All Guides Ornn Guides sustain/bruiser - Never go back!
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Ornn Statistics for DigiZoo

Author's performance with Ornn compared to the ranked average.

Value
Average
Games Played
5
Win %
40
Kills
3.2
Assists
8.3
Deaths
5.6
KA:D Ratio
2.1
Gold Earned
9.7K
Creep Score
141.8
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.pngFlash: Of course, the traditional summoner spell is a must have for almost every champ.
12.pngTeleport: Another staple of the top lane, this will help you recover in top lane if you fumble. It will also create some devastating bot lane ganks if you time it right and are paying attention to the mini map.
14.pngIgnite: This one is optional, but because Ornn has such an easy time staying in lane due to his passive ornnpassive.png, You can bully the enemy laner into going back, or potentially killing them, and then purchasing what you need to sustain. This is generally only good if you plan on getting an early kill on a weak early game champ and plan on getting top tower quick so that you can roam.

New Runes Back to Top

Masteries Back to Top

With Ornn, it seems to be all about sustain. The longer you can stay in lane, with your passive ornnpassive.png to keep up in items, the more ahead you will get. I chose to double down on this with these by taking 6211.png,6332.png,6242.png, and 6261.png. Doing so will take away a little bit of killing power, however, after your opponents first back, you will start to collect on your lane advantage.

Abilities Back to Top

W
Q
E
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E
Passive
Q
2
4
5
7
9
W
1
8
10
12
13
E
3
14
15
17
18
R
6
11
16

I choose to max ornnq.png first, as this will scale 100% with AD and it's great for wave clear and harass. And remember, this is bruiser Ornn, so we want to do more damage early.

I max ornnw.png next, as this is also excellent wave clear and helps both with and against ganks.
Lastly I max ornne.png due to the fact it scales perfectly fine with armor and MR and we don't tend to pick those up until a bit later into the match.
And of course, pump points into that ornnr.png as we go.

Items Back to Top

Starting Items

    Starting Items. They're good for early lane pressure and ease of CS, and we want to get into that Jaurims Fist asap.
    You can also start with these if you think you're going to have a harder time in lane.

Core Items

    This group of Items I've found the most success with so far. Weird, I know. I'll explain more below

Situational Items

    Any of these are fine pick ups after your core items, and really depends on the opposing team what you will want to go for.
    Any of these work well and they each have their specific uses against certain teams. I only grab boots of swiftness if I'm planning to roam a lot and I only grab boots of mobility if I'm behind and am looking to help other lanes get ahead.

So ornnpassive.png is what makes Ornn truly good. You can easily sustain in lane by buying into an early 3114.png, effortlessly outspeed them by grabbing whichever 1001.png upgrade you want, and you can quickly outscale your opponent by getting a 3052.png. This will build into what I've found to be an incredibly useful Item that adds even more to his CC, 3022.png. This gives him the health sustain, and a nice bit of AD to help his harass even more. Once I've gotten a hold of the 3022.png and 3114.png, I buy either 3107.png or 3077.png, depending on if I need the waveclear or if I am looking to help out more around the map. Once I grab one, then I go for the other. After that I work my way into a 3748.png, which will help in both the tank and the damage department, and works incredibly well at maintaining lane pressure. I then use my one upgrade on 3382.png, as it is cheaper than the other upgrades and helps your team even more. Ornn might be a good bruiser, but why not help the team be a little lighter to carry? I then go into the necessary tank items to counter out the enemy team. 3075.png against heavy AA comps, 3068.png if they're in your face a lot, 3194.png if they have that pesky poison, 3065.png if you've got a lot of health to get back, and 3083.png at the end if they do a lot of both and you want to stay and play longer. If you play your cards right, you will only have to go back to base maybe three or four times in the whole game, and that is what makes Orrn incredibly strong.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

I'll get back to you as I play more matchups and figure out how easy/tough each lane will be Back to Top

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