Ornn is one of the known primal gods of Legends of Runeterra's icy lands of the Freljord, and brother to Volibear and Anivia. Being the god of the forge, you can be sure he synergizes particularly well with the corresponding new keywords focused around Equipment.
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Ornn is one of the champions introduced in the Awakening expansion and a late-game powerhouse. As such, he excels in midrange and control decks, but aggro decks can cause him some trouble if they are not properly handled. So, let’s take a look at the potential of this fiery primal god and how you can effectively build a deck around him.
Ornn is a four-attack, four-health unit with Tough that costs seven mana to play, and his evolution condition is the following: “An ally has struck for 10+ damage.” His mana cost-to-stats ratio is pretty bad, to say the least, as an average ratio would set him at seven-attack, seven-health: a whopping three attack and health more than what he has.
Paying seven mana for his base stats is not worth it in any world, so it’s good that he can both level up out of play and Equip weapons upon being played for no extra cost.
Ornn’s play effect provides him with a massive buff, as he Equips himself either with an exact copy of an allied unit’s Equipment, or, if you’re lacking an Equipped ally, he Equips the strongest Equipment from your hand. On top of that, his attack-effect Forges him twice, or in other words, gives his Equipment plus two attack and health. With all these self-buffing tools, it’s no wonder his base stats are as weak as they are.
As previously mentioned, to trigger Ornn’s evolution, an ally needs only to strike for ten or more damage, and this can evolve Ornn
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