Lane on Ornn is usually one Q post into one brittle proc, and if W whiffs or gets flashed you should usually take the short trade and leave instead of forcing a longer fight with no clean contact left
A lot of Ornn hands-diff is knowing that W only covers the displacement that would throw your combo off script, then buffering E early enough that the pillar hit or escape still happens through the incoming CC window
Ornn’s real payoff comes when the game compresses back into walls, ramps, and pit entrances, because he is unusually good at surviving a rough early gold state and then taking over later grouped corridor fights, but much worse if the game stays stretched in long side lanes
Leave as soon as the side wave is pushed to a safe handoff point and the next important fight is becoming real. On Ornn, staying for one more wave is often where the trade turns bad: you are walking deeper into the part of the map where duelists get more room and your own kit gets less room. If dragon, Herald, or a mid siege is likely in the next 30 to 45 seconds, start moving before it is urgent so you arrive with time to place yourself around the corridor the enemy has to cross. If nothing is happening and no objective is spawning, catch the side again, but treat it as maintenance, not your main job.
Ornn gains an additional bonus Armor and Magic Resist from all sources.Ornn can spend gold to forge non-consumable items anywhere.Additionally, he can create masterwork items for himself and for his allies.
Ornn slams the ground, sending out a fissure dealing damage and slowing enemies hit. After a small delay, a magma pillar forms at the end location.
Ornn advances, breathing fire. Enemies hit by the final gout of flame become Brittle.
Ornn charges, dealing damage to enemies he passes through. If Ornn collides with terrain while charging, the impact creates a shockwave around him which deals damage and knocks up enemies.
Ornn summons a massive elemental at a location which travels toward him with increasing speed. Enemies run over by the elemental take damage, are slowed and are made Brittle. Ornn can recast the ability to charge into the elemental, redirecting it in the direction he hits it, causing the elemental to affect any enemies it runs over to be knocked up, dealing the same damage and re-applying Brittle.