Innate:Ornn increases bonus armor, bonus magic resistance and bonus health by 10% from all sources, further increased by 4% each time he upgrades a Mythic item into a Masterwork item.
Innate - 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 takes damage from enemy champions or turrets, disabling Living Forge for a few seconds. Gold is only expended upon completing the forge.
Innate - Master Craftsman: When Ornn reaches level 13, the Mythic item he owns or purchases is upgraded for free. Additionally, for each level after 13 (levels 14, 15, 16 and 17, excluding 18), Ornn can upgrade one of an allied champion's Mythic item by selecting them within 600 range. Each Masterwork item has about 1000-worth of additional stats.
Ornn's and allies' immobilizing effects against enemies with Brittle will consume the debuff to deal 10% − 18% (based on Ornn's level) of their maximum health as bonus magic damage and lasting 30% longer.
"The weapons I forge do not have names. They have ambitions."
Items forged with Living Forge that grant health or mana items built in the field retain Ornn's previous health and mana percentage. Returning to base still brings health and mana items back to full.
Ornn's basic attacks against Brittle enemies will end the duration of the debuff on-hit prematurely even if the knock back is not applied.
His basic attacks against Brittle epic monsters will still cause the debuff to be consumed and the bonus damage to be dealt, despite the knock back not being applied against them.
The bonus magic damage inflicted by Brittle is credited to Ornn.
The magic damage benefits from Ornn'smagic penetration.
Mastercraft items and their components are not the same item and so in theory any unnamed passives would stack and any unnamed actives would only put themselves on cooldown upon activated. This is however not true. Actives will always place their counterpart on cooldown.
𝐏𝐄𝐍𝐃𝐈𝐍𝐆 𝐅𝐎𝐑 𝐓𝐄𝐒𝐓: Spell shield interaction with Ornn's empowered attack against Brittle targets.
The following table refers for interactions while Ornn is channeling:
All of Ornn's actions are disabled during the first 0.5 seconds of the channel.
Active:Ornn slams 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 to enemies within its path and slowing them by 40% for 2 seconds.
20 / 45 / 70 / 95 / 120 (+ 110% AD)
After 1.125-seconds, a magma pillar then erupts at its ending point, knocking aside enemies within 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.
If launched in a wall, pillar will try to appear on the other side of the wall, if it cannot the pillar will be destroyed.
If Ornn collides with terrain while charging he creates a shockwave upon impact that deals the same damage to nearby enemies and knocks them up and stuns them for 1.25 seconds. Enemies can only be damaged once by Searing Charge.
Active:Ornn sounds his horn over the cast time, after which a lava elemental is summoned at maximum range from the target direction that stampedes towards his casting position for 3000 range at increasing speed, dealing magic damage to enemies within its path and slowing them for 2 seconds. The slow scales with the distance traveled by the elemental, down to a minimum of 10%.
125 / 175 / 225 (+ 20% AP)
Total Magic Damage:
250 / 350 / 450 (+ 40% AP)
40 / 60 / 80%
Call of the Forge God can be recast after 1.25 seconds while the elemental is active.
Recast:Ornndashes 300 units in the target direction, though not through terrain. If Ornn collides with the elemental, he headbutts it, sending it stampeding again in the new direction, dealing the same damage to enemies within its path and additionally knocking them up and stunning them for 1 second, reduced to 0.5 seconds after the first enemy champion hit.
Each pass applies Brittle to targets for 3 seconds and can affect enemies only once.
Both casts count as ability activations for the purposes of on-cast effects such as Spellblade and stacking Force Pulse.
Health and mana items built in the field retain its previous health and mana percentage (returning to base still brings health and mana items back to full). Previously provided 100% of health and mana values.
New Effect: Now grants an additional 10% bonus armor and 10% bonus magic resistance from all sources.
Master Craftman effect modified:
New Effect: When Ornn reaches level 13, any upgradable 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, 17, and 18), Ornn can upgrade one of his ally's upgradable items by getting within 600 range of them and clicking on them, up to a maximum of 1 per ally.
Old Effect: When Ornn reaches level 13, he and each of his teammates can purchase Master Craftman upgrades. Each player may only have one Master Craftman upgrade at a time.
Removed:Master Craftman items no longer have an upgrade cost: 1050 (), 1000 (), and 500 ().
Bug Fix: Mitigated a lag issue caused by Ornn's mini-shop UI updating after he purchased an item outside his base. Until 7.18, the UI will only show basic items and won't update as Ornn makes purchases.
Bug Fix: This also solves an issue where the mini-shop UI told Ornn to buy things way too expensive for him to afford.
Innate:Ornn can purchase non-consumable items 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 for 4 seconds.
Additionally, Ornn and each of his teammates can purchase Masterwork upgrades. Each player may only have one Masterwork upgrade at a time.
Active:Ornn slams his hammer into the ground, sending a fissure in the target direction that stops early if an enemy champion is hit, dealing 20 / 50 / 80 / 110 / 140 (+ 100% AD) physical damage and slowing enemies hit by 40 / 45 / 50 / 55 / 60% for 2 seconds.
After a 1.25-second delay, an impassable magma pillar erupts at maximum range for 4 seconds.
Active:Ornn shields himself for 12% of maximum health for 2.5 seconds and marches with displacement immunity in the target direction over the next 0.75 seconds.
Over the march he belches fire over a cone in front of him, dealing magic damage every 0.15 seconds to enemies hit, up to a maximum of 15 / 17.5 / 20 / 22.5 / 25% of target's current health (with a minimum of 80 / 130 / 180 / 230 / 280 damage). The final bout of flame will apply Brittle.
Active:Ornn charges forward, dealing 20 / 40 / 60 / 80 / 100 (+ 30% armor)(+ 30% magic resistance) physical damage to enemies he passes through, stopping upon colliding with terrain.
Upon collision creates a shockwave that deals 40 / 80 / 120 / 160 / 200 (+ 30% armor)(+ 30% magic resistance) physical damage and knocks up enemies within for 1 second. Searing Charge can damage enemies twice.
Magma pillars and terrain created by enemy champions caught in the shockwave are destroyed.
First Cast:Ornn summons an elemental at maximum range in the target direction that stampedes toward him, dealing 125 / 175 / 225 (+ 20% AP) magic damage and slowing enemies hit by 40% for 2 seconds.
While stampeding, Ornn can re-activate Call of the Forge God.
Second Cast:Ornn dashes 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. Call of the Forge God can damage enemies twice.