Living Forge:Ornn can purchase non-consumableitems from anywhere on the field by forging them himself, and is also presented a Forge Menu with his recommended items to select to be forged. Forging takes 4 seconds and the process is interrupted if Ornn enters combat, disabling Living Forge. On ARAM, Ornn can forge an item once every 5 minutes.
Master Craftman: When Ornn reaches level 13, he and each of his teammates can purchase Masterwork upgrades. Each player may only have one Masterwork upgrade at a time.
Enemies made Brittle by Ornn take 7% - 13% (based on Ornn's level) of their maximum health as bonus magic damage (per stack of Brittle) the next time they are immobilized by Ornn or his allies, consuming all Brittle stacks.
Gold is only deducted upon completing the channel.
The reduction in Tenacity will benefit all applicable types of crowd control, not just immobilizes. Effects such as slows, blinds and silences will be empowered without consuming the debuff.
The reduction in Tenacity is additive and occurs after all positive values.
Despite the in-game tooltip attribute Brittle to Bellows Breath, it is not required to rank Bellows Breath in order to benefit from the effect.
On Howling Abyss, Living Forge will go on a 5-minute cooldown once the item is forged.
PENDING FOR TEST The bonus magic damage inflicted by Brittle is credited to Ornn.
Mastercraft items and their components are not the same item and so in theory any unnamed passives would stack. This is true for the Heal and Shield Power from Redemption and Salvation stack, which grants 20% when used together, and The Black Cleaver and The Obsidian Cleaver, which each apply 1 stack (for a total of 2) per instance of physical damage. However:
Active:Ornn slams his hammer into the ground, sending a fissure in the target direction that stops at maximum range or 200 units behind a hit enemy champion, dealing physical damage and slowing enemies hit for 2 seconds.
20 / 50 / 80 / 110 / 140 (+ 100% AD)
40 / 45 / 50 / 55 / 60%
After a 1.125-second delay, a magma pillar erupts at maximum range, knocking aside enemies hit and lingering as impassible terrain for 4 seconds.
The fissure will move an 200 units beyond the first champion it hits, not exceeding the maximum range of the ability. It can still damage additional targets.
The pillar's formation applies brief displacement. Doing so consumes all stacks of brittle on the displaced targets.
First Cast:Ornn summons an elemental at maximum range in the target direction that stampedes toward him, dealing magic damage and slowing enemies hit for 2 seconds, as well as applying Brittle for 6 seconds.
125 / 175 / 225 (+ 20% AP)
Total Magic Damage:
250 / 350 / 450 (+ 40% AP)
40 / 60 / 80 %
While stampeding, Ornn can re-activate Call of the Forge God.
Second Cast:Ornndashes forward in the target direction. If Ornn collides with the elemental, he headbutts it, sending it stampeding again in the new direction and empowering it to knock up enemies hit. Call of the Forge God can affect enemies twice.
The second cast cannot be activated while grounded and will be interrupted by knockdown.
The dash on the second cast cannot be used to pass through persistent terrain.
If Ornn does not use or misses the elemental on the second cast, the elemental will continue ~500 units behind the cast location.