Ornn
Strongest when games end at 30–35 minutes (61%). On average behind the lane opponent at 15 minutes (−695 gold), and still wins 54%.
- Win rate
- 53.7%
- ±6.1 · role avg 50.0%
- Tier
- S
- #5 of 77
- Pick rate
- 4.1%
- ban 0.1%
- Games
- 255
- ranked solo/duo
- Win rate
- vs expected
- CS at 10
- Solo kills
- First blood
Ornn top wins 53.7% of 255 ranked games in NA, rank 5 of 77 top champions (tier S). Most players finish Unending Despair first, at about 13:48.
What most Ornn players run
Unending Despair 13:58 · 27% · 66 games
Plated Steelcaps 13:30 · 73% of games
Kaenic Rookern 24:00 · 47% · 17 games
Jak'Sho, The Protean 28:24 · 18 of 106 games
Locket of the Iron Solari 31:00 · 4 of 29 games Loses short games, wins from 25 minutes
Win rate by when the game ended. Faded: under 30 games. Icons: when each item is usually finished.Watch out for Aatrox, Yone
Hard Easy Points above or below what both champions' overall win rates predict. Every opponent, minute by minute →First Baron: 83% against 31%
Taking an objective goes with winning; it isn't the whole cause. First inhibitor is left out: it mostly means the game is already won.
Fewer multikills, more assists
What stands out (10% or more) against the average top laner. Blue: better for winning, red: worse.
Item by item, with the clock
What players finish in each slot, and when. Pick items to follow a build: every column then shows only games that match your picks, and a picked item doesn't appear in another slot. Fewer games last long enough for items 5 and 6.
Most common full builds
Each row stops where games ended or the next item was too rare to list on its own. Boots (dashed ring) sit where they're usually bought.
Items 2–4 against each team
Against teams with mostly physical damage
Against teams with mixed damage
Against teams with magic heavy damage
Against teams with no frontliner
Against teams with one frontliner
Against teams with two or more
Against teams with little
Against teams with some
Against teams with a lot
Against teams with little
Against teams with some
Against teams with a lot
Teams are grouped by their champions' usual damage, toughness, healing and crowd control, from all games.
Start, boots, spells, skills
Starting items
Boots
Summoner spells
Skills
Laid out like the game: the most picked rune in each row is in colour. Hover or tap a rune for its name, description and numbers.
Watch out for Aatrox, Yone
Good into Camille
Behind at 15 against 3 of 3, still wins 1 of them
Fewer than 10 games (35)
Ornn does worse than expected here
Against Yone, Ornn is behind on gold at 15 minutes in 83% of games, and still wins 30% of those. When ahead, Ornn wins 100%.
Ornn does better than expected here
Against Camille, Ornn is behind on gold at 15 minutes in 64% of games, and still wins 43% of those. When ahead, Ornn wins 100%.
Ornn does worse than expected here
Against Aatrox, Ornn is behind on gold at 15 minutes in 80% of games, and still wins 50% of those. When ahead, Ornn wins 0%.
Enemies that cost Ornn games: Kai'Sa
Teammates that change Ornn's games
Dies less than most top laners
Before 14 minutes Ornn dies 2.1 times a game (average 2.4). 37% of those deaths involve the enemy jungler, against 39% for the average top laner. 56% are fair 1-v-1s.
Ganks and collapses both hit your half of top lane

Ganks: 57% in your half of top lane. Collapses: 35% in your half of top lane. 1-v-1s: 74% in your half of top lane.
Each square takes the colour of the most common kind of death there; brighter = more deaths. Red-side games are flipped, so the map always reads from the blue side.What kills Ornn
Ganks come at 7:00 and 9:00, then every minute
Ward the river before 7:00 and 9:00. From 10:00, keep vision up: ganks come every minute.
Deaths involving the enemy jungler, per 100 games, by minute. Narrow bars: Ornn; wide light bars behind them: the average. Highlighted: the laning peaks.Wins fights in their half of top lane, loses them in your half of top lane
Wins fights in their half of mid, loses them in your half of mid
Wins fights in their half of mid, loses them in your half of mid

Before 14 minutes: 1.0 kills per death in their half of top lane against 0.4 in your half of top lane. Overall 0.6 kills per death.
From 14 to 25 minutes: 1.3 kills per death in their half of mid against 0.3 in your half of mid. Overall 0.7 kills per death.
After 25 minutes: 1.2 kills per death in their half of mid against 0.4 in your half of mid. Overall 0.6 kills per death.