Ornn Wild Rift champion guide - Baron Lane

Baron Lane · Wild Rift Guide

Ornn Baron Lane

Ornn Baron Lane Guide

Updated for Patch 7.3E
S Tier

Ornn Baron Lane Wild Rift overview and best build snapshot

How to play

  • Take short trades with your fire breath Hit the final part of your 2nd ability to mark the enemy, then use a basic attack to trigger the mark for extra damage.

  • Fight near a wall or your pillar Use your 1st ability to create a pillar, then charge into it with your 3rd ability to knock up nearby enemies. Existing walls work too.

  • Start fights when your team is ready Send your ultimate through the enemy team, then cast it again as the ram reaches you to knock it back toward their damage dealers.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Unique economy: he purchases remotely and later grants nearby allies limited remote-purchase stacks.
  • Elite teamfight engage through the first ram's slow and Brittle into the redirected ram's knockup and stun.
  • Extremely durable scaler who is nearly impossible to bully out of a lane he happily farms.

Weaknesses

  • Slow and telegraphed: dodging the pillar removes most of his all-in.
  • Limited solo kill pressure, so mobile duelists farm against him with little fear.
  • Kited badly outside his combo, and ranged matchups test his patience.
Advertisement

Ornn Baron Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Ornn Baron Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Ruby Crystal

Early health, and his passive increases what he gains from every defensive item on top.

BOOTS

Armored Advance

Armor and health, both amplified by a passive that increases what he gets from defensive sources.

CORE BUILD

Heartsteel

Stacks permanent health from trades, and his passive increases what that health is worth.

Sunfire Aegis

The burn scales with bonus health, which his passive already inflates beyond what the item lists.

Thornmail

Build this against healing. The Grievous Wounds applies from your own damage as well as when they attack you, and his armor scaling makes the rest of the item work harder.

Kaenic Rookern

Build this against one large magic burst when Ornn can choose the engage. The shield combines with his passive defenses to keep him healthy while he lines up Call of the Forge God (Ult).

Amaranth's Twinguard

Build this when you are fighting in the middle of the enemy team and need both armor and magic resist. His passive makes it land higher.

SITUATIONAL ITEMS

Randuin's Omen

Build this when the enemy team has multiple crit champions. Ornn's charge and ultimate put him in front of their carry, where the crit reduction compounds with the extra defenses from his passive.

Chainlaced Crushers

Boot swap against heavy magic damage and crowd control, which lands before his pillar or charge does.

Gargoyle Stoneplate

The shield scales with maximum health and grows for each nearby enemy champion, which his passive already inflates, so the active is bigger on him than on anyone.

RUNES

KEYSTONE

Grasp of the Undying

Permanent health growth, and his passive amplifies every point of health he collects.

PRIMARY

Demolish

He shoves waves with his Q (1st) and can buy items without recalling, so a lane he holds turns into towers. Three attacks trigger the bonus turret damage.

Second Wind

He farms through poke rather than answering it, and this covers the cost of holding the wave.

Overgrowth

He is built to hold the front, and extra max health is the stat that job runs on.

SECONDARY

Transcendence

Ability haste means more pillars and charges, which is how he controls space.

SITUATIONAL RUNES

Perseverance

Take this over Overgrowth when crowd control is a bigger threat than long-term health. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable helps Ornn finish his charge or recast Call of the Forge God (Ult) during its narrow return window.

Legend: Haste

Take this over Transcendence against teams that force prolonged frontline fights. More frequent Bellows Breath (2nd) and Searing Charge (3rd) casts help Ornn repeat his damage and threaten another terrain-based knockup.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Searing Charge (3rd) needs terrain, so Flash gives him a reliable escape or reposition when no wall is available.

Teleport

Teleport

He is a tank who forges items for the team and wants to hold the side lane, so a free reset keeps him on the wave and still ready for every objective.

SITUATIONAL SPELLS

Ignite

Ignite

Take this over Teleport when the lane is worth killing rather than playing safe, since early kills are what snowball a solo lane. The Grievous Wounds also makes it strong into champions with a lot of healing.

SKILL ORDER

Skill Priority Order

  1. 1
    W Ability
    2nd Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    Q Ability
    1st Ability
Advertisement

Ornn Baron Lane Wild Rift matchups and counters

Wild Rift matchup guide for Ornn Baron Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Ornn Baron Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Ornn Baron Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Farm, forge, and punish mistakes. A reliable control sequence is Volcanic Rupture (1st) to create the delayed pillar, Bellows Breath (2nd) to apply Brittle, then Searing Charge (3rd) into that terrain so the knockup consumes Brittle for maximum-health magic damage and 30% longer crowd control. If you attack a Brittle target instead, the empowered attack knocks them back and consumes the mark. Forge only after creating safety, because champion or turret damage interrupts the channel.

Mid / Late Game

Levels 9+
Fix the Baron wave before moving toward Herald or dragon, then arrive early enough to line Call of the Forge God (Ult) through the river entrance. The incoming ram slows and applies Brittle, while the redirected pass supplies the knockup and consumes the mark. Between fights, use Living Forge (Passive) near the ally receiving the next remote-purchase stacks so both of you can remain on the map. The purchase saves a recall but does not improve the item's stats, so do not delay an objective setup just to wait for more gold. Clear the side wave early and group before Baron or Elder so the enemy cannot interrupt the ultimate recast from fog. Hold Call of the Forge God (Ult) for an angle that crosses priority targets and leaves a safe line to redirect the ram. Use Living Forge (Passive) between objective windows to help allies avoid a recall, not while the team is already contesting vision. The purchases cost normal gold and grant normal stats, so their value is map tempo rather than extra combat power at equal gold.

Teamfights

5v5 Combat
Start it or stretch it. The dream opening is the incoming ram slowing and making the backline Brittle, followed by a successful recast that redirects it for the actual knockup. Volcanic Rupture's (1st) pillar can cut a retreat, while Searing Charge (3rd) into terrain supplies a separate knockup. For peel, apply Brittle with Bellows Breath (2nd), then consume it with your attack knockback, Searing Charge (3rd), or an ally's immobilizing effect.
Advertisement

Explore more