DownedPhoenix - EU
In short, the Yoruban god Olorun sits among the stars and heavens of which he has dominion over. Done with waiting and watching as other gods and goddesses obliterate each other, Olorun has come to the battlefield in order to take his place upon the throne as king, in an effort to unite them all.
In game, Olorun is a Mage/ADC hybrid that has innate magical critical chance and critical damage bonus of +50% on his basic attacks and his 1 (Focused Light).
He can take on almost every role but he really shines as an ADC, support or mid-laner (at least in my eyes, and in that order).
In solo lane, he can get bullied out by tanky or more sustain-focused gods.
In the jungle, while his clear is great, he will die a rapid death due to any good enemy jungler.
As mentioned before, Olorun has innate magical critical chance that starts at 15% at 150 magical power and caps at 70% critical chance at 700 magical power. He also gains +5% scaling on his basic attacks (if you still didn't think he was made to be an ADC).
Olorun charges/focuses a ball of... Light (who could've guessed?) that travels farther the longer he charges.
It's a line skillshot that damages and goes through minions but stops at the first god hit.
Safe poking / wave-clear tool.
This ability can crit and provide stacks for his second ability.
Damage: 100/140/180/220/260 (+55% Magical power) at a cost of 50/60/70/80/90 Mana. (12s cooldown)
Ability 2: Overflowing DivinityWhen activated Olorun begins to channel divinity to charge his Inner Sun, gaining 40% attack speed for the duration.
Stacks by hitting enemies with basic attacks or with the use of his Focused Light.
He stacks up to a cap of 20 bolts of energy which he can release either during the buff or 4 seconds after.
The bolts scatter in a medium-sized area dealing damage over time but dealing reduced damage on subsequent ticks up to 80% of a reduction in damage.
Area control / lane-pushing ability, also helps with wave-clear.
Damage: 30/40/50/60/70 (+10% Magical power) at a cost of 60/65/70/75/80 Mana.
Buff Duration: 4/4.5/5/5.5/6 seconds (14s cooldown)
Upon activating this ability, Olorun will send a wave of light outward, enveloping the area around him.
This ability knocks back, damages and slows enemies while also healing himself and allies in the radius.
Olorun gains both Magical and Physical protections based on the number of healed allies.
Heal/sustain + Disengage tool.
Damage: 60/80/100/120/140 (+20% Magical power) at a cost of 60/65/70/75/80 Mana.
Heal per tick: 10/15/20/25/30 (+5% Magical power).
Protections per god healed: 8/10/12/14/16 Slow: 20% (14s cooldown)
Ultimate: Sanctified Ground
Olorun sends Olofi and Olodumare forward, creating a large area of distorted time that slows enemy movement, enemy casting speed, enemy attack animations and enemy projectile speed.
Olorun is sped up inside this area for the duration.
This field also impacts the duration of buffs, debuffs and deployables (such as pets) for enemies.
Enemy Debuff: 40% slower
Olorun self-buff: 30% faster
Duration: 5 seconds with a cost of 100 Mana.
Cooldown: 140/130/120/110/100 seconds.
How do I play Olorun?Up until this point I haven't personally seen a good/effective Olorun but I'm going to hazard a guess as to how this man could be played to good effect.
At level 1, have Focused Light. As an ADC or Mid-laner, just farm and bully and push as much as you can while watching your mana costs. Try to get to level 3 quicker than your enemy laner.
At level 2, you can get Consecration to discourage early ganks and sustain yourself a small bit,
OR get Overflowing Divinity which will boost your clear and bully potential.
At level three you should have all of your basic tools at your disposal to do destroy enemy engages;
A jungler tries to gank you in duo or mid lane? Press 2 and begin charging the Inner Sun. Next use your (1) Focused Light to add to the stacks. If the enemies are close enough, press your 3 and slow them while you unleash the power of your Divinity dealing great damage and perhaps getting an early kill.
As a support, you're more Mage focused than ADC so build as much cooldown reduction as soon as possible and rain poke and area control onto the enemies, pushing them away from your ADC.
You will have 2 different sources of Critical Damage if you do this.
For offense, run hunter's blessing, first tier of boots, wards and multi potions with the remaining gold.
Believe it or not, having boots first item for Olorun would be an effective choice, giving you the ability to chase the would-be stacker or juke the skillshot damage of the enemy team.
Olorun also has no way of purifying himself.
Even though there is a cap for his passive you don't always have to worry about it, but if you do, you run the risk of not having enough early attack sped even with a stim. High risk, high reward, yeah?
I reccommend having either Heavenly Wings or Horrific Emblem. For that team-wide chase and enemy run-down.
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.
Shoes
Ward
This is a ward that allows you to see normal enemy movements with 45 units. It does respect line of sight and can't see through walls or stealth. It remains for 3 minutes or until killed.
Ward
This is a ward that allows you to see normal enemy movements with 45 units. It does respect line of sight and can't see through walls or stealth. It remains for 3 minutes or until killed.
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.
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.
Focus on farming and get your boots online. Stay safe and dodge enemy attacks like crazy.
Shoes of the Magi
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)
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).
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.
Y10 Telkhines Ring
PASSIVE - Your Basic Attacks deal bonus damage of 5 (+3 Per Level). This effect does not hit structures.
Your first back should include you getting the boots of your choice, and as far as you can get with Hastened ring.
This will give you an edge in dodging and give you a good chunk of damage.
Next, if you're blessed with great aim, get Demonic grip to rapidly shred your enemy laners.
But if you aren't hitting enough basics, get Bancroft's Talon. You'll get your critical chance either way, but with Bancroft's, you'll have sustain and greater critical chance.
Get Chronos' pendant for the added benefit of spamming your abilities, the Mana regeneration is useful too.
Get the Elixir of Speed and replace your boots with more damage.
I reccommend Shaman's ring. Not only to give you more damage, effectiveness as an ADC and movement, you'll also have more than 50% critical chance (AND ALL THE RINGS).
Please don't hate me for this. I tried it once and it was okay.
Shoes of Focus
Y10 Telkhines Ring
PASSIVE - Your Basic Attacks deal bonus damage of 5 (+3 Per Level). This effect does not hit structures.
Doom Orb
PASSIVE - Killing or assisting an enemy minion provides you with 1 stack, granting 1% Movement Speed and 4 Magical Power per stack. Stacks last for 15s and stack up to 5 times. Enemy gods provide 5 stacks.
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.
Rod of Tahuti
PASSIVE - Basic Attacks and Abilities gain 15% additional Magical Power against targets below 60% Health.
Replace your boots with Elixir of Speed and get literally anything else that has more damage like Demonic Grip.
You're either going to be destroying the enemy team or going 2/14.
Build these if you're really just looking for survivability in lane. Otherwise... Don't.
Mantle of Discord
PASSIVE - If you take damage below 40% health you unleash a shockwave that stuns all enemies within a range of 20 units for 1s and become immune to Crowd Control for 1s. This effect cannot trigger more than once every 110s.
Shogun's Kusari
AURA - Allied gods within 70 units have their Attack Speed increased by 30%.
Stone of Fal (old)
PASSIVE - You gain 20% of the Magical protections of the nearby allied god with the highest Magical protections within 70ft.
Stone of Binding
PASSIVE - Successfully hitting an enemy god with a Crowd Control ability will place a debuff on them, reducing their Physical and Magical Protections by 0.8 * your level for 5s.
Shogun's for attack speed, Discord for all around defenses and cooldown, Fal and Binding for their passive effe- DON'T BUILD DEFENSES AS AN ADC.
Breastplate of Valor
Mantle of Discord
PASSIVE - If you take damage below 40% health you unleash a shockwave that stuns all enemies within a range of 20 units for 1s and become immune to Crowd Control for 1s. This effect cannot trigger more than once every 110s.
Jade Emperor's Crown
AURA - Enemy gods within 40 units have their Physical Power reduced by 15%.
sigh
I... I don't know what to tell you, dude.
You build Mid and Solo Olorun the same way, the difference will be the fact that if you bring him into the Solo lane, he will be beaten into submission by anyone tankier than him or someone who can dodge his attacks well enough.
His sustain is barely good enough for him to be in the Mid lane, but not enough for Solo.
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.
Lost Artifact
Ward
This is a ward that allows you to see normal enemy movements with 45 units. It does respect line of sight and can't see through walls or stealth. It remains for 3 minutes or until killed.
Ward
This is a ward that allows you to see normal enemy movements with 45 units. It does respect line of sight and can't see through walls or stealth. It remains for 3 minutes or until killed.
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.
Multi Potion
This consumable heals 125 Health and 75 Mana over 25 seconds.
I wrote the probable way to discourage early ganks way up above but that may depend on the player.
Rush Doom Orb to Boots (of your choice) then probably a Book of Thoth or Spear of Desolation for early to mid-game damage.
Doom Orb
PASSIVE - Killing or assisting an enemy minion provides you with 1 stack, granting 1% Movement Speed and 4 Magical Power per stack. Stacks last for 15s and stack up to 5 times. Enemy gods provide 5 stacks.
Shoes of the Magi
Y10 Book of Thoth
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%.
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.
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.
Demonic Grip
PASSIVE - Your Basic Attacks reduce your target's Magical Protection by 10% for 3s (max 3 Stacks).
This should round you off to becoming a blasting glass cannon of MIGHT... or just really lucky with the critical strikes.
After your early to mid-game damage, you go sustain in the form of Bancroft's to keep you healthy.
Next is Chronos' Pendant to keep your Mana up and your abilities flying.
As you know, switch out the boots for Elixir of Speed and replace them with either Shaman's Ring or Telekhines Ring. I would recommend either depending on what you can aim and hit better.
Ability hitter? Shaman's.
Basic attack hitter? Telekhines.
Ethereal Staff
PASSIVE - Whenever you damage an enemy god with an ability you steal 8% maximum mana as well as 6% maximum health from the target. The Stats remain stolen for 60s and targets affected can have up to 4 Buffs and Debuffs at once. This can only occur once every 15 seconds.
Stone of Fal (old)
PASSIVE - You gain 20% of the Magical protections of the nearby allied god with the highest Magical protections within 70ft.
Gem of Isolation
PASSIVE - Enemies hit by your damaging abilities will move 30% Slower and will have Shields applied on them reduced by 50% for 2.5 seconds. This can only occur once every 2.5 seconds.
Mantle of Discord
PASSIVE - If you take damage below 40% health you unleash a shockwave that stuns all enemies within a range of 20 units for 1s and become immune to Crowd Control for 1s. This effect cannot trigger more than once every 110s.
Shogun's Kusari
AURA - Allied gods within 70 units have their Attack Speed increased by 30%.
Void Doumaru
AURA - Enemy gods within 55 units have their Magical Protection reduced by 10%.
The only "defensive" items I could recommend were these.
Half of these are meant for the support build I'll talk about below.
You can assume the first three are useful in Mid and solo lane for their utility, though.
Support Olorun has been in my head since I've heard he and Gem of Isolation is a beautiful combination that will secure kills for your team, or just annoy them until they disconnect.
Again, you will be more Mage-focused, so poking and area control should be your two best friends. Aside from the ally carry.
With the added benefit of your disengage and healing, you'll be able to survive at least more than the enemy laners who don't have healing.
Specialist's Blessing
+10 HP5 +20 MP5 +10% Cooldown Reduction ROLE QUEST: UTILITY Damage enemies or Heal allies to gain stacks. Each time an enemy is damaged or an ally god is healed by your abilities, gain 1 stack. Each ability can only trigger 3 stacks. At 75 Stacks Specialist's Blessing Evolves, gaining 10% Movement Speed.
Shoes
Ward
This is a ward that allows you to see normal enemy movements with 45 units. It does respect line of sight and can't see through walls or stealth. It remains for 3 minutes or until killed.
Ward
This is a ward that allows you to see normal enemy movements with 45 units. It does respect line of sight and can't see through walls or stealth. It remains for 3 minutes or until killed.
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.
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.
Juke. Poke.
Give your ADC the farm they need.
Heal them when they're low.
Peel the enemies away from the minion wave.
The damage you do is non-existent at this point, but all you'd really need is the threatening nature of your area-control.
Evolved Specialist's Blessing
+10HP5 +20 MP5 +10% Cooldown Reduction +10% Movement Speed ROLE QUEST: UTILITY: COMPLETED!
Shoes of Focus
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.
Just bombard them with your abilities at this point, it's all up to your Mana and the willingness of your ADC's follow-up damage.
Shoes of Focus
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.
Gem of Isolation
PASSIVE - Enemies hit by your damaging abilities will move 30% Slower and will have Shields applied on them reduced by 50% for 2.5 seconds. This can only occur once every 2.5 seconds.
Shogun's Kusari
AURA - Allied gods within 70 units have their Attack Speed increased by 30%.
Mantle of Discord
PASSIVE - If you take damage below 40% health you unleash a shockwave that stuns all enemies within a range of 20 units for 1s and become immune to Crowd Control for 1s. This effect cannot trigger more than once every 110s.
Surely enough, you should be a problem with full cooldown blasting your abilities everywhere.
BUT hypothetically, let's give you a slowing 2, added protections to your allies, 2 separate disengages, and an aura buff so you and your team have more attack speed.
Switch out the boots for Elixir of speed and perhaps Rod of Asclepius and we have ourselves a dedicated support.
AND YOU STILL HAVE YOUR CRITICAL CHANCE
Thank you for coming to my TED-talk.
Have fun with these, please complain later when the mid-season patch screws all of this up.
It's mostly the ultimate that counters these choices of mine, but generally any gods that have one or no escape abilities.
Olorun can chase them down, poke them out or slow them very efficiently.
For counters I looked at the ones who don't have to be within your airspace to kill you, long range, global ultimates, long periods of purification, "snipes" or... Zeus...
Or other area control gods who can fill a whole lane like Ah Puch.