Wtf is Riot thinking on Ornn?
Okay...... I'm getting a headache here.....
A Summary of what Ornn is going to have/do:
- Living Forge will no longer cost gold to upgrade items, BUT, will work like Zilean's XP boost..... and Channel to activate on an ally (antsy teams.....), and is eligible at level 11.
-W no longer gives a shield...........
-W net gains + 5 Seconds to its end cooldown......
In other words: No Sustain. But hey..... if you get to level 11, you can upgrade people's items........
Ornn's shield was the only reason he was even VIABLE.
Now he's going to die in 2 seconds, and can't even top lane.
But hey...... free item upgrades....
-No Jungling (Can't tank enough) -No Support (Poked out of lane) -No Turret Turtling.... (Because now anyone can dive him...)
What is Riot thinking, doing this to a friggin 47% win champ?
than ANY tank build, and I had Mastery 7 on Day 2 of his release.
, Ornn doesn't have a way to position himself to Gap close. Q is delayed, and wall knocks are unreliably versus people who know his basic mechanics. He can't change the angle between him and his opponent.
about 4 months back, I jungled a
into a 0/9 state of game.... she had no kills at all, died 9 times in a row, never got her farm.....
and proceeded to 1v5 the very team that put her down 0/9.
and
because of his true damage, otherwise mages are mainly forced into kiting tanks while doing relatively insignificant damage (unless way ahead) to avoid their cc abilities.
R (or Q>E),
combo

Can't kill a tank at all. The only reason Zyra can is because her Burst complements her DoT.
?
against them as a level 11 Ornn, you’d have 153.1 MR, reducing their magic damage dealth 60.4%. If
, just going off the passive adjust on PBE, you’d have 188.1 MR, reducing their damage by 65%. Now, add in
, which grants 35% magic penetration. This takes your MR down to where you’d reduce damage by 49.9% and 55%, respectively with the items and values above. At that point, they need to deal twice your health in magic damage to kill you (cause damage is halved so they have to deal double than what they normally would have to against 0 MR so double your health). For DoT mages like Brand, his damage is cut a bit more because of
, and a lot of move speed items. A fully engaged Karma who isn't just spamming Q, can destroy tanks.
W Can't be displaced to the middle of the chains, but still is sitting prone to take Aatrox's beating.
Doesn't stop her Moonlight, and gives her an EASY target to R, even if E doesn't work.
Won't pull, but depending on the direction of the W, he will either march right into other Darius skills, priming a Darius kill of Ornn, or he will slightly, slowly move away from Darius and do no damage, which gives Darius a bit of a chance to still lay on 3-4 Bleed stacks.
Won't pull. This is one of the major, significant benefits.
Won't displace, so it has a purpose.... if the goal of the lee was to throw you into a turret or a bad teamfight. If his goal was to solo though, Lee has time to get off his combo, making the result negligible.
Won't Pull
Won't Knock Back, but you're still face tanking Shyvana, immobile.
Won't Pull (but can still be pulled to.....)