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Ornn Build Guide by BloxNaderYT

Top S11 Ornn Top Guide

Top S11 Ornn Top Guide

Updated on February 17, 2021
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League of Legends Build Guide Author BloxNaderYT Build Guide By BloxNaderYT 1,782 Views 1 Comments
1,782 Views 1 Comments League of Legends Build Guide Author BloxNaderYT Ornn Build Guide By BloxNaderYT Updated on February 17, 2021
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Runes: Standard Grasp

1 2 3
Grasp of the Undying

Magical Footwear
Cosmic Insight

+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
+6 Armor


LoL Summoner Spell: Flash


LoL Summoner Spell: Teleport


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide

S11 Ornn Top Guide

By BloxNaderYT
Laning phase
With Ornn starting his Q in most matchups, he is able to poke out melee champions and can trade quite well with Grasp and Q at level 1. Already at level 2 the opponent should respect the potential of a cheese gank with Ornn's Q and E knockup if the opponent does not have a dash. At level 3, some laning phase combos are as follows. Q to slow and W immediately, auto attack to prock the brittle from W and E away after the initial burst damage onto the enemy. The E can be used to combo with Q aggresively too if Ornn wins the extended trade against certain matchups like weak early game champions like the Kayle. Q can provide good zoning in the laning phase as the opponent at times either has to walk up too far or back off due to the Q. Before level 6, Ornn can try to poke out his opponent with Q or the combos mentioned above. With much experienc, one can know when his opponent is in the Ornn ultimate combo lethal range, and combo the opponent down, at times with little counterplay. The all in potential is greatened should Ornn have spellbook to use exhaust to more easily hit skillshots, ignite for more burst, ghost or heal for more speed, or cleanse to negate crowd control that can interrupt his combo. Ideally, one should Q-R1-E-R2-AA-W-AA, but there are countless different variations which can vary in value provided depending on the situation. In most cases, if Ornn is on full hp and mana, he should be looking to freeze to create good gank setups with his chaining of crowd control.
Due to the S11 change to Ornn's ornnament passive, Ornn is now able to get only one ornnament item, but he ramps up in health and tankiness alot more in the late game. Due to only having to build a mythic and the rest not being subjected like in the past where Ornn had to build 2 items that are able to be upgraded, Ornn's 2nd item onwards should always be situational. Starting with boots, boots should only be bought in the following circumstances. 1. Mercury treads when enemy top and jungle are heavily AP and have crowd control 2. Ninja tabis when enemy Top and jungle are heavily AD OR when lane opponent auto attacks alot (or and opponent jungler). There is not much of a purpose for Ornn to get any other boots, thus the rest of the available boots should not be bought. If Ornn is stuck in the laning phase (where both tier one towers are still alive), boots should not be bought unless the above circumstance. Boots can be opted for if the tier one towers are down, when the speed of rotations matter/ to allow better tempo advantage after catching waves/ the map is opened up to look for more picks in the jungler or to start objectives etc. Boots should be situational and one should look at the game state before buying them, and should be "preordered". The other items besides the bami cinder follow ups are situational too, mainly being explained in the build options part of this guide. To touch more on the warmogs buy, it should be bought against split pushers that cannot easily dive Ornn under his tower. For example, Kayle where Ornn can get poked out by Kayle to clear a wave then retreat under his tower to heal up. Although Kayle has her ultimate, she is unable to attack during the cast animation and thus cannot easily dive Ornn. This just being one example, Ornn can use the warmogs buy against many other champions, only not working against a late game Fiora or Tryndamere as mentioned in the hard counters part of this guide
Cool tips
-if champions remain where Ornn's Q erupts from the ground, they will be shoved out of the way. This effect can prock brittle
-remember to use Ornn's unstoppable to negate crowd control. However, at times some types of crowd control like root can root Ornn after he casts his W
-Ornn cannot cast the 2nd part of his ultimate if he is rooted so watch out for roots or other forms of crowd control that can result in Ornn not being able to second cast his ultimate
-Ornn's second cast of his ultimate can be cast if it is a little behind Ornn, thus it may feel weird for some people to get used to
-Ornn's E can be interrupted by crowd control
-You may find yourself able to 1v1 ADCs at certain points in the game
Synergies Part 2
Ornn has synergy with most champions due to his ability to go offensive or peel for his carries if needed to. Kindred was highlighted in the early part due to the ability to pick Kindred to deny the counter and also provide synergy with Ornn
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League of Legends Build Guide Author BloxNaderYT
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