Innate:Ornn gains an additional 10% bonus armor and 10% bonus magic resistance from all sources.
Living Forge:Ornn can purchase non-consumableitems from anywhere on the field by forging them himself, and is also presented a Forge Menu with his recommended items to select to be forged. Forging takes 4 seconds and the process is interrupted if Ornn enters combat, disabling Living Forge. On Howling Abyss, Ornn can forge an item once every 120 seconds.
Master Craftman: When Ornn reaches level 13, any upgradable (Masterwork) item Ornn owns or purchases for the rest of the game is upgraded for free, up to a maximum of 2. Additionally, for each level after 13 (level 14, 15, 16 and 17), Ornn can upgrade one of his ally's upgradable items (Masterwork) by getting within 600 range of them and clicking on them, up to a maximum of 1 per ally.
Gold is only deducted upon completing the channel.
The reduction in Tenacity will benefit all applicable types of crowd control, not just immobilizes. Effects such as slows, blinds and silences will be empowered without consuming the debuff.
Despite the in-game tooltip attribute Brittle to Bellows Breath, it is not required to rank Bellows Breath in order to benefit from the effect.
PENDING FOR TEST The bonus magic damage inflicted by Brittle is credited to Ornn.
Mastercraft items and their components are not the same item and so in theory any unnamed passives would stack. This is true for the Heal and Shield Power from Redemption and Salvation stack, which grants 20% when used together, and The Black Cleaver and The Obsidian Cleaver, which each apply 1 stack (for a total of 2) per instance of physical damage. However:
Active:Ornn slams his hammer into the ground, sending a fissure in the target direction that stops at maximum range or 200 units behind a hit enemy champion, dealing physical damage and slowing enemies hit by 40% for 2 seconds.
20 / 45 / 70 / 95 / 120 (+ 100% AD)
After a 1.125-second delay, a magma pillar erupts at maximum range, knocking aside enemies hit and lingering as impassible terrain for 4 seconds.
The pillar will not expire while Ornn is charging.
The fissure will move an 200 units beyond the first champion it hits, not exceeding the maximum range of the ability. It can still damage additional targets.
The pillar's formation applies brief displacement. Doing so consumes all stacks of brittle on the displaced targets.
First Cast:Ornn summons an elemental at maximum range in the target direction that stampedes toward him, dealing magic damage and slowing enemies hit for 2 seconds, as well as applying Brittle for 3 seconds. The slow scales with the distance traveled by the elemental, with a minimum of 10%.
125 / 175 / 225 (+ 20% AP)
Total Magic Damage:
250 / 350 / 450 (+ 40% AP)
40 / 60 / 80%
While stampeding, Ornn can re-activate Call of the Forge God.
Second Cast:Ornndashes forward in the target direction. If Ornn collides with the elemental, he headbutts it, sending it stampeding again in the new direction and empowering it to knock up enemies hit for 1 second, reduced to 0.5 seconds after the first enemy champion hit. Call of the Forge God can affect enemies twice and applies Brittle on each hit.
The second cast cannot be activated while grounded and will be interrupted by knockdown.
The dash on the second cast cannot be used to pass through persistent terrain.
If Ornn does not use or misses the elemental on the second cast, the elemental will continue ~500 units behind the cast location.