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Recommended Items
Runes:
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Items
Ability Order
Living Forge (PASSIVE)
Ornn Passive Ability
My other guides:
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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
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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
Fun Factor
Viability
Laning Phase
Team fighting
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.
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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 |
Every 4 seconds in combat, your next basic attack on a champion will: |
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). |
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. |
Biscuit Delivery: Gain a Total Biscuit of Everlasting Will at 3:00, 6:00, 9:00 and 12:00. |
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. |
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. |
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INNATE: Ornn gains an additional Armor icon 10% bonus armor and Magic resistance icon 10% bonus magic resistance from all sources. |
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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. |
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KEY NOTES
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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. |
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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. |
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KEY NOTES
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ACTIVE: Ornn marches Unstoppable icon unstoppably in the target direction with 35% reduced movement speed for 0.75 seconds. |
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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. |
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KEY NOTES
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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. |
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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. |
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KEY NOTES
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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. |
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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. |
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KEY NOTES
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- Usual Start -
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Corrupting Potion
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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. |
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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. |
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