Test of Spirit(E) is essential when it comes to trading. Dodging this ability is the key as it will reduce her trading power. Ensure that youāre always stood behind at least 1 minion. Do not stand inside the minion wave though as Illaoi can use her Tentacle Smash(Q) to push the wave and poke you at the same time if you stand in it. Try and freeze the wave closer to your side of the map. Illaoi is weak early on and will try to freeze the wave and then zone you away from minions when she is stronger. By keeping the wave closer, youāll limit her ability to farm and scale.
Tryndamere
Tryndamere will look to split push during the mid-game and heāll rarely join team fights. You can use the numbers advantage to force objectives or look for favourable fights to gain an advantage. If Tryndamere is split pushing in the bottom side in the mid-game, avoid sending lots of people to stop him when Baronās up. It will take you some time to kill him even if you commit 5 champions to kill him which could give his team lots of time to take the Baron. Try to fight when Tryndamere doesnāt have his Ultimate up. This will make it incredibly difficult for him to dish out lots of damage in a team fight.
Renekton
Renekton is an early game dominant champion. Expect him to play aggressive and go for kills. Whenever Renekton is above 50 Fury, his next ability will be empowered. Stay at max distance so he cannot get an empowered Ruthless Predator(W) or Cull the Meek(Q) off on you. Avoid fighting when he has tons of Fury too. Do not underestimate Renekton range with his Dash Slice and Dice(E). He can use it on the minion wave to close the gap and trade with you.
Aatrox
Use the minion wave to block Aatrox from landing his Infernal Chains(W) and going for the all-in. Always ensure that there is at least one minion between you and him at all times. Both his The Darkin Blade(Q) and Umbral Dash(E) have rather long cooldowns in the early game. If he uses them, try to abuse the cooldowns and trade with him while theyāre down. Aatrox benefits from bursty trades with his Q. Try and keep your distance at all times and be prepared to sacrifice a little bit of CS, so he doesnāt burst you down.
Gangplank
Try to shut down Gangplank early with the help of your Jungler. Gangplank will eventually outscale you in the progress of the game, so putting him behind will make it harder for him to take over the map. Don't engage with melee trades when Gangplanks Passive is up. It will help him win trades, so wait for him to use it on a minion before looking to fight. Wait for Gangplank to blow up his Barrels Powder Keg(E) before looking to fight. If he has one placed in a nearby bush or has one under him, wait for it to blow before looking to fight.
Dr. Mundo
Dr. Mundo can farm really easily under his tower. Try to not have the lane pushed against him because it actually benefits him. Instead, keep the wave even or closer to your side of the map so you can receive ganks. If Dr. Mundo is behind, he will start farming with his Infected Bonesaw(Q). Do not get in the way of them unless he is trying to secure a Cannon Minion. Dr. Mundo is rather immobile and can easily be killed when locked down. Request assistance from your Jungler to execute him when he is low.
Volibear
Volibear is a very strong laner. Expect him to play aggressive in attempts to get an early lead over you. Once Volibear is level 6, avoid staying in lane when low as he can use his Ultimate Stormbringer(R) aggressively and catch you out. If you are forced to recall, do not recall under tower as his Ultimate Stormbringer(R) can stop towers dealing damage. Stay at max range at all times and retreat briefly if he activates his Thundering Smash(Q). Staying at max range when youāre not looking to trade will make laning against him much easier.
Rumble
Rumble is very immobile and prone to all-ins. Try to freeze the wave closer to your side of the map. This will force him to overextend for farm, which can allow you to all-in him, deny him from farm or even set up your Jungler for an easy takedown. Rumble is rather squishy early and suffers heavily when his Flamespitter(Q) is on cooldown as he will lack damage. Looking to fight after he uses his Q will make trading easier for you. Donāt underestimate Rumbleās damage in a trade. If you get hit by multiple Electro Harpoon(E)ās and stand in his Q for too long, he will dish out a lot of damage.
Mordekaiser
As soon as Mordekaiser activates his Indestructible(W), disengage as he will block the damage you deal to him if you continue to fight him. Mordekaiser is quite immobile. If you keep the minion wave closer to your side of the map, you will force him to overextend for farm. You can then capitalise on this and get assistance from your Jungler. Once Mordekaiser hits level 6, his kill pressure in lane grows. Keep this in mind and be wary with your positioning when low as he may try and catch you out with his Ultimate Realm of Death(R).
Rengar
At level 1, Rengar may try to cheese you to get an early health lead. You can reduce his all-in potential by waiting for him to show before walking forward. Keep the minion wave closer to your side of the map so Rengar cannot jump out of the bushes and trade with you. Furthermore, stick towards the bottom side of the lane at all times to make it harder for him to jump on you. Once Rengar hits level 6 and unlocks his Ultimate Thrill of the Hunt(R), he may look for the all-in. Alternatively, if he is unable to kill you, he may push the wave and try to roam with his Ultimate. If he leaves lane post 6, make sure you ping that heās gone to reduce the chances of him getting a successful Ultimate off.
Warwick
Keep the wave closer to your side of the map early to reduce Warwickās chances of running you down and killing you. Investing in healing reduction can do a lot in this matchup. Warwick has a lot of sustain and will be buying items that increase his healing. At level 6, Warwick will look for aggressive plays. If he cannot use his Ultimate Infinite Duress(R) in your lane, he will rotate somewhere else and use it there instead.
Olaf
Olaf is incredibly strong in the early game: especially at level 1. Avoid fighting him at all costs as he will beat you if heās able to land multiple Qās. If Olaf throws his Q and itās close to you, try your best to zone him away from the thrown axes 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.
Irelia
Avoid trading with Irelia when she has her Passive stacked as she will out trade you. Keep an eye on the little bar under her health.When trading with Irelia, keep an eye on low health minions in your lane. Irelia may use her Bladesurge(Q) on the minion to escape the trade or run you down after a skirmish. Irelia benefits from extended trades. Try and avoid going for extended trades with her as she will always win them.
Akshan
Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Post 6, try to interrupt or somehow force Akshan to top his Ultimate Comeuppance. This will increase your survivability and it will be put on a short cooldown. Keep in mind that early armor will be very beneficial in this matchup. Akshan is an AD champion, so picking up early armor will protect you from some of his damage.
Fiora
Fiora's Passive can make a huge difference when trading with her. If youāre unhappy with the area marked, walking back a certain distance will reset the position. Playing around Fiora's Riposte(W) is a focal point of the lane. Try baiting it out before you all in her to prevent her from neglecting your CC. Keeping the minion wave closer to your side of the map will make it very hard for her to chase you down and kill you in lane. If you push and she freezes, you will be very vulnerable to ganks and all-ins from Fiora.
Kled
Keep in mind that Kled will try to play super aggressive in the early game to get a kill. Stay at max distance and avoid overextending. When duelling Kled, keep an eye on his secondary bar. If itās almost full, he will mount during the skirmish and heāll be able to kill you. Avoid going for extended duels when he is about to remount. Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Neither will he be able to chase you down with his Ultimate(R) once you walk up to farm.
Lillia
Post 6, fighting Lillia alone could be difficult as she can use her Ultimate Lilting Lullaby(R) to protect herself or turn around the exchange. Avoid committing to fights unless you are certain you can kill her quickly. Keeping the wave closer to your side of the map early will force her to overextend for the farm which you can abuse to all-in her or set up your Jungler. Look out for Lilliaās build. She has a very versatile build path and will build lots of different items. Keep this in mind and buy items that counter her build.
Vayne
As Vayne is a ranged champion, when playing as a melee champion, be prepared to sacrifice CS for XP and health. Donāt let her kill you in the early game as youāll make her late game even stronger. If Vayne ever uses her Tumble(Q), use the cooldown to play aggressive and try to kill her. She is rather vulnerable when her Q is down. Keep the minion wave closer to your side of the map in the early game. This will reduce her chances of zoning you away from the minion wave. It will also make her susceptible to ganks.
Sett
Avoid extended trades with Sett early. He has a lot of physical damage and will win most auto-attack trades. Keep this in mind when trading with him. At level 6, Settās Ultimate The Show Stopper(R) is pretty strong. Do not overextend or stay on low health in the lane as he can easily kill you or set up his Jungler. Keeping the minion wave closer to your side of the map early on will reduce Settās ability to get kills and win lane. If youāre not very strong in the early game, default to keeping the wave on your side of the map.
Poppy
Make sure youāre never near a wall otherwise Poppy will be able to use her Heroic Charge(E) and push you into it. Whenever Poppy throws her Buckler and it lands near you, try to step on it. However, do not over commit to destroying it as she may use your positioning to play aggressive. Post 6 itās going to be difficult for you to kill Poppy as she will probably use her Ultimate to knock you away. Keep this in mind and hold on to any CC abilities until she starts the channel.
Trundle
Stand in the middle of the lane rather at the sides of the lane. If you stand around the edges near the wall, you are allowing him to set up his Jungler with a quick and easy Pillar Pillar of Ice(E). As Trundleās Passive regenerates health every time a minion dies, he will get a lot of extra sustain in lane. Try to get an early Grievous Wounds to reduce his healing. Trundle is good at level 2 and 3. Avoid fighting him unless youāre as strong as him, or if you have lots of sustain too. He will be able to out sustain you from every trade if you commit to them early on.
Darius
Darius is one of the best duelers in the game, so donāt overstay your welcome. Do not go for extended trades with him as he will always come out ahead. Darius will look to reposition when using his Decimate(Q). Try and stay in the inner ring so it doesnāt 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.
Pantheon
Once Pantheon hits level 6, communicate with your team whenever Pantheon recalls or leaves lane as he may use his Ultimate Grand Starfall(R) to roam and help another lane. Itās not uncommon for Pantheon to recall and run bot with his Ultimate. Take care in the early game as Pantheon will try to skirmish frequently and go for kills. Keep this in mind and be prepared to sacrifice some CS for XP if youāre weak in the early game. Avoid trading with Pantheon when his Passive has lots of stacks as he will deal lots of damage in a trade. The best time to fight him is when he has no stacks and an ability on cooldown.
Garen
Deny Garenās Passive by auto-attacking him whenever possible. This will reduce his sustain in lane and make killing him easier. Garenās Judgment(E) deals extra damage to lone targets. You can mitigate the damage by fighting beside your minions. They will also start focusing him if he auto-attacks you. Try and stay at max distance at all times against Garen. This will reduce his all-in potential. Additionally, by standing at the maximum distance possible, he will have to waste his Decisive Strike(Q) to get in range of you to trade. You can capitalise on this and look to trade with him while itās on cooldown.
Swain
Swainās early game is rather weak. If youāre playing as an early game champion, try to get an early advantage to reduce his scaling. His Root Nevermove(E) will only trigger on the first enemies he hits on its return. Stand near your Caster Minions and walk forwards when he throws it out so the minions get CCād and not you. At level 6, his kill pressure and survivability increases. Unless you have the advantage, disengage as soon as he activates his Ultimate Demonic Ascension(R).
Gnar
Gnar can easily escape ganks with his E. Try and bait this ability out before your Jungler arrives in your lane to reduce his chances of escaping. Do not commit to using your Ignite or any burst spells if Gnar is about to change forms as Mega Gnar gives him extra health that will allow him to survive. As he is a ranged champion, itās important that you do not let him poke you down and harass you with basic attacks. Be prepared to sacrifice some CS for XP if youāre low.
Gwen
Look to fight her when she doesnāt have many Qās stacks as her ability to trade back with you will be reduced. Her damage output will be lower when she has no stacks. Good times to look for fights are when she has used her Hallowed Mist(W). When she activates her W, she will gain bonus defensive stats. If you can bait it out, or disengage when her W is active, you will find it easier killing her when it is on cooldown. Extended trades work in her favour.
Vladimir
Vladimirās Sanguine Pool(W) has an incredibly long cooldown during the laning phase. Find a way to bait it out and then look to play aggressive while itās on cooldown. Whenever Vladimir has his empowered Transfusion(Q) available, play safer or walk backwards so he is forced to use his Transfusion(Q) on the minion wave rather than you.
Sylas
To make it hard for Sylas to land his E on you, always make sure youāre behind at least 1 minion so he cannot land the CC on you. Look for extended trades after Sylas has wasted an ability. This will make it harder for him to out trade you in a skirmish. Look out for his Passive though and try to wait for the stacks to disappear before committing to a trade. Sylas has really good map pressure and can roam with ease. If he has left lane and started roaming, communicate with your team and push him in to deny him gold and XP.
Yorick
Pay close attention to Yorickās Graves. If he has 3 or more, he can spawn them into Ghouls. Avoid fighting him when there are a few laying around. Yorick struggles in the early game. Keeping the minion wave closer to your side of the map in the early game will make it harder for him to get farm and carry in the late game. If youāre ever caught in his Dark Procession(W), auto-attack the walls as quickly as you can. Avoid fighting him inside of it and be prepared to Flash if youāre low.
Tahm Kench
Ensure youāre always behind a minion so it is harder for him to land his Tongue Lash(Q). If he is able to land his Q, he may look for a fight. As soon as Tahm Kench activates his Grey Health Thick Skin(E), disengage from the fight as it will offer him protection and you may be unable to kill him through the bonus health. Tahm Kench is quite immobile. If you can, try to keep the minion wave closer to your side of the map. This will force him to overextend for farm, which can allow you to chase him down, or set up your Jungler to kill him.
Akali
Akali has a powerful early game with her Five Point Strike(Q) and Passive. She will look to harass you whenever you go for CS. Avoid letting her get free harass on you by keeping your distance and staying at max range at all times. If she does use her Five Point Strike(Q) and it hits, do not walk forward for some time. Akali has no built-in sustain and she has poor base stats. She is also melee. Use this to your advantage to trade with her early on and harassing her whenever she goes for CS. A good time to trade with her is when she has used/missed her Five Point Strike(Q). Akaliās Twilight Shroud(W) is important for trading and her survivability, but it has a long cooldown. Trade and harass her whenever it's down.
Camille
Try and stand in the middle of the lane at all times. This will make it harder for her to land her Hookshot(E) in a trade. Donāt get close to the walls as this will give her the opening to engage. Camille uses her Hookshot(E) in lane, she will be vulnerable while itās on cooldown as itās her main way of disengaging from ganks. Bait out her Hookshot(E) prior to your Jungler arriving in your lane to reduce her chances of survival.
Yone
Yone is incredibly mobile in lane, but if he uses his Soul Unbound(E), you can abuse the cooldown (after heās returned) to play aggressive and poke him down. This will make it harder for him to survive a trade or trade back with you. Avoid chasing too far when Yone uses his Soul Unbound(E) as he will always return to his original spot. Try and stay far back though so he is unable to get onto you by his E+Q very easily.
Sion
Sion has a deceptively powerful laning phase for a tank. So be careful of his Decimating Smash(Q) poke. Try dodging it by moving left or right instead of walking backwards. Post 6, Sion has good gank set up and can escape ganks quite easily. His kill pressure also increases, so be mindful of his level 6 power spike. Extended trades do not work in Sionās favour. If you can bait out an ability, you could look to trade and abuse his cooldowns to get him low.
Yasuo
Be cautious around the minion wave as Yasuo will often use his Sweeping Blade(E) to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times. Try to keep the minion wave closer to your side of the map early on. This will reduce his ability to play aggressive and look for an all-in. Good times to use CC abilities or to trade with Yasuo is when he is overextended after using his E. You could use his poor positioning to go for a favourable trade to get him low.
Teemo
As Teemo is a ranged champion, expect him to try and harass you as much as possible. Investing in defensive starting items could be a good way of dealing with him from the get-go. Teemo will place Shrooms Noxious Trap(R) around the edges of the lane. Avoid walking to the side of the lane and only walk the path your minions take to reduce your damage taken. Be prepared to sacrifice some CS for XP and health. Teemo has a lot of kill pressure if he takes Ignite and is able to harass and poke you down.
Urgot
Don't fight with Urgot at level 1 as he will have all his shotgun knees ready and he can quickly bring your life to zero if he can proc them all. Try to dodge Urgotās Corrosive Charge(Q) and Disdain(E) in the laning phase. They both have long cooldowns and you should trade with him when theyāre down for a better chance of coming out ahead. Try to stay over 25% health at all times. This will increase your chances of winning lane and surviving. If youāre lower than this, he can just use his E, auto once and then finish you off with his Ultimate.
Jayce
Jayce is going to use his range advantage to poke down champions. Be prepared to sacrifice some CS for XP when necessary. While he does have tons of poke, he does have high mana costs. If you can, try and look to fight when he is low on mana as he canāt do much of a combo when heās low. Make sure youāre always behind the minion wave so the minions block his Q damage. Do not stand directly behind them as his Q is AOE.
Jax
Aim to trade when Jax has used his Counter Strike(E) as it will block basic attacks. It has a long cooldown, so make sure you exploit his weakness. Jax has no build-in sustain and is melee. If you have the range advantage, try to poke and harass him as much as possible to prevent him from looking for the all-in. This will also force him to burn through his potions quickly. After level 6, every third auto will deal extra magic damage. Do not commit to extended trades with him, especially if heās been able to stack his auto attacks on minions beforehand.
Riven
Riven is an early game dominant champion who can take over the lane through short trades. Try not to trade with her unless you can match her trading potential. Riven will often play hyper-aggressive and try to outplay you with her Broken Wings(Q). If possible, try to bait out her main abilities and then re-engage when she has cooldowns. This is your best bet when laning against a Riven. Keep the minion wave frozen near your Tower. If you are playing close to your Tower, her all-in potential is limited as the Tower will protect you and she will not be able to look for frequent trades.
Gragas
Look for extended trades whenever possible. Gragas relies heavily on his abilities to deal damage, but if theyāre on cooldown he cannot really do anything except for auto-attack. Go for extended trades when one of his abilities are down. Gragas can tease an engage when his Body Slam(E) is up. Try and stand behind or near minions at all times. However, do not stand too close to them since the ability does have an AOE and if youāre close to them, youāll be hit by his E. If Gragas uses his Drunken Rage(W), itās because he wants to do something such as setting up his Jungler or going for a trade. Play safer for a short period of time whenever he uses his W.
Wukong
Do not try to execute Wukong if he still has his Warrior Trickster(W) available. This is because you may waste your execution on him and he will survive. Keep this in mind when trading too. Wukong wins a lot of auto attack battles, so donāt go for extended trades with him unless you can kill him. If Wukong has left lane after level 6, tell your team as soon as he leaves. He might be trying to use his Ultimate Cyclone(R) in a different lane too help his allies.
Kennen
As Kennen is a ranged champion, when playing as a melee champion, donāt let him poke you down with his Thundering Shuriken(Q) or basic attacks. Be prepared to sacrifice some CS for XP. Kennen has a versatile build path. Keep an eye on which build he is going for and build items to counter it accordingly. Extended trades will benefit Kennen. Try to fight him when heās low on energy or has no stacks to stun you with.
Cho'Gath
Constantly keep an eye on your champions position as well as his. If you keep your eye off the ball for 1 second, ChoāGath may end up hitting you with his Rupture(Q) or Feral Scream(W). ChoāGath has a lot of sustain thanks to his Passive which restores health. Look to trade frequently or he will out sustain any damage you deal to him. ChoāGath will get lots of sustain through his Passive and the items he buys.
Shen
Shenās early game is quite strong. Expect him to play aggressively and try to burst you down. Staying at max distance when your abilities are on cooldown will make it harder for him to kill you.Playing around Shenās taunt Shadow Dash(E) will make the laning phase much easier for you. If you can bait this ability out, you have a period of time where you can play aggressive and force him to lose lots of health. Post 6, if he uses his Ultimate(R) to assist another lane, try to cancel it with a CC ability. If you canāt cancel the ability, ping and push the minion wave into his tower as quickly as you can.
Quinn
Quinn is an early game bully and will try to harass and poke you as often as she can. Try and stay outside of her auto-attack range and be prepared to sacrifice some CS for XP so you donāt fall behind. Once Quinn hits level 6, her kill pressure in a trade doesnāt exactly increase as her Ultimate Behind Enemy Lines(R) is a utility tool. However, her ability to roam does. If she leaves lane, ping your teammates so they know that she is missing. Keeping the minion wave closer to your side of the map in the early game will allow you to get gold and XP without fear of Quinn zoning you away and denying you farm. Post 6, you shouldnāt be freezing as it will give Quinn an opportunity to roam.
Kayle
Kayle is at her weakest in the early game. Try to abuse her weakness by playing aggressive and getting kills. Putting her behind in the early game will reduce her ability to carry later on in the game. Keeping the minion wave closer to your side of the map will force Kayle to overextend for farm. Once she walks up and tries to last hit, you could play aggressive and try to all-in her. Once Kayle hits level 6 and unlocks her Ultimate Divine Judgment(R), she will also become ranged and sheāll find it easier to last hit. She will be able to also poke you down and trade more effectively. Youāll need to be more strategic when trying to fight her from now on.
Nasus
Nasus doesnāt want to fight in the early game. Instead, he wants to focus on farming and stacking his Siphoning Strike(Q). 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(W), he will have good gank set up. Youāll need to play safer if the wave is closer to his side of the map during this time so you donāt die from ganks.
Singed
Singed will often look to proxy the first wave between the two towers setting up huge early pressure leading to gold and experience leads. Singed canāt fight both you and the minions simultaneously, so escort your minions as they walk to lane to force him to walk back to lane. If Singed is able to proxy farm you, just let the enemy minions hit your Tower and focus on farming what you can. Do not lose tons of health trying to tank the minion wave. Do not chase Singed. Chasing Singed is a bad idea as his Poison Trail(Q) deals a lot of damage if youāre in it for too long.
Malphite
Malphite is weak in the early game. Try and trade and play aggressively to delay his power spike and his ability to scale. Once he has an item, you have to be more cautious when trading, but up until then, he can be heavily abused. The shield from Malphites Passive offers more security in lane. Try to poke and harass him as often as possible so he is unable to get the shield and protect himself. Once level 6, Malphite may start to receive ganks as his Ultimate Unstoppable Force(R) is a great engage tool. Avoid playing recklessly and always keep an eye on the minimap especially if youāre pushed up in lane.
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 š”ššš
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. š
I started to play League of Legends in 2016. My highest ELO at the moment is Platinum 2 (soloQ) and šDiamond 4 (flexQ) on EU-West server (top 5% best players at the server).
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! šš¤
PROS & CONS
PROS: 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, itās 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.
CONS: 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 CCād 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.
ABILITIES
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.
COMBO
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Your standard trade is to Q your target, then W and AA.
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To trade with your opponent, Q them. When the pillar erupts E and AA, then follow up with W and AA again.
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You can also trade by using Q, then W and an AA. E your target, then AA again.
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To all in your opponent Q your target then R. W, AA then R to knock the elemental into enemies, then AA and E.
BUILDS & ITEMS
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 ā 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.
RUNES
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.
SUMMONER SPELLS
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.
GAMEPLAY INFORMATION & TIPS
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 shouldnāt 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 youāre 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 youāre 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.
DANGEROUS CHAMPIONS
Olaf is incredibly strong in the early game: especially at level 1. Avoid fighting him at all costs as he will beat you if heās able to land multiple Undertow. If Olaf throws his Undertow and itās 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 heās able to land multiple Undertow. If Olaf throws his Undertow and itās 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. Donāt 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 doesnāt 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. Youāll need to play safer if the wave is closer to his side of the map during this time so you donāt 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 heās 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 youāre 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 doesnāt 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 youāre 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 youāre 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.
HOW TO PLAY AGAINST ORNN
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 heās 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.
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