Ornn is in a great spot durability and damage wise, but his kit is too slow.
Ornn is probably the most balanced tank on release. He's durable but not wholly unkillable, he has butt loads of cc, but it requires setup and can be played around, and he does a fair amount of damage factoring how long he lives, but not so much so that he outdamges fighters and bruisers. Ornn is an example of how tanks should be.
Unfortunately, Riot believes he is currently on the weak end. It's not surprising considering
and
can do the same job as he does while dishing out a lot more damage.
I do not think the solution is to give Ornn more damage. Instead, help him do his job a little bit better. Right now his kit is a bit too predictable. I'll use a game I had yesterday as an example.
I was playing Renekton against Ornn. I hadn't played Renekton in a while so I was very rusty on him. I fed the Ornn 3 kills in quick succession very early on due to several miscalculations. Eventually, I decided to let the Ornn make the first move instead of showing my hand too early, so i began to dash behind him whenever he Q'd. And i would either dash again to avoid the W or I would easily sidestep the ability, since at this stage of the game I had bought a
+
.
In the end, I ended up bullying out the Ornn despite my full combo dealing next to no damage to the guy. I was slowly but surely coming out ahead until the Ornn could no longer stay in lane against me. Come midgame, I had caught up enough that i could outright kill him in an all-in.
Yes, plenty of this came down to his inexperience on the champion, but I think this game highlights part of what makes Ornn weak right now.
His kit is too slow and easy to play around. There are several options that opponents have to avoid death at the hands of an Ornn.
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Do not walk near the Q pillar. This isn't too hard since he maxes this second. The slow is not terribly big at rank 1. Mobility can be used to avoid it in a pinch.
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Do not get hit by the last tick of W. It's perfectly fine if he hits you with the first few ticks. They hurt a decent amount, but it's the final bout that applies brittle and allows him to chunk you.
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Do not get baited near walls. If he knocks you up he can guarantee that he hits his full W and Q on you.
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Don't get knocked up by his ult. It's a very easy ability to see coming. Once you see the ram, try to mirror his movements. If he walks to the right of the ram, you walk to the right of the ram. This way he won't be able to stick the knockup.
All of these things aren't terribly hard to do. Not unless his target has blown their mobility. He has a hard time forcing an engage unless he can chain his spells/ult with other CC, or fight in a choak point.
The type of solution i suggest is as follows:
Make his Q pillar pop up a bit faster
Instead of making him have to Q > W > wait a split second > E for the fastest possible knockup. Perhaps allow him to Q > wait a split second > E. The delay should be long enough that you can get away with your mobility or some prediction, but short enough that you can catch people if you're able to predict their pathing and catch them with their mobility on CD.
This would solve 3 of his 4 major issues.
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If he catches you off guard with his Q you will have to use your mobility to get away.
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He will be able to chain his W off of his knockup, preventing players from simply walking out of the final gout of flame.
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He will be less reliant on walls to pull off his full combo.
It doesn't have to be this change exactly, but something along the lines of making his pattern a bit less slow and predictable. After that, he should be in a solid spot.