Ranged matchups: Lane sustain and diving tankiness.
Durability and crowd control
Every 4s your next attack on a champion deals bonus damage, heals you, and permanently increases your health.
After taking damage from an enemy champion, the next 3 spells or attacks you receive deal less damage.
After 10 minutes gain 8 Armor and 8 Magic Resist and increase your total Armor and Magic Resist by 5%.
Heals and shields are 5% stronger and increased by an additional 10% on targets below 40% health.
+65 health and +10 AP or 6 AD, adaptive
Hitting enemy champions with a spell grants maximum mana.
After reaching 250 mana, Manaflow Band restores 1% of your missing mana every 5 seconds.
Gain 10% CDR when you reach level 10. Excess CDR becomes AP or AD, Adaptive.
Ornn is often trading in lane with Brittle empowered auto-attacks, making Grasp a great choice for additional damage and sustain.
Bone Plating's early mitigation is great for absorbing early harass until you're able to get an item lead with your passive.
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.
Revitalize empowers your ability to take aggressive trades often by buffing the self-shield from [W].
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.
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.