5 years ago
4
Patch 6.3
Player Avatar

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.

Main Build
Build Section
Notes

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.

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.

Y10 Tiny Trinket

Y10 Tiny Trinket

+25
Magical Power
+4%
Magical Lifesteal

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Healing Potion

Healing Potion

This consumable heals 250 Health over 25 seconds.

Multi Potion

Multi Potion

This consumable heals 125 Health and 75 Mana over 25 seconds.

Multi Potion

Multi Potion

This consumable heals 125 Health and 75 Mana over 25 seconds.

Finished Build
Shoes of Focus

Shoes of Focus

+55
Magical Power
+250
Mana
+10%
Cooldown Reduction
+18%
Movement Speed

Y10 Pythagorem's Piece

Y10 Pythagorem's Piece

+35
Magical Power
+150
Health
+6%
Magical Lifesteal
+10%
Cooldown Reduction

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

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)

Rod of Tahuti

Rod of Tahuti

+115
Magical Power
+30
Mp 5
+10
Magical Penetration

PASSIVE - Basic Attacks and Abilities gain 15% additional Magical Power against targets below 60% Health.

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

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.

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

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.

Matchups
Gods Section
Strong Against
Ah Muzen CabAo KuangCupidNeithZhong KuiZeusCernunnosSkadi
Notes

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.

Weak Against
Guan YuVamanaHachimanRamaXbalanqueArachneFenrirMedusaAnhur
Notes

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