5 years ago
2
Patch 6.3
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xTheUngravityS - NA


Olorun was introduced to the game as a magic adc making the saga of the wizards at long distance increasing giving a more god of this style to his companions such as Chronos, Freya and Sol.


Olorun (Yoruba: Ọlọrun u Ọlọhun, "Owner of heaven") is the supreme god and leader of the orisha. Olorun was also known as Olodumare (Owner of Infinite Space), although being strict, Olodumare was the supreme being and was supplanted by Olorun, who ended up identifying with him. Its current importance is due to Christian and Muslim influence in Yoruba spirituality, life and thought.

Olorun was the ruler of heaven and the father of the other orishas. It was associated with peace, harmony, justice and purity. In some traditions, it had an androgynous nature. On some occasions, she appeared as a female deity. He receives many names of praise: Olofin-Orun (Lord of Heaven), Oba-Orun (King of heaven), Eleda (Creator), Oluwa (Lord) and Orisha-Oke (Heavenly God). In general it has more than 200 names and 1000 oriki.

Although Olorun was transcendental, that is, beyond the limits of human knowledge and experience, he was not isolated from humanity, and could be called at any time. The Orisha Eshu served as an intermediary between humans and the supreme god, bringing sacrifices to Olorun and the god's orders to humans. His servant Agemo, the chameleon, carried the messages between Olorun and the other orishas. Only Olorun had the power to create life. When Obatala, the second-in-command of Olorun, created the first humans in the mud, he called Olorun to give them the breath of life.

In the game Olorun has been presented as the supreme deity of the Yoruba pantheon and is positioned with a role as a magician at long distance and making one of this advantages is this high attack speed.

In the game we will develop a bestial power making the god gain a high magical power because with this we will win and increase the possibility of critical hits, but fundamentally we have to take advantage of this advantage that its high attack speed offers us. that we will resort to the objects that offer high speed of attack and at the same time that they give high damage, we will not use boots since with the rings build we will have a high mobility. With this god it is fundamental to keep more distance from your enemies since he is a magician who has no escape, but we will compensate him by being wise and knowing when to use his powerful basics and more consistently his great final ability to distort time.

Main Build
Build Section
Notes

We will need to get early penetration so we will reduce the possibility that the enemies can hold too much before of 10 minute

For that reason it is important to build demonic grip before the other rings

This is a god that is very good with the ring build as they make it a hyper carry along with its passive

In question of relics we will proceed to build beads and aegis since as we are a hyper carry we will have a lot of damage in late so we will have to be present in each team fight at all costs

Starting Build
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.

Evolved Hunter's Blessing

Evolved Hunter's Blessing

+30 Basic Attack Damage +10 MP5 +15% Attack Speed ROLE QUEST: CARRY: COMPLETED!

Y10 Tiny Trinket

Y10 Tiny Trinket

+25
Magical Power
+4%
Magical Lifesteal

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Mana Potion

Mana Potion

This consumable heals 150 Mana over 25 seconds.

Notes

Let's start with hunter's blessing for an early base of good attack speed, the first tier of bancrofts talon and a potion of each

Finished Build
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.

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.

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)

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

At the end of the construction of objects we will proceed to remove the blessing in order to put rod of tahuti

Defensive Builds
Notes

For defense we can use breastplate of valor for cooldown as well as mantle of discord in case the enemy team inflicts more damage than casual

Against Magical
Mantle of Discord

Mantle of Discord

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

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.

Against Physical
Breastplate of Valor

Breastplate of Valor

+50
Physical Protection
+300
Mana
+15
Mp 5
+20%
Cooldown Reduction

Anti Healing Finished Build
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.

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.

Notes

Otherwise this build is for counter somes healer gods

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
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%

Ability 1 - 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

This will be used as the main skill to clean the wave.

Ability 2 - 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

This skill has great potential making combo with the ultimate.

Ability 3 - 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)

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

We will use this as the main ability to quickly hold an enemy attack and be able to escape as soon as possible or to heal a percentage of our own life as that of our ally.

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

This ability will be used primarily to escape so much as to be able to leave the enemy immovable and to make your implements more efficient as both Olorun and his abilities gain speed.

We will have to improve this skill every time we can, since we will reduce it by a few seconds of cooling.

Matchups
Gods Section
Strong Against
Ah PuchAnhurApolloAresCernunnosCupidMerlinPoseidonThothVamanaNeithRamaJanusHachimanThe MorriganThorUllrXbalanqueZeusSetIzanamiChernobogNikeHercules
Weak Against
ArachneBakasuraSusanoAnubisAo KuangAphroditeBaron SamediChronosBacchusKumbhakarnaKuzenboMedusaOdinTyrBellonaErlang Shen