Ornn - Why was he made?
I might be off base here but Ornn seem like a design concept for a more slow paced moba game. Putting it bluntly he's ill fitted for league because he requires too much set-up to get his kit off and when he does he can cc lock people for roughly 4 seconds, but those set-ups are predictable and if his opponents can read him can easily disrupt his engage or more simply move out of the way. Ornn is also completely reliant on his team composition because while he can inflict brittle on his opponents and proc with an AA, his allies can only trigger it if they have cc meaning if his team isn't cc heavy his brittle is next to pointless since he can't reliability proc it on each opponent. This then brings to the front that riot has gone too far in the "every champ needs counter play" philosophy by making it so that his pillar take 2 seconds to proc, his E can be disrupted negating all effects, and any kind of cc can stop Ornn form doing his R follow. Riot probably predicted the same result as with Taliyah's ult that heavily coordinated teams would be able to abuse not only Ornn's ult but his whole kit.
As it stands Ornn is a slow-paced champ that that rewards overly analytical methodical set-ups, both in game play and champ section, and is a strict enabler to CC chains, something Riot has pointedly steered from.
There is also the fact that Ornn suffers from the same failing of Singed in the fact that they both want to engage but have completely unreliable means to do so forcing them to build items to make up for this missing link in their kit (why this dota mechanic?).
My question is not "why is he so bad?" but "Why was he even made to begin with?" He likes to cc lock people, he relies on items too heavly(for abililites since his scaling is bad), and he's combotastic with certain team comps. This is like the bread and butter for DoTA 2 hero design, you need at least two of those 3 things.