A TIERwarriorSolo LaneMediumPatch 1.62
Ormarr portrait

Ormarr

Unstoppable force with crowd control and scaling damage

Win Rate
0%
Pick Rate
0%
Ban Rate
0%
Overview

Strengths & Weaknesses

Strengths

  • +Deterrence passive provides stun utility and scaling damage based on enemy HP, making him effective into tankier compositions
  • +Skill 1 (Unstoppable) offers both gap-closing and immediate follow-up damage with built-in crowd control for chase potential
  • +Skill 3 (Walking Tall) provides AoE damage in teamfights with multiple hit opportunities, enabling sustained damage output

Weaknesses

  • High cooldown on Deterrence passive (4s) limits stun frequency against burst-heavy matchups in extended trades
  • Skill 2 (Swagger) requires 3 hit accumulation for enhanced effect, making early-game trading predictable and exploitable
  • Lacks mobility beyond Skill 1, leaving him vulnerable to kiting from ranged carries and mobile assassins
Kit

Abilities

Deterrence ability iconP
PASSIVE

Deterrence

Ormarr's damage of all types has a chance to stun the target and deal physical damage equal to the target's max HP. Cooldown: 4s.

Unstoppable ability icon1
SKILL 1

Unstoppable

Ormarr dashes in a specified direction. If he lands a normal attack immediately after using this skill, he deals physical damage and slightly stuns the enemy.

Swagger ability icon2
SKILL 2

Swagger

Ormarr slams his hammer to the ground, dealing physical damage in an area and slowing enemies for 1s. Each hit on an enemy stacks a charge on the hammer. After 3 stacks, the next cast of this skill stuns enemies hit.

Walking Tall ability iconR
ULTIMATE

Walking Tall

Ormarr spins around with his weapon, dealing physical damage each time he hits an enemy.

Leveling

Skill Order

Priority: R > Q > W
Skill123456789101112131415
1Unstoppable
1·3·5·7·9···13··
2Swagger
·2·4···8·10·12·14·
RWalking Tall
·····6····11···15
Build

Loadout

Flicker summoner spell icon
Summoner Spell
Flicker
Core Runes
Golden Body rune iconGolden Body
Protect rune iconProtect
Prowess rune iconProwess
Recommended

Standard Build

Ring of Terror item icon1
Ring of Terror
Glided Greaves item icon2
Glided Greaves
The Aegis item icon3
The Aegis
Medallion of Troy item icon4
Medallion of Troy
Frost Cape item icon5
Frost Cape
Blade of Eternity item icon6
Blade of Eternity
Mechanics

Core Combos

01

Initiation Combo

Unstoppable ability icon1
Unstoppable
AA
Auto
Swagger ability icon2
Swagger

Use Skill 1 to gap-close and stun, follow with auto-attacks to proc Deterrence, then Skill 2 for AoE slow. Best for teamfight initiation.

02

Extended Trade

Swagger ability icon2
Swagger
AA
Auto
Swagger ability icon2
Swagger
AA
Auto
Swagger ability icon2
Swagger
Walking Tall ability iconR
Walking Tall

Stack Skill 2 charges against single targets, then unleash enhanced Skill 2 into ultimate for sustained AoE damage in prolonged fights.

03

Chase Shutdown

Unstoppable ability icon1
Unstoppable
AA
Auto
Walking Tall ability iconR
Walking Tall

Unstoppable into auto-attack stun, immediately pop ultimate for AoE damage to lock down fleeing enemies or prevent enemy escape.

Strategy

Gameplan

Early Game

Levels 1–6
  • Play around Skill 2 stack management in lane—alternate between farming and short trades to build charges without overcommitting
  • Use Skill 1 for wave clear and positioning control rather than all-ins; reserve stuns for ganks or all-in scenarios

Mid Game

Post Broken Spear
  • Group for objectives and use Skill 1 + Skill 2 to control choke points; Deterrence scaling increases effectiveness as enemies build HP
  • Rotate to sidelanes to pressure split-push scenarios where your tankiness and CC can catch isolated targets off-guard

Late Game

Teamfight phase
  • Position as a front-line initiator in teamfights; open fights with Skill 1 into Skill 3 to maximize AoE damage and Deterrence procs
  • Leverage Deterrence HP scaling against enemy carries by standing in their face; the stun procs are your primary teamfight contribution
Matchups

Matchups

Ormarr gets countered by

  • Zill hero icon
    Zill
    High mobility and attack speed allow him to kite around Ormarr's gap-close and dodge Skill 2 AoE easily
  • Yorn hero icon
    Yorn
    Long-range poke prevents Ormarr from closing the distance safely; Skill 1 startup window is punishable
  • Wiro hero icon
    Wiro
    Superior tankiness and crowd control immunity reduce Ormarr's Deterrence impact and outscale him in extended trades

Ormarr synergizes with

  • Allain hero icon
    Allain
    Both excel as tanky front-liners; stacked CC (Ormarr stun + Allain slow) locks down enemies for each other's sustained damage
  • Hayate hero icon
    Hayate
    Ormarr's gap-close and CC setup allow Hayate to position safely for his burst combos without retaliation
  • Veda
    Shared crowd control effects and tankiness enable coordinated front-line engagement; both benefit from extended teamfight duration
Tips

Pro Tips

  • Track Deterrence cooldown carefully—maintain awareness of the 4s timer to maximize stun frequency in critical teamfight windows
  • Pre-stack Skill 2 charges during objective phases before fights commence; entering an engagement with 2 charges ready forces opponents to respect burst
  • Position Skill 2 AoE to overlap enemy carry paths in chokes rather than spreading damage thinly; stacking hits on one target triggers enhanced effect faster

Ormarr excels as a mid-tier warrior who scales into tankier meta compositions via Deterrence's HP-based damage. Pick into multi-tank lineups where his stun utility and crowd control shine, but avoid into mobile/poke-heavy teams that exploit his short-range kit.