{"id":19861,"date":"2026-02-17T22:20:09","date_gmt":"2026-02-17T22:20:09","guid":{"rendered":"https:\/\/magicstark.cz\/wiki\/ornn-the-fire-below-the-mountain\/"},"modified":"2026-02-17T22:20:09","modified_gmt":"2026-02-17T22:20:09","slug":"ornn-the-fire-below-the-mountain","status":"publish","type":"wiki","link":"https:\/\/magicstark.cz\/en\/wiki\/ornn-the-fire-below-the-mountain\/","title":{"rendered":"Ornn: The Fire Below the Mountain"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\"><strong>Ornn<\/strong> is a champion in League of Legends played in the <strong>Top Lane<\/strong>, classified as a <strong>Vanguard<\/strong> (legacy: Tank\/Fighter). He uses <strong>Mana<\/strong> (341 \u2013 1619.23 at max level), is <strong>Melee<\/strong> with 175 attack range, and deals <strong>Physical damage<\/strong> (mixed with significant magic). Released August 23, 2017, he\u2019s in patch V25.23. Here\u2019s why Ornn is the most valuable top laner you can pick regardless of meta: even if he loses lane, even if he goes 0\/3, even if he never gets a single kill \u2013 at level 13\u201317, he upgrades 4 allies\u2019 items by +1000 gold each. That\u2019s <strong>4000 gold of FREE stats for your team<\/strong> that no other champion provides. And his teamfight R is one of the most impactful engages in the game. Ornn doesn\u2019t need to \u201cwin\u201d lane. He needs to survive lane, hit 13, upgrade his team, and press R in teamfights. That\u2019s it. That\u2019s why he\u2019s been S tier in pro play since release.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Ornn, the Fire Below the Mountain | Champion Trailer - League of Legends\" width=\"500\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/x1oEGprsd-o?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udcca Base Statistics<\/strong><\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Statistic<\/strong><\/td><td><strong>Base Value<\/strong><\/td><td><strong>Max Value (lvl 20)<\/strong><\/td><\/tr><tr><td><strong>HP<\/strong><\/td><td>660<\/td><td>2803.49<\/td><\/tr><tr><td><strong>Mana (MP)<\/strong><\/td><td>341<\/td><td>1619.23<\/td><\/tr><tr><td><strong>Attack Damage (AD)<\/strong><\/td><td>69<\/td><td>137.83<\/td><\/tr><tr><td><strong>Armor (AR)<\/strong><\/td><td>33<\/td><td>135.26<\/td><\/tr><tr><td><strong>Magic Resist (MR)<\/strong><\/td><td>32<\/td><td>72.31<\/td><\/tr><tr><td><strong>Movement Speed (MS)<\/strong><\/td><td>335<\/td><td>335 (fixed)<\/td><\/tr><tr><td><strong>Attack Range<\/strong><\/td><td>175 (Melee)<\/td><td>175 (fixed)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Key Identity: <\/strong>175 attack range is longer than standard melee (125) \u2013 Ornn can auto-attack enemies who can\u2019t auto him back. 33 base armor scaling to 135.26 is among the HIGHEST natural armor in the game. 69 base AD is solid. 660 base HP is tanky from level 1. The critical stat: passive amplifies ALL bonus AR\/MR\/HP by 10\u201330%. So items give Ornn 10\u201330% MORE than they give any other champion. A Sunfire Aegis with 500 HP gives Ornn 550\u2013650 HP. This compounding makes Ornn the tankiest champion in the late game by a significant margin.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udd25 Passive: Living Forge \/ Master Craftsman \/ Temper<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>THREE PASSIVES IN ONE:<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>LIVING FORGE: <\/strong>Ornn can purchase non-consumable items from <strong>ANYWHERE on the map<\/strong>. He channels for 4 seconds to forge the item, paying the gold cost. Channel is interrupted by enemy champion\/turret damage. Forge is disabled for 4 seconds after starting.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>MASTER CRAFTSMAN: <\/strong>Ornn upgrades most Legendary items into <strong>MASTERWORK items<\/strong>, increasing their gold value by exactly 1000 gold (stats shared equally among upgradeable stats). At <strong>level 13<\/strong>: first Legendary in Ornn\u2019s inventory auto-upgrades. At <strong>levels 14\u201317<\/strong>: Ornn can upgrade one allied champion\u2019s Legendary per level (600 range, channels Living Forge). <strong>Maximum 4 ally upgrades + 1 self = 5 total Masterwork items.<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>STAT AMPLIFICATION: <\/strong>Ornn gains <strong>10% bonus AR, MR, and HP from all sources<\/strong>, further increased by <strong>4% per Masterwork upgrade<\/strong> (up to <strong>30% at 5 upgrades<\/strong>).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>TEMPER (BRITTLE): <\/strong>Ornn\u2019s auto-attacks against <strong>Brittle<\/strong> enemies knock them back. Ornn\u2019s and allies\u2019 CC against Brittle enemies consumes it for <strong>10\u201318.94% max HP bonus magic damage<\/strong> (capped 200\u2013500 vs monsters) and <strong>30% extended CC duration<\/strong>.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td><strong>Forge Channel<\/strong><\/td><td>4 seconds (interrupted by enemy dmg)<\/td><\/tr><tr><td><strong>Masterwork Upgrades<\/strong><\/td><td>Level 13 (self) + Levels 14-17 (1 ally each) = 5 total<\/td><\/tr><tr><td><strong>Upgrade Gold Value<\/strong><\/td><td>+1000 gold worth of stats per upgrade<\/td><\/tr><tr><td><strong>Stat Amplification<\/strong><\/td><td>10% base + 4% per upgrade = max 30% bonus AR\/MR\/HP<\/td><\/tr><tr><td><strong>Brittle Damage<\/strong><\/td><td>10\u201318.94% target max HP magic (based on Ornn level)<\/td><\/tr><tr><td><strong>Brittle CC Extension<\/strong><\/td><td>+30% CC duration (e.g. 1s stun = 1.3s)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u26a0\ufe0f 5000 Gold For Free: <\/strong>This passive alone is why Ornn is always viable. 5 Masterwork upgrades * 1000 gold each = <strong>5000 gold of free stats for the team<\/strong>. No other champion provides anything comparable. Even if Ornn goes 0\/5 in lane, at level 17 his team has 5000 gold advantage. Additionally, <strong>Ornn never needs to recall for items<\/strong> \u2013 he forges them in lane. This means: no missed XP from walking to fountain, no lost tempo, permanent lane presence. The 10\u201330% stat amplification is equally massive: with 200 bonus armor from items, Ornn gets 260 effective bonus armor (at 30%). He\u2019s literally 30% tankier than any other champion with the same items.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udd25 Q: Volcanic Rupture<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Cost: <\/strong>45 Mana | <strong>Cooldown: <\/strong>9 \/ 8.5 \/ 8 \/ 7.5 \/ 7 seconds | <strong>Cast Time: <\/strong>0.25 | <strong>Range: <\/strong>750 | <strong>Width: <\/strong>130 | <strong>Speed: <\/strong>1800<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Ornn sends a fissure dealing <strong>physical damage<\/strong> and <strong>slowing 40% for 2 seconds<\/strong>. Stops early at first champion hit or max range. After 1.125 seconds, a magma pillar erupts as <strong>impassable terrain for 4 seconds<\/strong>. Pillar <strong>knock asides<\/strong> enemies on eruption.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td><strong>Physical Damage<\/strong><\/td><td>20 \/ 45 \/ 70 \/ 95 \/ 120 (+ 110% AD)<\/td><\/tr><tr><td><strong>Slow<\/strong><\/td><td>40% for 2 seconds<\/td><\/tr><tr><td><strong>Pillar Delay<\/strong><\/td><td>1.125 seconds after fissure<\/td><\/tr><tr><td><strong>Pillar Duration<\/strong><\/td><td>4 seconds (impassable terrain)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Pro Tip: <\/strong>Q\u2019s pillar is the SETUP for E\u2019s knockup. Place Q behind\/beside the enemy, then E into the pillar for guaranteed knockup. The pillar lingers 4 seconds \u2013 enough time to W (apply Brittle) then E into pillar. The pillar also creates terrain that blocks enemy movement paths \u2013 use it to block narrow corridors or escape routes. In lane: Q behind the enemy \u2192 walk forward while they\u2019re 40% slowed \u2192 W for Brittle \u2192 E into Q pillar for knockup + Brittle auto. This is Ornn\u2019s bread-and-butter trading combo.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udd25 W: Bellows Breath<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Cost: <\/strong>45 \/ 50 \/ 55 \/ 60 \/ 65 Mana | <strong>Cooldown: <\/strong>12 \/ 11.5 \/ 11 \/ 10.5 \/ 10 seconds | <strong>Cast Time: <\/strong>NONE | <strong>Range: <\/strong>500\/560 | <strong>Radius: <\/strong>175<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Ornn marches forward over 0.75 seconds, gaining <strong>displacement immunity<\/strong> and becoming unable to act. Breathes fire in a cone dealing <strong>% max HP magic damage<\/strong> every 0.15 seconds. Final gout of flame applies <strong>Brittle for 3 seconds<\/strong>.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td><strong>Total Magic Damage<\/strong><\/td><td>12 \/ 13 \/ 14 \/ 15 \/ 16% of target max HP<\/td><\/tr><tr><td><strong>Min Damage (minions)<\/strong><\/td><td>80 \/ 130 \/ 180 \/ 230 \/ 280<\/td><\/tr><tr><td><strong>Monster Cap<\/strong><\/td><td>260 \/ 320 \/ 380 \/ 440 \/ 500<\/td><\/tr><tr><td><strong>Brittle Duration<\/strong><\/td><td>3 seconds (last flame tick only)<\/td><\/tr><tr><td><strong>Displacement Immunity<\/strong><\/td><td>Full duration (0.75 seconds)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u26a0\ufe0f 16% Max HP + Brittle = Tank Buster: <\/strong>W\u2019s damage is % max HP \u2013 it shreds TANKS and squishies equally. Against a 3000 HP enemy: 16% = 480 magic damage from W alone. Then Brittle consumes for 18.94% max HP = 568 additional magic damage. Combined: 480 + 568 = <strong>1048 magic damage from one W + Brittle auto<\/strong> against a 3000 HP target. That\u2019s a TANK dealing over 1000 damage in one combo. Displacement immunity during W means Ornn can\u2019t be knocked away during the breath \u2013 use this to march through enemy knockbacks (Lee Sin R, Tristana R) while breathing fire.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udd25 E: Searing Charge<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Cost: <\/strong>35 \/ 40 \/ 45 \/ 50 \/ 55 Mana | <strong>Cooldown: <\/strong>14 \/ 13.5 \/ 13 \/ 12.5 \/ 12 seconds | <strong>Cast Time: <\/strong>0.35 | <strong>Range: <\/strong>800\/650 | <strong>Speed: <\/strong>1600<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Ornn charges, dealing physical damage to enemies passed through. If Ornn collides with <strong>terrain (including Q pillar)<\/strong>: creates a shockwave that <strong>knocks up and stuns<\/strong> nearby enemies for <strong>1.25 seconds<\/strong>, dealing the same damage to enemies not already hit. Destroys Q pillar and enemy-created terrain. Cannot act for 0.5 seconds after dash.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td><strong>Physical Damage<\/strong><\/td><td>80 \/ 125 \/ 170 \/ 215 \/ 260 (+ 40% bonus AR)(+ 40% bonus MR)<\/td><\/tr><tr><td><strong>Knockup + Stun<\/strong><\/td><td>1.25 seconds (on terrain collision)<\/td><\/tr><tr><td><strong>Shockwave Radius<\/strong><\/td><td>360 \/ 150 (charge \/ collision)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Pro Tip: <\/strong>E\u2019s damage scales with <strong>40% bonus armor + 40% bonus magic resistance<\/strong>. On a late-game Ornn with 200 bonus AR and 100 bonus MR: 260 + 80 + 40 = 380 physical damage. A tank dealing 380 damage on a dash + 1.25s knockup is massive. E into Q pillar is the primary lane combo \u2013 Q first (creates pillar behind enemy) \u2192 W (Brittle while walking toward pillar) \u2192 E into pillar (knockup + stun) \u2192 auto-attack (consumes Brittle for 18.94% max HP). E also destroys enemy-created terrain (Anivia wall, Jarvan R, Trundle pillar) \u2013 drive through them to remove the obstacle and knockup.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udd25 R: Call of the Forge God (Ultimate)<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Cost: <\/strong>100 Mana | <strong>Cooldown: <\/strong>140 \/ 120 \/ 100 seconds | <strong>Cast Time: <\/strong>0.5 | <strong>Range: <\/strong>3000 (elemental summon) \/ 300 (recast dash)<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>FIRST CAST: <\/strong>Ornn summons a lava elemental at 3000 range that stampedes TOWARD him at increasing speed. The elemental deals <strong>magic damage and slows<\/strong> enemies it passes through. Applies <strong>Brittle for 3 seconds<\/strong>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>RECAST (after 1.25s): <\/strong>Ornn dashes in the target direction. If he collides with the elemental, he sends it stampeding in the <strong>SAME direction<\/strong>. The redirected elemental deals the same damage and <strong>knocks up + stuns for 1 second<\/strong> (0.5s after first champion hit). Also applies Brittle.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td><strong>First Pass Damage<\/strong><\/td><td>125 \/ 175 \/ 225 (+ 20% AP)<\/td><\/tr><tr><td><strong>First Pass Slow<\/strong><\/td><td>40 \/ 50 \/ 60%<\/td><\/tr><tr><td><strong>Second Pass Damage<\/strong><\/td><td>250 \/ 350 \/ 450 (+ 40% AP)<\/td><\/tr><tr><td><strong>Second Pass Knockup + Stun<\/strong><\/td><td>1 second (0.5s after first champion)<\/td><\/tr><tr><td><strong>Total Combined Damage<\/strong><\/td><td>375 \/ 525 \/ 675 (+ 60% AP) + 2x Brittle proc<\/td><\/tr><tr><td><strong>Elemental Range<\/strong><\/td><td>3000 units (first), 2550 (second pass)<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u26a0\ufe0f The Ram Engage: <\/strong>R first pass comes from 3000 range \u2013 enemies far away see a massive lava ram charging at them. It slows them by 60%, making the second pass (knockup) nearly guaranteed. Both passes apply Brittle. Against a 3000 HP target hit by both passes + both Brittle procs: 675 damage + 18.94% * 3000 * 2 = 675 + 1136 = <strong>1811 total damage from R alone<\/strong>. From a TANK. R is one of the longest-range engages in the game and the most impactful teamfight tank ultimate alongside Malphite R. Key mechanic: the recast dash direction determines where the second pass goes. Ornn can redirect the ram sideways, backwards, or directly forward. This makes R unpredictable \u2013 enemies dodging the first pass sideways can get hit by a redirected second pass.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udd25 The Blacksmith\u2019s Economy: Why Ornn Generates More Gold Than Any Kill<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Ornn\u2019s passive is the most underrated mechanic in League of Legends. Here\u2019s the math that proves why picking Ornn is literally cheating at the economy game.<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>5000 Gold For Free (Masterwork Upgrades): <\/strong>5 Masterwork upgrades * 1000 gold each = 5000 gold of free stats for the team. A champion kill at level 18 is worth 300 gold. Ornn\u2019s passive is worth 16.7 kills. An entire Baron buff provides approximately 1500 gold in minion value. Ornn\u2019s passive is worth more than 3 Barons. Even if Ornn goes 0\/5 in lane (giving enemy 1500 gold), his Masterwork upgrades more than compensate.<\/li>\n\n\n\n<li><strong>Never Recall = Never Lose Lane Tempo: <\/strong>Other top laners need to recall to buy items, losing 30\u201345 seconds of XP and CS. Ornn forges items in lane. Over a 25-minute game, a typical top laner recalls 5\u20137 times. Ornn recalls 1\u20132 times (for health or mana emergencies only). That\u2019s 3\u20135 recalls avoided = 90\u2013225 seconds of extra lane time = 3\u20137 extra minion waves = 100\u2013200 extra gold + XP.<\/li>\n\n\n\n<li><strong>30% Stat Amplification = 30% More Efficient: <\/strong>At max upgrades (30% bonus): Sunfire\u2019s 500 HP = 650 HP on Ornn. Thornmail\u2019s 75 armor = 97.5 armor on Ornn. Every item is 30% more gold-efficient on Ornn than on any other champion. This means 6-item Ornn has stats equivalent to approximately 7.8 items on a normal champion.<\/li>\n\n\n\n<li><strong>Upgrade Priority: <\/strong>Upgrade your own item first (level 13, automatic). Then prioritize: ADC\u2019s infinity edge equivalent \u2192 jungler\u2019s item \u2192 support item \u2192 mid item. ADC always first because +1000 gold on a crit item provides the most team DPS increase.<\/li>\n\n\n\n<li><strong>The Honest Reality: <\/strong>Ornn doesn\u2019t 1v1 carry. His kill pressure is lower than Darius, Renekton, Fiora, or any fighter. If the enemy picks an aggressive top laner who snowballs early kills, Ornn can fall behind and feel useless until 13. His W breathing animation locks him in place for 0.75 seconds \u2013 mobile champions can dodge the Brittle proc and punish. But even in the worst case scenario, Ornn outscales every top laner in the game because no champion can match 5000 free gold + 30% stat amplification + team-wide R engage.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udfaf Strategies and Gameplay Tips<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Early Game (Levels 1-6)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Forge Items In Lane: <\/strong>When you hit 1100 gold, forge Bami\u2019s Cinder without recalling. Continue farming. Other top laners at 1100 gold still have Doran\u2019s \u2013 you already have a component item WHILE staying in lane.<\/li>\n\n\n\n<li><strong>Q \u2192 W \u2192 E Combo: <\/strong>Q behind enemy (pillar forms) \u2192 W toward them (Brittle + damage) \u2192 E into pillar (knockup + Brittle proc). This combo deals: Q damage + 16% max HP (W) + E damage + 18.94% max HP (Brittle) = roughly 35% max HP + base damages at max rank. Against a 1500 HP enemy at level 9: ~525 damage from %HP alone.<\/li>\n\n\n\n<li><strong>W Displacement Immunity: <\/strong>Use W timing to march through enemy knockbacks. If Darius pulls you with E, immediately W to become displacement immune and breathe fire on his face. If Tristana R\u2019s you, W through the knockback.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Mid Game (Levels 7-13)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Level 13 Power Spike: <\/strong>Hit level 13 = first Masterwork upgrade (automatic). This is Ornn\u2019s most important power spike. Prioritize XP (stay in lane) over roaming pre-13.<\/li>\n\n\n\n<li><strong>R Engage: <\/strong>Use R from fog of war or behind your team. First pass slows enemies, second pass (recast) knocks them up. Aim for 3+ man knockup. Follow up with E + Q + W for maximum CC chain.<\/li>\n\n\n\n<li><strong>Teamfight Tank: <\/strong>With Sunfire + tank items + passive amplification, Ornn is extremely hard to kill. Stand in the middle of fights, W breathing fire for %HP damage, E into terrain for knockups, auto-attack Brittle targets.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Late Game (Level 14+)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Upgrade All Allies: <\/strong>Levels 14\u201317: walk to each ally and upgrade their Legendary. Prioritize: ADC > Jungler > Mid > Support. Each upgrade = +1000 gold. By level 17: 4000 gold given to allies + 1000 to yourself = 5000 gold advantage.<\/li>\n\n\n\n<li><strong>30% Tankier: <\/strong>At 5 Masterwork upgrades: 30% bonus to ALL AR\/MR\/HP from all sources. Ornn at full build is the tankiest champion in the game. 300+ armor, 200+ MR, 5000+ HP effective with amplification.<\/li>\n\n\n\n<li><strong>R Wins Games: <\/strong>A well-timed R in late game wins the entire game. One 3-man knockup near Baron or Elder = team wipe = game over. Ornn R from fog of war gives enemies almost no time to react to the second pass.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u274c Common Mistakes and How to Avoid Them<\/strong><\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Forging While Being Attacked: <\/strong>Forge channel is interrupted by enemy champion damage. Don\u2019t forge items when the enemy laner is nearby and can hit you. Wait until they\u2019re farming under tower or dead.<\/li>\n\n\n\n<li><strong>E Without Terrain: <\/strong>E only knocks up if Ornn hits terrain. E into open space = dash that deals damage but NO CC. ALWAYS have a Q pillar or map wall to dash into. Never E into nothing.<\/li>\n\n\n\n<li><strong>Not Upgrading Allies: <\/strong>Some Ornn players forget to upgrade allied items at levels 14\u201317. Each missed upgrade = 1000 gold wasted. After level 13, actively walk to allies and upgrade their items between fights.<\/li>\n\n\n\n<li><strong>R Direction Confusion: <\/strong>R first cast summons the ram from 3000 range toward Ornn. Recast sends it in Ornn\u2019s dash direction. New players sometimes recast in the wrong direction, sending the ram away from enemies.<\/li>\n\n\n\n<li><strong>W Locking You In Place: <\/strong>W\u2019s 0.75-second march locks Ornn in animation. Mobile enemies can dodge the final tick (Brittle proc) and punish during the lockout. Don\u2019t W against mobile champions unless they\u2019re CC\u2019d or committed to fighting.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2699\ufe0f Recommended Build and Itemization<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Core Items (50%+ WR)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/sunfire-aegis\/\">Sunfire Aegis<\/a>: <\/strong>First item. HP + armor + immolate burn. Ornn\u2019s passive amplifies Sunfire\u2019s 500 HP by 10\u201330%. Burn damage + W %HP = significant sustained damage while tanking.<\/li>\n\n\n\n<li><strong>Plated Steelcaps: <\/strong>Armor + auto damage reduction. Standard tank boots for lane survivability.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/thornmail\/\">Thornmail<\/a>: <\/strong>Armor + Grievous Wounds on immobilize. Ornn has FOUR CC abilities (Q slow, E knockup, R knockup, Brittle auto knockback) \u2013 Thornmail procs constantly.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/jaksho-the-protean\/\">Jak\u2019Sho, The Protean<\/a>: <\/strong>Stacking resistances in combat. After 4 seconds in combat: bonus AR + MR + %HP heal. Ornn\u2019s passive amplifies Jak\u2019Sho\u2019s bonus resistances by 30%. The scaling is exponential.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Situational Items<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/unending-despair\/\">Unending Despair<\/a>: <\/strong>HP + armor + drain aura. Deals magic damage to nearby enemies and heals Ornn. Perfect for extended teamfights where Ornn is in the middle of everything.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/randuins-omen\/\">Randuin\u2019s Omen<\/a>: <\/strong>Anti-crit + active slow. Against ADC-heavy comps, Randuin\u2019s reduces crit damage significantly.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/wiki\/kaenic-rookern\/\">Kaenic Rookern<\/a>: <\/strong>MR + magic damage shield. Against AP-heavy comps. Passive amplified by Ornn\u2019s 30% bonus MR.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Runes<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Primary Tree (Resolve): <\/strong>Grasp of the Undying (keystone), Demolish, Bone Plating, Overgrowth<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Secondary Tree (Inspiration): <\/strong>Biscuit Delivery, Magical Footwear<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Summoner Spells: <\/strong>Flash + Teleport<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Skill Max Order: <\/strong>W \u2192 Q \u2192 E<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Pro Tip: <\/strong>Grasp procs on Ornn\u2019s 175-range autos (longer than standard melee), making it easier to proc than on most tanks. Each Grasp proc = damage + heal + permanent HP. Overgrowth provides additional HP that is then amplified by Ornn\u2019s 30% bonus HP passive. Demolish synergizes with Ornn\u2019s high HP for pushing down turret plates. Biscuit Delivery gives mana sustain for W\/Q\/E spam. Magical Footwear saves 300 gold on boots (Ornn already doesn\u2019t need to recall \u2013 free boots are pure efficiency). W max first for %HP damage scaling (12% \u2192 16%). Q second for CD reduction and pillar consistency.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2694\ufe0f Counter Picks &amp; Matchups<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u2705 Ornn Counters (Favorable)<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>1. <a href=\"https:\/\/magicstark.cz\/wiki\/tryndamere-the-barbarian-king\/\">Tryndamere<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Why: <\/strong>Tryndamere can\u2019t kill Ornn through his tank stats and W shield. Ornn\u2019s %HP damage from W doesn\u2019t care about Tryndamere\u2019s crit build. Q pillar blocks Tryndamere\u2019s engage paths. E + Brittle knockback interrupts his auto-attacks. Ornn massively outscales in teamfights \u2013 Tryndamere is a split-pusher, Ornn\u2019s team has 5000 free gold.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>2. <a href=\"https:\/\/magicstark.cz\/wiki\/mordekaiser-the-iron-revenant\/\">Mordekaiser<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Why: <\/strong>Mordekaiser\u2019s R (Death Realm) only works 1v1 \u2013 but Ornn doesn\u2019t need to kill anyone to be useful. Even if Mordekaiser ults Ornn, Ornn survives with tank stats and then his team has Masterwork items. W displacement immunity ignores Mordekaiser\u2019s E pull.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>3. <a href=\"https:\/\/magicstark.cz\/wiki\/sett-the-boss\/\">Sett<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Why: <\/strong>Sett\u2019s Haymaker (W) true damage center is telegraphed \u2013 Ornn E\u2019s away. Sett\u2019s engage patterns are predictable and Ornn\u2019s Q pillar + E knockup disrupts them. Ornn\u2019s %HP damage punishes Sett\u2019s HP stacking. Ornn outscales massively with Masterwork upgrades.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u274c Ornn is Countered By<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>1. <a href=\"https:\/\/magicstark.cz\/wiki\/irelia-the-blade-dancer\/\">Irelia<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Why: <\/strong>Irelia\u2019s sustained DPS with Blade of the Ruined King shreds Ornn\u2019s HP despite tank stats. Her Q dashes dodge W Brittle application. Her passive attack speed + on-hit damage overwhelm Ornn in extended trades. 31.25% WR for Ornn \u2013 his worst matchup.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>2. <a href=\"https:\/\/magicstark.cz\/wiki\/dr-mundo-the-madman-of-zaun\/\">Dr. Mundo<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Why: <\/strong>Mundo\u2019s passive removes CC (including Brittle). His %HP damage from Q matches Ornn\u2019s W. Mundo\u2019s R regeneration is too high for Ornn to kill. He simply out-sustains Ornn in lane and Ornn can\u2019t force fights.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>3. <a href=\"https:\/\/magicstark.cz\/wiki\/ksante-the-pride-of-nazumah\/\">K\u2019Sante<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Why: <\/strong>K\u2019Sante\u2019s All Out (R) converts defensive stats to offensive, making him a tank-killer. His W blocks Ornn\u2019s damage while channeling his own. K\u2019Sante matches Ornn\u2019s CC chain and can force trades that Ornn doesn\u2019t want.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>FAQ<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: When should I upgrade allies\u2019 items?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>A: <\/strong>As soon as each level hits (14, 15, 16, 17). Walk to the ally, click them while within 600 range. Priority: ADC &gt; Jungler &gt; Mid &gt; Support. Don\u2019t wait \u2013 every second the upgrade is delayed is free gold wasted.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Can Ornn forge items while recalling?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>A: <\/strong>No. Forging is a 4-second channel that interrupts recall. Forge items during downtime in lane (walking between waves, after killing enemy). You CAN forge while dead \u2013 use death timer to buy items.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Does E destroy all terrain?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>A: <\/strong>E destroys Ornn\u2019s Q pillar and partially destroys enemy-created terrain (Anivia W, Jarvan R, Trundle E, Yorick W). It does NOT destroy map walls.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Is Ornn good in low elo?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>A: <\/strong>Yes, but his value scales with team coordination. His 50.9\u201352.52% WR is consistent across ranks. In low elo, players undervalue Masterwork upgrades. Proactively walk to allies and upgrade \u2013 don\u2019t wait for them to come to you.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Why does Ornn have the highest pro play presence of any top laner?<\/strong><strong>A: <\/strong>5000 free gold + never recalls + R engage + Brittle %HP damage + 30% stat amplification. No other top laner provides this combination. Even blind-picked, Ornn has no truly unplayable matchups and always outscales.<\/p>\n","protected":false},"featured_media":0,"comment_status":"open","ping_status":"closed","template":"","class_list":["post-19861","wiki","type-wiki","status-publish","hentry","wiki-category-champions-lol-en"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.6 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Ornn: The Fire Below the Mountain - MagicStark<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/magicstark.cz\/en\/wiki\/ornn-the-fire-below-the-mountain\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Ornn: The Fire Below the Mountain - MagicStark\" \/>\n<meta property=\"og:description\" content=\"Ornn is a champion in League of Legends played in the Top Lane, classified as a Vanguard (legacy: Tank\/Fighter). 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