physical damage and slow down enemies at the same time. Most of the time it's used for slowing down, though the damage is okay too. The crack on the ground is created almost instantly, so it won't be hard to hit with this ability. I would like to draw your attention to the fact that in the final point a pillar of magma grows from the ground after a short period of time. The pillar on its own doesn't do anything, but it can be very well used in combination with Searing Charge. So you can, for example, slow an enemy and when the enemy starts to retreat, you can use the dash and throw the enemy into the air.

This ability has several interesting points at once. The ability deals good magic damage, the strength of which depends on the target's max health. This damage is especially noticeable at the beginning of the combat. Additionally, you can use it to clean up minions in the lane. The last burst of fire puts a fragility effect on enemies. We already talked about fragility in the description of the Passive. There are a lot of advantages of course, but there is one significant disadvantage. While the ability is active, i.e. 0.75 seconds, Orn moves strictly in one direction and the cone of fire cannot be adjusted in any way.

A great ability that allows you to quickly shorten the distance to the enemy and inflict physical damage. What's nice is that Ornn can deal damage to several enemies at once and stops only if he meets some obstacle. Obstacle can be not only some part of the terrain, but also created by champions' objects. Do not forget that Ornn himself can create an obstacle using Volcanic Rupture. When he encounters an obstacle created by Ornn or other champions, he destroys that same obstacle. For example, you can break the wall of Anivia or the stone ring of Jarvan IV. By the way, tossing the enemy in the air for a full second is quite a lot. Unfortunately, the ability cannot be used to overcome obstacles, as Ornn stops after colliding them.

The first time Ornn uses it, he chooses the direction the elemental will move toward him. In doing so, the elemental will deal damage and slow down the enemies. Next, Ornn can reapply the ability second time, but there's a nuance here. At the second pressing we have the direction of a dash, and this dash is very small. You need to very clearly calculate the moment and direction of the dash to hit the elemental and make it run back in the right direction. It is extremely important to use the stun in such a way as to hit the enemies twice. And the second strike is even more important than the first one, because the second strike of the elemental throws the enemies in the air and transmits the fragility effect. There can be a situation that at the moment when you decide to hit the elemental you'll get under the effect of control and won't have time to do it, so you need to take this into consideration. The ultrasound can be used equally effectively for initiating the battle, for finishing it off or right during the fight that has already started. Also I would like to point out that when you hit an elemental and it runs back it goes much farther than in the first case. That is, the ult can really catch very distant targets. The main thing is to calculate everything correctly.
+ +
Your standard trade is to Q your target, then W and AA.

+ + + +
To trade with your opponent, Q them. When the pillar erupts E and AA, then follow up with W and AA again.

+ + + +
You can also trade by using Q, then W and an AA. E your target, then AA again.

+ + + + + +
To all in your opponent Q your target then R. W, AA then R to knock the elemental into enemies, then AA and E.
is one of the most popular items for tanks who want to deal decent damage in extended fights. The increase in IMMOLATE'S damage as well as the FLAMETOUCH effect allows tanks to dish out tons of damage while being hard to kill. This is very valuable as they usually rely on the base damage of their abilities. IMMOLATE'S burning effect can help champions with otherwise poor wave or jungle clear to be able to efficiently clear minion waves and jungle camps. It also serves as a reliable source of damage in fights.

is a particularly effective defensive option when facing down opponents whose damage is dealt primarily through basic attacks, or against opponents that utilize healing from attacks to survive fights (such as life steal). It's very useful against such champions like Aatrox, Warwick, Nasus, Darius etc.

buy this item if you want to have nice movement speed to roam across the map or to split push. The item provides also some HP and magic resistance that makes it a good choice for tanks and bruisers who lack mobility. It's also a good option against teams with lots of champions with magical type of damage.

The item also works well with champions that desire ability haste, have mana problems and make very good use of the passive for extra dueling potential. It is one of the few items to counter champions that function heavily around using basic attacks, such as most of marksmen or champions like Kayle, Yasuo, Tryndamere, Master Yi and other auto-attackers. If the enemy team has no champions who deal most of their damage by auto-attacks and don't buy items for attack speed then it can be better to buy something like Gargoyle Stoneplate or other protective item instead.

this is an ideal item for all mana hungry tanks. You buy it, upgrade it to Fimbulwinter and forget about any mana problems till the end of the game.

is a strong counter against basic auto-attackers that stack well on critical strike chance, like Yasuo, Tryndamere, Yone and most of marksmen. You should consider to buy this item if the enemy team 2 or more champions who rely on critical strike damage.

Is a good item for protection against physical and magical damage at the same time. The item is best activated under similar circumstances to Zhonya's Hourglass as a means to mitigate the enemy's burst.

you should buy this item and use this effect on such champions which are:
- An enemy champion that deals a lot of damage in general.
- An enemy champion that consistently matches you and contests your pushes on the side lane.
- An enemy champion that is very ahead, or poses a much greater threat than other enemy champions.
- An enemy champion that is the only reliable source of physical or magical damage on that team (this means you are able to choose them as the Nemesis and itemize against everyone else).

is a perfect item for every tank and player who wants to significantly increase HP and regeneration. The UNIQUE PASSIVE – WARMOG'S HEART gives you the fastest HP regeneration in the game. It heals so fast that you feel it like your champion has the healing fountain in his pocket.

the mask is supposed to protect your champion against some magic damage and its passive will give you and your teammates the opportunity to deal more magic damage to the enemies. This is a great item if you have a lot of AP champions in your team.

is most commonly used by champions to protect against magical damage and to enhance healing effects. These effects include normal healing or some form of health regeneration. In other words, you will be healed more by your allies and you will heal yourself much more effectively. Also the effects of life steal will restore more health. Its passive works well with any champion that has self-healing, self-shield, omnivamp, or life steal built into their kit.

The rune is great and useful for your champion. You can deal additional damage to enemies, restore health to your champion and permanently increase your maximum Health Points at the same time! This rune is especially good in extended fights when you can use it multiple times during the battle.

This rune gives you opportunity to destroy enemy towers faster. You can use the rune to get more gold early on from enemy tower platings after you killed the enemy or if he left the lane to restore his HP or to roam to another lane. So this runes gives your champion some additional tower pressure at all stages of the game.

This rune is a great and the best option against hard poking champions like Teemo, Jayce, Cassiopeia, Vladimir, Kayle, Kennen etc. This rune is very useful for champions with no good HP regeneration in their kit.

This rune will give you 200+ additional HP in the late game which can be a matter of life and death for your champion sometimes. This rune is also an indirect protection against assassins and other champions with strong burst damage. Thanks to the rune, you can survive their combo and be able to respond somehow by using abilities, summoners spells or active items.

With this rune we can easily take Ghost + Flash and still have access to Teleport like twice in the game for quick return to the lane after your first back and for doing split push later on and be able to fly to your team to fight for Baron Nashor or Elder Dragon. Overall you can use some Summoners Spells in literally every fight which works well with the rune Nimbus Cloak.

This rune will spare you 300 gold and gives +10 movement speed later on when you buy Tier-2 boots.

The rune helps you to live through the early game and permanently increases a little bit your mana pool which is also helpful since you will not be in need so fast to do Recall just to restore mana.

Cosmic Insight is one of the most popular runes to take when taking the Inspiration Tree. Cosmic Insight grants the user 18 Summoner Spell haste and 10 Item Haste. If the Champion relies on items a lot, it may also be a good idea to take this mastery because it will lower the Cooldown of those items.

Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.

Teleport is mainly used to minimize laning downtime after Recall or respawning, to prevent enemy laners from gaining an advantage. Teleport is also used to quickly switch lanes to defend an unguarded turret. Unleashed Teleport is great for ganking if the enemy commits to a fight and is around friendly minions, turrets, or wards. Another use for Unleashed Teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports himself to that ward. From there that champion will attempt to bring down as many turrets and inhibitors as possible. Unleashed Teleport can be used to prolong or save the life of an allied Zac by making one of Zac's Passive's drops ( Cell Division) invulnerable for the Teleport duration.
EARLY GAME (average):
He is not strong pre-six due to his abilities being too telegraphed. He will need to use the lane brushes and trade when the enemy gets too close to him or terrain. His level six is a massive power spike as he can now impact team fights consistently. It will also let him get solo kills in the lane. The first item component will boost his survivability and damage in the lane. This is very helpful as he won't even have to recall if he manages to preserve his health.

Play safe for the first few levels. You need time to come online and you shouldn’t be fighting unless you have a clear early advantage. Once you have a few levels under your belt, you can start to play aggressive and look for aggressive plays. You benefit from extended trades, so try to go for them frequently. Keep the minion wave closer to your side of the map throughout the early game. This is the best place for the wave to be as it offers you tons of extra protection.

MID GAME (average):
The second point in his Ultimate Call of the Forge God will increase the damage of the ability and will let him make plays frequently. Multiple items will allow him to soak up a lot of damage in fights. He should be a part of as many fights as possible. The first ability will be maxed out at level 9. This will deal a lot of damage to the enemy team and increase the frequency of using that ability. Anyone near terrain will have a tough time.

Split push during the mid-game and try to secure side objectives. Avoid grouping if possible. Use your strong duelling potential in the mid-game to fight and duel anyone who tries to stop you from split pushing. Although you’re a really strong split pusher in the mid-game, be prepared to group with your team and fight 5v5. You should usually start grouping when there are no nearby objectives to take.

LATE GAME (strong):
The final point in his Ultimate Call of the Forge God will grant him a massive spike, and he will be able to dish out tons of damage to the enemy. Since the ability will be up frequently, he will be able to easily pick off targets with his team. Ornn is really great during team fights as he can peel for his team and set up picks for them when required. Any dispute near terrain will be favorable for him. His tankiness will be phenomenal during this phase of the game. Combined with his damage, it will become tough to deal with him for the enemy team.

Do not fight in the late game unless your Ultimate Call of the Forge God is up. It is crucial that you only commit or look for fights when it is available as you’re going to miss. Your Ultimate Call of the Forge God will be on a shorter cooldown in the later stages of the game. If you can find an opportunity to do so, use it to catch out someone who is isolated and alone, too far forward or way out of position. Peel for your carries to keep them alive for longer. If your allies die quickly, there will be little chance that you will win the team fight.

Olaf is incredibly strong in the early game: especially at level 1. Avoid fighting him at all costs as he will beat you if he’s able to land multiple Undertow. If Olaf throws his Undertow and it’s close to you, try your best to zone him away from the thrown Axes Undertow so he is unable to pick them up. Keep the minion wave closer to your side of the map to reduce his ability to all-in you and chase you down.

Olaf is incredibly strong in the early game: especially at level 1. Avoid fighting him at all costs as he will beat you if he’s able to land multiple Undertow. If Olaf throws his Undertow and it’s close to you, try your best to zone him away from the thrown axes Undertow] so he is unable to pick them up. Keep the minion wave closer to your side of the map to reduce his ability to all-in you and chase you down.

Olaf is a dominant laner and can easily get kills at level 1 and 2 with his Undertow spam. Avoid fighting him early on. Once Olaf hits level 6, it will be difficult for you to kill him or lock him down with CC. Don’t commit to using any hard CC abilities when you know his Ultimate Ragnarok is up. As soon as Olaf completes his first item, he is going to deal tons of damage. Make sure you play respectfully and only trade with him if his Undertow is down (or he is unable to pick up an axe Undertow.

Nasus doesn’t want to fight in the early game. Instead, he wants to focus on farming and stacking his Siphoning Strike. Try to fight him when he is focused on stacking as he may focus on the farm rather than fighting you- which will allow you to gain a health advantage.

Do not push Nasus under his turret as it allows him to farm safely. Instead, freeze the lane towards your side of the map so he has to overextend for farm.
Once Nasus has some levels behind him and has multiple points in his Wither, he will have good gank set up. You’ll need to play safer if the wave is closer to his side of the map during this time so you don’t die from ganks.

Nasus will be looking to split push throughout the mid-game. He is good at split pushing thanks to his Siphoning Strike. When Nasus is split pushing, you can use the numbers advantage to start a team fight. While fighting, check the map and be keep an eye on Nasus. Be prepared to disengage if he’s about to take a tower.
If Nasus is grouping for team fights, try to lock him down with CC so he is unable to get on to your carries and kill them with his Siphoning Strike and Fury of the Sands.
Nasus is at his weakest in the early game. Try to deny as many stacks as possible so he is unable to scale quickly.

The longer the game goes, the stronger Nasus gets. Make sure you end the game as quickly as possible. While he will be focusing on farming, once he has his Fury of the Sands, his kill pressure will increase and so will his survivability. Make sure you’re not too cocky otherwise he can turn the exchange around.

Darius is one of the best duelers in the game. Do not go for extended trades with him as he will always come out ahead. Darius will look to reposition when using his Decimate. Try and stay in the inner ring so it doesn’t deal much damage. Darius is relatively immobile and weak when he is getting attacked by multiple champions. Let him push, poke him down and then request a Jungle gank for a guaranteed kill.

Try to disengage and kite Darius when he engages in a team fight. Try not to let him get on to you or your allies as he can deal tons of damage if he gets in range to pull Apprehend them in. For AD champions, investing in an Executioner's Calling will help reduce his healing and survivability in lane and in team fights. Do not overstay in a team fight when you’re low as you might set up Darius for a Pentakill with his Ultimate Noxian Guillotine.

Darius is really strong once he has time to apply multiple stacks of his Passive onto an enemy champion. Do not let him do this by staying out of melee range and avoiding extended trades. Darius is very strong at level 6 as his Ultimate Noxian Guillotine is an execute. Recall if you’re low at level 5 in case he gets the level up and tries to kill you. Darius has a very strong level 2 all-in. Take extra care when trading with him at level 1, and definitely do not fight him at level 2 as he will beat you.

Constantly adapt your positioning in lane so Ornn is unable to knock you up with his Searing Charge. Stand away from walls and his pillar Volcanic Rupture so he is unable to CC. Refrain from using any major CC abilities on Ornn when his Bellows Breath is off cooldown as he can use it to dodge or escape CC. Once Ornn hits level 6, his kill pressure in lane will increase and he may start getting ganks from his Jungler. Get vision in the river so you can spot the Jungler early.

In team fights, avoid grouping too closely as Ornn can use his Ultimate Call of the Forge God to get a multi-person knock up and start the team fight. Ornn has the ability to knock up enemies that are close to his Volcanic Rupture, terrain and walls. Avoid fighting inside the jungle as it will allow him to land an easy knockup. Ornn will tend to stick in a side lane when no team fights are occurring and when there are no major objectives up. Use the numbers advantage to start a team fight while he is away from his team.

Once Ornn unlocks his Ultimate Call of the Forge God, he will have an easier time in lane. He will be able to look for kills and even set his Jungler up once he has it available to him. Expect him to play more aggressive post 6. Every time Ornn gets an item upgrade, he will be much stronger as each unique upgrade offers him extra stats. Ornn is good in team fights. Try to fight when he’s not there as it will make team fighting much easier. Also, setting him behind in the early game will make him less strong in team fights.

Wow, have you really read the guide till this moment? I hope it was useful and interesting for you. Let me know it please by voting!

And don't forget to visit and check my YouTube channel! Maybe you will like it! 😉
League of Legends Build Guide Author DixonTheGuideMaker
DixonTheGuideMaker Ornn Guide
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💡Complete Ornn guide by Dixon 📜 12.15 ✅

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