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
Abilities
PDeterrence
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.
1Unstoppable
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.
2Swagger
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.
RWalking Tall
Ormarr spins around with his weapon, dealing physical damage each time he hits an enemy.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1Unstoppable | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · |
2Swagger | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
RWalking Tall | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Initiation Combo
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.
Extended Trade
Stack Skill 2 charges against single targets, then unleash enhanced Skill 2 into ultimate for sustained AoE damage in prolonged fights.
Chase Shutdown
Unstoppable into auto-attack stun, immediately pop ultimate for AoE damage to lock down fleeing enemies or prevent enemy escape.
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
Ormarr gets countered by
ZillHigh mobility and attack speed allow him to kite around Ormarr's gap-close and dodge Skill 2 AoE easily
YornLong-range poke prevents Ormarr from closing the distance safely; Skill 1 startup window is punishable
WiroSuperior tankiness and crowd control immunity reduce Ormarr's Deterrence impact and outscale him in extended trades
Ormarr synergizes with
AllainBoth excel as tanky front-liners; stacked CC (Ormarr stun + Allain slow) locks down enemies for each other's sustained damage
HayateOrmarr's gap-close and CC setup allow Hayate to position safely for his burst combos without retaliation- VedaShared crowd control effects and tankiness enable coordinated front-line engagement; both benefit from extended teamfight duration
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.