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
ความเสียหายทุกรูปแบบของ Ormarr มีโอกาสทำให้ติดสตั๊น พร้อมกับสร้างความเสียหายกายภาพเท่ากับพลังชีวิตของเป้าหมาย คูลดาวน์ 4 วินาที
1Unstoppable
Ormarr พุ่งไปยังทิศทางที่กำหนด จากนั้นหากทำการโจมตีปกติทันที หลังจากใช้ สกิลจะสร้างความเสียหายกายภาพและทำให้ศัตรูชะงักเล็กน้อย
2Swagger
Ormarr ทุบค้อนลงพิ้น สร้างความเสียหายกายภาพเป็นวงกว้างและ ลดความเร็วเคลื่อนที่เป็นเวลา 1 วิ โดยทุกครั้งที่ทุบโดนศัตรูเขาจะสะสมพลังไว้ที่ค้อน เมื่อสะสมครบ 3 ครั้ง การใช้สกิลนี้ครั้งต่อไปจะส่งผลให้ศัตรูที่โดนติดสตั๊นไปด้วย
RWalking Tall
Ormarr หมุนตัวไปรอบๆ พร้อมกับอาวุธของเขา สร้างความเสียหายกายภาพในแต่ละครั้งที่โจมตีโดนศัตรู
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

Golden Body
Protect
Prowessแนะนำ
1
2
3
4
5
6Core Combos
Initiation Combo
1
2Use 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
2
2
2
RStack Skill 2 charges against single targets, then unleash enhanced Skill 2 into ultimate for sustained AoE damage in prolonged fights.
Chase Shutdown
1
RUnstoppable 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.