How to correctly balance Ornn

myqmakesyouqqNA·10/8/2017, 12:27:29 PM·2 votes·335 views

Hey,

everyone is complaining about ornn, me too. something is wrong with him, buffs over and over again. low winrate, noone plays him. i think the buffs, they do, dont balance ornn, they dont address his problems. i think you cant consider him being really bad on one part of his kit and really op one the other side of his kit as balanced. its the complete opposite of balancing, if you strengthen aspects that are not his problems.

i want to give you something to think about and i would like to hear how you see this. on which parts can you agree or where can you disagree?

first i want to give some context to the changes i could imagine to balance ornn

1.) ornns laning phase is not that great, because of his mana costs and i think he should be that way, since he can get an advantage over his passive, if he can stay in lane. he shouldnt be able to have a powerful laning on his own, but thats what reduced mana costs would accomplish. ornn is designed with lots of cc, he can be great in teamfights, and you could think he could be great, when the jngl comes to help his lane. but he cant really prepare the ganks like other cc champs can. so i think to help his laning phase, you should only give him more chances to prepare incoming ganks.

2.) he has a dash and cc, but he cant get away from anyone. i cant think of another champ, that has the same problem with a similar kit. he stops for every skill he has, he even self-stuns himself after his dash... so i think you could give him atleast a chance to get away.

3.) his ratios are really weird, why would he buy AP? i dont think he needs high ratios, but he should have at least useful ratios.

so how to change him? my opinion: First of all remove all the buffs, that ornn received since release, most of them dont address the problem correctly.

for 1.) -increase mana costs on E. -remove mana cost on Q or reduce it drastically. (enemies dont stay close to the pillar very often, some spamming can make preparing ganks more possible)

for 2.) -remove the delay after dashing with E (self-stun), if he doesnt hit terrain. -let his first cast of R not stop his motion. (like shadow kayn continues to move, while he uses W)

for 3.) -remove AD Ratio from Q -add Armor/Magicresist-Ratio to Q -remove AP-Ratio from R -add AD-Ratio to R

some changes that riot tested are actually considerable and good ways to further balance him: -W Range -R Speed

also i thought about this in combination with the mana reduction: -Q lower cooldown and lower dmg

if you dont want to discuss ornn changes, i would also like to hear from you, why you think ornn is a great champion at the moment! thank you and good luck in your ranked queues.

1 Comments

MarvelOtter10/8/2017, 6:13:36 PM1 votes

I've definitely considered some of the above changes, especially with scalings. his biggest problem to me is his biggest problem is his q, its terrible but in some respects a necessary evil(for his e) its slow, its small, and its short. Granted that its small-ness helps with hitting more enemies since the shockwave hits behind it, it has almost no impact as actual terrain like trundle, yorick or especially anivia. plus its the only terrain skill shot. but anyway, really hes not in a terrible place. a big problem with ornns winrate early game is actually what makes him so good late game- teamates are stupid. They buy your passive items way too early and it actually hurts their build. unless theyre super ahead and they need the raw stats-its not worth it until they reach full build. one of the most obvious trends about ornn is that his super late game is a complete 360 from his midgame winrate. this is the time where everyone is finishing up their builds and it doesnt matter when they built everything- as long as they have the stat advantage thanks to ornn upgrades. This is also when he his amazing teamfighting starts to show.(compared to his moderate laning phase) i would like to correct you on his ganking skills. your ult is an insane initiator, you start the fight with zoning, slows and cc as well as increased cc duration. if you gank bot lane you can position your q in their retreat path and usually dash into them as theyre trying to escape along the wall. and thats not even including what your adc and support can do.