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Ormarr is a melee hero who specializes in getting into the enemy team and stunning them with his brutal strikes. He is especially deadly in one on one skirmishes due to his ability to stun opponents with abilities and attacks.
- Strong Single Target Damage – Ormarr’s abilities are centered around fighting opponents head-on. During skirmishes, he is capable of sticking close to his target by means of his Gut Punch passive. His Swagger and Unstoppable abilities also both grant him opportunities to stun his adversaries.
- Good at Ganking – His strong single target focus makes Ormarr shine when ganking. His kit allows him to get close to high priority targets and lock them in place with his stuns until either he or his team can kill them.
- Decent Team Fight Damage – During team fights, Ormarr is a good secondary damage dealer. After the primary initiator engages, Ormarr can sweep in or charge the enemy’s flank to stun and deal large amounts of damage.
- Item Dependent – Ormarr is reliant on getting kills early by ganking in order to get a head start on items. Even though his abilities do decent damage on their own, Ormarr has to get his core items as quickly as possible to positively contribute to his team.
- Not as Tanky as Other Off-Tanks – Ormarr is good offensively but isn’t quite as durable as other off-tanks. This is especially true if players go for a full damage build. As such, Ormarr players need to find a balance between purchasing damage and survivability items.
- Susceptible to Control Abilities – Stemming from his lower natural defensive stats, Ormarr is weak against control abilities. Ormarr’s abilities require him to get up close to enemies, so his contribution to fights is mitigated if he is kept at a distance.
Hero Basic Strategy
- Farm your lane until you get your first defensive item component such as Light Armor or Gladiator’s Gauntlets. This will let you take some of your enemy’s damage as you start engaging them.
- As much as possible, time your skirmishes against your opponent – try to hit your Unstoppable + Swagger + auto attack combo as soon as the enemy minion wave has cleared for maximum damage.
- Once you have Walking Tall, lead in with Unstoppable, then follow up with Swagger to build towards your guaranteed stun. Once your opponent is stunned, use Walking Tall and stick close to them to deal tons of damage.
- Start by defeating the small monster that spawns south of your team’s Sage Golem.
- Go straight to the Sage Golem and kill it to replenish your mana as you jungle.
- Check the lanes to see when they need ganks – assist teammates whose lanes are getting pushed or whose opponents have overextended. Thanks to Sage Golem’s buff, you should be able to spam Swagger and Unstoppable.
- After ganking, go to the Might Golem and defeat it for its buff. Continue ganking lanes to provide pressure to them.
- Once you’ve purchased your core jungling and damage items, gather your team to defeat the Abyssal Dragon. Doing so will grant your team a gold and experience boost.
- Start with Swagger. This will be your main damaging and control ability during skirmishes and team fights.
- Level Unstoppable next, as this will enable you to dash toward your intended target. This ability can also be used as an escape mechanism. After casting Unstoppable, your next auto attack will be empowered, so it is best to use it on squishy enemies.
- Finally, Walking Tall should be leveled whenever available. Cast this during team fights in order to hit as many opponents as possible.
- Ganking: Find the squishiest target in the lane and hit him or her with Unstoppable. Follow up with an auto attack before casting Swagger to slow your target down. Continue pummeling your target with basic attacks, sticking close and using Swagger whenever it is off cooldown. this will severely wear down your target or even kill them when executed correctly.
- One on One: Similar to when ganking, lead one-on-one fights with Unstoppable. Hit your opponent with an auto attack, and then follow with Swagger. This will slow down your enemy and leave them open to further auto attacks which, in turn, brings a chance of them being stunned by Gut Punch. If you have Walking Tall, use it to finish them off, especially when the enemy is trying to escape. This will deal massive damage for as long as you stick close to your enemy.
- One on Two: Generally, Ormarr does okay against multiple foes, but should generally avoid such situations if he hasn’t first purchased some defensive items first. Should you find yourself in too rough of a situation, disengage by casting Unstoppable away from the enemies. However, if you have no choice but to fight, use Unstoppable’s attack modifier to knock up your enemies. Auto attack the squishiest opponent before following with Swagger. If you have Walking Tall ready, use it to dissuade the enemies from approaching you.
- Capturing Objectives: If you’re playing Ormarr in the jungle, always keep in mind when to take the Abyssal Dragon and golem buffs. Typically, you should coordinate with your teammates to defeat the Abyssal Dragon after ganking a lane. If they are low on health, you can go for the enemy jungle buffs instead. This way, you’ll leave the enemy team out of luck when they start looking through their jungle for additional gold.
- Team Fights: Coordinate with your primary tank and let him engage the opponents. Once he initiates, follow up by going into the fray with Unstoppable. Cast Swagger afterwards to further slow your opponents, then stick close to the squishy targets and wallop them with your auto attacks.
- Escaping Battles: When you’re losing a team fight and need to disengage, cast Swagger to slow your pursuers. Next, cast Unstoppable away from the enemies to put distance between yourself and the enemies.
|Gut Punch – Each time Ormarr deals damage, he has a chance to stun the target and deal physical damage equal to 9-15% (scales with hero level) of the target’s current HP. (4-second internal cooldown.).|
- Ormarr’s passive is what makes him a strong slugger, especially one on one. Having a chance to stun an opponent with even your auto attacks leaves them open to your other damaging abilities.
- Gut Punch can trigger on any unit hit by Ormarr’s attacks, each unit having a separate chance of being affected.
|Unstoppable – Ormarr dashes forward and enhanced his next normal attack to deal 150/200/250/300/350/400 (+1.15 AD) physical damage and knock the target into the air.|
- This is Ormarr’s primary initiating ability. Use this to coincide with your team’s engages to maximize the number of opponents you can knock into the air.
- During ganks, Unstoppable is a strong initiating ability, especially when you flank your enemy in lane. Aim it properly to allow your teammates to follow up and deal further damage to your disabled opponents.
- Unstoppable’s knock up effect affects all enemies struck by the basic attack splash.
- Unstoppable’s basic attack amplification disappears after three seconds if unused.
|Swagger – Ormarr bashes the ground with his hammer, dealing 215/260/305/350/395/440 (1.05 AD) physical damage to enemies within range and reducing their movement speed by 50% for 1 second. Each cast that hits 1 or more targets grants Ormarr a stack of fighting Spirit. After reaching 3 stacks, the next cast will trigger Gut Punch.|
- Swagger is your main damaging ability. During team fights, it is essential to use this as much as possible as it deals good damage, an area of effect slow, and triggers your Gut Punch once you reach four stacks of Fighting Spirit.
- When ganking a lane, cast Swagger after you’ve hit the opponent with Unstoppable. This will cripple their movement for a short duration, leaving them open to your auto attacks and further damage from your teammates.
- Swagger grants stacks of fighting spirit no matter what type of unit it hits. Jungle monsters and minions can be targeted to get a few stacks when preparing for a gank.
|Walking Tall – Ormarr swings his hammer in a circle, dealing 100/120/140 (+0.5 AD) physical damage to enemies within range on each hit.|
- Use this ability whenever you find yourself in the middle of a team fight. This way, you get to hit as many opponents as possible and soften them up for your allies.
- Conversely, you can use Walking Tall immediately after casting Unstoppable and Swagger on opponents. This maximizes your damage output.
- Each hit of Walking Tall has a chance of triggering Gut Punch.
How to Counter Ormarr
- Take note what items Ormarr is building – if he goes tanky, try to bait him into engaging and whiffing his abilities. If he’s going for a bruiser build, coordinate with your team to disable him outright and focus him down.
- Ormarr has good sticking power and burst damage thanks to his abilities. Ask help from your Support or Tank to get him off your back.
|Tanky DPS Build|
This item build for Ormarr focuses on him dealing as much damage as he can once he closes in on an enemy. But the item build does not necessarily focus on all of the offensive – some items provide him with the much needed tankiness for him to survive longer in team fights.
- Ormarr does pretty well when running a high-offense Arcana set which includes Armor Pierce, AD, and Movement Speed. Setting up Onslaught, Assassinate, and Skewer gives him good offense stats.
- Conversely, you can run a defensive Arcana setup for Ormarr. Indomitable, Benevolence, and Mythril makes him tanky during the early to mid-game, while you’re farming for your core items.
Ormarr has a hard time dealing with tanks, especially early game. This is due to their sheer hardiness and control abilities which can disrupt Ormarr’s combos. As such, it is best to farm for your core items before butting heads with the enemy tanks.
Ormarr does fairly well against other warriors. Given that he is generally an offensive minded hero with decent sustained damage and stuns, he can thwart any advances his opponent tries and win skirmishes.
Ormarr also does well against assassins if he can get the jump on them with his core items. Even though Ormarr is squishy for an off-tank, he can still hold his own when he decides to throw down with an opposing assassin early game. However, a fed assassin will be a big problem for Ormarr with their high single target damage abilities.
Ormarr generally struggles against mages, especially during the laning phase. Since he is a melee hero, mages can use their range and abilities to harass Ormarr and keep him away from the minions. Many mages also have control abilities that hinder movement or outright stun their targets. These spells are trouble for Ormarr as he could get burst down before getting the chance to use his own abilities.
Ormarr does well against marksmen. While most marksmen have some sort of slow or stun, Ormarr can use Unstoppable to get close to them and hammer them in place with his auto attacks and Swagger ability. During team fights, after Ormarr initiates, his goal should be to make a bee-line towards the opposing marksmen and take them out.
Ormarr generally does okay when he is up against support heroes. The only time he struggles against this class is when he is up against heroes who have control abilities such as slows, stuns, or heals. Since Ormarr does not have a reliable health regeneration ability outside of his items, he will lose fights that drag on for too long.
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