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Ornn Build Guide by I Am Goliath

Top GoliathGames' Master guide to Ornn

Top GoliathGames' Master guide to Ornn

Updated on September 10, 2019
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League of Legends Build Guide Author I Am Goliath Build Guide By I Am Goliath 78 2 266,914 Views 4 Comments
78 2 266,914 Views 4 Comments League of Legends Build Guide Author I Am Goliath Ornn Build Guide By I Am Goliath Updated on September 10, 2019
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Hey guys,
My name is Goliath. I've played League of Legends since season 2 and have mained top lane since season 3. I've been high Diamond in every season since season 4, peaking at Master tier. League of Legends has always been the main game that I have stuck with over the years.

Here is my OP.GG for anyone interested.

If you want to see me play, maybe learn a thing or two, or ask me some questions, you can find my stream here. Stop by some time, I'm always down for giving advice and helping you improve.

If you want to support me in making and updating guides as well as making educational streams and other league of legends content you can support me on Patreon







Why Ornn?


Overview

Ornn is arguably one of the best tanks in the game right now and one of my favorite tanks to play because of how jam packed his kit is. First off, you have the ability to buy items (excluding consumables) from anywhere on the map which is insanely strong in top lane. On top of this, your kit is packed with CC.

Difficulty

4/10
He's fairly easy to play, but he does have a few skill shots, especially Call of the Forge God(R), which is important to land in team fights.


Fun Factor

7/10
For a tank character, he is very fun in my opinion; you a good laning phase as well as team fighting, so you aren't ever really struggling or playing passive at any time which is fun, and using his ultimate is fun and satisfying.


Viability

8/10
To be honest Ornn will probably always be viable just because of how his passive works. Tanks aren't the best in the meta as of right now, but Ornn can hold his own in a few matchups and win against bruisers early on while being able to transition well into teamfights. Not to mention, Ornn still wins against most tank matchups as well because of his W, so he is definitely still viable.


Laning Phase

7/10
For a tank champion I think Ornn has has a great laning phase. Bellows Breath(W) is an insane trading tool that does good damage against tanks as well, and the ability to buy items for lane is also very strong. Ornn also has the ability to play aggressively or passively.


Team fighting

9/10
When it comes to tanks, Ornn is simply a team fighting machine. Call of the Forge God(R) does a lot of damage, is a huge knock up and also has crazy distance; Not only this but the later the game goes the more teamates you can upgrade with your passive making your overall team stronger which makes your overall teamfighting better as a team.



TL;DR: If you want to try out an easy to play heavy tank champion with a strong laningphase, who is also competent in teamfights, or if you like the idea of being a literal demi-god, then you should try out Ornn.


Pros



+ Strong CC.
+ Good damage.
+ Good mobility.
+ Good engage.
+ Good peel.
+ Very tanky.
+ You buy items anywhere.
+ Gives your teammates the option to upgrade items.
+ Short cooldowns.



Cons






- Mana issues early game.
- Cant buy consumables with passive.
- Second part of Call of the Forge God(R) can get canceled.
- Falls off damage wise








Mana usage and damage fall off are the big cons to be honest. The issues with mana mostly stem from the fact that you don't recall a lot of the time, but this becomes less of a problem once you get Iceborn Gauntlet.





- Resolve -






Every 4 seconds in combat, your next basic attack on a champion will:

Deal bonus damage equal to 4% of your max health
Heal you for 2% of your max health
Permanently increases your health by 5.

Ranged Champions: Damage and healing are reduced by 40% and gain 3 permanent health instead.



This rune is really good on Ornn because it's free hp as well as some sustain but the really good thing about it is how easy it is to proc with Ornn since you can just go in for a Bellows Breath(W) and then auto them which will also knock them back while procing Grasp of the Undying.



IMPORTANT NOTE

Make sure to take Aftershock instead of Grasp of the Undying against ranged matchups.







After taking damage from an enemy champion, their next three spells or attacks against you deal 15-40 less damage (at levels 1-18).

Duration: 3 seconds
Cooldown: 45 seconds



This is just the best rune in this row by far, helps a lot with trading in top lane. Don't be afraid to commit to a trade while it's active.





After taking damage from an enemy champion, heal for 4% of your missing health over 10 seconds.



I personally like second wind on Ornn for the extra sustain and healing, but you can take optionally take Conditioning if you're against another hard tank.





Outgoing and incoming heals and shields are 5% stronger and increased by an additional 10% on targets below 40% health.



I like this rune on Ornn because it helps with his shield from W, I think Overgrowth is a viable option aswell, especially if you're against another tank.







- Inspiration -






Biscuit Delivery: Gain a Total Biscuit of Everlasting Will at 3:00, 6:00, 9:00 and 12:00.

Biscuits restore 15% of your missing health and mana over 15 seconds. Consuming any Biscuit increases your mana cap by 40 mana permanently.

Manaless: Champions without mana restore 20% missing health instead.



I like this rune on Ornn because it adds to his sustain while also restoring some mana, which is super helpful early game. The main reason this rune is really good though is because it also synergizes with Time Warp Tonic.





Your potions, elixirs, and biscuits last 20% longer.
While under the effect of potions, elixirs, or biscuits, gain 5% increased movement speed.



This rune is pretty decent since it just gives you more movement speed. The only reason I take this really is because manaflow band is really important on Ornn in my opinion which means we need to go into sorcery tree, and transcendence is decent but our build already gives 40% cool down reduction.




Flash: Flash is a must on most champions, and the same goes for Ornn, flash is just straight up better then the other spells for Ornn when it comes to mobility.
Teleport: This is a must in my opinion on pretty much every top laner I can think of since you want to be able to join teamfights with teleport. Ignite is good in lane, but it's practically useless out of lane, so do your team a favor and just run teleport.


Living Forge

Range: N/A
Cooldown: N/A
Cost: N/A

INNATE: Ornn gains an additional Armor icon 10% bonus armor and Magic resistance icon 10% bonus magic resistance from all sources.

LIVING FORGE: Ornn can purchase non-consumable items from anywhere on the field by forging them himself, and is also presented a Forge Menu with his recommended items to select to be forged.Channeling icon Forging takes 4 seconds and the process is interrupted if Ornn enters combat, disabling Living Forge

MASTER CRAFTMAN: When Ornn reaches level 13, any upgradable (MASTERWORK) item Ornn owns or purchases for the rest of the game is upgraded for free, up to a maximum of 2. Additionally, for each level after 13 (level 14, 15, 16 and 17), Ornn can upgrade one of his ally's upgradable items (MASTERWORK) by getting within 600 range of them and clicking on them, up to a maximum of 1 per ally.

Forgefire Cape, Infernal Mask, Molten Edge, Obsidian Cleaver, Rabadon's Deathcrown, Trinity Fusion and Zhonya's Paradox.
Salvation and Circlet of the Iron Solari.

TEMPER: Ornn's basic attacks against Brittle icon Brittle enemies briefly Airborne icon knocks them back.

Enemies made Brittle icon Brittle by Ornn take 12% − 20.5% (based on Ornn's level) of their maximum health as Magic damage bonus magic damage the next time they are Stun icon immobilized by Ornn or his allies, consuming Brittle.





Living Forge: Basically Ornn has a lot of stuff built into his passive, all you really need to remember is, you can buy items from lane excluding consumables, and for each level after 13 you need to click on your teamates to upgrade their items as long as they have an item that is upgradable, this is really important to do as it's simply just free stats. The last thing is the brittle which applies to your W and your R it just makes your next auto attack after hitting those abilities do max HP magic damage and knocks them back briefly and is important to take advantage of.



KEY NOTES
  • Used to buy items from anywhere on the map.
  • You and team can upgrade an item late game.
  • Bellows Breath(W) and Call of the Forge God(R) apply brittle, which is op.
  • 4 second animation when buying items.
  • buying animation can be cancelled by enemy champions, but not minions.






Volcanic Rupture

Range: 800
Cooldown: 9 / 8.5 / 8 / 7.5 / 7
Cost:45 MANA

Ornn ACTIVE: Ornn slams the ground, sending a fissure in the target direction that stops at maximum range or 200 units behind a hit enemy champion, dealing Attack damage physical damage and Slow icon slowing enemies hit by 40% for 2 seconds.

PHYSICAL DAMAGE:
20 / 45 / 70 / 95 / 120 (+ 110% AD)
After a 1.125-second delay, a Volcanic Rupture magma pillar erupts at maximum range, Airborne icon knocking aside enemies hit and lingering as impassible terrain for 4 seconds.

The pillar will not expire while Ornn is Searing Charge charging.





Volcanic Rupture: This ability is semi-weak, but it's very good for comboing with Searing Charge(E) for the knock up. You'll want to try to predict when the pillar is going to spawn so you can Searing Charge(E) slightly before it does. This ability is also a decent a slow, so it's also good to use for that as well.

Another neat thing about this ability is that you can use it to block a lot of paths in the jungle, and can also block the space between turrets and walls completely. You can't completely block some of the jungle paths though, but it is still good to make them have to turn and run around it. Last thing to note is that if you use your Searing Charge(E) into the pillar your pillar will despawn.



KEY NOTES
  • Use your Searing Charge(E) with the pillar for knock ups.
  • Good slow.
  • Can be used to block pathways and peel for teammates.





BELLOWS BREATH

Range: 400
Cooldown: 17 / 15 / 13 / 11 / 8
Cost: 45 / 50 / 55 / 60 / 65

ACTIVE: Ornn marches Unstoppable icon unstoppably in the target direction with 35% reduced movement speed for 0.75 seconds.

Over the march he belches fire over a cone in front of him, dealing magic damage every 0.15 seconds to enemies hit. The final bout of flame will apply Brittle icon Brittle for 3 seconds.

Bellows Breath has a minimum damage threshold, which is also the damage dealt to minions. Monsters take modified damage, as well.





Bellows Breath: This ability is really your main damage tool and also your main trading tool in lane, this is also the reason I like to run CDR runes on ornn as well as rush iceborn because it's nice to be able to spam this ability. Remember that this ability applies brittle so you'll want weave in an auto attack after you finish casting it and usually they can't trade back because the brittle auto will also knock them back.

Another neat thing about this ability is that it makes you unstoppable while you're marching foward so it can actually be used to counter so many abilities that would CC you, for example if a cho'gath Q's you you can use your W so you don't get knocked up, or if a blitzcrank throws a pull at you you can W so you don't get hooked in, so this ability can be very useful also for just dodging CC abilities.



KEY NOTES
  • Main trading tool in lane.
  • Unstoppable during march so can be used to dodge CC
  • Does % max hp magic damage.
  • End flame applies brittle.






Searing Charge

Range: 800
Cooldown: 16 / 15 / 14 / 13 / 12
Cost: 50

Ornn charges forward, dealing 80 / 125 / 170 / 215 / 260 (+ 40% bonus armor) (+ 40% bonus magic resistance) physical damage to enemies he passes through. Upon colliding with terrain, the dash stops and creates a shockwave, knocking up nearby enemies for 1 second.

Magma pillars and terrain created by enemy champions caught in the shockwave are destroyed.





Searing Charge: Most of the time you want to use this ability to try to get a knock up on an enemy champion by by using it into terrain; which is stuff like walls, cliffs, turrets, your pillar, and any other terrain that champions create like an Anivia wall or Yorick's circle thing.

This ability can also be used to get out of situations, like a gank, since it actually covers decent distance. As I mentioned earlier, you can use this ability on the pillar formed from Volcanic Rupture(Q) to get a knock up off, or sometimes you can just use it on cliffs if they're playing near them; which will actually happen quite a bit in top lane.

One thing to note is that you can't use this ability to get over cliffs, and things like Jarvan IV ultimate will trap you since you stop on terrain on impact. This ability also only does damage to champions you pass through, but if they're by a wall or something, try to hit it since the shock wave from the collision will knock them up.



KEY NOTES
  • Can be used to get out of ganks.
  • Can't cross over walls.
  • Can be used on any type of terrain even created by champions.





Call of the Forge God

Range: 2500
Cooldown: 140 / 120 / 100
Cost: 100

First Cast: Ornn summons an elemental at maximum range in the target direction that stampedes toward him, dealing 125 / 175 / 225 (+20% of ability power) 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.





Call of the Forge God: The first and most basic thing you have to know about this ability is that it has two casts you have to do, both of which are skill shots. The first cast will start at maximum range and come towards you, so you'll want to try to aim it to where it hits people on the way to you. Once it gets to you you want to cast this again and your character will ram the elemental into the direction that you chose to ram.

Since the first part of this ability slows them and applies brittle, you want to try to hit them with it on the way in. The second cast can sometimes be challenging, especially if people CC while you are getting ready to do the second cast. Once the second part hits them it's a huge knock up, as well as a lot of damage, and the knock up is even longer if brittle is applied to them if the first part hit them.

This ability is very short cool down once it's max rank, and is a great engage tool to start team fights as well as a good peel tool if you need it to be that. Another interesting thing about this ability is the elemental can literally be inside of your model or even sometimes slightly behind you, and you can still ram it, so always try to ram it even if you think you're too late.



KEY NOTES
  • Has two casts.
  • First cast always starts at max range and comes towards you.
  • The direction you charge in is the direction it goes.
  • Good knock up.
  • Short cool down in late game.
  • Can hit enemies twice.







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- Starting Builds -





- Usual Start -


Corrupting Potion

I almost always start with Corrupting Potion on Ornn since you can't buy consumables from lane, but you can buy anything else. Also, this item is just amazing on Ornn since he has some mana issues until you get a mana item.





- Buy Order -



- Full Build -



- Core Items -








Iceborn Gauntlet




Abyssal Mask

If I'm against an AD champion I always rush an iceborn gauntlet. This item is a huge power spike on Ornn because of the extra damage it adds to his auto attack, when you're proccing brittle, as well as the cool down reduction it gives as well as a huge chunk of mana meaning you can sustain for way longer. another neat thing about this item is that it helps your wave clear a lot, once you have it a Bellows Breath(W) on the mage minions plus an auto attack will kill all 3 of them as long as your full Bellows Breath(W) hits them.
Always rush this item against AP matchups first instead of Iceborn Gauntlet. This item is very solid on ornn since it gives stats that all benefit him but since it gives magic resist I only build it in AP match ups.















Sunfire Cape

OR


Ninja Tabi / Merc Treads

I'm a huge fan of sunfire cape on any tank and the same goes for Ornn, the stats are good on the item and the effect just gives you so much extra damage if you can stay along live enough to benefit from it which you can with Ornn, you can also upgrade this item with your passive which I usually end up doing but not until I am full build.
After I have Iceborn Gauntlet and Abyssal Mask I usually look to upgrade my boots into ninja tabi's or merc treads based on whatever is better in the game. Go ninja tabis if they have a lot of AD champions or auto attackers, and go mercs if you just want some extra AP or they have a ton of CC.








Warmog's Armor




Randuins Omen

I usually go warmogs here, unless I really need some magic resist then I will grab Gargoyle Stoneplate before this item sometimes. Warmog's is super nice at this point since you benefit from the passive which heals you out of combat and since ornn can buy items from anywhere sustain is very strong on him, once you have warmog's you will only need to ever recall if you need mana.
If you get to this point I just top the build off with more armor and health since you already have max cool down reduction and the stats on randuin's are solid, you can also go thornmail if it is better in the current match that you are in.










Thornmail

Thornmail can be very strong in some games, especially in a few matchups where building Bramble Vest really benefits you in lane so this item is a solid choice, just replace Randuin's Omen with it if you build it.




- Situational Items -








Gargoyle Stoneplate




Adaptive helm

Though I have this listed as situational, I still think this item is super strong. It gives a ton of resistances, which is especially nice at this point. Remember to use the active with this item in team fights, ideally when you're getting focused as it makes you extremely tanky.
This is a solid magic resist item if they have AP champions that spam the same abilities like Cassiopeia, Singed, etc... I would probably replace it with Sunfire Aegis or Gargoyle Stoneplate depending on how much other AP champions they have in the game.







Righteous Glory




Frozen Heart

Righteous glory is a solid item on Ornn since it gives him a lot of good stats for a relatively cheap price, though I prefer the items that give him a bit more damage. If you build righteous glory just replace Iceborn Gauntlet with it.

I've had some games where Frozen Heart is a really good buy, and the stats on this thing are similar to iceborn gauntlet; you lose out on some damage though. Basically, buy this item if you want to slow the enemys attack speed and you want to support your team rather then do damage.



Level 1-3

You'll want to try to trade a lot with Ornn levels 1-3 because your Bellows Breath(W) and auto attack are super strong and can win you a lot of trades alone. When you get enough gold to buy a mana crystal; I usually step back and pick one up. Make sure you do it at a time that is good to do though, like after you pushed the wave, so you don't miss any minions while buying. Your biggest focus in lane should be zoning and trading with your Bellows Breath(W), especially when they walk up to farm a minion.



Level 4-6

At level four you should be looking to get as many Bellows Breath(W) + auto attack combos off as possible for trading. You should've also bought a decent item like Glacial Shroud by now, or maybe Sheen if you're really looking for kills. At level five it's very important to try to get them to around half hp, or lower if you can. If you are able to get them low you can almost always secure a kill with Call of the Forge God(R) right when you hit level 6. Keep in mind that if they're playing somewhat far back you can still kill them because of how long range Call of the Forge God(R) is, but if they have Flash up they will almost always try to Flash it. If you know 100% they're going to try to flash it, you can also try to predict where they're going to Flash to, but honestly in a lot of cases even if they Flash it you can still kill them with your other abilities if your Flash is still up.

Level 6+

Once you hit level six you should be looking to chunk them to 50-75% hp and then all-ining them and trying your best to hit both parts of Call of the Forge God(R), if you land both parts of Call of the Forge God(R) and you're using your other abilities they should be dead in most cases, also you want to try to prep a pillar from Volcanic Rupture(Q) while you knock them up with Call of the Forge God(R) so you can then knock them up again once they land with your Searing Charge(E) all while burning them down with Bellows Breath(W), it sounds like a lot but once you get it down it's really not that hard, and most people are surprised by Ornns amount of all in damage especially when you can hit both parts of Call of the Forge God(R).


Other Notes

If I'm against an AD champion in lane then I usually always rush an Iceborn Gauntlet followed by a Sunfire Aegis, and sometimes an early Ninja Tabi if they're super auto attack based like Yasuo. If I'm against an AP champion then I simply build Abyssal Mask instead of Iceborn Gauntlet, since it gives magic resist and some other good stats for Ornn.

You'll usually want to ward around 2:30 or 2:45, as a lot of junglers will be topside around that time. Ornn is fairly decent at getting out of ganks with Searing Charge(E) so keep that in mind if you need a quick escape.

Ornn is also very strong when receiving ganks thanks to Call of the Forge God(R); It covers a ton of distance, and should usually be used to start off the gank so you and your jungler can get to them. As long as your decent at aiming, the worst case scenario is that they flash Call of the Forge God(R), which does happen quite often, but that's still fine in most cases.

Ornn has a lot of good match ups, so you should be using this to your advantage. Most melee match ups you should simply be able to out trade them with Bellows Breath(W). You should also be using it in tank match ups, since your Bellows Breath(W) does a lot of damage to them still. For ranged match ups you'll want to play passive until level 6, then try to find an opportunity to all-in them with Call of the Forge God(R), since you should be able to stick onto them. Optionally, you can try to ping for a gank. Lastly, make sure to use the fact that you can buy items to your advantage since this is essentially free sustain and a huge pro of Ornn's kit while laning.



There are two ways you'll usually want to try to team fight with Ornn, and both are acceptable depending on how the game is going. The first way to play Ornn, which is what I usually do, is I look to engage with a good Call of the Forge God(R). The reason why this is a strong as engage tool is because you either pick people out with it, or you make their team scatter in different directions because they hear the sound and panic. After this you can still hit one or two people with it usually, just make sure your team can follow up on Call of the Forge God(R) when you're looking to engage with it. Another tip I recommend doing is to ping that Call of the Forge God(R) is ready to show your team that you want to use it, this way they can be read to follow up instantly.

The second way to play Ornn is peeling for your team. You'll probably want to do this once if your carries are either really fed, or your feel it's really hard for you to go deep in team fights. Either way, you'll want to use Call of the Forge God(R) to peel the enemies off your carries, and you can, block enemies off of your carries slightly with your Volcanic Rupture(Q); This will force them to either Flash, or take a lot of damage while they run around it. You'll also want to use Searing Charge(E) for knock up and brittle procs if you can. overall Ornn has quite a bit of peel built into his kit which is why Ornn support is a thing.


Whatever way you decide to play Ornn, make sure that you're spamming your Bellows Breath(W) as much as you can in team fights as it's also a really big shield on you late game. If you're tanking damage but you can't hit Bellows Breath(W) on a target for damage, it's still worth it to Bellows Breath(W) just for the shield. Other then that, if you just look out for opportunities to use Call of the Forge God(R), pathways to block with Volcanic Rupture(Q), and chances to knock up with your Searing Charge(E), you should be having a lot of impact on team fights.


Thanks for reading my Ornn guide; if you liked it then consider tossing me an upvote as it really helps to get my guide out there, if it helped you out at all, then let me know in the comments. If you think I left something out, then go ahead and let me know as well, I always enjoy hearing feedback whether it be positive or negative. Thanks again for reading and I hoped it helped in someway.



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