Desire Envie - Unknown
Introduction
Olorun is the newest god to arrive on the battleground introducing the Yoruba pantheon from west Africa! Olorun is a distant deity who has no need for worshippers like other supreme gods like Zeus, Ra and Odin as he has no interest in such affairs. With the world barely scraping by after ragnarok old rivalries have sparked new flames and war is making a deadly comeback, the gods need a ruler now that Zeus has fallen, a being that has no quarrels or history with those beneath him so he can rule fairly and restore justice to the world and that being is Olorun ruler of the heavens and now Olympus.
Olorun is a mage but not your average mage as he lacks large AOE damaging abilities due to him being ADC mage like Chronos, Sol and Freya. this means he is primarily focused on basic attacks like gods who belong to the hunter class. In this guide I'll introduce you to this god and his abilities so you'll make your enemies be seeing stars in no time!
There are two primary roles for Olorun, those roles being mid and carry it mainly comes down to your preference. I personally recommend carry as he can team up with his support to confirm kills easier and to make his farming phase a little easier. once you are more experienced with Olorun I'd recommend mid as its fun and allows him to team up with other physical hunters, just be weary of early game ganks as they could sabotage your early game!
Ability 1: Focused light
Olorun charges ball of light (max of 2 seconds) and as he charges it's range increases, once max range is hit the ability will automatically fire as this ability cannot be cancelled manually even whilst charging. the light passes through minions but not gods so if you are trying to clear wave be sure an enemy god doesn't get in the way. this ability can crit (explained in the passive) so you can crit a entire minion wave if your crit chance is high. this ability charges stacks for overflowing divinity for each minion or god hit.
Ability 2: overflowing divinity
Upon activating this ability Olorun will obtain a boost in attack speed and his basic attacks and focused light will begin to acquire stacks. during the attack buff or 4 seconds afterwards you can re-activate this ability and conjure the sun to fire projectiles equivalent to the amount of stacks obtained. As this ability fires the projectiles will speed up and deal less damage and will begin to scatter into different locations around the target area, be sure to make the first projectiles count as they'll do the most damage. this ability cannot crit. once the sun is conjured all stacks are depleted, so be sure to save them for the right moment as you can also charge stacks without firing them.
Ability 3: Consecration
Olorun releases the light within him and knocks back any enemies in his proximity allowing him to give himself space so he can decide whether to stay and fight or make a tactical retreat. this ability also heals himself and allies that are within your proximity,for every ally you heal you'll receive both magical and physical protections. this is a nifty ability that can assist you in team fights and to heal ally's who have survived a recent skirmish so you must decide to use this ability to heal yourself and allies or to knock back a enemy who is to close for comfort.
Ultimate: Sanctified Field
Olorun sends Olodumare and Olofi and they bring forth a field that slows everything within and by slow I don't mean just movement speed, everything is slowed from projectiles to ability animations. "slow time? how are you supposed to counter that?" its pretty simple, CC immunity whilst CC immune you can move freely in the field and during this time you can decide whether to attack Olorun or to exit the field whilst you aren't slowed. inside the field Olorun is much faster and the cap on his attack speed removed allowing him to quickly dispatch of enemies in the field. There is a downside to this ultimate, relics such as thorns and aegis will last longer which won't sit well with Olorun, abilities also last longer such as Odin's cage and Poseidon's whirlpool and many more so when you are caught in his field be sure to utilise this weakness to save yourself from a tight situation. Olorun's allies aren't affected by his ult whatsoever
List of what is affected by sanctified field
Projectiles of any kind such as tower shots and basic attacks
minions
jungle camps
fire giant, gold fury, Bull demon, Apophis and siege beasts
god animations and abilities
gods that aren't cc immune or un-targetable
Titan
Passive: Touch of Fate
Olorun gains 1% crit chance per 10 magical power obtained from magical items with a cap of 70%, his basic attacks only hit for 50% unlike the usual 100% which is what physical hunters do. this passive allows Olorun to be the only ADC mage with crit in the game.
Conclusion
thank you for taking the time to read my guide to the newest god Olorun! this god is a breath of fresh air for the ADC role and brings a whole new pantheon to smite which opens up the path to the possibility to introduce orisha's to the battleground! More information on Olorun is below such as builds and levelling order, have fun ruling the battleground!
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.
Olorun is pretty weak early game so be sure to have some sustain available to you! and don't forget to experiment!
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).
Hastened Ring
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)
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.
Doom Orb
PASSIVE - Killing or assisting an enemy minion provides you with 1 stack, granting 1% Movement Speed and 4 Magical Power per stack. Stacks last for 15s and stack up to 5 times. Enemy gods provide 5 stacks.
Since Olorun lacks a true movement speed and a reliable escape that isn't his ult these items give him good speed to dodge incoming attacks and to hit hard with a 50% crit chance! but of course there is no definitive build in smite you may need anti-heal or possibly even a defence item or something to your personal tastes! so never be afraid to experiment and build your preferred playstyle!
of course you can change your levelling order based on your preference for example you could level consecration more after maxing focused light in case you are under high pressure and require healing. I would recommend maxing focus light first as it'll serve as your primary form of wave clear which is vital for farming especially on a ADC