Ornn
Show Them the Horns
Lane harassment and consistent damage output.
Every 4s your next attack on a champion deals bonus magic damage, heals you, and permanently increases your health.
Charge up a powerful attack against a tower while near it.
After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%.
Gain permanent max health when minions or monsters die near you.
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.
After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.Gain bonuses upon reaching the following levels:
Level 5: +5Ability Haste
Level 8: +5Ability Haste
Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.
Offense
+5 AD or 9 AP
Flex
+5 AD or 9 AP
Defense
+6 Armor or 8 MR (match-up)
Why Grasp of the Undying
Ornn is often trading in lane with Brittle empowered auto-attacks, making Grasp a great choice for additional damage and sustain.
Why Demolish
Demolish on Ornn synergizes well with you health-heavy item build to ensure you punish successful teamfight victories with tower gold.
Why Conditioning
Conditioning's double bonus resists synergizes well with Orn''s [E] damage as well as role as a front-line tank. **Oppressive lanes:** If you're playing into an incredibly oppressive lane (Teemo) Second Wind here will help you survive lane a lot more safely.
Why Overgrowth
Overgrowth synergizes well with your tanky health build and passive resists, making you incredibly difficult to take down.
WhyManaflow Band
Manaflow Band grants you the mana sustain you need to **stay in lane as long as possible** so that you're able to effectively use your passive and abuse item power-spikes.
WhyTranscendence
Transcendence's mid-game CDR is massively powerful on a teamfight orientend champion such as Ornn. The extra CDR means more CC, more shielding, and more damage.
Forge Fighting
Lane harassment and consistent damage output.
Guard allies you cast spells on and those that are very nearby. If you or a guarded ally would take damage based on level, you're both granted a shield.
Whenever you gain a shield, your next basic attack against a champion deals bonus
adaptive damage.After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%.
Gain permanent max health when minions or monsters die near you.
You get free boots at 12 min but you cannot buy boots before then. Each
takedown you get makes your boots come 45s sooner.Gain a free Biscuit every 2 min, until 6 min. Consuming or selling a Biscuit permanently increases your max health and restores health.
Offense
+5 AD or 9 AP
Flex
+5 AD or 9 AP
Defense
+6 Armor or 8 MR (match-up)
Why Guardian
Guardian is a fantastic keystone for lane trading and teamfights where you need some extra defensive power for your AD Carry.
Why Shield Bash
Shield Bash synergizes perfectly with Ornn's [W] granting you even more offensive trading power in lane.
Why Conditioning
As a top laner you'll be building a lot of Armor and Magic Resist allowing granting Conditioning a lot of value in bonus resists.
Why Overgrowth
Overgrowth's health scaling makes you a strong front-line tank when paired with health stacking items such as Knight's Vow and Targon's support item.
WhyMagical Footwear
Magical Footwear's raw gold efficiency is huge for supports as it lets you get to your crucial 2 item spike to offer massive teamfight utility.
WhyBiscuit Delivery
Biscuit Delivery offers strong lane sustain to get through those pesky early poke lanes safely.