Foodrs - Unknown
Olorun, Ruler of the Heavens
In the mythology of the Yoruba people of West Africa, Olorun is the most powerful and wisest deity of them all. The all-knowing god takes an active role in the affairs of both heaven and earth. Head of the Yoruba pantheon, Olorun has many names, such as Olofin-Orun (Lord of Heaven), Oba-Orun (King of the Sky), and Olodumare (Almighty).
According to Yoruba legend, he is one of two creator gods, the other being a goddess called Olokun. In the beginning, the universe consisted of only the sky and vast chaotic waters. Olorun had dominion over the sky, and Olokun, over the vast watery depths. At this point, there were many gods, but none of them were as strong or wise as Olorun.
Although humans do not worship Olorun directly (as there are no sacred areas of worship). Olorun is distant, and does not partake in human rituals. There are no shrines or sacrifices dedicated directly to him, although followers can send prayers in his direction.
In SMITE, Olorun is a magical ADC, who uses his divine powers to bring judgement upon all the gods who have deemed themselves unworthy.
Touch of Fate
After reaching 150 Magical Power from Magical Items, Olorun gains 15% Critical Hit Chance and gains a further 1% per 10 Magical Power from Magical Items. This Critical Hit Chance caps at 70%
Olorun’s Critical hits only deal 50% increased damage.
Additionally Olorun gains 5% extra scaling on his basic attacks.
AbilitesFocused Light - Ability 1
Olorun charges an orb of energy up to 2s before firing it infront of him. This ability can pass through enemy minions, but cannot pass through enemy gods.
This ability can Critical Hit and stacks his second ability, Overflowing Divinity.
This ability does not gain more power the longer you charge it.
Damage: 100/140/180/220/260 (+55% of your magical power)
Cost: 50/60/70/80/90 mana
Cooldown: 12 seconds
Overflowing Divinity - Ability 2
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 duration or for 4s after, Olorun can refire this ability to conjure the Sun to damage enemies in an area. This Sun shoots projectiles faster and more randomly with higher ammo.
Hitting the same enemy deals 10% less damage each time, to a minimum of 80% reduction.
Sun 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
Consecration - Ability 3
Olorun discharges the light within himself knocking back and damaging nearby enemies, as well as slowing them for 2s. Allies in range of 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
Sanctified Field - Ultimate - Ability 4
Olorun creates a large area of divine energy, which distorts animation and time. All enemies caught in this area are affected negatively, attacking, casting and even animating slowly.
Olorun himself is the only one who benefits from his Sanctified Field, attacking, casting and animating quicker.
The Sanctified Field impacts the effects 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
Playstyle
Olorun is a magical hunter, with almost no movement abilites to speak of which makes him incredibly easy to gank early to mid-game. What he lacks in agility, he makes up for with his damage. Olorun is surprisingly hard to beat in a 1v1, especially if he has his ultimate, Sanctified Field, with it he can beat most, if not all Hunters in the game. Additionally, most people tend to underestimate the power of Focused Light, whose Critical Hit Damage is not affected by his Passive, Touch of Fate, which gives him a very strong lane clear, but beware that an enemy god isn't blocking your Focused Light.
Another one of his strength's is his amazing obejctive clear. Olorun's Overflowing Divinity gives him the Attack Speed and with Lifesteal makes him crazy good at clearing them.
The best way to play Olorun is by being aware of your surroundings, as any god with hard Crowd Control and good team coordination can easily take him down, so be sure to ward everywhere.
Below are a few builds to get you started on Olorun.
Evolved Hunter's Blessing
+30 Basic Attack Damage +10 MP5 +15% Attack Speed ROLE QUEST: CARRY: COMPLETED!
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.
Shoes of Focus
Demonic Grip
PASSIVE - Your Basic Attacks reduce your target's Magical Protection by 10% for 3s (max 3 Stacks).
Y10 Typhon's Fang
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.
Y10 Telkhines Ring
PASSIVE - Your Basic Attacks deal bonus damage of 5 (+3 Per Level). This effect does not hit structures.
Healing Potion
This consumable heals 250 Health over 25 seconds.
Multi Potion
This consumable heals 125 Health and 75 Mana over 25 seconds.
I advise starting with 2 Health Potions and 2 Multi-Potions, as both give you the much needed sustain in the laning phase.
RelicsStart off with Purification Beads, as Crowd Control is your biggest enemy. Upon reaching level 12, I'd go for Aegis Amulet, which can save your life when it counts.
BuildingTo start, I'd advise going for good old Hunter's Blessing and Tiny Trinket, which gives you more potential to 1v1 your enemy hunter.
Bancroft's Talon is especially good on Olorun, because of it's passive giving you extra power, for more health you lose, which can provide you with your passive without even having boots.
After finishing Bancroft's Talon, Shoes of Focus can provide with much needed Cooldown Reduction for your Utimate, Sanctified Field, which has an ungodly Cooldown of 140s starting off. This also gives you 155 Magical Power, which should activate your Passive, Touch of Fate.
Demonic Grip is next on the list as it provides with much needed Penetration and Attack Speed, all of which helps with taking on the enemy.
Typhon's Fang gives you the extra sustain that most people don't see coming, since it's passive increase the healing of already existing Lifesteal by 40% and also increases magical power. Olorun's Critical Hits also compliment lifesteal, as the Critical Hits give more health back.
Telekhines Ring gives additional Attack Speed and Magical Power, and it's passive makes your Basic Attacks deal more damage, which is an all around plus.
Cost: 12,400 Gold
Rod of Tahuti
PASSIVE - Basic Attacks and Abilities gain 15% additional Magical Power against targets below 60% Health.
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).
Y10 Typhon's Fang
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.
Y10 Telkhines Ring
PASSIVE - Your Basic Attacks deal bonus damage of 5 (+3 Per Level). This effect does not hit structures.
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.
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.
Late-Game, sell Hunter's Blessing for Rod of Tahuti, with it's power spike and passive, you should be on a path of domination.
Remember to sell your Shoes of Focus and get another Magical Power Item, but only after getting Elixir of Speed.
Here, you can either decide on getting Obsidian Shard for extra Penetration or Chronos' Pendant, which gives shorter Cooldowns.
Reminder that Elixir of Speed and Boots don't stack movement speed.
Cost: About 14,884 (Excluding Relic Upgrades and Power Potions)
Bulwark of Hope
PASSIVE - When you take damage and are below 40% Health, you gain a Shield with health equal to 12% of your Maximum Health for 20s. Can only occur once every 60s.
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.
Void Doumaru
AURA - Enemy gods within 55 units have their Magical Protection reduced by 10%.
Demonic Grip
PASSIVE - Your Basic Attacks reduce your target's Magical Protection by 10% for 3s (max 3 Stacks).
Y10 Telkhines Ring
PASSIVE - Your Basic Attacks deal bonus damage of 5 (+3 Per Level). This effect does not hit structures.
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.
OLD Hide of the Nemean Lion
PASSIVE - Every 8 seconds you gain a block stack if you have at least 80 total Protections from items and abilities, preventing 65% of the next Basic Attack's damage. For each additional 80 total Protections from items and abilities the max. stacks increases, up to a cap of 3.
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.
Celestial Legion Helm
PASSIVE - Every 3s you receive a stack of 7 Physical Protection and 4% Reduced Damage from Physical Critical Strikes, up to a max of 5 stacks. Stacks are removed upon taking Physical Damage from gods. Stacks can only be gained after not taking Physical Damage from gods for 3s.
Demonic Grip
PASSIVE - Your Basic Attacks reduce your target's Magical Protection by 10% for 3s (max 3 Stacks).
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.
Olorun is mostly strong against anyone who can't outbox him in a 1v1, which honestly depends on how well you are playing, levels, team composition. If the enemy doesn't have strong Crowd Control or means to get to Olorun quickly, stay back and keep firing Basic Attacks until they're either thorougly dead or decided to run off.