This meta overview presents ORNN’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where ORNN performs best and how her impact changes in the evolving Wild Rift meta.
The information below will help you get familiar with the game on the Solo Baron Line ORNN. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Ruby Crystal. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Ruby Crystal
+150 Max Health
500
Heartsteel
Increase Maximum Health
+700 Max Health
+150% Health Regen
+20 Ability Haste
Colossal Consumption: While within 700 units of an enemy champion, charges for 2.5 seconds before dealing a huge strike against the enemy champion. This charged attack deals bonus physical damage equal to 140 + 3.5% of maximum Health, and grants maximum Health equal to 15% of the damage dealt. The charge for each target has a 20 second cooldown.
3000
Heartsteel TIPS: This item is perfect for tanks and bruisers who want to combine maximum survivability with massive burst damage against enemy champions. It provides a huge health pool, enhanced out-of-combat regeneration, and ability haste. The “Colossal Consumption” passive requires a 2.5-second charge when near an enemy champion, after which your next strike deals significant bonus physical damage based on your max health and grants you 15% of the damage dealt as bonus health. This allows you to both absorb damage and heal during skirmishes, making the item an excellent choice for extended fights and closing out teamfights. Excellent synergy with Spirit Visage: the healing amplification and regeneration boost from Spirit Visage further enhance the health restoration from this item’s passive, providing incredible survivability and sustain in combat.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Sunfire Aegis
Burns nearby emenies
+350 Max Health
+40 Armor
+15 Ability Haste
Immolate: While in combat, deal magic damage equal to 20 plus 1.5% bonus HP
every second to nearby enemies. Immolate deals 130% damage against monsters and 175-250% damage (
) against minions.
2900
Sunfire Aegis TIPS: This item combines Health, Armor, and Ability Haste, providing strong protection against physical damage. While in combat, it continuously deals magic damage to nearby enemies that scales with bonus Health and is more effective against minions and monsters. An excellent choice for tanks and fighters who stay close to enemies and want to improve both durability and sustained damage.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Mercury's Treads
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+30 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Armored Advance
Grants Armor and a shield
+150 Max Health
+30 Armor
+45 Move Speed
Block: Reduce damage from champion attacks by 10%.
Noxian Endurance: After taking physical damage from a champion grants a physical shield that absorbs damage equal to 10-140 plus 8% max Health
. (12s Cooldown)
2200
Armored Advance TIPS: These boots provide excellent protection against physical damage. They reduce damage taken from enemy champion attacks and grant a protective shield after taking physical damage from a champion, helping you survive extended trades and heavy bursts of physical damage. They are an excellent choice against marksmen, fighters, and other champions who rely primarily on physical attacks.
Chainlaced Crushers
Gain a magic shield upon taking magic damage
+150 Max Health
+30 Magic Resistance
+30% Tenacity
+45 Move Speed
Noxian Persistence: After taking magic damage from a champion, gain a magic shield that absorbs 10-120 plus 5% max
for 5s. (12s Cooldown)
2200
Chainlaced Crushers TIPS: These boots greatly improve your survivability against magic damage. After taking magic damage from an enemy champion, you gain a magic shield that helps absorb follow-up spells, while the bonus Magic Resistance and Tenacity make you far more resilient against AP threats and crowd control. They are an excellent choice against teams with heavy magic damage and strong CC.
Heartsteel (Increase Maximum Health) as your first item, followed by
Plated Steelcaps (Reduces damage from champion attacks) or
Mercury's Treads (Reduces Magic Damage) depending on the situation. (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Sunfire Aegis (Burns nearby emenies).
Armored Advance (Grants Armor and a shield). You may want to replace it with
Chainlaced Crushers (Gain a magic shield upon taking magic damage), it all depends on your playstyle and the situation on the battlefield.
Heartsteel
Increase Maximum Health
+700 Max Health
+150% Health Regen
+20 Ability Haste
Colossal Consumption: While within 700 units of an enemy champion, charges for 2.5 seconds before dealing a huge strike against the enemy champion. This charged attack deals bonus physical damage equal to 140 + 3.5% of maximum Health, and grants maximum Health equal to 15% of the damage dealt. The charge for each target has a 20 second cooldown.
3000
Heartsteel TIPS: This item is perfect for tanks and bruisers who want to combine maximum survivability with massive burst damage against enemy champions. It provides a huge health pool, enhanced out-of-combat regeneration, and ability haste. The “Colossal Consumption” passive requires a 2.5-second charge when near an enemy champion, after which your next strike deals significant bonus physical damage based on your max health and grants you 15% of the damage dealt as bonus health. This allows you to both absorb damage and heal during skirmishes, making the item an excellent choice for extended fights and closing out teamfights. Excellent synergy with Spirit Visage: the healing amplification and regeneration boost from Spirit Visage further enhance the health restoration from this item’s passive, providing incredible survivability and sustain in combat.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Sunfire Aegis
Burns nearby emenies
+350 Max Health
+40 Armor
+15 Ability Haste
Immolate: While in combat, deal magic damage equal to 20 plus 1.5% bonus HP
every second to nearby enemies. Immolate deals 130% damage against monsters and 175-250% damage (
) against minions.
2900
Sunfire Aegis TIPS: This item combines Health, Armor, and Ability Haste, providing strong protection against physical damage. While in combat, it continuously deals magic damage to nearby enemies that scales with bonus Health and is more effective against minions and monsters. An excellent choice for tanks and fighters who stay close to enemies and want to improve both durability and sustained damage.
Warmog's Armor
Out of combat Heath Regen
+700 Max Health
+100% Health Regen
+20 Ability Haste
Warmog's Heart: If you have at least 950 bonus Health, restore 3.5% Health per second if you haven't taken damage within the last 5 seconds.
Blessed: Increases all healing and shielding effects on you by 30%.
2850
Warmog's Armor TIPS: This item is a top survivability pickup: it grants a massive health pool and strong out-of-combat regeneration, letting you recover quickly between fights. It also amplifies healing and shields, making you much harder to finish off. Perfect for tanks and bruisers who need high survivability and fast recovery after engagements.
Unending Despair
Increases tanks' sustain in teamfights
+300 Max Health
+40 Armor
+40 Magic Resistance
+10 Ability Haste
Anguish: Every 4 second(s) while in combat with a champion, deal 3% of your max Health as magic damage to nearby champions and heal for 250% of the damage dealt. Anguish is unaffected by Item Ability Haste.
3000
Unending Despair TIPS: This item turns you into a self-sustaining frontline: while fighting you periodically deal magic damage around you and heal for a portion of that damage. Great for tanks and frontliners — it helps you soak focus, remain in the heart of fights longer, and excel in extended team engagements. Less effective in very short burst trades or on champions that avoid standing in the center of combat.
Amaranth's Twinguard
In-combat durability
+300 Max Health
+50 Armor
+50 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3200
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Warmog's Armor
Out of combat Heath Regen
+700 Max Health
+100% Health Regen
+20 Ability Haste
Warmog's Heart: If you have at least 950 bonus Health, restore 3.5% Health per second if you haven't taken damage within the last 5 seconds.
Blessed: Increases all healing and shielding effects on you by 30%.
2850
Warmog's Armor TIPS: This item is a top survivability pickup: it grants a massive health pool and strong out-of-combat regeneration, letting you recover quickly between fights. It also amplifies healing and shields, making you much harder to finish off. Perfect for tanks and bruisers who need high survivability and fast recovery after engagements.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Thornmail — This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Unending Despair
Increases tanks' sustain in teamfights
+300 Max Health
+40 Armor
+40 Magic Resistance
+10 Ability Haste
Anguish: Every 4 second(s) while in combat with a champion, deal 3% of your max Health as magic damage to nearby champions and heal for 250% of the damage dealt. Anguish is unaffected by Item Ability Haste.
3000
Unending Despair TIPS: This item turns you into a self-sustaining frontline: while fighting you periodically deal magic damage around you and heal for a portion of that damage. Great for tanks and frontliners — it helps you soak focus, remain in the heart of fights longer, and excel in extended team engagements. Less effective in very short burst trades or on champions that avoid standing in the center of combat.
Gargoyle Stoneplate
Shield
+200 Max Health
+45 Armor
+45 Magic Resistance
+10 Ability Haste
Stoneplate (Active): Gain a base shield that absorbs damage equal to 100 plus 90% bonus
and gain size, decayng over 2.5s. (60s Cooldown)
2900
Gargoyle Stoneplate TIPS: This item greatly increases your survivability during teamfights. Its active grants a powerful shield that scales with your bonus Health, allowing you to withstand heavy focus fire and remain on the frontline longer. It is an excellent choice for tanks and bruisers who need to absorb large amounts of damage while protecting their team.
Gargoyle Stoneplate — This item greatly increases your survivability during teamfights. Its active grants a powerful shield that scales with your bonus Health, allowing you to withstand heavy focus fire and remain on the frontline longer. It is an excellent choice for tanks and bruisers who need to absorb large amounts of damage while protecting their team.
Warmog's Armor
Out of combat Heath Regen
+700 Max Health
+100% Health Regen
+20 Ability Haste
Warmog's Heart: If you have at least 950 bonus Health, restore 3.5% Health per second if you haven't taken damage within the last 5 seconds.
Blessed: Increases all healing and shielding effects on you by 30%.
2850
Warmog's Armor TIPS: This item is a top survivability pickup: it grants a massive health pool and strong out-of-combat regeneration, letting you recover quickly between fights. It also amplifies healing and shields, making you much harder to finish off. Perfect for tanks and bruisers who need high survivability and fast recovery after engagements.
Frozen Heart
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Frozen Heart — This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Amaranth's Twinguard
In-combat durability
+300 Max Health
+50 Armor
+50 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3200
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Randuin's Omen — This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Flash (Teleport a short distance) and
Barrier (Gain a shield) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Barrier
Gain a shield that absorbs 120 (120–560
) damage for 2.5 seconds.
Cooldown: 100s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Grasp of Undying (When in combat, your next attack on a champion will occasionally deal bonus magic damage, heal you, and permanently increase your health.) as your keystone, followed by
Demolish (Your third attack against a turret deals bonus damage),
Second Wind (Heals you after taking damage.) and
Overgrowth (Gains bonus scalable max Health.) in the primary tree, as well as
Transcendence (Grants more Ability Haste the higher your level is and also returns ability cooldown duration.) in the secondary tree. Below you can see possible options for replacing runes.
Grasp of Undying
Tank, Heal
Every 3s in combat, your next attack on a champion will be enhanced.
Bonus magic damage: 3.3%![]()
Heal: 1.3%![]()
Permanently health increase: 10
On Ranged champions, the effects are reduced by 60%.
Demolish
Destroy turrets faster
Your third attack against a turret deals bonus physical damage (85 + 28% max Health
for melee champions; 50 + 20% max Health
for ranged champions).
Cooldown: 30s
Second Wind
Increase sustain
Gain 5 Health
every 5 seconds.
After taking damage from an enemy champion, regenerate 3 + (1.5% of your missing health)
over the next 5 seconds. This effect is doubled for melee champions.
Overgrowth
Increase max Health
For every 3 enemy minions or 3 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Second Wind
Increase sustain
Gain 5 Health
every 5 seconds.
After taking damage from an enemy champion, regenerate 3 + (1.5% of your missing health)
over the next 5 seconds. This effect is doubled for melee champions.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Bone Plating — The rune reduces damage from enemy attacks and abilities when you take damage from an enemy champion. It lowers damage from the next few attacks or abilities for a short period, making it useful for most champions, including tanks, fighters, and even some mages. The rune helps improve survivability by mitigating damage in critical moments of the fight, making it suitable for heroes who find themselves in the heart of battles.
Overgrowth
Increase max Health
For every 3 enemy minions or 3 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.
Perseverance
Increase survivability when crowd controlled
Gain 10% Tenacity. Gain 10-15 Armor and Magic Resistance (
) for 1.5 seconds when mmobilized. Refresh duration time when immobilized multiple times.
Perseverance — The rune increases your tenacity by 10%. When immobilized, it grants you bonus armor and magic resistance for a short period. The effect refreshes if you are immobilized multiple times, making the rune especially useful for champions who often find themselves under crowd control. It is ideal for tanks and fighters, enhancing their survivability in fights when they are subjected to multiple crowd control effects.
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Legend: Haste
Bonus Ability Haste
Gain 0 Ability Haste at the start of the game. Taking down monsters, enemy champions, or minions grants additional Ability Haste bonuses. Total bonus is capped at 15 Ability Haste.
Legend: Haste — This rune gradually increases Ability Haste by taking down monsters, minions, and enemy champions. Once fully stacked, it allows abilities to be used more frequently, making it a strong choice for champions whose effectiveness heavily depends on their ability cooldowns.
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Scorch
Abilities deal bonus damage
Damaging an enemy champion with an ability burns them, dealing 21-49 bonus magic damage (
) after 1 seconds.
Cooldown: 8s
Scorch — This rune enhances ability damage in the early game and helps win trades in lane. It is ideal for aggressive champions who frequently land their abilities and apply constant pressure. It works best on mages and some supports where dealing extra poke damage and wearing down enemies is important.
(Q) VOLCANIC RUPTURE
9/8.5/8/7.5s
45
Ornn slams the ground, creating a fissure dealing 94 physical damage (25/60/95/130 + 110%
) and slowing by 55% for 2 seconds. A pillar of rock forms at the fissure's end for 4 seconds.
The fissure stops shortly after hitting an enemy champion.
(W) BELLOWS BREATH
11.5/11/10.5/10s
45
Ornn stomps forward Unstoppably while breathing fire, dealing 10/11/12/13% max Health magic damage over 0.75 seconds. Enemies hit by the final bout of flame become Brittle for 3 seconds.
Immobilizing effects on Brittle targets have their duration increased by 30% and deal an additional 7% max Health magic damage (7-22%
). Ornn's Attacks against Brittle targets Knock them Back, dealing additional damage.
Deals a minimum of 90/140/190/240 magic damage to minions, and a max of 155/190/225/260 magic damage to jungle monsters, Immobilizing deals a maximum of 250 damage to monsters.
(E) SEARING CHARGE
13/12/11/10s
35
Ornn charges, dealing 80 physical damage (80/140/200/260 + 40% bonus
+ 40% bonus
). If Ornn rams into terrain, he creates a shockwave that Knocks Up enemies for 1.25 seconds and applies the same damage to those in the area.
Ornn's charge destroys magma pillars and terrain created by enemies and reduces the cooldown of this skill by 25%.
(R) CALL OF THE FORGE GOD
90/80/70s
100
Ornn summons a massive lava elemental, which stampedes towards him, dealing 125 magic damage (125/175/225 + 20%
), and applies Brittle for 3 seconds. The elemental also slows by up to 40/50/60% for 2 seconds, based on Ornn's level.
Ornn can recast this to dash with a headbutt. If he dashes into the elemental, he redirects and empowers it, causing it to Knock Up the first champion hit for 1 second and subsequent champions for 0.5 seconds. The elemental also deals 125 magic damage (125/175/225 + 20%
) and reapplies Brittle.
We have prepared lists of champions that can really annoy you during a match with the game on the Solo Baron ORNN. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Solo Baron ORNN in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing
+15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Oblivion Orb
Magic damage reduces enemy healing
+35 Ability Power
Cursed Wounds: Dealing magic damage to enemy champions applies 40% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+35 Attack Damage
+30% Armor Penetration
+25% Critical Rate
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3000
Mortal Reminder TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Chempunk Chainsword
Reduces enemy healing
+400 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Morellonomicon
Magic damage reduces enemy healing
+300 Max Health
+75 Ability Power
+15 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2650
Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Spellslinger's Shoes
Deal bonus damage to minions
+35 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
2200
Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.
Armorcrusher Boots
Gain out-of-combat Movement Speed
+25 Attack Damage
+12 Armor Penetration
+6% Armor Penetration
+45 Move Speed
Cloudwalker: Gain 20 out-of combat Move Speed.
2200
Armorcrusher Boots TIPS: These boots greatly increase your physical damage by providing bonus Attack Damage along with both flat and percentage armor penetration. The additional out-of-combat movement speed allows you to rotate around the map faster, chase enemies more effectively, and respond to fights more quickly. They are an excellent choice for marksmen, assassins, and fighters who value high mobility and maximum damage against armored targets.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+35 Attack Damage
+30% Armor Penetration
+25% Critical Rate
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3000
Mortal Reminder TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Serylda’s Grudge
Armor Penetration (%) and apply slows
+50 Attack Damage
+35% Armor Penetration
+15 Ability Haste
Icy: Damaging active abilities and empowered attacks slow enemies below 60% current Health by 30% Movement Speed for 1 second.
3100
Serylda’s Grudge TIPS: This item significantly increases physical damage through percentage Armor Penetration while allowing you to use abilities more frequently. Damaging wounded enemies with active abilities or empowered attacks also slows them, making it easier to chase or keep targets at a distance. An excellent choice for AD champions who rely on abilities and need effective Armor Penetration combined with additional control.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+35 Attack Damage
+35% Attack Speed
Shadow: Attacks deal 30 bonus magic damage on-hit.
Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist(
) for 5 seconds on hit. Dark attacks grant
10% Armor Pen and
10% Magic Pen for 5 seconds on hit. Each on-hit effect stacks up to 3 times. While you have this item, bonus
Armor Pen and
Magic Pen granted by it is capped at 40%.
You cannot own this item concurrently with Void Staff.
3000
Terminus TIPS: This item combines Attack Damage and Attack Speed while empowering basic attacks with additional magic damage. Consecutive attacks alternate between effects that gradually increase Armor and Magic Resistance or provide Armor and Magic Penetration. An excellent choice for champions focused on frequent basic attacks and on-hit effects who need both sustained damage and additional durability in extended fights.
Dominik’s Regards
Armor Pen and bonus damage
+35 Attack Damage
+35% Armor Penetration
+25% Critical Rate
Giant Slayer: Deal bonus damage based on the enemy champion's bonus Health, up to 12% bonus damage when the enemy champion has 1.200 bonus Health.
3300
Dominik’s Regards TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with durable enemies. Your damage is further increased against champions with large amounts of bonus Health. An excellent choice for marksmen and other AD champions against tanks and fighters who stack Armor and Health.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Cryptbloom
Restore health on champion kill
+75 Ability Power
+30% Magic Penetration
+20 Ability Haste
Life from Death: When a champion that you damaged within 3s dies, a nova spreads from their corpse that restores 100 plus 20%
Health to allies. (60s Cooldown)
3000
Cryptbloom TIPS: This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Divine Sunderer
Anti-Health attacks
+425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage. If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health. (1.5s Cooldown) Damage is reduced vs structure.
3400
Divine Sunderer TIPS: This item offers a strong blend of survivability and damage: after using an ability your next basic attack is empowered to deal bonus damage based on the target’s max health, and it heals you when used on enemy champions. Perfect for fighter-bruisiers and solo laners who weave abilities into autos and need sustain versus tanks and duelists.
Liandry's Torment
Abilities deal bonus damage
+300 Max Health
+70 Ability Power
Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.
3000
Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
+12% Lifesteal
Ruined Strikes: Attacks deal bonus physical damage equal to 6% of the enemy's current Health on-hit. (Melee attacks deal 8%). Minimum damage: 15. Max damage vs monsters: 100.
Drain: Hitting a champion with 3 attacks or abilities slows them by 30% for 1.5s. (30s Cooldown)
3100
Blade of the Ruined King TIPS: This item combines Attack Damage, Attack Speed, and Lifesteal, providing strong sustained damage and additional survivability. Attacks deal bonus physical damage based on the target's current Health, making it especially effective against high-Health champions. Consecutive attacks or abilities also slow the target, helping you stick to enemies. An excellent choice for marksmen and fighters focused on extended fights and basic attacks.
Quicksilver Sash
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
1100
Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+12% Lifesteal
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+12 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
The information below will help you get familiar with the game on the Support Line ORNN. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Relic Shield (Kill minions to earn bonus gold). Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Relic Shield
Kill minions to earn bonus gold
+125 Max Health
This item is for support players. When equipped, it will reduce the gold you receive from killing minions and monsters. If there are multiples of this item within the party, only one of them can take effect at any given time.
Tribute: Gain 1 encircling energy orb(s) every 30 seconds (max 3 orbs). While near an ally, the actions below will trigger Tribute, consuming 1 energy orb(s) to grant you 65 gold and restore your Health 20-80:
1. Using abilities or attacks to damage enemy champions or structures.
2. Attacking minions below 65% Health. This also executes them, and the gold generated from the minion kills is given to the ally nearest to you. 3. A nearby minion is killed while you have 3 orbs. Upon triggering Tribute, the ally nearest to you gains Tribute stacks.
Sentry: Deal 1 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom.
Restraint: You do not earn gold generated from minion kills, but you earn gold equal to 50% of the bounty. The gold generated from your minion kills will be given to the ally nearest to you. Gold earned from monster kills is reduced by 50%.
Quest: After earning 750 gold, this item upgrades into Bulwark of the Mountain and binds you and the ally with the most Tribute stacks as Perfect Partners.
500
Bulwark of the Mountain
Kill minions to earn bonus gold
+175 Max Health
+10 Ability Haste
Soulcast: Every 60 seconds, gains 75 gold, 25 Health and 2 Attack Damage, or 4 Ability Power (Adaptive); up to 250 Health and 20 Attack Damage or 40 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. When out of combat, gain 10% Movement Speed when you move toward your Perfect Partner. If you're more than 2,500 units apart, this bonus increases to 30%.
0
Bulwark of the Mountain TIPS: This item is designed for support players and grants passive gold income every 60 seconds along with Soulforce stacks that boost your health, attack damage, or ability power. At 10 stacks, you gain a significant adaptive stat bonus. While it reduces gold from killing minions and monsters, it accelerates your team’s economic pace. An additional effect deals extra damage to revealed Sight Wards, making it easier to clear vision and maintain map control.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Locket of the Iron Solari
Team shield
+200 Max Health
+30 Armor
+30 Magic Resistance
+10 Ability Haste
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 250-370 damage for 2.5 seconds. (60s Cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.
2600
Locket of the Iron Solari TIPS: This item provides powerful team-wide protection during fights. Its active grants a shield to you and nearby allies, helping your team survive burst damage and reducing the impact of enemy engages. It is an excellent choice for tanks and supports who stay close to their teammates and want to maximize their team's survivability in teamfights.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Mercury's Treads
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+30 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Armored Advance
Grants Armor and a shield
+150 Max Health
+30 Armor
+45 Move Speed
Block: Reduce damage from champion attacks by 10%.
Noxian Endurance: After taking physical damage from a champion grants a physical shield that absorbs damage equal to 10-140 plus 8% max Health
. (12s Cooldown)
2200
Armored Advance TIPS: These boots provide excellent protection against physical damage. They reduce damage taken from enemy champion attacks and grant a protective shield after taking physical damage from a champion, helping you survive extended trades and heavy bursts of physical damage. They are an excellent choice against marksmen, fighters, and other champions who rely primarily on physical attacks.
Chainlaced Crushers
Gain a magic shield upon taking magic damage
+150 Max Health
+30 Magic Resistance
+30% Tenacity
+45 Move Speed
Noxian Persistence: After taking magic damage from a champion, gain a magic shield that absorbs 10-120 plus 5% max
for 5s. (12s Cooldown)
2200
Chainlaced Crushers TIPS: These boots greatly improve your survivability against magic damage. After taking magic damage from an enemy champion, you gain a magic shield that helps absorb follow-up spells, while the bonus Magic Resistance and Tenacity make you far more resilient against AP threats and crowd control. They are an excellent choice against teams with heavy magic damage and strong CC.
Bulwark of the Mountain (Kill minions to earn bonus gold) as your first item, followed by
Plated Steelcaps (Reduces damage from champion attacks) or
Mercury's Treads (Reduces Magic Damage) depending on the situation. (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Locket of the Iron Solari (Team shield).
Armored Advance (Grants Armor and a shield). You may want to replace it with
Chainlaced Crushers (Gain a magic shield upon taking magic damage), it all depends on your playstyle and the situation on the battlefield.
Bulwark of the Mountain
Kill minions to earn bonus gold
+175 Max Health
+10 Ability Haste
Soulcast: Every 60 seconds, gains 75 gold, 25 Health and 2 Attack Damage, or 4 Ability Power (Adaptive); up to 250 Health and 20 Attack Damage or 40 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer’s Bloom. When out of combat, gain 10% Movement Speed when you move toward your Perfect Partner. If you're more than 2,500 units apart, this bonus increases to 30%.
0
Bulwark of the Mountain TIPS: This item is designed for support players and grants passive gold income every 60 seconds along with Soulforce stacks that boost your health, attack damage, or ability power. At 10 stacks, you gain a significant adaptive stat bonus. While it reduces gold from killing minions and monsters, it accelerates your team’s economic pace. An additional effect deals extra damage to revealed Sight Wards, making it easier to clear vision and maintain map control.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Locket of the Iron Solari
Team shield
+200 Max Health
+30 Armor
+30 Magic Resistance
+10 Ability Haste
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 250-370 damage for 2.5 seconds. (60s Cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.
2600
Locket of the Iron Solari TIPS: This item provides powerful team-wide protection during fights. Its active grants a shield to you and nearby allies, helping your team survive burst damage and reducing the impact of enemy engages. It is an excellent choice for tanks and supports who stay close to their teammates and want to maximize their team's survivability in teamfights.
Warmog's Armor
Out of combat Heath Regen
+700 Max Health
+100% Health Regen
+20 Ability Haste
Warmog's Heart: If you have at least 950 bonus Health, restore 3.5% Health per second if you haven't taken damage within the last 5 seconds.
Blessed: Increases all healing and shielding effects on you by 30%.
2850
Warmog's Armor TIPS: This item is a top survivability pickup: it grants a massive health pool and strong out-of-combat regeneration, letting you recover quickly between fights. It also amplifies healing and shields, making you much harder to finish off. Perfect for tanks and bruisers who need high survivability and fast recovery after engagements.
Force of Nature
Stacking Magic Resist and Move Speed
+400 Max Health
+60 Magic Resistance
+5% Move Speed
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds (max 4 stacks). Dealing damage to an enemy champion refreshes the duration of the stacks. At maximum stacks, gain 6% Movement Speed and 70 bonus Magic Resistance
.
2800
Force of Nature TIPS: This item combines Health, high Magic Resistance, and Movement Speed, providing strong protection against magic damage. Taking ability damage from enemy champions gradually builds a defensive effect, while damaging enemies refreshes its duration. At maximum stacks, it significantly increases Magic Resistance and Movement Speed, making it especially effective against teams with heavy magic damage.
Amaranth's Twinguard
In-combat durability
+300 Max Health
+50 Armor
+50 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3200
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Force of Nature
Stacking Magic Resist and Move Speed
+400 Max Health
+60 Magic Resistance
+5% Move Speed
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds (max 4 stacks). Dealing damage to an enemy champion refreshes the duration of the stacks. At maximum stacks, gain 6% Movement Speed and 70 bonus Magic Resistance
.
2800
Force of Nature TIPS: This item combines Health, high Magic Resistance, and Movement Speed, providing strong protection against magic damage. Taking ability damage from enemy champions gradually builds a defensive effect, while damaging enemies refreshes its duration. At maximum stacks, it significantly increases Magic Resistance and Movement Speed, making it especially effective against teams with heavy magic damage.
Frozen Heart
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Frozen Heart — This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
Force of Nature
Stacking Magic Resist and Move Speed
+400 Max Health
+60 Magic Resistance
+5% Move Speed
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds (max 4 stacks). Dealing damage to an enemy champion refreshes the duration of the stacks. At maximum stacks, gain 6% Movement Speed and 70 bonus Magic Resistance
.
2800
Force of Nature TIPS: This item combines Health, high Magic Resistance, and Movement Speed, providing strong protection against magic damage. Taking ability damage from enemy champions gradually builds a defensive effect, while damaging enemies refreshes its duration. At maximum stacks, it significantly increases Magic Resistance and Movement Speed, making it especially effective against teams with heavy magic damage.
Radiant Virtue
Heal allies upon casting your ultimate ability.
+300 Max Health
+30 Armor
+30 Magic Resistance
+10 Ability Haste
Guiding Light: Upon casting your ultimate ability, you Transcend, increasing your max Health by 10% for 6s. While Transcended, allied champions within 1,200 units of you heal for 2.5% of your max Health per second over the duration. (60s Cooldown) If you're a ranged champion, heals granted are reduced by 50%.
2650
Radiant Virtue TIPS: This item boosts your durability by granting extra max health, armor, and ability haste. Its passive causes you to transcend after casting your ultimate: you temporarily raise your max health, and nearby allies are healed based on that boosted health. The healing is reduced for ranged champions. A strong pick for frontliners and supports who want to survive engages while providing teamwide sustain during fights.
Radiant Virtue — This item boosts your durability by granting extra max health, armor, and ability haste. Its passive causes you to transcend after casting your ultimate: you temporarily raise your max health, and nearby allies are healed based on that boosted health. The healing is reduced for ranged champions. A strong pick for frontliners and supports who want to survive engages while providing teamwide sustain during fights.
Force of Nature
Stacking Magic Resist and Move Speed
+400 Max Health
+60 Magic Resistance
+5% Move Speed
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds (max 4 stacks). Dealing damage to an enemy champion refreshes the duration of the stacks. At maximum stacks, gain 6% Movement Speed and 70 bonus Magic Resistance
.
2800
Force of Nature TIPS: This item combines Health, high Magic Resistance, and Movement Speed, providing strong protection against magic damage. Taking ability damage from enemy champions gradually builds a defensive effect, while damaging enemies refreshes its duration. At maximum stacks, it significantly increases Magic Resistance and Movement Speed, making it especially effective against teams with heavy magic damage.
Abyssal Mask
Deal increased magic damage
+350 Max Health
+45 Magic Resistance
+10 Ability Haste
Unmake: Magic damage against enemy champions within 650 units of you is increased by 12%. (Unmake's damage bonus does not stack.)
2400
Abyssal Mask TIPS: This item combines Health, Magic Resistance, and Ability Haste, improving survivability against magic damage. Nearby enemy champions take increased magic damage, amplifying both your own damage and the magic damage dealt by your allies. An excellent choice for tanks and fighters who stay close to enemies and play in teams with significant magic damage.
Abyssal Mask — This item combines Health, Magic Resistance, and Ability Haste, improving survivability against magic damage. Nearby enemy champions take increased magic damage, amplifying both your own damage and the magic damage dealt by your allies. An excellent choice for tanks and fighters who stay close to enemies and play in teams with significant magic damage.
Force of Nature
Stacking Magic Resist and Move Speed
+400 Max Health
+60 Magic Resistance
+5% Move Speed
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds (max 4 stacks). Dealing damage to an enemy champion refreshes the duration of the stacks. At maximum stacks, gain 6% Movement Speed and 70 bonus Magic Resistance
.
2800
Force of Nature TIPS: This item combines Health, high Magic Resistance, and Movement Speed, providing strong protection against magic damage. Taking ability damage from enemy champions gradually builds a defensive effect, while damaging enemies refreshes its duration. At maximum stacks, it significantly increases Magic Resistance and Movement Speed, making it especially effective against teams with heavy magic damage.
Knight's Vow
Redirect damage to yourself and restore Health
+200 Max Health
+100% Health Regen
+40 Armor
+10 Ability Haste
Sacrifice: While your Worthy ally is nearby, redirect 12% of the damage they take to you and heal for 10% of the damage dealt by them to champions.
Pledge: When you buy or re-buy this item, designate an ally who is Worthy.
2450
Knight's Vow TIPS: This item combines Health, Health regeneration, Armor, and Ability Haste, improving durability and the ability to protect allies. A designated ally gains additional protection while nearby: part of the damage they take is redirected to the item holder, while damage they deal to champions restores the holder’s Health. An excellent choice for tanks and supports focused on protecting a key carry.
Knight's Vow — This item combines Health, Health regeneration, Armor, and Ability Haste, improving durability and the ability to protect allies. A designated ally gains additional protection while nearby: part of the damage they take is redirected to the item holder, while damage they deal to champions restores the holder’s Health. An excellent choice for tanks and supports focused on protecting a key carry.
Force of Nature
Stacking Magic Resist and Move Speed
+400 Max Health
+60 Magic Resistance
+5% Move Speed
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds (max 4 stacks). Dealing damage to an enemy champion refreshes the duration of the stacks. At maximum stacks, gain 6% Movement Speed and 70 bonus Magic Resistance
.
2800
Force of Nature TIPS: This item combines Health, high Magic Resistance, and Movement Speed, providing strong protection against magic damage. Taking ability damage from enemy champions gradually builds a defensive effect, while damaging enemies refreshes its duration. At maximum stacks, it significantly increases Magic Resistance and Movement Speed, making it especially effective against teams with heavy magic damage.
Unending Despair
Increases tanks' sustain in teamfights
+300 Max Health
+40 Armor
+40 Magic Resistance
+10 Ability Haste
Anguish: Every 4 second(s) while in combat with a champion, deal 3% of your max Health as magic damage to nearby champions and heal for 250% of the damage dealt. Anguish is unaffected by Item Ability Haste.
3000
Unending Despair TIPS: This item turns you into a self-sustaining frontline: while fighting you periodically deal magic damage around you and heal for a portion of that damage. Great for tanks and frontliners — it helps you soak focus, remain in the heart of fights longer, and excel in extended team engagements. Less effective in very short burst trades or on champions that avoid standing in the center of combat.
Unending Despair — This item turns you into a self-sustaining frontline: while fighting you periodically deal magic damage around you and heal for a portion of that damage. Great for tanks and frontliners — it helps you soak focus, remain in the heart of fights longer, and excel in extended team engagements. Less effective in very short burst trades or on champions that avoid standing in the center of combat.
Force of Nature
Stacking Magic Resist and Move Speed
+400 Max Health
+60 Magic Resistance
+5% Move Speed
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds (max 4 stacks). Dealing damage to an enemy champion refreshes the duration of the stacks. At maximum stacks, gain 6% Movement Speed and 70 bonus Magic Resistance
.
2800
Force of Nature TIPS: This item combines Health, high Magic Resistance, and Movement Speed, providing strong protection against magic damage. Taking ability damage from enemy champions gradually builds a defensive effect, while damaging enemies refreshes its duration. At maximum stacks, it significantly increases Magic Resistance and Movement Speed, making it especially effective against teams with heavy magic damage.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Thornmail — This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Amaranth's Twinguard
In-combat durability
+300 Max Health
+50 Armor
+50 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3200
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Randuin's Omen — This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Flash (Teleport a short distance) and
Heal (Restore Health to you and the most wounded nearby ally champion) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Heal
Restore 110 Health (110–400
) to you and the most wounded nearby ally champion, and grants both of you 30% bonus Movement Speed for 2 second(s).
Healing is halved for champions recently affected by Heal.
Cooldown: 100s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Ice Overlord (Immobilizing an enemy champion causes beams to form around them, slowing them. After that, you gain defenses and later deal a burst of magic damage around you.) as your keystone, followed by
Font of Life (Marks an enemy champion and grants healing upon attack.),
Bone Plating (Reduces incoming damage.) and
Overgrowth (Gains bonus scalable max Health.) in the primary tree, as well as
Hextech Flashtraption (Able to dash multiple times even after using Flash.) in the secondary tree. Below you can see possible options for replacing runes.
Ice Overlord
Control, Slow
Immobilizing an enemy champion causes 3 beams to form around them, creating ice beneath them for 3 second(s) and slowing enemies inside. The slow lingers on enemies for 1.5 second(s) after they’ve left the ice zone. Gain a protective layer of ice around yourself, increasing your defenses. After a brief delay, the ice explodes, dealing a burst of magic damage around you.
Slow: (1% of your bonus Health + 15%).
Defenses: 35 + 75% bonus Armor and Magic Resist. Lasts 2.5 second(s).
Magic damage: 15–100 (
) + 5% max![]()
Cooldown: 20s
Font of Life
Team Heal
When your attacks or abilities hit an enemy champion, heal yourself and the lowest Health allied champion nearby.
Ally: Heals for 1.5% of your max
+ 5% of your![]()
You: Heal for 1% of your max
+ 5% of your![]()
Healing is 130% effective if you're a melee champion. (Does not trigger if you or nearby allies are at full Health, or if no allies are nearby.)
Cooldown: 15s
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Overgrowth
Increase max Health
For every 3 enemy minions or 3 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.
Hextech Flashtraption
Gain short-range movement while Flash is on cooldown
While Flash is on cooldown, it is replaced by Hexflash. Dash a distance based on charge time (max 2s). Entering combat with enemy champions to trigger a 6-second cooldown.
Cooldown: 18s
Font of Life
Team Heal
When your attacks or abilities hit an enemy champion, heal yourself and the lowest Health allied champion nearby.
Ally: Heals for 1.5% of your max
+ 5% of your![]()
You: Heal for 1% of your max
+ 5% of your![]()
Healing is 130% effective if you're a melee champion. (Does not trigger if you or nearby allies are at full Health, or if no allies are nearby.)
Cooldown: 15s
Unshakeable
Increase Armor, Magic Resist, and Slow Resist
Gain 3% Armor and Magic Resistance. For every 1 enemy champion(s) nearby, gain an additional 2% Armor and Magic Resistance. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.
Unshakeable — This rune makes you tougher in fights: it raises your armor and magic resist, and the bonus grows as more enemy champions are nearby. When you’re fully surrounded, you also gain enhanced slow resistance. A great pick for frontliners and anyone who spends time in the thick of combat — it helps you soak focus, hold ground, and initiate with more confidence.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Second Wind
Increase sustain
Gain 5 Health
every 5 seconds.
After taking damage from an enemy champion, regenerate 3 + (1.5% of your missing health)
over the next 5 seconds. This effect is doubled for melee champions.
Second Wind — The rune restores health every 5 seconds and significantly boosts regeneration after taking damage from an enemy champion. This rune is especially useful for champions who are often in the thick of the fight, such as tanks or fighters, as it helps sustain health during battles. The effect is doubled for melee champions, making it even more effective in extended fights, improving survivability.
Hextech Flashtraption
Gain short-range movement while Flash is on cooldown
While Flash is on cooldown, it is replaced by Hexflash. Dash a distance based on charge time (max 2s). Entering combat with enemy champions to trigger a 6-second cooldown.
Cooldown: 18s
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Transcendence — This rune reduces ability cooldowns and makes gameplay smoother by allowing more frequent skill usage. It is ideal for champions who rely heavily on abilities and are constantly involved in fights or trades. It works best on mages, supports, and some fighters where maintaining a high tempo through ability usage is essential.
(Q) VOLCANIC RUPTURE
9/8.5/8/7.5s
45
Ornn slams the ground, creating a fissure dealing 94 physical damage (25/60/95/130 + 110%
) and slowing by 55% for 2 seconds. A pillar of rock forms at the fissure's end for 4 seconds.
The fissure stops shortly after hitting an enemy champion.
(W) BELLOWS BREATH
11.5/11/10.5/10s
45
Ornn stomps forward Unstoppably while breathing fire, dealing 10/11/12/13% max Health magic damage over 0.75 seconds. Enemies hit by the final bout of flame become Brittle for 3 seconds.
Immobilizing effects on Brittle targets have their duration increased by 30% and deal an additional 7% max Health magic damage (7-22%
). Ornn's Attacks against Brittle targets Knock them Back, dealing additional damage.
Deals a minimum of 90/140/190/240 magic damage to minions, and a max of 155/190/225/260 magic damage to jungle monsters, Immobilizing deals a maximum of 250 damage to monsters.
(E) SEARING CHARGE
13/12/11/10s
35
Ornn charges, dealing 80 physical damage (80/140/200/260 + 40% bonus
+ 40% bonus
). If Ornn rams into terrain, he creates a shockwave that Knocks Up enemies for 1.25 seconds and applies the same damage to those in the area.
Ornn's charge destroys magma pillars and terrain created by enemies and reduces the cooldown of this skill by 25%.
(R) CALL OF THE FORGE GOD
90/80/70s
100
Ornn summons a massive lava elemental, which stampedes towards him, dealing 125 magic damage (125/175/225 + 20%
), and applies Brittle for 3 seconds. The elemental also slows by up to 40/50/60% for 2 seconds, based on Ornn's level.
Ornn can recast this to dash with a headbutt. If he dashes into the elemental, he redirects and empowers it, causing it to Knock Up the first champion hit for 1 second and subsequent champions for 0.5 seconds. The elemental also deals 125 magic damage (125/175/225 + 20%
) and reapplies Brittle.
We have prepared lists of champions that can really annoy you during a match with the game on the Support ORNN. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Support ORNN in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing
+15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Oblivion Orb
Magic damage reduces enemy healing
+35 Ability Power
Cursed Wounds: Dealing magic damage to enemy champions applies 40% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+35 Attack Damage
+30% Armor Penetration
+25% Critical Rate
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3000
Mortal Reminder TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Chempunk Chainsword
Reduces enemy healing
+400 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Morellonomicon
Magic damage reduces enemy healing
+300 Max Health
+75 Ability Power
+15 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2650
Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Spellslinger's Shoes
Deal bonus damage to minions
+35 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
2200
Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.
Armorcrusher Boots
Gain out-of-combat Movement Speed
+25 Attack Damage
+12 Armor Penetration
+6% Armor Penetration
+45 Move Speed
Cloudwalker: Gain 20 out-of combat Move Speed.
2200
Armorcrusher Boots TIPS: These boots greatly increase your physical damage by providing bonus Attack Damage along with both flat and percentage armor penetration. The additional out-of-combat movement speed allows you to rotate around the map faster, chase enemies more effectively, and respond to fights more quickly. They are an excellent choice for marksmen, assassins, and fighters who value high mobility and maximum damage against armored targets.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+35 Attack Damage
+30% Armor Penetration
+25% Critical Rate
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3000
Mortal Reminder TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Serylda’s Grudge
Armor Penetration (%) and apply slows
+50 Attack Damage
+35% Armor Penetration
+15 Ability Haste
Icy: Damaging active abilities and empowered attacks slow enemies below 60% current Health by 30% Movement Speed for 1 second.
3100
Serylda’s Grudge TIPS: This item significantly increases physical damage through percentage Armor Penetration while allowing you to use abilities more frequently. Damaging wounded enemies with active abilities or empowered attacks also slows them, making it easier to chase or keep targets at a distance. An excellent choice for AD champions who rely on abilities and need effective Armor Penetration combined with additional control.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+35 Attack Damage
+35% Attack Speed
Shadow: Attacks deal 30 bonus magic damage on-hit.
Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist(
) for 5 seconds on hit. Dark attacks grant
10% Armor Pen and
10% Magic Pen for 5 seconds on hit. Each on-hit effect stacks up to 3 times. While you have this item, bonus
Armor Pen and
Magic Pen granted by it is capped at 40%.
You cannot own this item concurrently with Void Staff.
3000
Terminus TIPS: This item combines Attack Damage and Attack Speed while empowering basic attacks with additional magic damage. Consecutive attacks alternate between effects that gradually increase Armor and Magic Resistance or provide Armor and Magic Penetration. An excellent choice for champions focused on frequent basic attacks and on-hit effects who need both sustained damage and additional durability in extended fights.
Dominik’s Regards
Armor Pen and bonus damage
+35 Attack Damage
+35% Armor Penetration
+25% Critical Rate
Giant Slayer: Deal bonus damage based on the enemy champion's bonus Health, up to 12% bonus damage when the enemy champion has 1.200 bonus Health.
3300
Dominik’s Regards TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with durable enemies. Your damage is further increased against champions with large amounts of bonus Health. An excellent choice for marksmen and other AD champions against tanks and fighters who stack Armor and Health.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Cryptbloom
Restore health on champion kill
+75 Ability Power
+30% Magic Penetration
+20 Ability Haste
Life from Death: When a champion that you damaged within 3s dies, a nova spreads from their corpse that restores 100 plus 20%
Health to allies. (60s Cooldown)
3000
Cryptbloom TIPS: This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Divine Sunderer
Anti-Health attacks
+425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage. If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health. (1.5s Cooldown) Damage is reduced vs structure.
3400
Divine Sunderer TIPS: This item offers a strong blend of survivability and damage: after using an ability your next basic attack is empowered to deal bonus damage based on the target’s max health, and it heals you when used on enemy champions. Perfect for fighter-bruisiers and solo laners who weave abilities into autos and need sustain versus tanks and duelists.
Liandry's Torment
Abilities deal bonus damage
+300 Max Health
+70 Ability Power
Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.
3000
Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
+12% Lifesteal
Ruined Strikes: Attacks deal bonus physical damage equal to 6% of the enemy's current Health on-hit. (Melee attacks deal 8%). Minimum damage: 15. Max damage vs monsters: 100.
Drain: Hitting a champion with 3 attacks or abilities slows them by 30% for 1.5s. (30s Cooldown)
3100
Blade of the Ruined King TIPS: This item combines Attack Damage, Attack Speed, and Lifesteal, providing strong sustained damage and additional survivability. Attacks deal bonus physical damage based on the target's current Health, making it especially effective against high-Health champions. Consecutive attacks or abilities also slow the target, helping you stick to enemies. An excellent choice for marksmen and fighters focused on extended fights and basic attacks.
Quicksilver Sash
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
1100
Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+12% Lifesteal
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+12 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
LIVING FORGE
VOLCANIC RUPTURE
BELLOWS BREATH
SEARING CHARGE
CALL OF THE FORGE GOD

Ornn can spend gold to forge items anywhere on the map.
Ornn gains an additional 7/12/17/22%
bonus
,
,
from all sources.
Upon reaching level 7, crafting items with Living Forge grants a nearby ally 5 stacks of Living Forge, allowing them to purchase items anywhere on the map. This buff stacks up to 15 times, this effect can be triggered every 3 levels (level 7/10/13).

9/8.5/8/7.5s
45
Ornn slams the ground, creating a fissure dealing 94 physical damage (25/60/95/130 + 110%
) and slowing by 55% for 2 seconds. A pillar of rock forms at the fissure's end for 4 seconds.
The fissure stops shortly after hitting an enemy champion.

11.5/11/10.5/10s
45
Ornn stomps forward Unstoppably while breathing fire, dealing 10/11/12/13% max Health magic damage over 0.75 seconds. Enemies hit by the final bout of flame become Brittle for 3 seconds.
Immobilizing effects on Brittle targets have their duration increased by 30% and deal an additional 7% max Health magic damage (7-22%
). Ornn's Attacks against Brittle targets Knock them Back, dealing additional damage.
Deals a minimum of 90/140/190/240 magic damage to minions, and a max of 155/190/225/260 magic damage to jungle monsters, Immobilizing deals a maximum of 250 damage to monsters.

13/12/11/10s
35
Ornn charges, dealing 80 physical damage (80/140/200/260 + 40% bonus
+ 40% bonus
). If Ornn rams into terrain, he creates a shockwave that Knocks Up enemies for 1.25 seconds and applies the same damage to those in the area.
Ornn's charge destroys magma pillars and terrain created by enemies and reduces the cooldown of this skill by 25%.

90/80/70s
100
Ornn summons a massive lava elemental, which stampedes towards him, dealing 125 magic damage (125/175/225 + 20%
), and applies Brittle for 3 seconds. The elemental also slows by up to 40/50/60% for 2 seconds, based on Ornn's level.
Ornn can recast this to dash with a headbutt. If he dashes into the elemental, he redirects and empowers it, causing it to Knock Up the first champion hit for 1 second and subsequent champions for 0.5 seconds. The elemental also deals 125 magic damage (125/175/225 + 20%
) and reapplies Brittle.
Use this combo to unexpectedly All-In the enemy.
Use (R1) CALL OF THE FORGE GOD, wait a little bit until the elemental lava is getting closer to your target, then (Q) VOLCANIC RUPTURE and immediately FLASH forward. Once you land, use (R2) to knock up the enemy and eAA to consume the Brittle mark. Follow up with (E) SEARING CHARGE to continue the knock-up. Finish with the AA, (W) BELLOWS BREATH AA combo to burst down the target.
Ornn is the Freljordian spirit of forging and craftsmanship. He works in the solitude of a massive smithy, hammered out from the lava caverns beneath the volcano Hearth-Home. There he stokes bubbling cauldrons of molten rock to purify ores and fashion items of unsurpassed quality. When other deities—especially Volibear—walk the earth and meddle in mortal affairs, Ornn arises to put these impetuous beings back in their place, either with his trusty hammer or the fiery power of the mountains themselves.