Ornn

Ornn

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// Stats

700Health
30/100Mana
40Attack Damage
100Ability Power
0.6Attack Speed
40Armor
40Magic Resist
1Range

// Ability

Bellows Breath

Active: Gain 400 / 460 / 550 (ap) Shield for 4 seconds and deal 200 / 300 / 450 (ap) magic damage to enemies in a cone. Quest: Each player combat, Ornn stores damage blocked as Forge Power, increased by 85% at 3-star. Gain an Artifact Anvil each time he gains enough Forge Power.

Shield Amountap[ 400 / 460 / 550 ]
Magic Damageap[ 200 / 300 / 450 ]

// Cast timeline

up to 4.00 smana lock per cast
0.62 scast window3.39 slocked while the effect runs

From the mana bar filling until mana can come in again. No mana comes in during this time. The mana lock lasts as long as the shield holds, at most 4.00 s. Attacks continue.

30 / 100mana at start / to cast
+5mana per attack
0.60attacks per second
0.21 sattack delay: from the start of an attack until it hits
0.46 safter the hit until it can cast or attack again
0.0 s0.60 attacks/s30/100
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)
  • mana locked (no mana while the effect runs)

First cast at 22.33 s with 0.60 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.

Step by step, in words
  1. Mana reaches 100/100: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 0.62 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 0.62 to up to 4.00 s: the shield keeps the mana lock on until it breaks or expires. Attacks land, no mana comes in.
  4. 0.62 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 0.83 s at base attack speed (the attack delay is 13% of the attack animation).
  5. Attack loop: the attack lands at 13% of the attack animation (mana granted) and unlocks at 40%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
  6. Mana gain: 5 per attack; combat starts at 30/100.
  7. Overflow is banked: mana past 100 from attacks or regen is kept through the cast (98/100 plus 5 casts and comes back with 3). Same rule for every champion; only the amounts differ by role.

// Damage calculation

Measured at 2 stars on a level 8 board the Trait Explorer builds around its traits (optimal tall, its traits at their lowest breakpoint, teammates at 2 stars without items, positioned by role), against a level 8 enemy comp (Elderwood Lux, Ornn, Xayah, Alistar, LeBlanc, Hecarim, Ezreal, Gnar: 3 tanks, 1 melee, 4 ranged, 2 stars), over 20 seconds of combat with real cast times, mana lock and item effects.

Its board: Ornn, Elderwood Lux, Xayah, Alistar, LeBlanc, Rammus, Tristana, Gnar.

30DPS with no items

// Survivability

Alone, no items, 2 stars: its own damage against a 30 armor / 30 magic resist dummy, and what it soaks under 600 damage per second, half physical, from 4 attackers, over 20 s.

30DPS alone
1,764Effective health · dies at 3 s
9,070Best tank buildGargoyle StoneplateWarmog's ArmorCrownguard

Open in the DPS calculatorOpen in the effective health calculator

Builds are ranked by calculated damage: every damage item alone first, then every 3-item combination of the 12 best. Ability model confidence: high. Change the enemies, items and teammates in the calculator.

// Itemized Roles

Main TankSituationalWarmog's ArmorGargoyle StoneplateSpirit Visage

1-cost AP Tank (game role tag). Tanks take the frontline item set. Mana lock 4.00 s per cast; tanks fill mainly from damage taken (1% of pre-mitigation and 3% of pre-shield damage per hit, capped at 50), so the lock length matters more than item mana. The classic main tank trio: a huge Health pool, resists that grow as more enemies focus the tank, and healing amplification to stay standing longest.

Main Tank picks can also serve as a Support Tank, holding debuff auras on the carry's side of the board.