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Ornn Build Guide by Wulfery
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Threats & Synergies
Highly mobile, quick camp clear. It means basicly that he can countergank you very well, and trust me, his damage will be really painful, especially when you lack mobility boots to run away from this blind lad.
Despite of his slow jungling, he can still come around to try and bring you some harm. Though, you should be able to win with him, considering you do outdamage him in early game.
GODS SAVE US, THIS BUG IS EVERYWHERE, IT'S IN ME, IT'S HERE! GAH! Rush armor. And health. And rush to tower. Till level 6 you are like a plate of tasty ram meat.
Despite of her rather slow jungling, she has more CC than you, and somewhat higher damage than you. She'll gank more often, unless you rush mobility boots. Tho, after level 6 it will be a game of skill, rather than one sided battle.
Gods help us. There is a reason why I constantly ban this champion. I hate him. Absoloutly despise him. And yes, he'll screw you well in the jungle. Best chance is to avoid getting killed till it's late game, where you can at least try to CC him out.
Mobile, strong in late, rather not a big issue in early. Only thing is, that he can counterjungle you, and he may inflict some certain amount of damage. Yet, you have a chance in 1 v 1, if you get to outplay him good enough. In late, you win due to CC, and protection of your ADC.
Before late game he won't be of issue. After late game starts, CC his ass off. Avoid going 1 v 1 at all cost, considering his kit is simply way higher in DPS than yours.
High damage, good mobility, easy jungle clear. Damn. Avoid fighting under most circumstances. You may luck out in 1 v 1, though just genuienly try to avoid it. If he ults you... E into his ult, and get the hell out.
He won't inflict a lot of damage, and you can even win a 1 v 1 with him, but it's just best to try and simply countergank. He is more mobile, and has better ganks, but in a longer fight you'll find your kit a bit more useful than his.
In early game avoid fighting with her at all cost. Her kit has way too many CCs to escape, and her damage input can get you down way too fast. Yet, in late game you'll be good at countering her.
Seeing all the people both hate and hate Ornn, I've came to realise, that it may come in handy, to explain to people how exactly does that furry ram thing work. Considering I played him very shortly, I may still be in a bit of no place to speak about him, but my point is to help newbies understand some of his basics.
Ornns kit is basicly too wide in what he needs, to focus on one thing. Q going with AD, W with health, E with Armor and MR, Ult with AP. If you focus on going AD, you will get barely any buff from other skills, and your Q isn't that important too. Your best chance is to go health + Armor/MR/Both, as they work together the best, making you a tank in the end.
Few rules about Ornn.
1. HE'S NOT GOING TO DEAL TONS OF DAMAGE
2. STOP TRYING TO BELIVE HE CAN EASILY DEAL TONS OF DAMAGE
3. STOP HOPING HE WILL DEAL TONS OF DAMAGE
4. IT'S NOT GONNA HAPPEN
5. UNLESS YOU WANT HIM TO BE USLESS
For explanation... look below.
And your main advanteg - You can create items on go. At least those which are not consumables. You see, the wonderful point is the fact, that you can come on your top lane, with already built first items, whilst your oponent will have just a machete (talking about jungler). Yet, you pay in exchange for that, with overall lack of DPS, and need of clever use about your skills. Rushing in with no idea what you are doing will most likely end with you being dead. Again.
So, if you'll follow what I'm saying, you should easily be able to end up with support stats by the end of the round (for example - 4/3/23).
Truth is, Ornn is barely ever going to be the carry you wish you had. Maybe in some rounds you will get fed, and you'll plundg that hammer into someones skull, but for most of the time, you are going to be helping your ADC, your Midlaner, your toplaner, to get fed, and work wonders with you by their side.
Blue -> Gromp -> Wolves -> Raptors -> Red -> Krugs/Scutler
Quick cold, good mana regen thanks to blue, and a good way to prepare for your first gank. Whether it will be on top, mid, bot, it makes no diffrence in this guide. All you need to do is learn when to help your team. And as I said, don't expect to go on the lane, deal tons of damage, get a double, leave with a flick of a finger. Expect to go on the land, and CC enemies so bad, that the laner you help grabs a kill.
ALWAYS EXPECT A COUNTERJUNGLE ON RED. Especially from mobile junglers.
Truth is, that you are not going to be a master fasta with clearing the camps. Ornns speed is somewhere in middle - Fast enough to not get surprised that badly, and slow enough not to be able to counterjungle.
In most cases also you'll need warmog, considering that you don't need to go back to buy items. That said, you can constantly roam on the map, ward drake, ward baron, grab buffs, kill scutlers, save your teammates, without the need to check every now and then in the shop. Thus why Boots of mobility come in hand too. Constant vision on area (I SUGGEST BUYING SIGHTSTONE IF YOU WANT TO CHANGE ONE OF THE ITEMS), strong and bulky help from Ornn, and good sustain make you a rather wonderful jungler-support.