Meta, tier list & top-player builds from the China server · live
奥恩 · 山隐之焰 Tank B
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 16 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Ornn: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Ornn players, captured in-game.
📖 How to play OrnnCounted on 17 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
16 of the top 30 players have a public match history; the others keep theirs private.
































































The toughest lane matchups for Ornn on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Vayne counters Ornn: Percent damage and kiting against your slow forge: she disassembles you like Swedish furniture, one screw at a time.
How to play Ornn into Vayne: Apply Brittle with W and stun off your E walls: the team converts. Buy sustain and just waste her time: your value lies elsewhere.
→ VayneWhy Gwen counters Ornn: The Mist denies your R and her percent magic damage melts your mountain of HP.
How to play Ornn into Gwen: Trade only with Brittle ready. Upgrade your teammates' items from afar: you win this game in the forge, not in lane.
→ GwenWhy Fiora counters Ornn: Vitals on your bulk and Riposte on your knock-up: the blacksmith robbed of his own tools.
How to play Ornn into Fiora: E stun only AFTER her Riposte. In 5v5s your R is worth a teamfight: make sure it arrives — everything else is garnish.
→ FioraWhy Darius counters Ornn: He wins the long early trades, you beat him on utility and team scaling.
How to play Ornn into Darius: Short trades with Brittle and never inside his 5 stacks. After 3 items you are a wall he can no longer break.
→ DariusWhy Teemo counters Ornn: Poke and blind against your forge, but your bulk absorbs it and Brittle executes him in one combo.
How to play Ornn into Teemo: Sustain through the early minutes, then W, E, Q and attack: the full combo deletes him from 60% health. In ganks your R closes every escape.
→ TeemoThe champions Ornn works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Absolute Zero (R) is a channel enemies cancel just by walking away: after the ram from Call of the Forge God (R) has knocked the group up together, they can't. He dumps all the damage you lack right in there, and Snowball Barrage (E) roots whoever tries to leave.
From level 7, Living Forge (P) hands a nearby ally the right to shop from anywhere on the map: you're giving an S+ jungler who lives in the enemy jungle the option to never walk home before a dragon. And Infinite Duress (R) suppresses whoever Volcanic Rupture (Q) already slowed.
Curse of the Sad Mummy (R) is a 1.5-second stun on the whole group, and you've already pinned them with your knock-up: stacked together they stay still long enough for damage to land, which is exactly what your own kit doesn't produce.
Moonfall (R) only works up close and only if enemies stay put: your knock-up keeps them exactly there. Your front line lets her come in with Lunar Rush (E) without eating the engage, and she closes the fights you open.
Situational but real: from level 7 Living Forge (P) lets her buy without walking home, and for a jungler who lives on tempo and brush speed from Prowl (P) that edge is worth more than for anyone else. You share no lockdown combo, though.
Searing Charge (E) crashed into the lava wall from Volcanic Rupture (Q) is a guaranteed knock-up that comes back every trade: Last Breath (R) gets a window in every skirmish, not one per teamfight tied to an ultimate.
Slicing Maelstrom (R) pulses every half second and keeps reapplying Mark of the Storm (P) to whoever stays inside: the ram's knock-up holds them there and the Volcanic Rupture (Q) wall shuts the way out. They leave that storm stunned, or they don't leave.
Command: Protect (E) on you shields you and adds resistances exactly while you walk in first, and it moves the ball to where the fight will happen: from there Command: Shockwave (R) pulls into one spot everyone the ram just knocked airborne.
Vision of Empire (W) deals 50% bonus damage to anyone already locked down, and your knock-ups are what switch that on. Then Demonic Ascension (R) drains the group you're holding in place, which is the damage your kit lacks entirely.
Justice Punch (E) and the Shield of Durand (W) taunt pin the target down so it can't slide out of Searing Charge (E), your only reliable knock-up. Careful though: two low-damage tanks only hold up if the rest of the team brings plenty.
He has no dash and no blink, and he dies exactly one way: with a diver on him. Searing Charge (E) and the ram's knock-up peel it off. On top of that, from level 7 Living Forge (P) lets him buy the piece he's missing without giving up the wave.
Bullet Time (R) fires twelve waves in three seconds and only pays off against motionless or clumped enemies: the recast of Call of the Forge God (R) knocks up the whole line in front of her. You open, she supplies the damage you don't have.
Dragon Practice (P) only grows if he keeps hitting champions while staying alive: you hold the front line for him, and Living Forge (P) hands him his item spike without costing him a wave. It's the one way your late game actually hurts.
Deadly Flourish (W) roots anyone an ally has just hit, and Volcanic Rupture (Q) clips the whole line: you switch it on for free with every poke. Curtain Call (R) then wants targets that can't move, like the ones caught under your knock-up.
Inferno Trigger (R) can delete a group in a couple of seconds but it forces her to stand in the middle of them: after your knock-up that spot holds, because you're the one soaking. It only counts if she commits, and not every Samira does.
Your stated flaw is that anyone with a dash simply walks out of Searing Charge (E): Twisted Advance (W) roots them, and a rooted target can still be displaced, so the wall knock-up becomes automatic. Nature's Grasp (R) does the same to a whole line.
Beat Drop (E) escalates from a slow to a root and then a stun if the target has already been crowd-controlled: your knock-up promotes it two steps at once. Encore (R) extends every time it clips a champion, and you leave them lined up for her.
Crescendo (R) goes off while enemies are already floored by the ram, so it extends the lockdown instead of wasting it, and Song of Celerity (E) gives you the move speed your kit lacks to be in the right spot when the fight starts.
You're slow and you don't dodge projectiles: Unbreakable (E) eats them and cuts the damage while you walk into their team. And Glacial Fissure (R) knocks up an entire line during the minutes Call of the Forge God (R) is on cooldown.
Magnet Storm (R) drags scattered enemies together, which is exactly the line the recast of your ram wants to find in front of it. Two tanks are heavy, though: only take it if the damage is already sitting in mid and bot.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | B | 50.44% | 1.58% | 0.18% | #26 / 41 |
| Support | C | 48.59% | 1.2% | 0.18% | #30 / 34 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | B | 50.4% | 1.63% | 0.17% | #26 / 41 |
| Support | C | 48.6% | 1.21% | 0.17% | #29 / 34 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | B | 50.71% | 1.86% | 0.12% | #28 / 41 |
| Support | D | 48.7% | 1.26% | 0.12% | #30 / 33 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | B | 49.88% | 1.71% | 0.08% | #22 / 39 |
| Support | C | 49.91% | 2.24% | 0.08% | #25 / 33 |
Ornn, the Fire below the Mountain, is Wild Rift's forge-master Tank — a slow, deliberate front-liner whose personal damage is modest but whose utility can decide a game. His whole identity runs through Living Forge: he can buy and upgrade items from anywhere on the map without ever recalling, and his abilities are built to pin enemies against terrain and tag them with Brittle, a debuff that turns any follow-up crowd control or damage into something far scarier. Ornn isn't there to out-duel carries; he's there to soak damage, create the wall or the pick, and let his team close out the fight.
Skill order: Q > W > E (max R at every level it's available)
Play behind minions and poke with Volcanic Rupture's range and slow rather than trading auto-for-auto — you want to start exchanges, not get forced into them. Lean on Searing Charge to clear a wave fast whenever you need to reset your Living Forge shopping loop, since you never actually have to walk back to base. Only commit to an all-in once you can land Bellows Breath first for Brittle and chain a knock-up or an ally's CC straight into it; otherwise hold position and let the wall do the zoning. Treat level 7 as your first real spike — that's when your Living Forge purchases start handing a nearby ally free global shopping, so time an upgrade right before your jungler's next gank or a contested objective.
By the mid game you're the frontline: walk in first, eat cooldowns, and use Brittle to set up whichever priority target your team can actually burst down, not just the closest one. Save the ultimate's recast for the moment it matters most — redirect the ram into the enemy backline for a multi-champion knock-up, or meet it early to yank a diver off your own carry instead. Keep funneling the forge buff to whichever ally needs the item spike most before a fight or objective, and resist the urge to chase for damage — your value is holding the line and locking people down, not out-trading the enemy carries.