Mamjn Esport - EU
Olorun has arrived and is the first God in Smite from the Yoruba Pantheon! Olorun is the Ruler of Heavens in this west African Pantheon and is classed a mage. Although being a mage, Olorun has a lot of similarities to Hunters and is more of a mage adc than a traditional mage.
Touch of Fate is Olorun's passive and allows him to critically hit with his auto attacks even though he is a mage. After you build 150 magical Power from items you gain 15% crit chance, you gain another 1% crit chance per every 10 additional magical power you build. Things like red buff and Potion of Magical Might also count towards increasing his crit chance. This caps at 70% which you will not hit until very late in the game when you can get the Elixir of Power unless your build is purely power based which i do not recommend. Olorun's crits only increase the damage of his autos by 50% instead of doubling the damage. Once you reach late game you get fairly consistent crits so the lower crit damage keeps his damage output balanced. Additionally, Olorun's basic attacks scale with 25% of his magical power instead of the regular 20% scaling that other mages have. This simply means your basic attacks will do slightly more damage across the board.
Oloruns's first ability is Focused Light. Olorun shoots an orb of light which he can charge for up to 2 seconds before firing. Charging the orb only increases the range allowing for some far reaching skill shots. The targeter for this ability will extend forward showing you the range of your 1. There is an additional targeter that will expand from the inside out to indicate how long you have been charging Focused Light. The orb will damage and go through minions and will stop at the first enemy god or wall it hits. This ability can crit like Olorun's basic attacks. When you are level 1 you will level this ability first as it is your best wave clear. It has a 12 second cooldown which is pretty decent. With 100 base damage at level 1 it does more base damage than most abilities at level 1. This is balanced by its scaling though: with only a mere 55% scaling this ability has pretty bad scaling compared to other mage abilities. It still can do some good damage later on in the game when this ability crits but keep in mind some mages might outclear you at level 1. Leveling this ability will increase the base damage.
Due to its really good range when charged up you can clear the wave from a safe distance while still being able to move around while casting it. If you play Olorun in solo or in the duo lane the enemy might try to block your 1 before hitting the minions forcing you to clear the wave with your basic attacks. Therefore you should be careful not to charge this ability for too long otherwise you make it too easy for the enemy tank to react and block it.
Olorun's second ability is Overflowing Divinity and it has 2 parts to it. First, after activating it you will gain 40% attack speed for 4 seconds scaling up to 6 seconds at level 5. Since you will most likely take this ability at level 2 and also build Hunter's Blessing, you have some good boxing potential early if you manage to hit your autos, especially in mid.
Second, during the buff being active, hitting enemies with Focused Light or your auto attacks will provide your inner sun with 1 stack per enemy hit for up to 20 stacks. You can look at your passive meter which will show you how many stacks you already have or look at the size of the sun above your head (which is also visible for enemies) while the buff is active. During the Buff or 4 seconds after it you can choose a circle area on which you can refire this ability. The Area will be struck by a barrage of small sun projectiles for every stack you gathered. The projectiles will shoot faster and become more randomly with more stacks. Each projectile will deal damage equal to 30/40/50/60/70 + 10% scaling. Hitting the same target will lower the damage dealt to that specific target by 10% for every hit to a minimum of 80% reduction. NOTE: The damage, damage mitigation and minium reduction will change with the mid season update so check out the patch notes for that ability.
The stacks for the inner sun will be stored until you finally choose to refire this ability. This allows you for example to activate the buff, stack the sun, wait till the cooldown resets, activate the 2 again, stack the sun even more and refire the sun when its fully stacked. Another way to use Olorun's 2 can be to immediatly fire the 2 which you stacked previously and use the buff to refill the sun again for your next use.
This ability has a 14 second cooldown but the cooldown will start immediately after activation. This means that once your attack speed buff runs out you will only have to wait 10 seconds to have it back again at level 1. Once you have this ability maxed you can consistently maintain the 40% attack speed from this ability and only have to wait for a short amount of time to get the buff back.
Consecration is Olorun's third ability and it has a number of effects. Activating his 3 will send out a wave of Light 20 units around Olorun. Enemies hit by the wave will be knocked back, slowed for 2 seconds and will take little damage. Allies hit by the wave will get healed every second for 5 seconds (with a total of 6 ticks healing for 60/80/100/120/140 +20% scaling per tick ). Olorun gains 8/10/12/14/16 Protections for every ally he heals with this ability. Just to be clear: You yourself will always get the heal for this ability but only protections if you heal somebody except you. This Ability has a 14 second cooldown.
You have a variety of applications for this ability: you can just use it as it is for the heal or to heal your jungler/support during laning phase. You can use it to gain distance when you get ganked or you can use it more aggressively to set up for your other abilities or your teammates attacks. Be aware of the fact that this is the only self-peel you have outside your Ultimate and even with this ability up your chances of survival when out of position might be slim.
Now lets finally talk about his Ultimate. If you pick Olorun in a ranked match or a competetive environment you are probably picking him for his Ult: Sanctified Field. Upon activation of this ability Olorun creates a big rectangular field around him that expands forward and lasts for 5 seconds. If your opponents are inside that field everything they do gets slowed by 40%. Everything that enters the field from outside will get slowed as soon as it enters the area. This includes animations, projectiles, buffs and debuffs and even objectives like the Firegiant or enemy structures. Olorun himself can do everything 30% faster.
Because this Ultimate has such a unique effect it causes a lot of strange and interesting interactions. A big part of mastering Olorun is to be aware of how each ability interacts with his ult. Enemies can activate Purification beads to become immune to the effect of the field for 2 seconds. Meanwhile Aegis will have extended duration for enemies while for you it will last shorter since time is distorted. Gods like Kuzenbo, Camazotz, Jormungandr or Guan yu can use their long lasting CC-immune Ults to force you out of the field and gain control back. Hera's Ult Argus ignores the Field and can force you to back away or focus him instead. Hun Batz Totem will last longer effectively causing his fear to last longer.
Sanctified Field works really well with hard CC. Enemies hit by the knockback from your 3 will be in the air much longer allowing you to easily follow up with your 2. Getting hit by an Ymir freeze or an Athena taunt in Olorun's ult will feel like an eternity. Junglers that usually do really well against Olorun like Daji and Hun Batz work really well with him.
It is hard for enemies to fight back in the field because it is easy to react and dodge a lot of attacks in the field.
While Other mage adc like Freya or Chronos are relatively safe because they can escape with their ults, a god like Olorun needs to be more careful. However, Olorun's ult has a lot of potential to turn a fight. If your opponents try to gank you and you put your Ult on the ground, you can put out some good damage and even secure a kill. Enemies need to respect your ult. With a hefty 140 second cooldown on your ult at level 1, once you use it, you will not have it back for a long time. Enemy junglers aware of that will try to gank you on cooldown and you need to be more cautious. Leveling your ult will reduce its cooldown by 10 seconds each so at level 20 your ult will be on a 100 second cooldown without any cooldown reduction. If you manage to trap 2 or 3 enemies with your ult in a lategame teamfight and if your team follows up you have a good chance of winning that teamfight which will lead to you winning the game. Because sanctified field controls so much space you have really good defense against enemies who try to siege your structures.
One last thing to keep in mind for this ult is that it has a small wind up time before it fully covers the area you targeted. If you try to peel for a teammate by ulting in their direction and they are far away you might be too late to save them. Also enemies can use their escape early before the field reaches them.
Olorun overall has some good damage per second and good team fight potential. With the recommended builds you can do some high damage to both tanky and squishy targets and he is very good at taking down structures and neutral objectives. He plays good in carry and is a pick in mid. Your ult can turn a teamfight in your favor so one of your main goals should be to catch enemies in your ult so your team can collapse on them while the time is slowed for them. Having an aggressive frontline that can set you up can be very useful. You have no mobility in your kit so your positioning is key. If your teammates can bait the enemy team to come in so you can surprise them with your ult, you can really punish them for over-committing. Your 1 can be used to poke enemies out if you can land those long range shots and your 2 can be used to block a path for a brief moment. Because your ult also works on enemy structures and controls so much space, your sieging potential is very decent. You can back away to heal your team with your 3 so that you can re-engage later on.
In Conquest you are gonna start with your 1 because it gives you the best clear at level 1 and allows you to get the best speed buff clear in mid. Starting with your 2 has not worked very well in my experience but you will take it at level 2. At Level 3 you can take Consecration if you want the safety and the heal it gives you. If you get outpoked in duo it can sustain you and your support better. Otherwise if you do not think you need the safety you can instead level your 1 once more for the clear.
At Level 5 you can become pretty scary because of your ult. Your ult is very valuable so whenever you can you should put a point into it so you have it up more often. Unless the enemy team has a good comp to counter your ult, you should not wait too long to put points into it.
You should start with Hunter's Blessing and tier 1 Bancroft's Talon and fill up with potions. Since you will have access to your 40% attack speed buff at level 2, you get a lot of damage from your autos with Hunter's Blessing. Tiny Trinket will give you extra sustain and slightly better clear. If you want to rush boots you can replace Tiny Trinket for tier 1 boots instead but that will reduce your damage for the fist few waves. If you play Olorun as a Carry in duo rushing boots can be more useful.
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.
Y10 Tiny Trinket
Healing Potion
This consumable heals 250 Health over 25 seconds.
Healing Potion
This consumable heals 250 Health over 25 seconds.
Mana Potion
This consumable heals 150 Mana over 25 seconds.
Mana Potion
This consumable heals 150 Mana over 25 seconds.
In Conquest you should finish boots first before finishing Bancroft's Talon even if you started with Bancroft's. In Other game modes where the map is smaller and you do not need the movement speed for rotating and farming the choice is yours. As to which boots you should get: both are good for Olorun. Since you will not build penetration until you finished Bancroft's, pen boots can be good to offset that and give you early Penetration. He also profits from cdr boots to give him access to his ult more often. If you are up against a Hunter on the duo lane or you are getting ganked a lot by the jungler you can go into Dynasty Plate Helm. The stats on it are very decent, it gives you physical defense, power and pen and is very cost efficient. You will sell the helm later on.
Having Bancroft's Talon early will give you sustainability and its passive will allow you to crit once you took enough damage because its passive will push your power over the 150 magical power threshold. Alongside the increased lifesteal and your ult, enemies will not have an easy time fighting you.
I Now recommend going into Demonic Grip. This will give you good attack speed and good pen with its passive. It is a very cost efficient item. At this point in the game your Hunter's blessing will definitely be stacked and with your 2 you will already go over the 2.0 attack speed mark. You now have really good damage per second and it will be easy to take down Gold furies and Pyromancers if your enemies can not defend them.
Next, going into Rod of Tahuti will give you a lot of Magical Power and mana sustain if you need that. This will immediately give you 15% extra crit chance and at this point you will start to get somewhat consistent crits.
Alternatively, you can delay the Rod and go into Obsidian shard first. This Item will help you to take down the enemy tanks. If the enemy support is staying a lot in your lane this might be more useful, otherwise get the shard after rod.
You will now sell your Blessing and should build Telkhines Ring. Olorun is a God that benefits both from attack speed and high magical power so this item is a very good choice. With the second ring in your build, you will also have some decent additional movement speed.
Your Relics should ensure you survive, so it will be Aegis and beads most of the times.
Shoes of the Magi
Y10 Bancroft's Talon
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
PASSIVE - Your Basic Attacks reduce your target's Magical Protection by 10% for 3s (max 3 Stacks).
Rod of Tahuti
PASSIVE - Basic Attacks and Abilities gain 15% additional Magical Power against targets below 60% Health.
Y10 Telkhines Ring
PASSIVE - Your Basic Attacks deal bonus damage of 5 (+3 Per Level). This effect does not hit structures.
There are a bunch of items you should consider to finish your build once you got the Elixir of Speed and can sell your boots. Olorun is not the best at applying item effects to a lot of enemies. Divine Ruin still works fine on him if you need anti-heal. You should go for it as your first pen option then and just delay your build accordingly.
If you don't need anti-heal and the enemy team has a hard time dealing with your Ult you can go into Spear of desolation or even a Chonos' pendant for the cdr. If you want a more defensive option to finish your build you can just go Mantle of Discord which will also give you some cdr. Shield of regrowth is worth mentioning since its passive will give you 40% movement speed for 4 seconds once you activate your 3.
In Theory spear of the magus is a decent option if you have a way to setup your 2 but i feel like the items mentioned earlier are way more useful. I also do not recommend building Gem of Isolation to try to make it easier to hit people with your 2. You also need to be careful not to build too much attack speed. I do not advice to build more than 2 attack speed items. The reason for that is that Olorun's base attack speed at level 20 is pretty high and with too much attack speed you will overcap when your 2 is active making your build less effective.
Stacking items usually do not fit too well into Olorun's build because he needs to have some core items up before he becomes threatening. Therefore i just pass on them.
S9 Divine Ruin
PASSIVE - Enemies hit by your abilities have 40% reduced healing for 5 seconds.
Spear of Desolation
PASSIVE - If you receive a kill or assist on an Enemy God all of your non-ultimate cooldowns are reduced by 2 seconds and your ultimate cooldown is reduced by 6 seconds.
Chronos' Pendant
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.
Mantle of Discord
PASSIVE - If you take damage below 40% 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.
Shield of Regrowth (Deprecated)
PASSIVE - After healing yourself from an ability, you gain 30% movement speed, 15 Physical Power, and 30 Magical Power for 4 seconds. This cannot occur more than once every 10 seconds.
Daji is really good against Olorun. During her 2 she is immune to Olorun's 3 so he can't get away from her. Also Olorun has no CC-immune Ult so he has to use beads to get away from her Paolao. She can counter ult during his ult and she can even pull him out of it.
Gods with long CC-Immune ults do well against him as discussed earlier. Geb can cleanse the movement speed with his shield (animations seem to stay slowed though?) and he takes no additional damage from Olorun's crits due to his passive.
Gods that have no real movement ability or CC-immune Ult can have a hard time agaisnt Olorun. Once he catches them in his Ult it his hard for them to fight back or escape. This usually leads to Olorun being able to kill them before the Ult runs out.