What is Ornn supposed to do exactly?

Logan2605·9/17/2017, 3:25:57 PM·2 votes·719 views

[ ] Reliable CC [ ] Tankyness [ ] Damage [ ] Jungle clear speed. [x] Gives marginally better items at an arguable gold efficiency cost.

His Q is incredibly easy to dodge, with only a couple of steps (ie, right clicking once) needed to dodge the follow up E knockup. His E is his only form of cc outside of his ult, but only if he hits terrain. Like a crappier poppy E. Crappier because it's far less reliable. But hey, it cant hit multiple people if they have the brainpower of a half eaten dorito and clump against a wall. His W does decent damage and helps with clear, but its range is abysmal given that it also slows him. Slows him. Did you actually manage to land a Q E combo? Great, now slow yourself to guarantee they get away. And whose idea was his ult?

"Hey, I've got an idea. Lets give him a skillshot, that does marginal damage with no cc, but wait, you then have to fire a second skillshot with precise timing to hit your first skillshot in order to trigger a THIRD skillshot, at which you will then be able to knock them up, if you managed to use all three skillshots perfectly. And even then it'll probably do freaking nothing I don't know".

And tankiness? Did anyone think the crappy shield on his W made up for his atrocious base defensive stats? A conditional shield that like the rest of his kit, is slow, awkward, and easy to dodge? Leaving any champion with even a mediocre move speed buff or simply a faster base movespeed completely free to easily dodge the skillshots and kite him until the heat death of the universe.

And the item upgrades? Some are decent, but you are still investing a solid chunk of gold that could be going to another item entirely. Sure, at the end of a 45 minute game those items are going to edge out with both teams at full builds. But in the average game? It doesn't feel worthwhile half the time to invest in the better item. Why get the upgraded sunfire cape when you should be investing in an MR item? Why get the upgraded Infinity edge when you could be building an essence reaver or statikk shiv? Sure, Ornn can dominate a top lane matchup with the item forging. Investing in a couple of early game items without backing in order to negate a bad lane matchup and pressure turrets, but aside from that, Ornn is bad at pretty much everything. Not enough reliable CC or strong enough stats to support. Not enough reliable CC and too slow with not enough damage to jungle. Melee and immobile so no weird mid or adc builds. There is nothing he really brings to the table for either solo que or competitive play.

So, how can we fix him? His E should be able to knockup opponents without hitting terrain. Perhaps bonus percent health damage if he manages to connect with terrain instead. You shouldn't be able to miss the redirection on his ult, and the initial shot should have a stronger slow. Give him a bit more early game tankiness, and I think you might have an actual viable pick.

7 Comments

Jorencice9/17/2017, 4:04:37 PM2 votes

Hes got amazing jungle clear speed...

Have you actually tried him in the jungle? He never needs to back and his W deals 600+ damage at level 1 to jungle mobs.

As for no damage or tank I played a game last night against a khazix late game 6 item build he jumped me while I was isolated and he had to flee because I almost killed him.

I think your massively underestimating the amount of damage the 40% cdr full tank W does.

Celestial Lion129/17/2017, 3:39:00 PM1 votes

you need to play him as a peeler he also has really good counter engage

Chembaron Yamada9/17/2017, 3:59:53 PM1 votes

[...] His E is his only form of cc outside of his ult [...]

Sorry, but have to point out that this is wrong. He can brittle enemies with his W and if he auto attacks a brittled target, it gets knocked back.

EarthyMadness9/17/2017, 4:57:59 PM1 votes

From the way this is written I can only assume you've played very few games of Ornn, and wrote your assumptions based on that.

He has a knockup in all 4 parts of his kit. Not joking.

Q: Slows, if they're within 20 units of the pillar edge when it spawns, it knocks up/displaces. Has a 100% AD ratio, this does deceptively large amounts of damage early as a result. (can trigger CotC) W: Provides a %Max shield while dealing %current damage, shield is provided even if the damage misses. Brittles enemies, allowing you to auto them for a knock up, brittle-auto procs also do %Max damage to enemy hp. (triggers CotC) E: The hitbox is deceptively large, the damage is not horrible, but the cooldown and cost make this subpar. Mostly your "Jump in" move for when you need to gap close. Has the Kayn Q treatment, deals damage on both the Dash and the knock up if they get hit by both. (knock up on wall triggers CotC) R: His ult is hard to hit, I'll grant. The damage is pretty mediocre, the range is okay, the return fire skillshot takes practice but once you figure it out you'll get it nearly every time. Good for hitting in the middle of teamfights, not good as a sniping tool [Easily dodged if you see it coming]. (second ult path triggers knock up for CotC).

He has a lot of hidden strengths, and he's in a pretty damn solid place right now. it can take a long time to figure out how to play him properly, but his expected skill floor is actually really high, you have to play him a lot to really be good at him.

Glîtchy9/17/2017, 5:00:23 PM1 votes

What he's intended for?

Telling us the flavors of the potions

chipndip19/17/2017, 7:12:14 PM1 votes

Ornn is a sad case of "A gimmick without a niche". He has his defining mechanic, but he doesn't fit in the game somehow outside of that. The result is that he's unique, but he's not worth the pick. If he becomes worth the pick, then he's just a flavor of "generalist" and gets nerfed. Riot needs to think these types of things through better.