My review (and guide) for Ornn after playing dozens of games in jungle and top.

Kraythax·8/27/2017, 8:37:13 PM·1 votes·1,195 views

Now that I have played Ornn after 50 games, I have formulated my own impressions of him.He was first regularly banned in ranked but that has tapered off and mostly because his usefulness is not seriously competitive with other champs and he isn't that scary. Lets talk about his abilities. One thing to note is every ability of Ornn scales on something different. Q on AD, W on Health, E on Armor / Resist and R on AP. So building him is a nightmare but the only viable build is pure tank, forgetting all damage. I will show why in the skills detail. I have built him in many ways (other than pure AP which is nuts) and tanky is only real build.

Q - Volcanic Rupture: It has a slow and it can be useful but as a damage ability it is very weak. It scales on AD at 100% which is respectable at first glance but in reality if you build enough AD to make that happen you have ONLY this Q and you will MELT in fights. Since your E engages at close range with knock up, if you dont build tank you are fubar. It would be like Jarvan Cataclysm without tank. The other problem with the Q is it is too slow to bring up the pilar so the combo Q-E is difficult to impossible to pull off. The E has the same range and you dont get the knockup unless you hit terrain so if you move at all hitting the pillar is near impossible

W - Bellows Breath: This is his bread and butter laning and jungle clearing. This is a very respectable skill and allows him to challenge big tanks like Nassus though he wont finish them without help. He can, however, become nasty to other tanks and the shield is very nice. The breath and brittle cause percent damage but its mitigated by magic resistance. Its the shield that makes it viable in lane and jungle. When they come in to trace, you blow on them and they hit your shield and then you birittle hit. Of course your auto attack is slow so plan accordingly.

E - Searing Charge: This is Ornn's main engage, crowd control and escape skill. It gives him jungle viability with some limitations. Searing charge scale on Armor and Magic resit but only at 30% so you arent going to get a huge bonus damage late game. It does, however, AOE knock up so it can be great at CC but you have to collide with terrain and as I pointed out the timing with Q is finicky at best. Since this builds on tank attibutes it more enforces the need to build tank.

R - Call of the Forge God: This is a nearly useless skill. It Scales on AP and only at 20% so building AP with this is dumb. It just makes me wonder what exactly the dev was smoking when he said "hey lets make it scale on AP." At 200 AP with a full AP build you would only do 40 more damage which is pointless scale late game. So pretty much no point building for that. If you manage, miraculously, to hit the return skill shot at a moving target that will knock up but its a pure knock up, no resulting stun so its pretty useless. The only real use for it is killing that guy that has only 20pts health left and is running away from you and is too slow to dodge it.

**Top Lane: ** Ornn can sustain by crafting items which is great but he cant really finish 1v! engages with tanks. Since the scaling of Bellows Breath is on current health, it diminishes as the opponent gets lower. YOu can Chip down Nassus hard but you cant finish him. Also he is mana hungry so you HAVE to build something that gives you mana, like frozen heart for example. As an opponent comes in on you to poke, W them and slam them to finish the trade. Then Q-E and your W might be reset by then. It will take a LOT of work to shut them down. Ornn is no Darius in the top. And if yo uare against ranged in the top, you are in deep deep trouble. Your Q is too short to poke them back and the knock up AOE from a good Q-E combo is too small and easy to dodge. Sustain, farm, build tank, try not to die, dont expect to carry until late game when you are soaking up damage.

Jungle:

Ornn has limited mobility because he is slow but not any slower than Sej or Mao but he can still jungle. He is able to engage with the E to jump into ganks. Similar to maokai he can lumber in and jump on them if he pulls off the Q-E combo. For Jungle Swift boots or Mobility Boots are absolutely essential. On the plus side he can clear fast because of his AOE skills. Chickens get MELTED, without smite, at level 2 faster than Maokai can do it and almost as fast as Kayn. Since he is slow you have to plan good angles and have good vision. Like Maokai watch for opponents pressing lanes, come in behind, Q ... wait ... Wait more ... no not yet ... NOW E. Knock up. If your ADCS have mana and are markinally awake they will get the kill. Also Brittle will knock them back, like Bramble smash, try to bounce them into your ADCs.

Suggestions for Changes I absolutely love the dialogue and the fuzzy dwarf ram giant attitude. He really appeals to my "lets TANK this" personality and having had black smithing as a hobby, I am drawn to him. I always loved the Dwarves in fantasy games. That being said, on the practical side he has a couple of issues and I would suggest the following changes:

Make his Q and E just a tiny bit longer, the width of one more character to make him not be completely wrecked by ranged. The E should have slightly longer range than Q to not require so much precision in chaotic CC. Also make the pillar erupt immediately from the Q or last a twice as long. The quick eruption of the pillar will allow him to follow up with an E to get a knock up. Changing the pilar to last longer would allow Ornn to prep the battlefield and zone off space for fear of knock up. Either change is viable.

Remove the scaling of his R on AP and even the damage instead make it a tank or CC skill. Knock up on the way in and knock back on the way out, if you hit the same champ in both directions a tiny stun should be applied. This would make the skill useful for jungling and late game tanking.

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