5 years ago
1
Patch 6.3
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Bronze Nation - NA

Hey guys, here's Olorun ADC Guide (since i can't see him really great on any other role, and i'm not good at them either.
About the God

Olorun is first god of Yoruba pantheon, he's a Mage but dont get yourself tricked, he's not really good at mid! Olorun is mostly designed to be in ADC role, aka Magical hunter.
Olorun is a very strong god in lategame since he has gamechanging ultimate... oh and also he has no pressure to be honest. Due to his bad clear (has 1 clearing ability that can be blocked by a player). He can't get pressure and win lane by himself to get dominance. At least before he hits level 5, from here he can make things happen if enemy get's in dangerous position or lose his escape ability.
Detailed about ability kit
1. Focused Light

Charges projectile that pierces through minions, doesn't pierce through walls. Stops at hitting first enemy god. Longer you charge - longer it travels. Have no damage scaling for charging shot. Has really long range at max charge, you can make it even longer if you cast it in ultimate, ALSO CAN CRIT! Minimum range - 45, maximum range - 110. Maximum range with ultimate - around 200.
2. Overflown Divinity
Attack Speed steroid and Ground target aoe damage ability. After using this ability you get attack speed boos and can use it again in 10 seconds to shoot projectiles from miniature sun onto ground if you have energy meter filled more energy you got - more projectiles and more dmg. Projectiles are being shot randomly in small area, each time projectile hits enemy god damage of this ability reduces for 10% to maximum 80% reduction. , hitting your basic attacks and first ability Focused Light while attack speed boost is active makes it charge energy meter for using damaging part of this ability. It doesn' show but this ability goes on cooldown after it gets popped. And doesn't show it before you use it to deal damage, or effect expires (that takes 10 seconds)
3. Consecration
Close range knock back + heal. Olorun can knock back enemies and dealing damage in small circle around him, enemies knocked back are slowed. Also heal allies over time (including minions), on top of that Olorun gets protections for every ally god healed.
4. Sanctified Field
Olorun places barrier, in this area all enemies gets negatively affected and their movements, abilities, basic attacks, animations and effects are slowed and get affected by debuffs or buffs for a longer period of time. Olorun on other hand gets himself accelerated, his movements, basic attacks, abilities casts and shoot faster, howevever buffs or debuffs he get affected by work for shorter period of time, so beads or aegis work worse in this area.
Passive Touch of Fate
Olorun gains 5% extra scaling on basic attacks,
After getting 150 magical power he gets 15% crit chance, and 1% for every 10 power, however critical hit chance cap is 70%. Crits deal only 50% additional damage.
In Lane

As Olorun you don't want to all-in if you don't have ulti, so if you somehow wasted it, you should focus on clearing waves, maybe poking enemy, and boxing him a bit, after boxing heal yourself with 3, but since lifesteal is mandatory on most hunters, they will be most likely able to outsustain your poke. Also you don't want to all in against enemy that havent yet wasted his escape ability or something that gets him out of combat(like Rama ult, Anhur jump), since your ultimate slows everything enemy does, they get more immunity frames in leap/fly or anything else and you will just waste your ult. (Want to mention - it seems like Olorun's ult doesn't make Chernobog's 3 work longer while he's in the wall)... Also want to mention that Olorun's ult makes enemy actives work longer(aegis) and your actives end faster (beads/aegis/sprint etc)
Since Olorun doesn't have escape and his self-peel can be outplayed - Ultimate has realy long placement time and enemy that are somewhat far away from olorun can outrun ulti and run out of it, and his 3 is melee range knock back.
In Teamfight

Since you have no escape and good self-peel, you should be focusing on being close to support and taking safe spot in backline, wait for enemies to use their big ultis or use your ulti when your teammates engage. Your ulti can CHANGE THE GAME TREMENDOUSLY. And it means it both - win your game... or lose. Focus on auto-attacking enemies that got CCd in your ult. Dont waste time on casting your 1. But you can use your 2 tho, it makes shoot these "sun-rockets?!" faster. Any knock-up or knock-back will last forever in your ult(including your 3), your enemies will be doomed if they get susano/sylvanus ulted.
When you shouldn't use your ult.
You must be very patient when you play against gods with big CC channeling abilities, like Kuzenbo's Ult, or 3, or Xing Tian's ult. Playing against comps with these kind of gods that control your teammates while channeling is going to be really annoying to you. You'll have to wait till they waste these kind of ults, otherwise you can pretty much destroy your own teammates because they'll get Xing Tian's ulted for eternity.
When you should use your ult.
You should ult when enemies are clearly all in and can't disengage and run out of fight, because if 2 tanks show up on your face, you ult and then they suddenly just run away while your ult is being casted will make you just waste your BIG gamechanging ability with extremly long cooldown. However, it doesn't mean that you have to sit in backline and wait till they kill all your frontline to make sure they dont run away. You can cooperate with teammates that can engage with some form of gap closer like blink, leap or something else. And ult for them before they make that big 4 men sylvanus ult to make this ult knockup them for a millenium!

Untitled Build Section
Build Section
Safe Start get your boots after ~2waves.
Hunter's Blessing

Hunter's Blessing

+15 Basic Attack Damage +10 MP5 ROLE QUEST: CARRY Kill or Assist Lane Minions or Enemy gods to gain stacks. Lane Minions are worth 1 Stack and Enemy gods are worth 5 Stacks. At 75 Stacks Hunter's Blessing Evolves, gaining 15% Attack Speed and an additional 15 Bonus Basic Attack Damage.

Shoes

Shoes

+6%
Movement Speed

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Multi Potion

Multi Potion

This consumable heals 125 Health and 75 Mana over 25 seconds.

Notes

You always want hunter's blessing. Other blessings aren't really helpful on ADC Olorun. Blessing+t1 boots is safe, 3 health pots and 1 multi, you can get 4health+2multi if you aren't sure in your pot usage. And you want get Beads as your first relic 99% of times, even if enemies have low CC comp on Duo+Jungle, support still can have Horrific Emblem.

Phys def Start
Hunter's Blessing

Hunter's Blessing

+15 Basic Attack Damage +10 MP5 ROLE QUEST: CARRY Kill or Assist Lane Minions or Enemy gods to gain stacks. Lane Minions are worth 1 Stack and Enemy gods are worth 5 Stacks. At 75 Stacks Hunter's Blessing Evolves, gaining 15% Attack Speed and an additional 15 Bonus Basic Attack Damage.

Imperial Helmet

Imperial Helmet

+10
Magical Power
+15
Physical Protection

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Multi Potion

Multi Potion

This consumable heals 125 Health and 75 Mana over 25 seconds.

Notes

In case of double phys duo you can consider on buying t1 dynasty helm at start, and its really good due to its prots. But regardless you get less potions to mention(if you prefer to spam pots like i do).

Main Items
Shoes of Focus

Shoes of Focus

+55
Magical Power
+250
Mana
+10%
Cooldown Reduction
+18%
Movement Speed

Dynasty Plate Helm

Dynasty Plate Helm

+40
Magical Power
+20
Physical Protection
+50
Health

Y10 Bancroft's Talon

Y10 Bancroft's Talon

+80
Magical Power
+200
Mana
+10%
Magical Lifesteal

PASSIVE - You gain additional Magical Power and Lifesteal scaled from missing Health. This caps at 70 power and 10% Lifesteal at 40% Health.

Demonic Grip

Demonic Grip

+75
Magical Power
+30%
Attack Speed

PASSIVE - Your Basic Attacks reduce your target's Magical Protection by 10% for 3s (max 3 Stacks).

Y10 Telkhines Ring

Y10 Telkhines Ring

+45
Magical Power
+15%
Attack Speed
+6%
Magical Lifesteal

PASSIVE - Your Basic Attacks deal bonus damage of 5 (+3 Per Level). This effect does not hit structures.

Rod of Tahuti

Rod of Tahuti

+115
Magical Power
+30
Mp 5
+10
Magical Penetration

PASSIVE - Basic Attacks and Abilities gain 15% additional Magical Power against targets below 60% Health.

Mantle of Discord

Mantle of Discord

+45
Physical Protection
+45
Magical Protection
+10%
Cooldown Reduction

PASSIVE - If you take damage below 30% health you unleash a shockwave that stuns all enemies within a range of 20 units for 1s and become immune to Crowd Control for 1s. This effect cannot trigger more than once every 110s.

Notes

You really get lot of CDR boots because it helps with his cooldowns on abilities to selfpeel, however Pen Boots are good too, other boots options tho aren't that potent in my eyes. Dynasty plate helm helps really lot with dealing hybrid builds, and heavy dive comps since they deal less damage + i love getting pen from it since we go CDR boots. Bancroft here in my eyes better option than pythag's piece since it's passive gives more crit chance on low hp, + Olorun ulti helps outplay a lot and bancroft's scaling adds to it more odds. Demonic might be not necessary at 3 slot(especially with cheap item in second), but other options are too expensive and i prefer getting that cheap and very cost efficient item. Telekhines is going to be huge powerspike and you dont want to skip that. Next slot is going to be either Tahuti or Toxic blade/Divine. In late game depending on how problematic enemy frontline is for you sell dynasty plate helm for Ob shard, or Mantle of Discord/Magi's Cloak. Because Olorun has no movement ability and actually has limited self-peel options, Mantle of discord is really good on him, and if you dont need something specifical or not having troubles dealing with tanks get it after you fining ur 6 slot. If you consider on buying 1.5k speed pot - you have choice between Ob Shard, Typhoon's Fang OR!!! Even Hastened Ring

Situational Items or player preference choice
Hastened Ring

Hastened Ring

+55
Magical Power
+25%
Attack Speed
+7%
Movement Speed

PASSIVE - Hitting an enemy God with a Basic Attack grants Haste for 6s, causing you to be immune from Basic Attack Movement Penalty. (Internal Cooldown 25s)

Y10 Pythagorem's Piece

Y10 Pythagorem's Piece

+35
Magical Power
+150
Health
+6%
Magical Lifesteal
+10%
Cooldown Reduction

AURA - Allied gods within 70 units have their Magical Lifesteal increased by 6% and their Magical Power increased by 15 or their Physical Lifesteal increased by 6% and their Physical Power increased by 15.

Y10 Typhon's Fang

Y10 Typhon's Fang

+60
Magical Power
+200
Mana
+10%
Magical Lifesteal
+20
Magical Penetration

PASSIVE - Your Healing obtained from Magical Lifesteal is increased by 15%. Your Magical power is increased by 1.5x the amount of Magical Lifesteal you have.

S9 Divine Ruin

S9 Divine Ruin

+100
Magical Power
+15
Magical Penetration

PASSIVE - Enemies hit by your abilities have 40% reduced healing for 5 seconds.

Cleric's Cloak

Cleric's Cloak

+15
Physical Protection
+15
Magical Protection
+5%
Cooldown Reduction

Notes

I guess there's no need in explain on most of these items... Winged blade if they have lot of annoying slows. Magi's Cloak if they have deadly CC abilities and especially if they dont have Bubble waste abilities (long range short-cooldown (like bellona scurge). Toxic Blade or Divine if they have lot of healing, self-sustain. Typhon's Fang can be picked instead of Tahuti if u like huge lifesteal, Pythag's for CDR and like one of 3 only items that are good on Olorun and makes sense (others are Mantle of discord and boots). Hastened Ring if you like haste effect. Oh, and also Sprints are actually good with Olorun ultimate, since he gets ridiculous speed with that acceleration effect. BUT! It's preferable to have Beads & Aegis, and sprints on your support/solo.

Final Build
Rod of Tahuti

Rod of Tahuti

+115
Magical Power
+30
Mp 5
+10
Magical Penetration

PASSIVE - Basic Attacks and Abilities gain 15% additional Magical Power against targets below 60% Health.

Mantle of Discord

Mantle of Discord

+45
Physical Protection
+45
Magical Protection
+10%
Cooldown Reduction

PASSIVE - If you take damage below 30% health you unleash a shockwave that stuns all enemies within a range of 20 units for 1s and become immune to Crowd Control for 1s. This effect cannot trigger more than once every 110s.

Demonic Grip

Demonic Grip

+75
Magical Power
+30%
Attack Speed

PASSIVE - Your Basic Attacks reduce your target's Magical Protection by 10% for 3s (max 3 Stacks).

Y10 Bancroft's Talon

Y10 Bancroft's Talon

+80
Magical Power
+200
Mana
+10%
Magical Lifesteal

PASSIVE - You gain additional Magical Power and Lifesteal scaled from missing Health. This caps at 70 power and 10% Lifesteal at 40% Health.

Y10 Telkhines Ring

Y10 Telkhines Ring

+45
Magical Power
+15%
Attack Speed
+6%
Magical Lifesteal

PASSIVE - Your Basic Attacks deal bonus damage of 5 (+3 Per Level). This effect does not hit structures.

Untitled Skills Section
Skills Section
Untitled Skill Leveling
Focused Light
Focused Light
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Overflowing Divinity
Overflowing Divinity
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Consecration
Consecration
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Sanctified Field
Sanctified Field
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Notes

You can consider on putting point in your 1 on level 3 if you're confident in your positioning and boxing, so you dont need that push-back and healing, and want that faster clearing/more poke dmg. You can focus on maxing your ult when u get chance, but only after u max out 1 and 2 abilities. Since its your damage tools, and ult by itself deals 0 damage. But i would recommend on maxing all abilities before ult (since it only gives you less CD)