More than most demi-gods, Ornn values his privacy. Dwelling in solitude beneath an ancient volcano, he stokes bubbling cauldrons of molten stone to forge items of unsurpassed quality. Yet from these depths, Ornn senses trouble; divine beings are once again meddling in mortal affairs. During the upcoming wars, the Freljord—and the world—will need a good blacksmith.
Ornn is the new Champion reveal from the popular MOBA game; League of Legends, with the reveal, we saw his skill sets in action.
More than any other of his kind, Ornn values privacy, solitude, and focus. Beneath a dormant volcano that bears scars from some ancient eruption, he labors day and night, forging whatever his heart desires. The results are priceless tools destined for feats of legend—the lucky few who have stumbled upon these relics note their bewilderingly high quality. Some claim that Braum’s shield was made by Ornn thousands of years ago, as it remains as sturdy as the day it was finished. No one can be sure, however, for none can find the forge-god to ask him.
Ornn’s name was once spoken throughout the lands that would one day become known as the Freljord. However, almost all of his legends were excised from history by his enemies and the slow march of time—now only a few of his exploits are known, by the handful of tribes who can trace their lineage back to a forgotten culture of blacksmiths, architects, and brewmasters. This long-lost populace was called the Hearthblood, apprentices who journeyed from all corners of the world and gathered on the slopes of Hearth-Home to follow Ornn’s example.
Despite this imitative form of worship, Ornn never considered himself their patron. He would only give them curt nods or frowns when they offered up their work, and yet the Hearthblood accepted this and were determined to hone their craft. As a result, they came to create the finest tools, design the sturdiest structures, and brew the tastiest ales the world had ever beheld. Ornn secretly approved of the Hearthblood’s perseverance, and the fact that they were always looking to improve.
But, in one catastrophic night, all they had accomplished was destroyed when Ornn battled with his brother Volibear at the mountain’s peak, for reasons no mortal could comprehend. The resultant cataclysm was a storm of fire and ash and lightning so intensely violent that it was seen ten horizons away. When the dust settled, Hearth-Home was a smoldering caldera, and the Hearthblood were reduced to scattered bones and cinders. Though he would never admit it, Ornn was devastated. Through the Hearthblood he had glimpsed the sweeping potential of mortal life, only to see it all lost beneath the indiscriminate wrath of the immortals. Wracked with guilt, he retreated to the isolation of his foundry, and buried himself in his work for an age.
Now, he senses that the world is on the cusp of a new era. Some of his siblings have taken physical form once more, their cults of followers growing restless and aggressive. The Freljord itself is fractured and leaderless, and ancient horrors are lurking in the shadows, waiting for any opportunity to strike. A great change is coming. During the wars to come, and in their aftermath, Ornn knows the Freljord—and the rest of Runeterra—will have need of a good blacksmith.
Ornn can be a support tank and top lane as per his skill sets. The skills are interesting since he can forge upgrades on himself and his teammates in the battlefield. He can also access the shop without going back to base.
DISABLE TIME: 4
||INNATE: Ornn can purchase non-consumable items from anywhere on the field by forging them himself, and is also presented a Forge Menu with his recommended items to select to be forged. Forging takes 4 seconds and the process is interrupted if Ornn enters combat, disabling Living Forge.|
|Additionally, Ornn and each of his teammates can purchase MASTERWORK upgrades. Each player may only have one MASTERWORK upgrade at a time.|
|BRITTLE: knocks them back.final flame and apply Brittle to enemies for 6 seconds. Ornn’s next basic attack against a Brittle target consumes the mark, briefly|
|The next immobilizing effect against a Brittle target consumes the mark, dealing 7% – 16% (based on level) of target’s maximum health as bonus magic damage and lasting 30% longer.|
TARGET RANGE: 800
COST: 55 / 60 / 65 / 70 / 75 MANA
COOLDOWN: 9 / 8.5 / 8 / 7.5 / 7
||ACTIVE: Ornn slams his hammer into the ground, sending a fissure in the target direction that stops early if an enemy champion is hit, dealing physical damage and slowingenemies hit for 2 seconds.||
|After a 1.5-seconds delay, an impassable magma pillar erupts at maximum range for 4 seconds.|
TARGET RANGE: 400
COST: 45 / 50 / 55 / 60 / 65 MANA
COOLDOWN: 12 / 11 / 10 / 9 / 8
||ACTIVE: Ornn shields himself for 12% of maximum health for 4 seconds and marches unstoppably in the target direction over the next 2.5 seconds.|
|Over the march he belches fire over a cone in front of him, dealing magic damage every 0.5 seconds to enemies hit. The final bout of flame will apply Brittle.||
TARGET RANGE: 800
EFFECT RADIUS: 350
COST: 60 MANA
COOLDOWN: 16 / 15 / 14 / 13 / 12
||ACTIVE: Ornn charges forward, dealing physical damage to enemies he passes through, stopping upon colliding with terrain.||
|Upon collision creates a shockwave that deals increased physical damage and knocks up enemies within for 1 second. Searing Charge can damage enemies twice.||
|Magma pillars and terrain created by enemy champions caught in the shockwave are destroyed.|
|Call of the Forge God||
TARGET RANGE: 2500
COST: 100 MANA
COOLDOWN: 150 / 115 / 80
||FIRST CAST: Ornn summons an elemental at maximum range in the target direction that stampedes toward him, dealing magic damage and slowing enemies hit by 40% for 2 seconds.||
|While stampeding, Ornn can re-activate Call of the Forge God.|
||SECOND CAST: Ornn dashes forward in the target direction. If Ornn collides with the elemental, he headbutts it, sending it stampeding again in the new direction and empowering it to knock upenemies hit. Call of the Forge God can damage enemies twice.|