How can we make Ornn Viable? (Discussion)
Hello so I wanted to reach out to the community and ask what they think will make Ornn good. I think the delay on his pillar is too long. His ult is too fickle, the dash should be quicker.
Hello so I wanted to reach out to the community and ask what they think will make Ornn good. I think the delay on his pillar is too long. His ult is too fickle, the dash should be quicker.
make his w feel like rumble q
so we should reduce his counterplay massively?
He has terrible item scalings (which makes his entire gimmick pretty moot after early game!) and his mechanics are pretty slow. I get he isn't supposed to be a magical tank like Maokai or a super fighter but maybe he could have a bit better AD scaling?
Me personally I'd probably break and make his masterwork items more meaningful. I'd put them in the shop for 500 or 600g but make them "off" until Ornn personally goes over to meet that player and activate it like Zillean's passive. This expands his thematics and cohesion with teammates and makes his mastercraft items something better than the shittest end game elixir ever you will never in your life of solo queue get.
I feel like ornn is a support, and only a support. people keep trying to use him top and jungle and I just don't think that's where he belongs. He's a tank support, with utility in his passive for his team to upgrade their late game items in the shop. What he needs to do is build full tank and cdr, make sure he gets his brittle off on as many people as possible in team fights, and peel for carries. He is not a good damage dealer, and the fact that people still use him top and jungle is amazing to me, as I have yet to see him do well in any role other than support.
For Ornn to fit nicely into the meta, 90% of all champions in the game would need to get nerfed; all the new champions these days have such overloaded kits, Ornn just can't compete because he doesn't have as much to offer as let's say
.
His Abilitys get utility off allies buying master crafts. starting with passive then qwe finally R.
Examples Can now Craft and move, Craft time reduced, etc. Q now creates a wall rather then pillar, W Has longer range or wider range, or just grants straight immunity to cc E damage increased or knocks up hit units with out requiring terrain (still only does first part damage) R leaves DOT trail when you head-butt it.
Logic. Becomes more invested in winning the game and expends more effort, after all his team losing with his "upgrades" would shame him. As he is a grumpy gus he expends less effort for the sakes of others with out personal investment in the match.