How to play Ornn, for all the whiners out there.

Niyumi··8 votes·9,518 views

So, champ releases are always iffy. Back when Illaoi and Camille launched, I wrote threads on how to play against them. This time, I'm goinna do something different, and explain how to play a champ, so that people can stop calling Ornn weak, so Riot doesn't break him and make him pick / ban or nerf him into the ground afterwards, like my favorite champ Poppy.

As of writing this post, I have 25 games on Ornn (in ranked), with a 56% winrate and a 4.4:1 KDA. I may not be an expert on him just yet, but I know how to play him well enough that I have decent stats on him.


So let's get down it it, yeah?

First off, playing Ornn requires a certain mindset: You are not a carry champ. You can't really 1v1 anyone past mid game (I mean, you can, but you do very low damage, so they can't have any sustain), and you do about as much damage as a Nautilus (which is to say, not a lot). So, do not expect to hard carry your team. Instead, you play like a very offensive support, and enable your team. You hold the enemy team still and soak up skillshots for your team.

If you can accept that, then read on. If not, Ornn is not the champ for you.


Passive: Ornn's passive is a double passive.

One half of it lets your team upgrade certain items (IE, BC, Triforce, Locket, Redemption, Deathcap, Abyssal, Sunfire) into slightly better versions. The unique effects of the items don't change, but the stats go up. For example, on Abyssal, you get an additional 35 MR and 200 health. Simple enough.

The second half (and one of the best things about Ornn, imo) lets you set down wherever you are and forge items (excluding consumables like potions and wards), rather than backing and buying them from the store. You still spend the same amount of gold, and the item is the same functionality, but you can do it anywhere on the map. Once you buy an item, its stats are added to whatever you have (so, if you're low on health, buy a Ruby Crystal and you'll gain 150 health (same thing with mana and a sapphire crystal)).

So, let's say you're jungling. You just cleared your jungle, and you have gold to buy a smite item. Top is looking like an easy gank, so you upgrade to blue smite right there in your jungle, and run into top lane with a nice slow, getting you an easy kill or flash.

Or let's say you're laning, and you're against someone that's poking you a lot. You could just plop down and build a Doran's Shield or some armor / MR, and laugh at their poke.

Now, there is a catch though: If you're taking champ damage, you can't forge items. And once you start forging an item, you can't cancel it or move your map. So keep that in mind, as it takes ~3s to forge an item.


Q: You shoot out a line that slows people by a varying amount based on rank, and then spawns a pillar of lava that acts as terrain.

On its own, this ability is a bit lackluster. But, when combined with your other abilities, it's great. So I'll talk about those interactions later.

Some bits about his Q though: If you shoot it through minions, the line that spawns the pillar will go the full length. But if you hit a champion, the pillar will spawn right behind the first champ hit, and the damaging line will stop as well.


W: This one is your bread and butter. When you push W, Ornn will breathe fire and take a couple steps in the direction your mouse is facing (aim it like you would aim Nid's kitty jump), and does magic damage based on their health. At the end, Ornn shoots a little fireball that applies the Brittle effect, which makes the next CC last 30% longer (think of it like negative tenacity) and deal % max health damage in bonus magic damage -- this fireball applies even if you missed your entire W. That last hit is the important part. CC includes knock ups, knockbacks, stuns, roots, polymorphs, etc.

Now, when Ornn is breathing fire, you gain a little shield that lasts a second or two afterwards for a good chunk of your max health, so abuse that. Secondly, and this part is important, while Ornn is breathing fire, you are unstoppable. Meaning CC can't effect you. If Blitz grabs you, or Vayne Es you, or Rammus runs into you, or Ali Qs, you will not move. If the CC has a duration, like a root or a stun, then it will take effect once you stop breathing fire, but the initial hit won't stop you.

While your Brittle effect does increase the duration of CC, you can also make use of it even without having any CC available. If you auto a champ, minion or monster with the Brittle status on them (as Ornn), you knock them back a bit (if able to) and do the extra % health damage while consuming the Brittle status.


E: Your second most important ability. When you push E, you charge in a direction, dealing minor damage. If you collide with terrain (natural or player made) you create a giant shockwave that does even more damage and knocks everything around you up.

So, remember how I was saying your Q is amazing with your other abilities? Well, here's how: You start a trade or a gank by pushing W and applying brittle, and then shoot your Q through them. Since they're slowed by your Q, walk up and auto them, knocking them back, and then E into your pillar that just spawned, and you'll deal half of someone's health early game.

For teamfights, just throw your Q into the middle of the enemy team, and ram it. You'll catch at least one or two people while doing this, and then the rest of your team can follow up and win the teamfight. Don't rely on your W to go into teamfights, since people will dodge it. Rather, wait until the fight is going strong to start using your W, so that people will get caught by that last hit, allowing you to dish out more damage and CC.

A tip for Ornn's E: If you ram into player-made terrain, you will destroy it (yes, even your pillar) in the shockwave. Anivia's wall in your way? Just break it down. Taliyah ulted your team? Just blow a hole through it and let your team through.


R: Ornn's ult is super cool and fun to use, but it doesn't do a lot of damage on its own. It's a great way to start a teamfight though! When you first push R, you create a ram that runs at you in a line. Anyone the ram runs over is slowed and has the Brittle effect applied to them. While the ram is running, you can recast the ability and dash a short distance in any direction -- if you hit the ram with this dash, it will go rocketing away in the direction you're going and knock everyone in a line up and reapply the Brittle status while doing minor damage.

CC will prevent you from using the recast on your R, so make sure you have a clear shot. Even if you run into a wall while recasting, the ram will still go flying if Ornn is still in his charge animation when it gets to him.

Ornn's ult has some pretty crazy range, so you don't have to be point blank to use it.


So, ready for Ornn's ultimate combo? Start off with Q and R cast at the same time. Throw your ult back into the enemy team and knock them all up, and then ram into your pillar, knocking them up again. This will chunk their entire team and CC them for a good 3+ seconds, allowing your team to do some massive damage.


So, I explained how his kit works, and a few tips on how to play him. If you still can't make it work, ask questions, and I'll do my best to answer them.

11 Comments

Oleandervine2 votes

Some things to mention.

There are a few rare circumstances where the passive benefits you. In many cases, you need to back for the heal and mana replenishment, and or refill of your consumables. There's very few moments where that passive is better than actually going back to base, especially early in the game. At best, it's nothing more than a glorified gimmick.

Q has an incredibly slow pop up of the pillar. Relying on the pillar to effectively set up your E is a complete waste, as enemies can evade the pillar and get well out of range, even when slowed if hit by Q. If it had a more rapid appearance, then yeah, Q->E would be a great combo. As it is, you're relying on enemies to be utterly ignorant of how Ornn works to work that combo. Once people learn how he operates, that will fly out the window.

Ornn's W is nice and all, but as a melee champion, CC'ing yourself while walking towards someone, who can easily evade your very short range cone, is dangerous. Furthermore, your Brittle is only applies at the end of your flame burst, at which point sensible enemies will be out of range. Additionally, knocking enemies away from you is always bad; As a melee, you want to stick, not assist the enemy team by peeling them away from you. I see the direction they wanted to go with W, but like the rest of his kit, it severely rides on having the enemy team already CC'd.

Ornn is a terrible tank, because he starts out squishy, and because he deals no damage, he relies solely on minion kills to get gold. His CC, all of it, is extremely conditional. You compare him to Nautilus, and while they both deal little damage, Nautilus has infinitely more reliable CC than Ornn, and will always push him out of the ring.

Niyumi1 votes

If you run at someone, chances are they're goinna try to fight you. So if you Q them and then just start running at them with your W, you're likely to get the brittle effect at the least. Then just boop them with an auto, and your pillar will spawn right about that time, and you can E. Even if you can't E them on your pillar, you'll still do a good trade. In a teamfight, no one is goinna be able to see that little itty bitty pillar until you blow it up in their face.

And it is dangerous, but it's worth it if you land it. As for the knockback, it doesn't really move you. Just kind of boops you and pushes you an inch or two (like, literal inches). Just holds them still more than anything. :P

Oleandervine1 votes

Then why not make it a stun them? The fact that it moves enemies at all screws up your own team because you could position them out of skill shots and such. There's literally no purpose for a melee character to knock away enemy champions.

Niyumi1 votes

... you're not goinna move people out of skillshots. Like I said, you literally move them like an inch. Not on your screen, an inch in the game world. But you can knock people out of dashes with it, so there's that.

Zero Shingetsu1 votes

Chicken Festa Taiko Drummer Ornn is really strong late game. Full attack speed, watch the feathers fly.

That said, I think this is a pretty respectable rundown. Maybe it'll do the community some good, with all the whining going around about him. Well done.

Niyumi1 votes

Haha, I'm not goinna talk about weird builds. Just trying to give people a basic understanding of how to play him. If they wanna experiment on their own, they can. :P

KoKoboto1 votes

I think you only get a full W (the last bit at least) if your opponent is a donkey. Had some great top lane fights against a Shen and he'd dodge a bloody good amount of Ws (without his dash) unless I got him with my Q slow first or E stun. You gotta aim it right well, or it's pretty unreliable.

Use W when your enemy is in the middle of an animation, next best way to get it off if you haven't hit them with CC.

E max early gives you some actual damage, but is unreliable because you already know why. If you're good at landing his stuff, I think the best skill order is E->W->Q. Q terrain is literally pretty lame, also does no damage and scales with total AD. W scales better with level, only thing you get out of leveling it is CD (the fire damage is literally nothing). E does the most damage when used proper, lowers the CD so you can do Q->E combos more consistently, and gives you that good waveclear. I'm still testing tho, against lanes that trade constantly some points into W early for the shield sounds alright.

You also should've mentioned how you as a champion should be positioned to make the most outta the ultimate. Unlike Nami or Kled or any other champion with a global, Ornn moves slow AF. Meaning if you're behind a wall don't use this ability cause you're not gonna catch anyone even if you land both parts. Ideally you want 0 terrain in between you and the enemy when using your ultimate so that you can follow up. Exception is if you got your Q in there, like OP said, or if they're at like the small bits of terrain (dragon walls, mid lane walls) so that you can still get them in the AoE on his E. I guess another exception is if you're catching up with the team.

Don't be so thirsty for those long range ultimates as well. Even if you do manage to hit both parts the knock up is 1.95s and you gotta somehow cover 2500 units in that time. You seen Ornn's legs?

Another trick with Q is that if the enemy is on your ass, step back and put the Q pillar near your minions. That'll get them to back they ass up cause of the pressure of getting that searing charge on.

Nebuul1 votes

Ever tried item 3116 on him? It would help his W pretty significantly. The AP would at least get some use on his ultimate.

SirAstien1 votes

This one time I did this dope Ornn play where I ulted behind me to peel for my adc, it brittled/slowed the Udyr but I then moved slightly to the side to knock the Forge God in the opposite direction of the Udyr to brittle the rest of his team in front of me to allow my back line to catch up.

TutunKamon1 votes

First I want to say that he is not dealing as much dmg as nautilus. As a tank he can deal a lot of dmg on more targets at once. His Q is able to hit multiple targets and is also able to deal to 20/120 (based on level) dmg + 110% of his AD His E is dealing 80/260 (based on level) and is scaling with 40% of the armor and magic resist, dealing the same dmg again if you hit terrain and pass through the enemy at the same time. His W deal from 12% to 16% based on level) of enemy's max hp applying the brittle. His brittle is dealing from 12% to 20.5% (based on level) dmg to the enemy. Ok. Now let's talk about his ult. His ult deals from 125 to 225 dmg (based on level) applying the brittle effect and the dmg for the enemies it hits while coming to ornn and if you can hit the ram it cc's the target dealing the dmg from the first brittle effect and dealing its 225 dmg again. Than if you can cast a Q and catch an enemy with your E you can deal the maximum dmg from both abilities and the brittle effect and than W while he is airborned and auto one more time. This thing will deal a total of 450 from ult 240 from Q, 520 from E, 110 from basic and than 3 times 20.5% of their maximum hp and 1 time 16% of their maximum hp. All of this while you only build tank items. And the fact that you can upgrade pthers items and 2 of your own is literally making you viable in the late too.

AronCartman1 votes

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