5 years ago
2
Patch 6.3
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Repent - NA

Introduction:

Olorun came from the Yoruba Pantheon located in Africa (mainly in West Africa). The story behind Olorun is that he is the ruler of the Skies, or in other words, the "Heavens". He worked alongside with Goddess Olokun, and they rounded up being the two original creator gods. What stands out to make Olorun unique is that his name itself means "The Absolute Sovereign". In addition, Olorun is not directly worshipped as he does not have shrines or rituals dedicated to him, but people are free to send prayers to him. Overall, Olorun is the leader of the Yoruba Pantheon and the Ruler of the Heavens who is now in the SMITE battleground as a magical ADC (All Damage Carry) who wreaks havoc upon other gods.

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%

Olorun's Passive "Touch of Fate" is a really strong passive with good execution by TitanForge on how to create a crit passive as it assures that Olorun can't get a guaranteed crit early game and stomp their opponents. Olorun is the first magical character in the game to have a built-in crit mechanic in where his autos can critically strike. Essentially, once you reach 150 magical power, you are automatically given 15% crit chance, and you can increase your crit chance from there on as you get 1% more per 10 magical power from items and buffs. However, his crit is only 50% increased damage instead of 100% increased damage (physical characters have this option). Nevertheless, this is a really strong passive with an addition to the fact that Olorun has 5% extra scaling added to his basics which allows him to hit like a truck late game.

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

Cooldown : 12

Olorun's first ability is one of his hardest hitting abilities when his passive comes online as this ability can also crit. Essentially, Olorun would be charging this ability to increase in range to the maximum of practically a Ra ultimate. It is a little bit weak early game and super easy to counter as the problem with this ability is that as soon as it collides with an enemy god, it'll stop right there, and people abuse that by stopping Olorun's wave clear. However, late game, no one wants to be touching this god's ability as it has a guaranteed chance to crit in which late game can do over 800 damage easily. In addition, this ability can also stack with his 2nd ability in which we'll talk about it in just a second.

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

Cooldown : 14

This is one of Olorun's best abilities. Hell, all of his abilities are good if used properly. Anyways, Olorun gains an amplified attack speed in which is a flat 40% attack speed increase which is really strong for early game boxing. However, during this duration, every successful attack (this includes his first ability) he lands on an enemy during the buff provides energy to his "Inner sun" in which is a second add-on to his ability, and this can cap to 20 stacks and will not be lost once the duration of this ability is over. If Olorun refires the ability during the buff duration, he conjures the sun to damage enemies in an AoE (Area of Effect) which is practically a mini Hou Yi Ultimate. Difference is that the more stacks Olorun has in this ability, the faster the projectiles go off could end up shooting in random areas near the AoE. As OP as this sounds, hitting the same enemy multiple times does make the ability deal 10% less damage each time to a minimum of 80% reduction. What's important to Note on this ability is that while the cooldown on this ability is 14 seconds, it is actually 6 seconds because the entire duration of this ability is like 8 seconds in total, and so this ability overall is really good.

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

Cooldown : 14

This is Olorun's way of self peeling himself to get enemies off him. Olorun's third ability is what I consider to be a mix combination of Aphrodite's 2nd and 3rd ability put in one. Olorun "expends" the light within himself and knock enemy players away from him and then slowing them for approximately 2 seconds. Once Olorun presses this ability, he is also healed every second for 5 seconds. This ability can also be used on allies to heal them, and if Olorun manages to heal an ally, he'll gain a protection buff on him. People sleep on this ability because people don't think it's a good self peel ability, but this ability can set up for so many parts of Olorun's entire kit. This can practically help him land his 1 with ease, or land his 2 and get a lot of sun projectiles off behind they can get out in time. However, this ability is best used when you combine it with his ultimate in which we'll just talk about right now.

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

Cooldown : 140/130/120/110/100

This is Olorun's best ability and probably hands down the best Ultimate in the game for how much it can bring to a teamfight. Olorun brings Olodumare and Olofi to assist him in creating this big field (Longer than Ah Puch's ult but not as wide as his ult), and enemies caught in this are negatively affected by this new cc referred to as "time dilation". Essentially what time dilation does is that it slows enemies down in ways such as animation, attacking, and casting. That alone is a really strong type of cc as you can't easily counter it by popping a sprint as it doesn't work like that. In addition to that, Olorun actually gains a buff in his time dilation as he is sped up by 30% in everything he does. He doesn't gain a movement speed increase or attack speed increase as he is time itself in this ultimate and everything he does increases in speed by 30%, meaning he can actually overcap in attack speed. The best type of cc to do against enemies in Olorun's ultimate is anything that can knock people back/up. This is where Olorun's 3 kicks in as he can knock them back in his ultimate and Olorun is free to get a couple of basics off. His ultimate does not affect his teammates in their time dilation as that'd be too OP. However, there are some downsides for Olorun himself under his ultimate and some benefits for the enemy team. Olorun's main relics (Beads & Aegis) last shorter under his ultimate because he is moving way too fast in time, but the enemy's relic such as Aegis will actually increase in duration which is really good. Other things to include is that enemy ultimates like Odin Ult or Kali Ult will technically last longer in Olorun's ultimate which can backfire Olorun himself greatly. Last thing to note is that Olorun's first ability increases in range when Olorun is under his ultimate due to the fact he is charging this faster.

Playstyle Recommendations/Tips:

After playing him for awhile now, I can safely say I'm qualified enough to drop some advice on this god. The first thing to note is when you should use Olorun's ultimate "Sanctified Field". This ultimate should not be used as a way to start a teamfight, as there is no way you'll get the full benefit out of this. You'd want to use this ultimate in the middle of the teamfight when you're aware some beads are popped or to disrupt the teamfight itself. The only way to escape his ultimate is by having some type of cc immunity or any mobility abilities such as dashes, leaps, and teleports. If you don't have any of those, you're bound to die. Olorun can also use this in a competitive atmosphere to use this ultimate on a single person to just take them out of the game. His ultimate is really good at successfully taking one player out from the game because he is almost guaranteed to win any fight under his ultimate. You don't want to play this god in a position where you get caught out. The time Olorun really wants to go in and wreak havoc upon the gods is when he is under his ultimate because it's really hard to kill him when he is under his ultimate. Other than that, you want to make sure you have a frontliner and any form of peel to assist you as your 3 won't be capable of saving your ass majority of the time. In addition, Olorun should use his 3 often to assist him in landing abilities such as his 1, 2, or ultimate. His 3 works so well into Olorun's kit to help him out in many situations, and its mainly insane in his ultimate. Overall, you'd want to build this god as attack speed lifesteal with pen. The reason why I say lifesteal is because Lifesteal works WONDERS on this god as each critical hit would double the healing gained from lifesteal, and you can lifesteal for like 200 - 300 an auto late game thanks to your passive.

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
Matchups
Gods Section
Strong Against
AnubisRaThothKukulkanPoseidonZeusZhong KuiVulcanTerraEsetGaneshaAgniAh PuchCabrakanHeraJormungandrNemesisNemesisErlang ShenSkadiApolloCupidAh Muzen CabChironCernunnosKing ArthurSusano
Notes

I label these gods here because he is really strong against gods with no built in crowd control immunity in their kits as he absolutely has the chance to stomp them under his ultimate and or no proper escape such as leaps/teleports.

Weak Against
KuzenboXing TianOdinFenrirVamana
Notes

These are gods that are really good at being up on Olorun's face and or can easily mess with his ultimate. The strongest god in my opinion against Olorun right now is Fenrir as Olorun's 3 can't stop Fenrir 3, and then Fenrir can just ult Olorun out of his ultimate and he gains no benefits once he is out until he is back in.

How to Build Olorun
Build Section
Notes

This will teach you on how to practically build this God to his full potential as I've seen a lot of players building full power only, but that won't be good enough as this god relies way too much on his basics more than his first ability.

Starting Conquest 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.

Mana Potion

Mana Potion

This consumable heals 150 Mana over 25 seconds.

Mana Potion

Mana Potion

This consumable heals 150 Mana over 25 seconds.

Mana Potion

Mana Potion

This consumable heals 150 Mana over 25 seconds.

Notes

Alright so essentially this is your starting build for Conquest in Mid or ADC. The reason why I chose hunter's blessing over Mage's blessing is because this god is an ADC and relies on his basics, and even though Mage blessing gives magical power and can help get his passive online early, the stats on Hunter's blessing is ridiculously good to not pick up as you'll be needed a lot of aggro early game once you hit level 2 and grab your 2nd ability.

Finished Build
Shoes of the Magi

Shoes of the Magi

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

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 Typhon's Fang

Y10 Typhon's Fang

+60
Magical Power
+200
Mana
+10%
Magical Lifesteal
+20
Magical Penetration

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

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

This should be your final build in Conquest and practically any other gamemode really. This is probably the best build for Olorun right now as this provides enough penetration to his abilities (and yes, I'm aware of the controversy behind building both Obsidian Shard & Demonic grip). Anyways, This build has double lifesteal built in, and thanks to Typhon's Fang passive, you'll get even more lifesteal healing from your basics. Telkhines is a really good attack speed item with extra damage built in as I consider it the magical version of Qin Sais but with built in scaling added into it. However, you'll probably notice I added boots in to this, and if you manage to purchase a speed pot in the game, replace pen boots with either Hastened Ring, a protection item, or another pen item. It really depends on preference and the situation itself overall.