to create items in lane (no consumables though). You can damage him to cancel this.
Avoid standing next to walls or his
, as he can use
to knock you up.
can break player-made terrain, like Jarvan's ult or Anivia's wall.
and both instances of
apply Brittle for 3 secs. Avoid getting CC'd else the next CC effect will last longer and do extra damage based on your max HP.
Hard-CC'ing Ornn when he casts
will prevent him from redirecting it.
's cast, Ornn cannot be displaced in any way.
Upon hitting level 6, he can look set up kills with help from his jungler or roam to mid lane.
Level 13 is a huge power spike for Ornn since any two upgradable items he has or builds will be upgraded for free. At level 14 and onward, Ornn can upgrade 1 item per level for an ally (up to 1 each).
Once he completes any combination of
, he becomes very tanky, and gets significantly tankier once they're upgraded by
, he single-handedly gives his team better scaling due to it putting "free gold" in his teammates' inventories.
Ornn is weakest in the early game before getting his defensive items. If he trades in the middle of the minion wave, he will naturally push with all his AoE, leaving him exposed.
If Ornn is set behind, it will take him a while to make a comeback. The longer it takes for him to hit level 13, the better it is for the opposing team since he and his team won't have upgraded items for a long time.
Ornn is quite clunky and obvious in how he functions, making him predictable and opening up opportunities to dodge his abilities.
Made with Lots of Love and Tilt in Los Angeles, CA.