Ornn Ability Power Buff

Sasha Star·10/5/2019, 6:13:26 PM·1 votes·865 views

Ornn Ornn could benefit from an Ability Power buff. He mainly deals magic damage, and his physical damage Abilities could scale more Physical Damage from AP as well.

Living Forge (Passive) - Temper: Ornn's basic attacks against Brittle enemies briefly  knocks them back. Enemies made Brittle by Ornn take 12% − 20.5% (based on Ornn's level) (+ 3.33% per 100 AP) of their maximum health as bonus magic damage the next time they are immobilized by Ornn or his allies, consuming Brittle.

Volcanic Rupture (Q) - Active: Ornn slams the ground, sending a fissure in the target direction that stops at maximum range or 200 units behind a hit enemy champion, dealing physical damage and slowing enemies hit by 40% for 2 seconds. After a 1.125-second delay, a magma pillar erupts at maximum range, knocking aside enemies hit and lingering as impassible terrain for 4 seconds. The pillar will not expire while Ornn is charging. Physical Damage: 20 / 45 / 70 / 95 / 120 (+ 110% AD) (+ 100% AP).

Bellows Breath (W) - Active: Ornn marches unstoppably in the target direction with 35% reduced movement speed for 0.75 seconds. Over the march he belches fire over a cone in front of him, dealing magic damage every 0.15 seconds to enemies hit. The final bout of flame will apply Brittle for 3 seconds. Bellows Breath has a minimum damage threshold, which is also the damage dealt to minions. Monsters take modified damage, as well. Total Magic Damage: 12 / 13 / 14 / 15 / 16% (+ 5% per 100 AP) of target's maximum health Damage Per Instance: 2.4 / 2.6 / 2.8 / 3 / 3.2% (+ 1% per 100 AP) of target's maximum health Total Minimum/Minion Damage: 80 / 130 / 180 / 230 / 280 (+ 100% AP) Minimum/Minion Damage Per Instance: 16 / 26 / 36 / 46 / 56 (+ 20% AP) Total Monster Damage: 155 / 180 / 205 / 230 / 255 (+ 100% AP) Monster Damage Per Instance: 31 / 36 / 41 / 46 / 51 (+ 20% AP)

Searing Charge (E) - Active: Ornn charges forward, dealing physical damage to enemies he passes through, stopping upon colliding with terrain. If Ornn collides with terrain while charging he creates a shockwave that deals the same damage and knocks up enemies within for 1 second. Enemies can only be damaged once by Searing Charge. The shockwave destroys Magma pillars and terrain created by enemy champions. Physical Damage: 80 / 125 / 170 / 215 / 260 (+ 100% AP) (+ 40% bonus armor) (+ 40% bonus magic resistance)

Call of the Forge God (R): Active - First Cast: Ornn summons an elemental at maximum range in the target direction that stampedes toward him, dealing magic damage and slowing enemies hit for 2 seconds, as well as applying Brittle for 3 seconds. The slow scales with the distance traveled by the elemental, with a minimum of 10%. While stampeding, Ornn can re-activate Call of the Forge God. Second Cast: Ornn dashes 300 units in the target direction. If Ornn collides with the elemental, he headbutts it, sending it stampeding again in the new direction and empowering it to knock up enemies hit for 1 second, reduced to 0.5 seconds after the first enemy champion hit. Call of the Forge God can affect enemies twice and applies Brittle on each hit.

Magic Damage: 125 / 175 / 225 (+ 55% AP) Total Magic Damage: 250 / 350 / 450 (+ 110% AP) Maximum Slow: 40 / 60 / 80%

3 Comments

Shmeeve10/5/2019, 6:21:03 PM3 votes

Total Magic Damage: 12 / 13 / 14 / 15 / 16% (+ 5% per 100 AP) of target's maximum health Nightblue: AP ORNN BUILD IS OP! MY WIFE TOOK THE KIDS AND STOLE MY TOASTER AFTER THIS VIDEO! RITO!

boricCentaur110/5/2019, 7:40:54 PM2 votes

No. Ornn is supposed to be a tank that's it. Adding ap to stuff like tanks is just dumb and leads to stuff like ap malphite or ap maokai which one is annoying and no one like it and the other is just a troll.