5 years ago
1
Patch 6.3
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Free Agent - NA

Olorun

Ruler of heaven

When we look at the sun, you have asked yourself what you see, or rather, who you see. The answer is simple, who you see is olorun, ruler and supreme god of the orishas in the Yoruba pantheon.

He is the creator of the sun, of light, of wind, of tides, of humanity, of the cosmos and of time itself, being able to mold it to his liking.

Despite being an omnipotent god, olorun does not work alone, it is part of a greater being, it is formed by Olodumare, creator of the universe, and Olofi, the conduit between Earth and the Heavens. As befits a being of such power, it is found in the future and in the past. However, peace will fight for nature, when the need is great.

Olorun, observing from the solar firmament, begins to notice the commotion that takes place in the battlefield of the gods, so he makes a decision: to put order in the battlefield and show them who is the supreme god. Olorun appears on the battlefield as a magical hunter capable of inflicting criticism.

Curiosities of Olorun:

1.Olorun was the first god of the Yoruba pantheon.

2. They focused a lot on the animation of their layer.

3. He is the first magician hunter to inflict magical damage that can inflict critical damage.


Habilities and playstile
Build Section
Notes

Passive - Touch of Fate

Upon reaching 150 Magical Power from Items, Olorun gains 15% Critical Hit Chance and a further 1% per 10 Magical Power from Items. Olorun’s Critical hits only deal 50% increased damage. Additionally Olorun gains 5% extra scaling on his basic attacks.

Cap: 70%


1st Ability - Focused Light

Olorun charges an orb of pure energy for up to 2s before firing it in front of him. The longer he charges the farther the projectile goes, passing through and damaging Enemy minions but stopping on colliding with Enemy gods. This ability can Critically Hit and can provide stacks of Overflowing Divinity.

Damage : 100/140/180/220/260 (+55% of your magical power) Cost: 50/60/70/80/90 mana

Cooldown : 12 seconds

2nd Ability - Overflowing Divinity

Olorun gains amplified Attack Speed. Every successful attack on an Enemy during the buff provides his inner Sun with energy, to a cap of 20 stacks. During the buff or for 4s after, Olorun can refire this ability to conjure the Sun to damage Enemies in an area. The Sun emits projectiles faster and more randomly with higher ammo. Hitting the same Enemy deals 10% less damage each time, to a minimum of 80% reduction.

Damage : 30/40/50/60/70 (+10% of your magical power) Attack Speed Increase : 40%

Duration : 4/4.5/5/5.5/6s Cost : 60/65/70/75/80 mana

Cooldown : 14 seconds

3rd Ability - Consecration

Olorun expends the light within himself knocking back and damaging nearby Enemies as well as slowing them for 2s. Allies bathed in the light gain a heal over time that ticks every second for 5s. For every ally healed, Olorun gains Physical and Magical protections.

Damage : 60/80/100/120/140 (+20% of your magical power) Bullet.png Heal per Tick : 10/15/20/25/30 (+5% of your magical power)

Protections : 8/10/12/14/16 per ally god healed Slow : 20%

Cost : 60/65/70/75/80 mana Cooldown : 14 seconds

Ultimate - Sanctified field

Olorun brings forth Olodumare and Olofi who travel outwards, creating a large area of divine energy that distorts the flow of time within. All Enemies caught in the area are negatively affected by the time dilation, attacking, casting and even animating more slowly. Olorun himself benefits from the Sanctified Field in a similar way. The strength of the divine field also impacts the effect of buffs, debuffs, projectiles and deployables.

Enemy Debuff : 40% slower Self Buff : 30% faster

Duration : 5s Cost : 100 mana

Cooldown : 140/130/120/110/100 seconds

Playstile:

Olorun is a hybrid wizard which functions as adc, with the peculiarity of being able to inflict critical damage, thanks to this and its passive makes it a perfect god to use as adc. However, it can be used efficiently in the middle.

Tips as adc:

1. Your first skill called focused light must be the first one you upload since it will help you to clean the minions, however you must be very careful because this ability does not pass through to the gods, so if one crosses in your shot , you can not clean the minions well.

2. The second ability of olorun called overflowing divinity must be the second to go up and you must try to load it to the maximum to be able to throw the projectiles of the sun at the right moment.

3. Your third ability called consecration is your escape, so it must be the third ability you raise and which you should try to save for the right moment. This skill applies a knockup and slows down the enemy, so you can use it offensively and defensively. In the same way, this skill serves as a cure, you can use it to cure nearby shoppers or yourself.

Tips like mid:


1. All the above tips apply to this.

2. Try to attack from afar and do not overexpose too much, since a gank is possible and you die

3. Take into account the wards

Start items ADC
Y10 Tiny Trinket

Y10 Tiny Trinket

+25
Magical Power
+4%
Magical Lifesteal

Assassin's Blessing

Assassin's Blessing

+7 Power +100 Health +30% Damage vs. Jungle Monsters +8% Health and 25 Mana Restored on Killing a Jungle Monster ROLE QUEST: JUNGLE Kill or Assist Jungle Monsters or Enemy Gods to gain stacks. Jungle Monsters are worth 1 stack and Enemy Gods are worth 5 stacks. At 50 Stacks Assassin's Blessing Evolves, gaining +5 Penetration, and 5% Movement Speed.

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Mana Potion

Mana Potion

This consumable heals 150 Mana over 25 seconds.

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Notes

These initial items will help you stay alive with potions and lifesteal and increase your damage with the initiator stacks. The beads will help you avoid any cc.


Finished Item ADC
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.

Warrior Tabi

Warrior Tabi

+40
Physical Power
+100
Mana
+18%
Movement Speed

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.

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).

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)

Rod of Tahuti

Rod of Tahuti

+125
Magical Power
+30
Mp 5
+10
Magical Penetration

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

Elixir of Power

Elixir of Power

This consumable increases your Magical and Physical Power by 25%, increases damage done to Structures by 25%, and grants 10% Penetration for 6 minutes. This effect persists through death.

Elixir of Defense

Elixir of Defense

This consumable provides 50 Magical and Physical Protection, 10% Damage Mitigation, 20% Crowd Control Reduction, and decreases damage taken from Structures by 25% for 6 minutes. This effect persists through death.

Notes

These objects will help you to have a great ability to pursue the enemy, it will grant great damage, speed of attack, life and reduction of magical protections to the enemies.


Start items mid
Mage's Blessing

Mage's Blessing

+10 Bonus Ability Damage +10 Physical Power +30 Magical Power +2 MP5 Per 10% Missing Mana ROLE QUEST: MID 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 Mage's Blessing Evolves, gaining 10% Cooldown Reduction.

Spellbook

Spellbook

+20
Magical Power
+75
Mana

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Mana Potion

Mana Potion

This consumable heals 150 Mana over 25 seconds.

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Notes

These object will help you to have mana and stay in the fight during cures.The purification beads will help to avoid cc.


Finished Items Mid
Y10 Book of Thoth

Y10 Book of Thoth

+70
Magical Power
+250
Mana
+20
Mp 5

PASSIVE - You permanently gain 7 Mana per Stack, and receive 5 Stacks for a god kill and 1 Stack for a minion kill (max. 75 Stacks). You gain Magical Power equal to 4% of your Mana from items. At 75 stacks this item Evolves, gaining 10 Magical Penetration and Increasing the Magical Power gained from Mana to 7%.

Shoes of the Magi

Shoes of the Magi

+75
Magical Power
+100
Mana
+8%
Magical Lifesteal
+18%
Movement Speed

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.

Chronos' Pendant

Chronos' Pendant

+70
Magical Power
+20
Mp 5
+20%
Cooldown Reduction

PASSIVE - Every 10s the Pendant activates, subtracting 1s from all of your abilities currently on Cooldown. The initial countdown will not start until you leave the fountain.

Rod of Tahuti

Rod of Tahuti

+125
Magical Power
+30
Mp 5
+10
Magical Penetration

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

Elixir of Power

Elixir of Power

This consumable increases your Magical and Physical Power by 25%, increases damage done to Structures by 25%, and grants 10% Penetration for 6 minutes. This effect persists through death.

Elixir of Defense

Elixir of Defense

This consumable provides 50 Magical and Physical Protection, 10% Damage Mitigation, 20% Crowd Control Reduction, and decreases damage taken from Structures by 25% for 6 minutes. This effect persists through death.

Soul Reaver

Soul Reaver

+65
Magical Power
+300
Mana

PASSIVE - Your abilities deal an additional 1% of the target's maximum Health as Magical Damage. If the target has over 2000 Health, your ability bonus damage scales up. This effect reaches a maximum of 9% Maximum Health damage at 2750 Health. Subsequent hits on the same target do half the bonus damage for the next 3s.

Notes

These items will help you have a lot of mana to use in skills and have great damage in skills, as well as lifesteal.


Leveling Order
Skills Section
Primary Order
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
Matchups
Gods Section
strong Against
ArachneBakasuraCamazotzCabrakanVulcanSkadiArtemis
Notes

Olorun has advantages against any god with no escape, since its ultimate slows them down and almost makes it impossible to escape from it (unless they use beads) in the same way that their number 3 skill applies them to knockup and slow.

Weak against
FenrirAnubisAgniBaron SamediDa JiHades
Notes

The gods that have an escape to their ultimate or immunity to the cc in some of their abilities are quite good against Olorun, since they are immune to their ulti. Similarly, the abilities of gods immune to knocup are good against olorun, for example, 3rd of fenrir or 2 of daji. This is because their consecration ability will not serve as a great escape.

Another disadvantage is the gods that generate great damage in a short time and that are able to kill quickly, because olorun is very soft

Notes

Sorry for my english, i dont speak this :C