Ornn could use some help.
I've played Ornn top and support now, and he's just not that great. He feels like nothing but an item-buying gimmick, because his kit just lacks cohesion. I mean, I'm used to some champions struggling in lane, but Ornn takes it to an entire new level. He deals pitiful damage at best, and he's got no waveclear. That's compounded by the fact that he's intended to be a tank, yet all of his CC is loaded into hitting a wall and then landing and hitting his autos on someone with W. Here's my rundown on Ornn:
Passive: A gimmick at best. It's not that beneficial to him at all. Sure, he can build anywhere, but he loses the heal/MP refresh from the fountain, as well as replenishing his rechargables like a refilled potion or sightstone.
Q: This is a decent ability. The slow is pretty substantial, but that's it. The magma pillar takes f-o-r-e-v-e-r to pop up, and when it does,_ it doesn't displace or interrupt people like every other terrain in the game (Anivia, Taliyah, Trundle)_, and it doesn't really serve any purpose because it's so tiny you can't actually block anything with it. I see that it's intended to combo with E, but with the speed of it coming up and it's lack of actually interrupting/displacing enemies when it does pop up means that it can almost be avoided or ignored 100% of the time and is a mild, mild nuisance, like a mosquito bite, instead of anything relevant.
W: I like this ability, but the visuals and clarity are completely not there. It's difficult to even realize you're getting a shield, and CCing yourself by forcing yourself to move forward is just uncalled for. Plus, enemies don't become brittle until after a delay, which means you lose momentum because they're probably already running away to avoid the last burst, and if you did manage to hit them, you're melee which means they only have to avoid you for 6 seconds to not get hit. And then, the issues with this get compounded even further because your attacks on brittle targets_ knock them back from you_, and as a melee character like a tank, you don't want to be disengaging your enemies by pushing them out of your range.
E: This is a decent charge, but relying on terrain to actually be a relevant ability is where this dies. This isn't like Poppy's charge, where at least it does something even if it doesn't hit terrain. The aforementioned problems with the Q is what kills this ability entirely. It's nothing more than an escape mechanism at the moment, because that slight delay after it ends means that you can't actually use it offensively to chase down a foe.
R: I like this ability, though the AP scaling is useless. Completely, 100% useless. And the mild slow effect if you can't trigger headbutting the ram makes this a lackluster ultimate ability.
Ornn has a ton of potential, but he seems to be held back severely by all the conditional effects of his abilities. He's got too many conditions to manage to be a functional tank, and he doesn't deal enough damage to at least be a threat. He's absolutely terrible top lane, and marginally better as a support. What are your guys' thoughts on Ornn?