why Ornnn is problematic in proplay ( based off lcs, lpl, lck)

Brooks107·1/20/2018, 1:03:08 AM·1 votes·202 views

now I know this could get moved to esports but since I am going to talking about the gameplay behind him I figured I would start by posting it here. There are two real reasons and I plan on going over them in reverse order.

  1. Late game, personally I dont have a problem with his late game I think he does what he's meant to do that being said let's look at why he is good in late game 1.1 he has high stats, not really problematic many tanks have high stats when they get to scale and can do damage based on how big thery are (item 3193 Chogath ) 1.2 strong and safe engage, a low cooldown and very safe engage, similar to a Malphite slightly less scary but does not require a commitment and with the low cooldown is forgiving if it is whiffed or flashed also not really problematic 1.3 secured scaling for teamates, this is slightly problematic having a fed Azir is scary but if anyone saw fnatic vs splyce Azir with item 3374 is even scarier.

  2. now his late game I dont have a problem with but lets look at his early game 2.1 quite strong in the 1v1 even giving champs like Jayce Gnar troubles with his decent stats and multipurpose w and decent other spells 2.2 he is a lane bully but can be melted if ganked like we saw early in the Uol game, the problem was he survived do to what I see as the problem with his kit which is unsealed spellbook allowing him to take both item 2419 and a defensive summoner with a lower cooldown laning flash while still getting tp for lategame 2.3 all of this coupled with the fact that due to his passive, where he can build into the lategame stats and continue bullying without having to leave lane often means that while his lategame is strong he is still very useful and safe early game is what I see as problematic

Hopefully not a rant or a wall of text, feel free to add to my list or disagree with me, if you think I missed or overlooked something

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