Ornn·Top Guide
Win rate | 50.8% |
Pick rate | 4.0% |
Ban rate | 0.4% |
Matches | 11 262- |
Can buff up his team thanks to his Passive which allows him to upgrade his allies items.
His Ultimate R is a great tool that can set up his Jungler. It is also a good tool in 1v1 fights. Finally, it’s great in team fights as it could potentially knock-up 5 enemies.
Ornn scales incredibly well into the later parts of the game. He is one of the few champions who is relatively good at all stages of the game
Ornn is quite vulnerable in the early game and can be abused heavily if he is against an early game dominant laner or a ranged enemy champion.
If you get CC’d or miss your Ultimate R timing, you will be unable to knock up the enemy. Missing out on an ability like this can be devastating in late game team fights.
He is weak if his allies are behind. Regardless of how well he is doing, he needs his team to be able to survive and deal follow up damage on enemies he has caught out of position.
0 - 15 min
Play safe for the first few levels. You need time to come online and you shouldn’t be fighting unless you have a clear early advantage.
Once you have a few levels under your belt, you can start to play aggressive and look for aggressive plays. You benefit from extended trades, so try to go for them frequently.
Keep the minion wave closer to your side of the map throughout the early game. This is the best place for the wave to be as it offers you tons of extra protection.
15 - 25 min
Split push during the mid-game and try to secure side objectives. Avoid grouping if possible.
Use your strong duelling potential in the mid-game to fight and duel anyone who tries to stop you from split pushing.
Although you’re a really strong split pusher in the mid-game, be prepared to group with your team and fight 5v5. You should usually start grouping when there are no nearby objectives to take.
25+ min
Do not fight in the late game unless your Ultimate R is up. It is crucial that you only commit or look for fights when it is available as you’re going to miss.
Your Ultimate R will be on a shorter cooldown in the later stages of the game. If you can find an opportunity to do so, use it to catch out someone who is isolated and alone, too far forward or way out of position.
Peel for your carries to keep them alive for longer. If your allies die quickly, there will be little chance that you will win the team fight.
He is pretty weak pre-six due to his abilities being too telegraphed. He will need to use the lane brushes and trade when the enemy gets too close to him or terrain.
His level six is a massive power spike as he can now impact team fights consistently. It will also let him get solo kills in the lane.
The first item component will boost his survivability and damage in the lane. This is very helpful as he won't even have to recall if he manages to preserve his health.
The second point in his Ultimate R will increase the damage of the ability and will let him make plays frequently.
Multiple items will allow him to soak up a lot of damage in fights. He should be a part of as many fights as possible.
The first ability will be maxed out at level 9. This will deal a lot of damage to the enemy team and increase the frequency of using that ability. Anyone near terrain will have a tough time.
The final point in his Ultimate R will grant him a massive spike, and he will be able to dish out tons of damage to the enemy. Since the ability will be up frequently, he will be able to easily pick off targets with his team.
Ornn is really great during team fights as he can peel for his team and set up picks for them when required. Any dispute near terrain will be favorable for him.
His tankiness will be phenomenal during this phase of the game. Combined with his deceptive damage, it will become tough to deal with him for the enemy team.