Ornn E Should Damage Towers

ArmoredRogueTK··72 votes·1,806 views

We all know Ornn has been having a rough time, and even with the new patch things aren't getting much better, so why not give him a unique piece of utility? His E as it stands is a really cool ability which can destroy player terrain with it's destructive force, so thematically having it also damage Structures is a Logical Leap. It doesn't scare with AD or AP so it can't be abused for a ton of damage, but it still gives him pushing power for a full Tank. What do you guys think?

26 Comments

EarthyMadness16 votes

I actually second this, one of the issues I have with Ornn is that he just doesn't really do much to towers, because his base auto damages are pretty low and you don't really build AD.

Considering Ziggs has an instant "kill this below x%" ability, just allowing Ornn to deal something like 55-75% (just have it increase by 5% each time, 75% at skill level 5) of the impact damage to the tower would be pretty fair. In a normal game the impact E damage is something like 280-350 depending on how much armor/mr you have. Assuming it's 200+50+50 [300] impact damage, and considering the ability cost and cooldown, that would only be ~225 damage every 12 seconds, which is pretty low.

I could see this also being used as a dive tool, the tower is super low, you E in, crash the tower, which knocks them up, setting up your combo.

FlameHalbrdOkido2 votes

{quoted}

I actually second this, one of the issues I have with Ornn is that he just doesn't really do much to towers, because his base auto damages are pretty low and you don't really build AD.

Considering Ziggs has an instant "kill this below x%" ability, just allowing him to deal something like 55-75% (just have it increase by 5% each time, 75% at skill level 5) of the impact damage to the tower would be pretty fair. In a normal game the impact E damage is something like 280-350 depending on how much armor/mr you have. Assuming it's 200+50+50 [300] impact damage, and considering the ability cost and cooldown, that would only be ~225 damage every 12 seconds, which is pretty low.

I could see this also being used as a dive tool, the tower is super low, you E in, crash the tower, which knocks them up, setting up your combo.

I am thirding this, i really like the idea, and it fits with the other part of his identity as a being who shapes his environment by fighting it.

Iota Theta2 votes

And hates that the towers have magic in them and thinks they should be built better

Agent Corgi1 votes

You beat me to this, well played good sir. :|

GorillaBearz4 votes

{quoted}

so why not give him a unique piece of utility?

Because he already has a unique piece of utility allowing him team extra upgrades on certain items as well as extending the duration of his teams cc. Would probably overdo it if he could destroy towers faster

Kaeblen2 votes

over do it on uniqueness?

OJPhoenix3 votes

Considering how the ability destroys terrain, I was really surprised that it had no effect on towers at all. I would definitely be in favour of him doing at least some damage to the towers.

My Waifu Vanilla1 votes

I don't like how I feel like I am forced to stick with my team after laning phase. Not because I am needed to peel/engage, but because if I go to the side lanes I am not getting ANYTHING done down there because the second I hit the tower I am stuck throwing like 30 damage auto attacks at it hoping the it falls.....eventually.

The Yetii Rider1 votes

Yeah. Play him in the jungle. Just farm the jungle forever. It's fantastic.

DragonShea2 votes

Ornn builds shit, and he breaks shit. Why not, cuz it fits with his theme as an ancient builder and blacksmith

2Behold2 votes

I think once he gets into a good spot stat and ability wise through normal adjustments he will be fine. Plus a lot of it is learning him, like teammates gimping themselves with early upgrade items or just learning the weird timing of his spells. I know after a few games of him Im already doing way better than I was. I havent played him top lane but I figure because he has natural lane sustain through not having to back for items he should have natural tower pressure anyways in certain matchups. If you give his E the rift herald treatment you are just asking for his kit to be nerfed to nothing because they have to balance around that.

Agent Corgi1 votes

Riot would never give him this mechanic, but what if they made it so Ornn Ornn could Execute Towers by Headbutting them with his [E]?

Primaquarius2 votes

Because then everyone would spam Ornn + Ziggs splitpushing two lanes, Towers are weak enough according to the people without having more than the current few champions who can already bulldoze them

Kaeblen1 votes

would give an excuse to buff them...

CrazFight 1 votes

What if instead... when he e'd his own tower , the tower would get a small buff for a duration. Maybe like 5-10 seconds of that old laser tower. Since he is a blacksmith he can make things for towers no?

Ben Sharpio7 votes

so you E the turret like a retard and it will buff it? how does that work

Calabok1 votes

no, no need to buff that guy. he should be nerfed because he's new and OP.

kasfas1 votes

i think he just needs more tank stats. You cant get tanky anymore unless you have a really good innate defensive steriod, which ornn severely lacks. I think his shield needs to be bigger and last longer.

Alternatively, when ornn purchases (or makes) items he should get increased value from their defensive stats, like + 10 armour, + 50 hp on every item and not be able to build his own masterworks instead. That way he gets more tankiness as the game goes on, and alows him to make good use of his passive.

StairCasexd1 votes

I played 1 game as ornn which may not be reliable but I can say for a fact that ornn is very tanky if you build the right items. Built full armour and one Mr (adaptive helm) for Cass. Ornn does the tanking part well in my opinion, they just need to adjust things like his Q E and base stats to make him reliable.

kasfas1 votes

I've played a few more ornn games now, and now I can firmly say that his problem lies in the reliability of his cc, or rather the lack thereof. It's not even that his cc is too slow or too predictable, it's that it's so unreliable that he has to play absolutely perfectly to get it to work.

In my opinion that is fine, the better ornn players make him into a better tank, but that is also coupled with another problem. He utterly lacks usefulness if he falls behind. He can't build his tank items fast enough to compete with the enemies damage, and can't make good use of his passive because of how much he needs to back to not die to them.

If they made his fallback plan a bit more reliable then he would probably see a massive uptick in winrate.

And when I define fallback plan, I generally mean his q poke, and his w shield. If it were my decision, I would likely move some power around in his kit. Starting with changing his shield on w, as it is a pretty powerfu lability already, changing the shield duration to scale with level. This way as the game goes on he can make better use of his shield when behind but doesn't instantly become a monster when he maxes the thing. I suggest reducing the base value to 10% and having it increase by 1% every 3 levels. His a I would place more of the base damage and less on tank up, while having the ad ratio increase with rank. For example: 70 +30 per rank and 80% ad + 5% ad per rank.

This gives ornn more fallback power but doesn't allow him to run rampant early, or so I hope it does.

Saianna1 votes

Why not scale it with time?

Flay1 votes

Maybe does bonus damage to towers but goes on a longer cooldown and with this they can mess with numbers to balance it out with cooldown time and damage

RavenMagus1 votes

I have to question if killing towers even easier is actually something we want. Towers are already made of paper.

FNC Jinx1 votes

Yeah, cause towers aren't already paper-made worthless things on the map enough.

That's what we need: more things to destroy em even faster.

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