- •Skill 1 Unstoppable: Cooldown now triggers on skill use, adjusted to 8(-0.3/Lv)s; enhancement duration increased from 3s to 4s.
- •Ultimate Walking Trail: Now grants 10%+5%/Lv movement acceleration during duration; Skill 1 usable while ultimate is active.
Ormarr — Patch 1.63 Verdict
[BALANCE:buffed] [Web: A | Web: A] Ranked A on zathong.com. Ranked A on metatierlist.com.
Ormarr — Warrior Guide
Key Insights
- Passive (Deterrence) procs every 4s, dealing bonus physical damage scaled to the enemy's current HP and applying a stun.
- Deterrence value drops hard on low-HP targets; land it mid-fight above 50% enemy HP for maximum burst, not as a finisher.
- Swagger's third consecutive hit on a champion upgrades the slow into a full stun; non-stun casts still apply a 1s slow.
- Unstoppable dash has an empowered follow-up auto that deals bonus physical damage and slows, but the window to queue it closes almost before the animation finishes.
- Walking Tall spins around Ormarr hitting all nearby enemies multiple times; damage falls off sharply if targets walk out after only 1-2 ticks, so commit only after the 3-stack W stun lands.
Strengths
Deterrence's HP-scaling burst punishes tanks who stack HP.
Swagger's three-stack stun needs no ally setup to land.
Unstoppable punishes overextended laners, especially post-Frost Cape.- Slow, stun, and
Walking Tall all fit one rotation: peel or dive.
Weaknesses
- Building three
Swagger stacks is readable; Nakroth or Butterfly disengage between slams and reset you. - No sustain, no shield. Losing an early trade shoves you off wave.
Walking Tall is easily escaped; Flicker makes it useless without a
Swagger stun first.- Damage ceiling falls off late. Past 20 min without a lead, he is a utility body.
Matchups
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · | |
| · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · | |
| · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Standard All-In
Build your three Swagger stacks on the enemy during laning-phase poke, close with Q into the empowered auto to trigger Deterrence, and confirm the kill with R while they are slowed and stunned from the third W hit.
Flash Engage
Use Flicker to close the final gap after two W stacks so the third slam lands immediately on arrival, denying the enemy any window to react before the stun locks them into your ultimate.
Quick Trade
A fast burst trade for when you have a fresh Deterrence proc and only need to land one W slow to keep them in range. Ideal for short-window trades under tower or when a jungler is nearby.
Expert Video Guide
ROV : ORMARR สอนเล่นออมาร์ ฝันร้ายของแครี่ สู้ก็ไม่ได้ ยืนเทรดก็ตาย สตันรัวๆ — บอมคนป่า
Gameplan
Ormarr's first spike is level 4, when Swagger and Unstoppable are leveled enough to trade confidently. Ring of Terror completion makes his Deterrence procs genuinely scary in 1v1s, since the added physical attack amplifies the HP-scaling burst. His peak is the mid-game skirmish phase around Ring of Terror plus Frost Cape, when the W slow and Frost Cape overlap and targets simply cannot escape his rotation. He is weakest in the first two levels before W stacks are feasible, and again in full late-game fights against coordinated backlines with hard disengage.
Early Game
Levels 1–6- →Land Swagger slams during every minion wave trade to pre-stack charges before the enemy notices what you are doing. Many players do not respect two-stack Ormarr until it is too late.
- →Play safe at levels 1-2 and only commit to an all-in after you have both Q and W unlocked. Without the Q gap-close you have no reliable way to stick to an opponent who takes a bad trade and backs off.
- →Ward the slayer-lane jungle entrance at the 2-minute mark so a jungler gank does not catch you mid-W stack animation, which leaves you completely exposed.
Mid Game
Post Broken Spear- →Rotate to Dragon contests immediately after Ring of Terror is complete. Your Deterrence burst into a tank frontliner is the highest-value play you can make at this item timing.
- →Force 2v2 or 3v3 skirmishes near objectives rather than split-pushing. Ormarr's W stun is far more valuable in short teamfights than in a slow side-lane pressure game.
- →Look for three-stack Swagger procs in scrappy mid-lane piles where enemies cluster. A three-stack stun into Walking Tall in a tight corridor is a teamwipe threat even on B-tier resources.
Late Game
Teamfight phase- →Play as the secondary frontliner rather than the primary initiator. Let your tank absorb the first rotation of abilities, then crash in once enemies have committed their displacement CC.
- →Target the enemy carry with your Flicker combo if they are out of position, but do not burn your stun stacks on support tanks. Your Deterrence HP-scaling damage is most efficient on the highest-HP target still threatening your team.
- →In Lord fights, stay inside the objective zone so your Walking Tall radius catches enemies contesting from multiple angles, turning the chokepoint into a guaranteed stun zone on three-stack W.
Pro Tips
- →You can trigger Deterrence intentionally by timing a basic attack or W slam the moment the four-second cooldown expires on a specific target. Watch the subtle visual indicator on Ormarr's model and queue the attack in the same frame the cooldown completes for a clean proc.
- →Against enemies who kite between your W slams, walk slightly past them before casting Swagger so the hammer hitbox catches them on their retreat step. The AoE on W is wider than the animation suggests, and most players do not respect the back-edge hitbox.
- →Frost Cape's slow on-hit pairs with the Q empowered auto, so a Q-into-AA with Frost Cape active applies both the skill slow and the item slow at once. That double-slow window is your best way to keep an enemy inside Walking Tall range for the full spin.
- →In teamfights, do not use Walking Tall as an initiating dash into the enemy backline. Activate it inside an existing skirmish pile where your W stun has already locked down a cluster of two or more enemies, and you get three to five ticks of damage on multiple targets instead of one or two ticks on a single fleeing carry.
Ormarr suits players who like methodical, rhythm-based brawling over flashy outplays. Respect the Swagger stack discipline and treat Deterrence as a resource, and he punches above his B-tier label in the right matchup. He fits players who already understand wave management and rotation timing, because his weaknesses in bad matchups compound when you are also losing the map. The habit to build is never wasting a Deterrence proc on a low-HP or low-priority target. That four-second cooldown is the heartbeat of everything he does, and protecting it separates a good Ormarr from a great one.
Ormarr — Frequently Asked Questions
Is Ormarr good in the current ROV patch?+
Ormarr is a solid B-tier pick this patch, not a priority ban and not a dominant first-pick, but reliably effective in the right draft. He is best as a counter-pick into immobile frontliners where his Deterrence HP-scaling burst and Swagger stun chain are hardest to dodge. At Diamond and above he needs disciplined stack management to reach his ceiling, but players who put in that work stay competitive.
What is the best build for Ormarr?+
Recommended core is Ring of Terror into Gilded Greaves, then The Aegis, Medallion of Troy, Frost Cape, and Blade of Eternity. Ring of Terror is the top first item because it amplifies both your trading pattern and the Deterrence HP-scaling proc. Frost Cape is the defining mid-build item: its on-hit slow stops enemies walking out of Walking Tall after you land the three-stack W stun.
How do you counter Ormarr?+
Play a high-mobility hero who can disengage between his Swagger slam animations. Butterfly, Murad, and Nakroth all do this naturally. Denying the three-stack W stun is the key: without the full stun, Walking Tall is trivial to escape and his damage drops hard. Save Flicker for the Q dash engage, and avoid clustered positions that let W hit multiple targets.
Is Ormarr hard to play / good for beginners?+
Medium difficulty. The button count is low, but managing the three-stack Swagger charge and reading the Deterrence four-second window demand game-sense more than dexterity. Beginners find the kit approachable, but Diamond-level play means tracking two separate cooldown timers while also handling positioning and target priority. A good second warrior after learning a simpler hero like Arthur.



