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1 Growth 18 1 Growth 18
Health TBA Attack damage (+0)
Health regen. TBA Attack speed TBA
Mana TBA Armor TBA
Mana regen. TBA Magic resist. 30 (+1.25)
Attack range 150 Mov. speed N/A

Ormid is a melee tank who has both a lot of crowd controls to punish enemies to not focus him, while having a lot of durability to distract the enemy team.

ChampionSquare

For each 1% of health missing, Ormid's crowd controls have their duration increased by 0.3%.

Info
  • No additional details.

Ferocious Howl

ChampionSquare

Active: Cleanses all crowd controls currently affecting Ormid and make him immune to further ones during the next few seconds.

  • Duration: 0.8 / 0.9 / 1 / 1.1 / 1.2 (+0.25% total armor) (+0.25% total magic resistance)

Info
  • No additional details.

Pain's Energy

ChampionSquare

Passive: Ormid gains a charge every time he takes sufficient pre-reduction damage from enemy champions, up to 4. If Ormid don't take damage from enemy champions in the last 9 seconds, he loose one charge every 5 seconds.

  • Damage threshold: 5% / 4.5% / 4 / 3.5% / 3% of Ormid's base health

Active: Ormid consume all charge to deal magic damage to the target and apply a crowd control based on the number of charge.

  • 0 charge: Apply a decaying 50% slow.
  • 1 charge: Apply a 50% slow.
  • 2 charges: Apply an immobilize.
  • 3 charges: Apply an entangle.
  • 4 charges: Apply a stun.

  • Damage: 60 / 90 / 120 / 150 / 180 (+35% AP)
  • Duration: 0.95 / 1.15 / 1.35 / 1.55 / 1.75

Info
  • No additional details.

Mindblow

ChampionSquare

Active: Silence and slow the target for 1.25 seconds, while dealing damage over the duration.

  • Damage: 80 / 120 / 160 / 200 / 240 (+50% AP)
  • Slow: 40% / 50% / 60% / 70% / 80%

Info
  • No additional details.

Energy Field

ChampionSquare

Active: Summons wild energy that follows Ormid for 6 seconds, dealing magic damage every second and slowing enemies that stays within range. The slow increases every second that passes.

  • Damage per second: 40 / 60 / 80 (+10% AP)
  • Slow per second: 8% / 12% / 16%

When the effect wears off, all enemies within range takes additional magic damage and are stunned for 1 second.

  • Final damage: 110 / 140 / 170 (+40% AP)
  • Maximum damage: 350 / 500 / 650 (+100% AP)

Info
  • No additional details.

Changelog[]

NOTE :date is written Day/Month/Year

28/06/2013 :

  • Tenacious Tenacious REWORKED
    • New :
      • For each 1% of health missing, Ormid's crowd controls have their duration increased by 0.3%.
    • Old :
      • For each 1% of health missing, Ormid takes 0.5% / 0.55% / 0.6% / 0.65% / 0.7% (based on level) reduced damage (except true damage).
  • Ferocious Howl Ferocious Howl
    • No longer deals 50 / 90 / 130 / 170 / 210 (+50% AP) magic damage to enemies within 500 range
    • Now makes Ormid immune to further crowd controls during the next 0.8 / 0.9 / 1 / 1.1 / 1.2 (+0.25% total armor) (+0.25% total magic resistance) seconds
    • Cooldown rescaled from 28 / 25 / 22 / 19 / 16 to 22 / 21 / 20 / 19 / 18
  • Pain's Energy Pain's Energy
    • Damage threshold rescaled from 300 / 275 / 250 / 225 / 200 to 5% / 4.5% / 4 / 3.5% / 3% of Ormid's base health
    • Duration reduced from 1.2 / 1.4 / 1.6 / 1.8 / 2 to 0.95 / 1.15 / 1.35 / 1.55 / 1.75
  • Mindblow Mindblow
    • Slow duration reduced from 1.5 to 1.25
    • Slow now happens when the spell is cast, rather than when the silence wears off
    • Damage reduced from 110 / 150 / 190 / 230 / 270 (+60% AP) to 80 / 120 / 160 / 200 / 240 (+50% AP)
    • Damage is now dealt over the duration, rather than instantly when the silence wears off
    • Cooldown rescaled from 14 / 12 / 10 / 8 / 6 to 12 / 11 / 10 / 9 / 8
  • Energy Field Energy Field
    • Damage per second reduced from 70 / 90 / 110 (+15% AP) to 40 / 60 / 80 (+10 AP)
    • Final damage reduced from 130 / 210 / 290 (+50% AP) to 110 / 140 / 170 (+40% AP)


27/06/2013 :

  • Tenacious Tenacious
    • No longer reduce true damage
  • Ferocious Howl Ferocious Howl
    • No longer deals 50% more damage if at least one crowd control other than a slow is cleansed
    • Cooldown rescaled from 30 / 25 / 20 / 15 / 10 to 28 / 25 / 22 / 19 / 16
  • Mindblow Mindblow
    • Ratio reduced from (+90% AP) to (+60% AP)
  • Energy Field Energy Field
    • Damage per second reduced from 75 / 100 / 125 (+20% AP) to 70 / 90 / 110 (+15% AP)
    • Final damage reduced from 150 / 250 / 350 (+80% AP) to 130 / 210 / 290 (+50% AP)
    • Range reduced from 600 to 450

25/06/2013 : Created

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