5 years ago
4
Patch 6.3
Player Avatar

Gold Furys - NA

Olorun is the supreme deity of the Yoruba pantheon, who gave life to the sun itself, and he is the first God to be added to Smite from the Yoruba pantheon. He is a mage with high burst potential, and high dueling potential, and he is the first mage to be able to land critical hits.
Main Build
Build Section
Notes
As a general strategy with Olorun, I find that relying on his abilities is much safer than going for a pure auto-attack build, despite the fact that he can crit, he should really not be confused for a hunter. The issue being that he lacks a key feature that hunters and other auto-attack mages have, which is mobility. Most hunters have movement buffs or abilities to quickly reposition, mages like Chronos and Sol have high movement speed buffs as well. Olorun however only has his ult for quick mobility, which can't be stayed in safely in many cases.

The best strategy in my opinion is to play him as a bit of an artillery mage, as he can easily clear wave to stack his 2(more on that later) and just try to land heavy crit shots before going in for the kill with his ult. Fighting at max range also leaves him in a safer position, given that he has no escapes and only 1 minor CC, and he can fall back on his heavier damage auto-attacks to protect himself while his abilities are on cooldown.
Starting Build
Mage's Blessing

Mage's Blessing

+10 Bonus Ability Damage +10 Physical Power +30 Magical Power +2 MP5 Per 10% Missing Mana ROLE QUEST: MID 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 Mage's Blessing Evolves, gaining 10% Cooldown Reduction.

Y10 Book of Thoth

Y10 Book of Thoth

+70
Magical Power
+250
Mana
+20
Mp 5

PASSIVE - You permanently gain 7 Mana per Stack, and receive 5 Stacks for a god kill and 1 Stack for a minion kill (max. 75 Stacks). You gain Magical Power equal to 4% of your Mana from items. At 75 stacks this item Evolves, gaining 10 Magical Penetration and Increasing the Magical Power gained from Mana to 7%.

Notes
Mage's Blessing helps a lot to clear waves early on, and it combined with Book of Thoth(more reasons for it in finished build notes) help a ton with Olorun's fairly mana hungry abilities.
Middle of Build
Mage's Blessing

Mage's Blessing

+10 Bonus Ability Damage +10 Physical Power +30 Magical Power +2 MP5 Per 10% Missing Mana ROLE QUEST: MID 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 Mage's Blessing Evolves, gaining 10% Cooldown Reduction.

Y10 Book of Thoth

Y10 Book of Thoth

+70
Magical Power
+250
Mana
+20
Mp 5

PASSIVE - You permanently gain 7 Mana per Stack, and receive 5 Stacks for a god kill and 1 Stack for a minion kill (max. 75 Stacks). You gain Magical Power equal to 4% of your Mana from items. At 75 stacks this item Evolves, gaining 10 Magical Penetration and Increasing the Magical Power gained from Mana to 7%.

Shoes of the Magi

Shoes of the Magi

+75
Magical Power
+100
Mana
+8%
Magical Lifesteal
+18%
Movement Speed

Soul Reaver

Soul Reaver

+65
Magical Power
+300
Mana

PASSIVE - Your abilities deal an additional 1% of the target's maximum Health as Magical Damage. If the target has over 2000 Health, your ability bonus damage scales up. This effect reaches a maximum of 9% Maximum Health damage at 2750 Health. Subsequent hits on the same target do half the bonus damage for the next 3s.

Book of the Dead

Book of the Dead

+120
Magical Power
+200
Mana
+20%
Crowd Control Reduction

PASSIVE - If you drop below 40% Health, you gain a shield equal to 25% of your maximum Mana. This shield lasts 6s. This effect can only occur once every 90s.

Notes
Moving on to boots after your first item is pretty standard, and then the Soul Reaver and Book of the Dead both compliment Book of Thoth with their high mana, and Book of the Dead with help give Olorun just a bit more durability when he inevitably is dove on.
Finished Build
Shoes of the Magi

Shoes of the Magi

+75
Magical Power
+100
Mana
+8%
Magical Lifesteal
+18%
Movement Speed

Y10 Book of Thoth

Y10 Book of Thoth

+70
Magical Power
+250
Mana
+20
Mp 5

PASSIVE - You permanently gain 7 Mana per Stack, and receive 5 Stacks for a god kill and 1 Stack for a minion kill (max. 75 Stacks). You gain Magical Power equal to 4% of your Mana from items. At 75 stacks this item Evolves, gaining 10 Magical Penetration and Increasing the Magical Power gained from Mana to 7%.

Soul Reaver

Soul Reaver

+65
Magical Power
+300
Mana

PASSIVE - Your abilities deal an additional 1% of the target's maximum Health as Magical Damage. If the target has over 2000 Health, your ability bonus damage scales up. This effect reaches a maximum of 9% Maximum Health damage at 2750 Health. Subsequent hits on the same target do half the bonus damage for the next 3s.

Book of the Dead

Book of the Dead

+120
Magical Power
+200
Mana
+20%
Crowd Control Reduction

PASSIVE - If you drop below 40% Health, you gain a shield equal to 25% of your maximum Mana. This shield lasts 6s. This effect can only occur once every 90s.

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.

Notes
The Shaman's Ring at this stage comes in where you still have time to stack it, while also being when its extra 10% damage will actually be meaningful(and the move speed is nice). The Rod of Tahuti will replace the Mage's Blessing, giving a huge boost in damage, and most importantly of all, at this stage you'll have the maximum amount of crit chance that you can have, due to all the raw power(which a full attack-speed/ring build will not give 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
Here's a rundown of Olorun's abilities.
Passive: Touch of fate
Once at 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.(rather than 100% like normal crits) Additionally Olorun gains 5% extra scaling on his basic attacks.(this caps at 70% crit chance) Reaching the crit cap is why so much high power is rushed in this build.
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 the first enemy God hit. This ability can Critically Hit and can provide stacks of Overflowing Divinity. This ability is your best wave clear, and your main big damage spell. Note that charging the ability longer does not change its damage, so if you can hit your target at close range, fire it immediately. It also travels significantly further when using it in Olorun's Sanctified Field, which can help secure kills on escaping enemies. (try to poke enemy Gods with it while also hitting full minion waves, so you can stack Overflowing Divinity)
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. Due to how unlikely it is for an enemy to stay in the sun projectiles for the full duration, don't worry too much about firing it at full stacks(if you can, great, but fire it at low stacks too for bits of damage) And if you are being hounded by a melee enemy, try placing the Sun target at your feet to either deter or at least heavily damage your attacker if they stay on you.
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. If you're being poked out of lane a ton, or if you're consistently healing allies, consider leveling this ability quicker than Overflowing Divinity. The protection buff from this ability is quite high at 80 protections if you heal 5 teammates, so consider nestling into your team to heal and get the buff, if you feel like you're in danger of being targeted.
4: Sanctified Field
Olorun creates 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.(40% slower) Olorun himself benefits from the Sanctified Field in a similar way.(30% faster) The strength of the divine field also impacts the effect of buffs, debuffs, projectiles and deployables.
It's quite hard to detail what to do with this ability as it has so many interactions, for enemies, if they use items like aegis, or abilities that protect them, it'll actually prolong those defensive effects, whereas for you your defensive spells like aegis will be worse in the field as they'll go away quicker. The most important facts for it are, position it where enemies can't simply fight outside of it, and make sure that if you're trying to stay in it, you watch for enemy abilities that won't slow down, like a Zeus ult raining on your time dilation parade, forcing you to flee your own field.
Matchups
Gods Section
Strong Against
Ah PuchArtemisSetTyrSkadi
Notes
Just as a few examples, Olorun can do pretty well vs characters that have no way of immediately escaping his ult, or if their main sources of damage get slowed down by his ult(auto-attacks for hunters, Tyr can escape, but would have a hard time landing his pushes, and each zombie of Ah Puch's ult can be dodged if you're super careful)
Weak Against
Baron SamediAgniAnubisChang'eFenrirMerlin
Notes
Any character that can use CC immunity to avoid the effects of his field are very good against him, and any that can pull him out of his field are good as well(Fenrir and Baron can do both at once). Other characters that cause him issues are ones that flood his ult with AOE spells, like Agni or Merlin(both of whom can also nearly instantly escape his ult)
And Anubis will just ruin his day, because he has no movement abilities to do anything if Anubis blinks in on him and ults.