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Ornn · Guide

Tank

Tank

Hard

Power Spike (Early, Mid, Late)

Playstyle

Damage Type

75% AP

25% AD

Top
Jungle
Mid
Bot
Support
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Ornn Strengths & Weaknesses
Strengths

Can buff up his team thanks to his Passive which allows him to upgrade his allies items.

His Ultimate Call of the Forge GodR is a great tool that can set up his Jungler. It is also a good tool in 1v1 fights. Finally, it’s great in team fights as it could potentially knock-up 5 enemies.

Ornn scales incredibly well into the later parts of the game. He is one of the few champions who is relatively good at all stages of the game

Weaknesses

Ornn is quite vulnerable in the early game and can be abused heavily if he is against an early game dominant laner or a ranged enemy champion.

If you get CC’d or miss your Ultimate Call of the Forge GodR timing, you will be unable to knock up the enemy. Missing out on an ability like this can be devastating in late game team fights.

He is weak if his allies are behind. Regardless of how well he is doing, he needs his team to be able to survive and deal follow up damage on enemies he has caught out of position.

Game plan
Early game
0 - 15 min
Ornn is Weak

Play safe for the first few levels. You need time to come online and you shouldn’t be fighting unless you have a clear early advantage.

Once you have a few levels under your belt, you can start to play aggressive and look for aggressive plays. You benefit from extended trades, so try to go for them frequently.

Keep the minion wave closer to your side of the map throughout the early game. This is the best place for the wave to be as it offers you tons of extra protection.

Mid game
15 - 25 min
Ornn is Average

Split push during the mid-game and try to secure side objectives. Avoid grouping if possible.

Use your strong duelling potential in the mid-game to fight and duel anyone who tries to stop you from split pushing.

Although you’re a really strong split pusher in the mid-game, be prepared to group with your team and fight 5v5. You should usually start grouping when there are no nearby objectives to take.

Late game
25+ min
Ornn is Strong

Do not fight in the late game unless your Ultimate Call of the Forge GodR is up. It is crucial that you only commit or look for fights when it is available as you’re going to miss.

Your Ultimate Call of the Forge GodR will be on a shorter cooldown in the later stages of the game. If you can find an opportunity to do so, use it to catch out someone who is isolated and alone, too far forward or way out of position.

Peel for your carries to keep them alive for longer. If your allies die quickly, there will be little chance that you will win the team fight.

Power Spikes
Early game

Main power spike at level three due to the acquirement of all his basic abilities. His all-in potential skyrockets due to his Passive.

His Bellows BreathW is a potent ability as it can negate CC if appropriately used. Saving it for ranged forms of CC is very beneficial.

Getting his Ultimate Call of the Forge GodR is another considerable power spike for him. His ability to team fight increases drastically.

Mid game

Getting his core items will help Ornn soak up a lot of damage for his backline. His Passive will help him deal respectable amounts of damage as well.

His Volcanic RuptureQ and Searing ChargeE combo would allow him to pick enemies out. It is mighty when used in closed spaces.

His Ultimate Call of the Forge GodR will help team fights, especially the ones taking place in tight areas.

Late game

His ability to upgrade his teammates' items will come in very handy. The items are potent and can allow his team to come back from a deficit.

His front lining capability will shine during this phase of the game. He will easily be able to separate the enemy frontline from the backline.

He can use his Ultimate Call of the Forge GodR frequently and can easily knock up multiple targets. This allows him to initiate team fights or extend the duration of CC on his enemies.

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