Amateur smite - EU
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 critical hits.
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
Playstyle
Olorun is an auto attack mage, that can crit. Olorun has extremely high lane pressure at level 1, but his fighting potential goes down until he hits five, you should look to fight at level 1 and invade if you get the opportunity, after that you should try to be a bit safer until you hit that level 5. Olorun's 1st ability has extremely long range, but is very easy to dodge, so you shouldn't overdo the poking. Olorun has insanely good solo kill potential with his ult up, the combo you want would be: ult> 3> 2> basic attacks> 2> 1.
You're an auto attacker and u need the extra attack speed to stack your 2, so you should start with hunter's blessing, tiny trinket because we want some power and extra sustain.
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.
Healing Potion
This consumable heals 250 Health over 25 seconds.
Multi Potion
This consumable heals 125 Health and 75 Mana over 25 seconds.
Multi Potion
This consumable heals 125 Health and 75 Mana over 25 seconds.
Shoes of Focus
Y10 Pythagorem's Piece
AURA - Allied gods within 70 units have their Magical Lifesteal increased by 6% and their Magical Power increased by 15 or their Physical Lifesteal increased by 6% and their Physical Power increased by 15.
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.
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)
Rod of Tahuti
PASSIVE - Basic Attacks and Abilities gain 15% additional Magical Power against targets below 60% Health.
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
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.
You want shoes of focus for the cooldown reduction because your ult is on a very long cooldown, pythagorem's piece for life steal and power that u can share with your fellow backliners and the 10% cooldown reduction helps a lot, demonic grip for attack speed and pen. From this point the build order can change depending on you.
You want to start with the 2 because of it's attack speed buff as well as the insane early damage, don't level the 1 since it stops at gods and can get completely countered. Max your 1, the damage scaling is the highest, from that point level the 2, but you can level the if you feel like you need the self peel more, you level the ultimate last, because it only changes in cooldowns.
Olorun's ult is massive and gods without any cc immune ultimates or great dashes/leaps cannot escape it, which gives u a great opportunity to not only dodge the incoming abilities but also kill them.
Gods with cc immune ults that last a long time can eitherr run you down or escape, without your ultimate your ability to kill and get away suffers extremely, which is why you should avoid gods that easily escape your ultimate