Ornn Issue: Running Out of Things To Do

In team fights, Ornn's higher cool downs seem to be really screwing with what he can do past the initiation of a fight. Without an in-combat passive, he doesn't do much after knocking the enemy team into the air and doing a full rotation. I think regardless of if Ornn needs buffs or not, this should be fixed as it makes him feel useless in a team fight after the fight begins, especially team fights where there aren't any walls all over the place (in a lane). My recommendation is something along the lines of: > **Q- Volcanic Rupture** - Damage reduced to 20/35/50/65/80 (+80/85/90/95/100% AD) from 20/50/80/110/140 (+100% AD) - Cool Down reduced to 9/8/7/6/5 seconds from 9/8.5/8/7.5/7 seconds - Pillar Formation Time reduced to 1.25 seconds from 1.5 seconds > **E- Searing Charge** > - Explosion Damage reduced to 30/60/90/120/150 (+30% Armor) (+30% Magic Resist) from 40/80/1201/60/200 (+30% Armor) (+30% Magic Resist) - Cool Down reduced to 16/14.5/13/11.5/10 seconds from 16/15/14/13/12 seconds This further locks in Ornn as a CC champion who isn't a damage threat, and allows him to continue to be useful in a fight after the first shot is fired and he has done a full rotation.
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