Ornn Build Guide by Dreadscythe95
Ornn Jungle ~ Step aside Sejuani, Freljord is ours! [S10]By Dreadscythe95 | Updated on June 10, 2020
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes: Aftershock + Future Market + Cosmic Insight = OP
+10% Attack Speed
+8 Magic Resist
Ability Order Skill Maxing
Threats & Synergies
He outscales you and 1v1s you hard. He can also make your ecapes very hard early if he invades.
He outgangs you and wins 1v1s with you so when you try to gang somewhere away from him to get a lead he ults. Also Lethality doesn't help.
Hecarim can outgank you and outfarm you at the same time. If he starts snowballing it will be hard for you to keep him in line. He is also broken this season.
If he goes Raast form, he is made to outduel, shred and outlast tanks like Ornn and Sejuani.
He wins 1v1 and ganks, but he falls of late where you will be more usefull since you are tanky and have a lot of CC.
You can't fight him, can't stop his invades and on top of that you lose 2v2's. He is a late game monster also.
He can outrun you and escape a lot of cc with his Q. If he exploits your early weaknesses since you are a tank in jungle, he can outscale you and become the late game monster that he can become so play safe, play smart and pressure more. Make your teamates outscale him.
They can kite you, invade you early and exploit you weaknesses a lot,
He is not a jungler but when he is in the opponent team comp he is very annoying for ornn because of his windwall. Ornn's ult is very slow and in whichever direction he puts the windwall he negates the Ult (mess Riot).
He can offer CC as well though not as consistently as Ornn (or Sejuani) but he can also do a lot of dmg if he has an offensive build. He wouldn't be a big thread though if it wasn't of his latest buffs in patches 9.15+.
The problem with Darius is that Ornn needs to come close to cc him and he doesn't have a crippling CC like Sejuani's Ult or Lissandra's ult so he will stack his passive. Then comes the terrifying part. If your top laner doesn't have burst dmg to erase him after you combo Darius or he doesn't haver strong cc with dmg as well there is a big possibility for him to Double Kill you. Be careful when ganging juggernuts liek Darius, Illaoi, Volibear, Mordekaiser, Yorick etc because Ornn is a tank and these champs are made to destroy tanks.
Ornn has knockup in his E and R and Yasuo needs a knockup for his ult. Great synergy.
Annivia has A TON of CC. Now add that up with another ton of Ornn CC and you have officially created Cancer. On top of that everytime she makes a wall (her E) Ornn can E and knock up the trapped enemies.
Similar to Annivia but less likely to see since both champs compete for the same positions (top/jungle).
Upgrating his Trinity at lvl 14 is a terryfing scaling for him if he stacks decently.
After upgrating his Deathcap to Deathcrown at lvl 14 every time he Ults it's a free 55 AP (ouch) and even if that Karthus has not performed well and doesn't have a Deathcap you can still upgrate his zhonya's for an extra 30 AP (and 15 armour) which definitly will help him a lot pressure the enemy team.
Champion Build Guide
Ornn has never been one of the popular champions and many claim that he is not good at all. Let's not forget tanks in low Elos have never gotten much love. So why?
Well, in my opinion Ornn's passive makes him a deadly jungler and a great team asset.
1. Good camp clear, especially since after taking the red/blue he can build his second jungle item.
2. Decent gangs.
3. Survivability and forgiving kit.
4. Great team fighting.
5. Strong scaling/late game for him and his team because of his passive items.
6. He is always usefull. Offensive champions rely on gold and snowballing to be effective. If something goes wrong though, you get useless. On the other hand, with cc/heavy champions like Ornn, Nautilus, Sejuani etc, you are never really useless as long as you put your spells on the table, even if you fall behind your opponent.
So, in many ways Ornn is a Sejuani but worse. They are both tanks, both aim for team fighting, both revolve around their massive CC and both have weak dueling early. Still Sejuani has better clear, much deadlier gangs, more mobility and a bit more objective control. So why Ornn then if he is a poor man's Sejuani?
The reason is that Ornn has 4 assets that make him unique and a worthy jungler next to Sejuani, and he is even better to some areas. I explain:
1. His Passive item building. If you play Ornn well, you almost NEVER need to recall. This puts MASSIVE pressure to your opponents and with Future's Market you can outscale them in itemization by far, especially early game.
2. His Ult. WIth it's massive range, Ornn can gang his teammates from the Jungle, which makes him reliable.
3. He is safe even if you make bad calls. With Sejuani, when you engage you go all in, since you need your Q for the knockup, the passive stack and the space gap. With Ornn you first need to apply your Q (slow + terrain) and then E. So eventhough this gang is clumsier than Sejuani's, it allows you to have more time to decide if you need to go in, since you still have your gap closer on your E.
4. Big scaling for him and his team because of his upgrated items. At lvl 12 Ornn upgrades all his items that can be upgraded and after that he can upgrade one item for each of his teamates each level, and all that is for FREE. And if you think that the upgrades are some splall nummbers you are mistake. Each upgrade is like buing half more item, and it's for FREE.
I believe that one day, like with many meta strategies of today, people will realise how strong Ornn+His Passives+Aftershock+Future Market are in jungle. Till then, only a select few will abuse this strategy.
If you still have doubts about Ornn think that he is the jungler than never leaves the Jungle and gives his teammates free gold.
Use this strat and also give your feedback. We will meet at Summoner's Rift.
Aftershock activates with Ornn's Q -> E combo and with his Ultimate. It is better imo than Grasp for Jungle because you need to go on the front many times through the game for your gangs to be succesful and in jungle you need to sustain so aftershock helps because you wont always have the provledge to be full health. remember, with Ornn the point is to add pressure because you don't leave the jungle for items.
Font of Life is the best option for the jungle since Ornn's teamfighting is his strongest aspect and the rune helps with teamfights a lot. Even if the healing you offer to your teamates will be very small early game you have to consider that in late game team fights that Ornn has gained A LOT of health and his Q,E,R, and passive procc to a lot of enemies your team will be healing LIKE HELL.
The rest are obvious but you can still change Bone plating for Second wind if you want more health regen after fights, Imo armour early makes Ornn safer for gangs and inasions from the enemy jungler.
Free boots are not good because you get them at 12 mins which is late, you will probably be able to make them much earlier with your passive (probably after you knife) for more effective gangs.
Second Tree resolve is important to stay as it is because:
Future's Market works amazing with Ornn's passive, allowing him to have veryt early leads and clear the jungle early faster. After clearing the first camp Ornn can get a machete as well and after clearing the whole red side Ornn can take Hunter's Knife, and all these extra items without leaving the jungle for base.
Cosmic Insight is essential because Ornn loves CDR, maybe more than any other stat. The main thing that Ornn provides on his team is CC and the more spammable his abilities are, the more useful he becomes. So the run not only gives 5% CDR eraly in everything but it also icreases his max CDR to 45% which is one of his biggest powerspikes.
Aftershock vs Predator
So you probably have seen that many of the other few people that use Ornn Jungle, recommend Predator.
Well eventhough Predator is very usefull since it gives a lot of mobility for gangs that Ornn could use a lot and also extra dmg, the domination tree is NOT a good investment for him in general. Ornn needs the Resolve path for the tankiness and sustain, he is a tank after all, his job in not to give dmg but to absorb dmg and do his cc. And since Inspiration is a MUST for BOTH Future's Market and Approach Velocity, you can't sacrifice the secondary tree for some Resolve Runes either, so Predator makes Ornn very unstable and situational. In general, Predator Ornn is only better for the memes.
Aftershock makes Ornn a reliable jungler that can help his teamates scale and lead his team to victory through team fighting.
Also Aftershock was buffed for tanks in season 10.
Remember: Note: You don't build sunfire cape on Ornn Jungle! Cinderhulk has the same passive, so it's a waste of money!