What's the point of Ornn's Pillar?

Taliyah Rocks··8 votes·793 views

While i know that in theory it can be used to combo with his charge, the delay is so long, the radius so small, i don't think i've ever seen anyone hit by the combo. The pillar itself is very small, so you can't block people's path with it, it doesn't deal damage by itself.

Spawning terrain is a mechanic i find really interesting, but it seems like Ornn's pillar is just useless, except mayyybeeeeee to surprise someone who has never laned or heard of Ornn before (lol)

I don't think it would even make such a difference if it spawned instantly at the end of Volcanic Rupture. Maybe it could gain a ''Sunfire Cape'' effect where the erruption burns enemies close to it. Meh.

9 Comments

Mysticman895 votes

if you nail the timing on your charge perfectly (so your charge hits it basically the frame it pops up), it's not completely unreliable.

If nothing else, it can be a zoning tool, as people have to move away from it or risk the charge knockup. Moving away from it isn't terribly hard (although there is a slow on the q path), but it's one more thing they have to do in what might already be a hectic fight.

Variks the Loyal2 votes

The entire point is to combo with his charge.

And it's more effective for that than it seems. It's not just around where Ornn impacts, it's all around the pillar, behind it even. It's not as perfect as an actual piece of terrain, but it's still a good way to combo his abilities together, especially if combo'd with his ult.

DragonShea2 votes

It's there to set up His E charge.

Virgin Ray1 votes

i use it when i am near walls so the enemy can get trapped or be forced to exist through the tiny gap i created. Other than that it's just used for the knock up.

Kai Guy1 votes

Only played enough games with ornn to know what he can do. still try this, Open with R, activate Q befor your 2nd cast of R, terrain is created as you knock folks up with 2nd cast then use E to chain knockups.

Niyume1 votes

The Initial cast is a strong slow, and you can pop people up with your E afterwards. Most people aren't goinna get out of the way in time without mobility if you land the slow, so it's pretty reliable. And if you toss it into a teamfight, no one is goinna notice it until they're all flying in the air.

The Yetii Rider1 votes

Orrn's Pillar is there to let him land his knock up even when he's kiting jungle monsters. The bonus damage on his knock up E is necessary to kill monsters, and keeping them close enough to the wall is a pain.

Teridax681 votes

I think the combo gets more reliable as you master Ornn's timings, but I agree that the pillar feels somewhat useless outside of that one use case. Unlike Trundle's pillar, which is big enough to completely block off certain choke points, and can slow enemies, Ornn's pillar can be easily walked around and thereby provides no real impediment in the vast majority of cases. Making it bigger, changing its shape or having it apply some sort of additional effect (it could make nearby enemies Brittle, for example, which could combo nicely with his E) would justify it beyond its E synergy, imo, though I also agree that the delay on its spawn, in addition to the Q travel time, is somewhat questionable.

Dr Dog1 votes

something i like to do is w them cast my q for the big slow it gives auto to break the brittle and keep them in place near the pillar then e for a almost guaranteed knock up

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