Mais guias de Ornn
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Introdução
Ornn belongs to Riot's Tank class and is played mainly as Top (100% of the public matches we measured). It fights in melee range and uses mana. In this guide you play it as Top: your job is to win a long one-on-one lane, pressure the side and matter in team fights. The kit brings crowd control (knock-up) with Searing Charge. Its ultimate is Call of the Forge God. Riot rates it 5/10 in attack, 3/10 in magic, 9/10 in defense and 5/10 in difficulty.
Pontos fortes
- Very durable: Riot rates it 9/10 in defense.
- Crowd control: Searing Charge applies a knock-up to set up kills.
- Clear job in the team: win a long one-on-one lane, pressure the side and matter in team fights.
Pontos fracos
- No dash or blink in the kit: vulnerable to ganks without vision.
- Isolated lane: vulnerable to ganks when you push.
Cola de builds
Escolha a build de acordo com o que você quer fazer na partida.
- Standard buildEquilibradoRecomendadaThe default path: Bandlepipes, Zeke's Convergence and Locket of the Iron Solari give the health, magic resist and armor this class relies on. Pick it when you have no reason to adapt. Built from Riot's item tags and the champion's class; Riot publishes no build statistics.
- Offensive buildOfensivoAvançadaAll-in on damage: Hollow Radiance, Knight's Vow and Locket of the Iron Solari stack health, magic resist and health regeneration. Choose it when you're ahead or the enemy team is fragile — it gives up safety for kill pressure.
Builds
Standard build
Quando usar
The default path: Bandlepipes, Zeke's Convergence and Locket of the Iron Solari give the health, magic resist and armor this class relies on. Pick it when you have no reason to adapt. Built from Riot's item tags and the champion's class; Riot publishes no build statistics.
Por onde se joga
É escolhida antes da partida: primeiro a rota principal e depois as alternativas.

1100 %- Rota SuperiorPrincipal100 % das partidas
Itens iniciais
Itens principais
- 1Bandocanos
- 2Convergência de Zeke
- 3Medalhão dos Solari de Ferro
Botas
Situacionais
Runas
Primária· Determinação












Secundária· Inspiração









Fragmentos
Feitiços de invocador
Flash
Teleporte
Offensive build
Quando usar
All-in on damage: Hollow Radiance, Knight's Vow and Locket of the Iron Solari stack health, magic resist and health regeneration. Choose it when you're ahead or the enemy team is fragile — it gives up safety for kill pressure.
Por onde se joga
É escolhida antes da partida: primeiro a rota principal e depois as alternativas.

1100 %- Rota SuperiorPrincipal100 % das partidas
Itens iniciais
Itens principais
- 1Resplendor Vazio
- 2Juramento do Cavaleiro
- 3Medalhão dos Solari de Ferro
Botas
Situacionais
Runas
Primária· Determinação












Secundária· Precisão









Fragmentos
Feitiços de invocador
Flash
Incendiar
Habilidades
Forja VivaPassivaOrnn recebe Armadura e Resistência Mágica adicionais de todas as origens. Ele pode gastar ouro para forjar itens não consumíveis em qualquer lugar. Além disso, ele pode criar itens magistrais para si e para aliados.
QRuptura Vulcânica9/8.5/8/7.5/7s45 mpOrnn bate no chão, dispersando uma fissura que causa dano e reduz a velocidade dos inimigos atingidos. Após um breve intervalo, um pilar de magma se forma no ponto final.- Tempo de recarga
- 9·8.5·8·7.5·7
- Custo
- 45
- Alcance
- 800
WFôlego do Fole12/11.5/11/10.5/10s45/50/55/60/65 mpOrnn avança cuspindo fogo. Inimigos atingidos pelo último sopro de fogo tornam-se Frágeis.- Tempo de recarga
- 12·11.5·11·10.5·10
- Custo
- 45·50·55·60·65
- Alcance
- 25000
EInvestida Calcinante14/13.5/13/12.5/12s35/40/45/50/55 mpOrnn se lança em investida, causando dano aos inimigos sobre os quais passar. Se Ornn colidir com o terreno enquanto estiver em investida, o impacto criará uma onda de choque que causará dano e arremessará os inimigos ao ar.- Tempo de recarga
- 14·13.5·13·12.5·12
- Custo
- 35·40·45·50·55
- Alcance
- 450
RChamado do Deus da ForjaSuprema140/120/100s100 mpOrnn invoca um elemental gigante em um ponto, que viaja até ele cada vez mais rápido. Inimigos atropelados pelo elemental sofrem dano, têm a velocidade reduzida e ficam Frágeis. Ornn pode reconjurar a habilidade para dar uma investida no elemental para redirecioná-lo na direção em que ele o acertar, fazendo com que o elemental arremesse ao ar todos os inimigos que ele atingir, causando o mesmo dan- Tempo de recarga
- 140·120·100
- Custo
- 100
- Alcance
- 2500
Estratégia
1Early game
Top is an island: few ganks, long trades and a lot of wave management. Freeze the wave near your tower when you're weaker and push it when you want to roam or recall. Short trades win lanes: hit, use one ability and step back before the enemy's full combo comes back.
- Early items: Kindlegem and Cloth Armor.
2Mid game
With Bandlepipes and Zeke's Convergence, split push the side lane the enemy can't match and use Teleport to join fights around dragons and towers. Your spikes are level 6, when Call of the Forge God comes online, and each completed item: Bandlepipes first, then Zeke's Convergence.
- Core items: Bandlepipes, Zeke's Convergence and Locket of the Iron Solari.
3Late game
Late, decide early whether you split or group: a strong side lane draws two enemies, but a missing top laner loses the Baron fight.
- Late items: Dead Man's Plate and Kaenic Rookern.
4Team fights
In fights, reach the enemy backline or protect your own; Searing Charge is best used on the carry, not on the tank. Use Call of the Forge God where it hits the most enemies or catches the key target.
5Playing against Ornn
Riot's own advice for facing this champion:
- Try to stay away from walls. Ornn is much less strong if he cannot stun you.
- Attack Ornn to keep him from creating items in lane.
Dicas
- Learning build paths of items can help quickly select upgrades in lane.
- Volcanic Rupture can be used to set up zoning areas to threaten enemies.
- The order of your abilties matters! Try to optimize Brittle usage.
- Rush Bandlepipes: it's the item that changes your trades the most.
- Track the enemy jungler before you push past the middle of the lane.
- When your wave is crashing into the enemy tower, that's your window to recall or roam.
Confrontos
Forte contra
Ornn starts with 660 health and 33 armour against Heimerdinger's 558 and 19: the early trades are already won on paper.
Ornn starts with 660 health and 33 armour against Quinn's 565 and 28: the early trades are already won on paper.
Searing Charge (knock-up) lets Ornn pin Aatrox down before Umbral Dash gets them out.
Fraco contra
Kennen attacks from 550 units and Ornn from 175, with no dash in the kit to close the gap.
Teemo attacks from 500 units and Ornn from 175, with no dash in the kit to close the gap.
Ornn has to walk up to start a fight, and Ki Burst (stun) stops that engage before it lands.
Mudanças
- Guide created for patch 16.19.1.
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