Ornn is great example of how insane damage has gotten.

Skias·8/25/2017, 3:47:23 AM·77 votes·10,758 views

This champion seems balanced. By being balanced, he feels like garbage against his competition. Every champ on the rift just tears him to pieces. His damage is pretty low (as it should be) and he's slow (as it should be). It's hysterical trying to play him against tank comps and mobile comps because he bounces off of both. His laning isn't anything special either. He is a classic tank that can't function in modern league.

Anyone else notice this? A few seasons ago, this champ would be amazing. He's VERY mediocre right now.

I should note that I think as a character, he's great. Funny, interesting and has nice emotes. His kit feels a bit clunky but he's pretty alright.

65 Comments

Rewt8/25/2017, 3:56:21 AM44 votes

lets give him 2 weeks before we make balance decisions. we dont need another Ivern

JackMcSnipeyz8/25/2017, 4:16:06 AM15 votes

Remember when people said he's gonna be OP and guranteed win late game?

sobi9998/25/2017, 9:17:02 PM9 votes

I think once people learn to actually play him, we'll actually might think differently of him. Its too early to tell if he is good or bad in this meta.

AmazoX8/26/2017, 3:28:42 AM4 votes

Inb4 a pro team goes like: Hold my beer

and then shows us how to actually play the champion, just like fanatic did with Kayn, Shadow assassin turned out not to be THAT bad, Its still NOT as good in many situations as Darkin but its still good against squishy compositions.

Kanzler8/26/2017, 4:11:37 AM3 votes

I like him in the jungle. Being able to complete your jungle item without ever needing to base is a huge advantage.

The Yetii Rider8/25/2017, 4:17:35 PM3 votes

"His laning isn't anything special".

Neither is any tank's, since the Sunfire nerf. You should be playing Orrn in the jungle. Along with Sion, Shen, Poppy, Maokai, Malphite, and every other tank that people refuse to move out of top lane for some reason.

My Waifu Vanilla8/26/2017, 5:54:51 AM3 votes

Ornn CAN potentially fixed with just numbers, but he is another champion that could just slip into competitive play fairly easily if you push the numbers too far. Honestly the changes that need to happen are:

A) Cause you to be able to turn during W but still slowing you and tying the "Brittle" effect to hitting X out of Y of the ticks instead of just being tied to the last one. Also, please make it so you can activate R2 while channeling W. There is literally no reason for this interaction to not exist since even getting CC'ed by the enemy team stops you from activating R2 so using W to avoid the CC and still not be able to ult.....seems very counterproductive.

B) Buff the shit out of his hitbox during E and reduce the massive end lag for not hitting a wall. It can honestly get away with being a Gragas sized hitbox because the ability itself doesn't do anything (oh no not 100 damage at rank 5) and I shouldn't be punished for going for a wall stun and my face literally hitting the wall, but not getting the knock up so now I am self rooted for almost a second. I should be able to punish someone for standing near a wall around me, but I ended up punishing myself for attempting it because the E will just never hit the wall.

C) Lower CD on ult. It is basically the only thing he brings to his team so giving it almost a Shen level ult cooldown at rank 1 is rediculous. The game I played him I used it at like level 6.5 or so and it wasn't back up until level 9/10 (I don't remember which) ESPECIALLY since Ornn isn't buying CDR first since he needs Sunfire in lane to have a hope at pushing.

D) As stated by other people his ratios are literally all over the place. He scales off of AD, AP, his armor/mr, his health, his enemies health, and champion level. With all of these ratios outside of his %max health ratios and his armor/mr ratios being absolutely meaningless they need to swap things around so he actually can focus on one thing (also his damage is also split near 50/50 for physical/magic damage).

E) Have the rock that spawns from Q do damage and spawn faster based on champion level/spell rank. Would give him waveclear if you hit the casters with the rock and make the ability actually useful outside of the slow it provides since yet again, getting hit by that rock on an E is near impossible if the enemy players respond to stimuli since they have ~2 seconds to get away from the tiny ass rock.

These are all basically QoL changes outside of D/E because my BIGGEST problem with him is how clunky he feels and not necessarily how tanky or how much damage he does because he indeed isn't supposed to excel at both. He feels worse to play than Urgot and I can only barely tolerable Urgot despite playing quite a bit of his rework because he at least feels like he does something when his kit works. I just can't see how Ornn's kit is supposed to work together when everything punishes you.

One ayyed king8/25/2017, 10:41:54 PM2 votes

I think ornns biggest issue right now is that is base stats are hilariously bad. other tanks and most fighters have much higher base HP pools and armor values meaning that ornn ends up several hundred gold down in stats just from his base compared to other tanks.

Thorgram8/25/2017, 7:46:03 AM2 votes

And one of his problems is the scaling. All is scaling are different and pretty weak : AD, level, Ar/Mr and AP.

ÂFRÏCÂN GØD8/27/2017, 8:52:43 PM2 votes

This is exactly what I was describing in another ornn thread.. He does the right amount of damage for the type of tank he is, the problem is he doesnt fit into this high dmg tank meta.

OurLestrade8/29/2017, 3:47:07 PM2 votes

He's got that weird style of kit that's based less on your skill and more on how stupid your opponent is, like the whole Shen Q mechanic. Sort of bothers me.

Lintu Puck8/26/2017, 2:58:48 AM2 votes

he is a utility vanguard. not meant for damage not meant for eating all abilities of all 5 enemies he is there for his passive (the boosted items for his team) and for the Brittle effect (Morgana snare lasts even longer when hit on Brittle enemies)

Requiemsfire8/28/2017, 11:21:20 PM1 votes

If you ask me Orrn is an example of how to not design a champion whom exist to facilitate this superficial niche status effect with limited capability. The fact that champions like Sion are outperforming Ornn this much suggests maybe the problem isn't the system he was designed for.

ZT Xperimentor9/9/2017, 7:52:29 PM1 votes

On the flip-side, it's bizarrely difficult to make him synergize entirely since he's got different ratios on every ability. I'm all for a hybrid champion, but this is getting ridiculous. And yes I agree damage creep has been way too far.

Spoo8/30/2017, 2:50:21 AM1 votes

https://euw.op.gg/statistics/champion/

I think this says it all. Worst win percentage despite having 10th highest ban rate. Teams are literally banning him to keep their team from playing him.

All new champions suffer from a period of learning in the win percentages but at 33-36% thats a full 10% point under Kayn when he was released.

People trying to tell me he's great in top lane, he's great in jungle. Right now he's not great in any lane.

That was the logical assessment now the personal, his scaling sucks all around, he's picked only for the eye candy upgrades but those upgrades are terribly gold inefficient. If your playing him anything but support with gold runes to make up the difference in picking him you're probably bringing your team down a few pegs. And judging by the number's even then so.

Right CIìck8/27/2017, 9:02:22 PM1 votes

People just don't know how to optimize his kit yet in order to take advantage of his strengths and cover his weaknesses. I think Ornn would definitely become a great top laner even if he doesn't receive changes.