Per Ardua - NA
Olorun, Ruler of the Heavens, is Smite's newest and most broken auto based mage from the Yoruba pantheon. Like his predecessors, it will probably take the balancing team several months to figure out how to correctly balance him.
Olorun's Passive is Touch of Fate. This allows Olorun to gain 5% extra scaling on his basic attacks, which is something that the god reveal failed to mention. The description also fails to mention if this applies before 150 power or after 150 power. Upon further testing, using Ao Kuang as a base line, it is applied before 150 power. Upon Reaching 150 power from magical items, Olorun gains 15% crit chance for his basic attacks. This crit chance increases at a rate of 1% additional crit chance per every 10 power, maxing out at 70% crit chance or 700 power.
Olorun's 1st ability is Focused Light. Olorun Charges an Orb of Pure Energy for up to 2 seconds before firing it in front of him. The longer it charges, the further it goes, stopping on the first enemy god hit. This Ability can also critically hit. It is important to note that this is Olorun's lane clear, charging this ability gives no damage boost, so as soon as you can hit the last minion in the wave or you can hit your target, fire it. The god reveal also fails to mention that this can provide stacks for his 2nd ability when the 2nd ability is active.
Olorun's 2nd ability is Overflowing Divinity. Olorun power's up and gains attack speed, every successful basic attack provides his "Inner Sun" with energy. During this buff or for up to 4 seconds after, Olorun can activate this ability again to conjure his "Inner Sun" to damage enemies in an area. This buff provides Olorun with a 40% attack speed increase.
Olorun's 3rd ability is Concecration. Olorun Expends the light within himself, knocking back, damaging, and slowing enemies for 2 seconds. Allies in the area, including Olorun, are bathed in light and gain a heal over time. For every ally healed, Olorun gains extra protections for 5 seconds.
Olorun's Ultimate is Sanctified Fields. 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 within are negatively effected by the time dilation, moving slower in general, Olorun is himself is benefited in a similar way, moving faster in general. THis Area lasts for 5 seconds.
Leveling Olorun doesn't much differ from one game to the next, the only big thing you may consider is grabbing consecration instead of Overflowing Divinity at level 2. One will provide you with better clear, the other will provide you with a much need escape in mid when the jungler shows up in the next 15 to 30 seconds.
If you are playing Olorun ADC, you may be better off getting the 2nd rank of focused light at level 3 and then consecration at level 4.
It is beneficial to level the ult when ever you can, this lowers the ridiculously long cooldown to a more reasonable level.
In most situations, Olorun players will engage by activating overflowing divinity. In most cases, you will want to allow this to stack halfway before triggering it, since most players will be able to get out of it before it finishes. The only time where it would be beneficial to fully stack this is when you plan to use Sanctified Field. If you want to stack Overflowing Divinity faster, the best way to do so is by using Focused Light on a wave while Overflowing Divinity is active. Using Overflowing Divinity with Sanctified Field will give an even greater attack speed boost than either will alone. The full combo being to use Sanctified Field once Overflowing Divinity is fully stacked or almost fully stacked, use it, confirm the hit with focused light, activate overflowing divinity a second time, and then use basic attacks to finish them off.
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.
Spellbook
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.
Defeating Olorun early game is easy. You simply need to stand in front of the wave for the first couple times to stop him from clearing. Once more people figure it out, doing early game starts, like Bancroft's talon, will cease to make sense. Since Olorun is likely to lose the early game anyway, I recommend building into Book of Thoth, this will also be important later since it is the only way you will be able to max out his passive. Since Olorun is likely to have his 1 blocked anyway, it is far more beneficial to get hunter's blessing than mage's blessing. In most situations, beads will be your first relic unless going up against someone like Poseidon where you will need aegis.
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.
Book of Souls
PASSIVE - Gain a stack each time you damage an enemy god with an ability or Basic Attack. At 4 stacks, your next ability or Basic Attack deals 20 + 4 per level Magical damage.
If all goes well, you will be continuing to rush Book of Thoth, otherwise, pick up tier 2 boots. Grab wards as needed.
Evolved Hunter's Blessing
+30 Basic Attack Damage +10 MP5 +15% Attack Speed ROLE QUEST: CARRY: COMPLETED!
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%.
If everything is going to plan, hunter's blessing should be fully stacked by this point, and you can build Book of Thoth, if not, we have tier 1 Book of Thoth, and 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%.
Shoes of the Magi
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).
Y10 Typhon's Fang
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.
Rod of Tahuti
PASSIVE - Basic Attacks and Abilities gain 15% additional Magical Power against targets below 60% Health.
This is the only way to get Olorun above 700 power, fully stacking his passive, without potions. Olorun does not need much attack speed since both Overflowing Divinity and Sanctified Field boost his attack speed well above 2.1 autos per second. Typhoon's Fang is duel purpose, allowing Olorun to keep up with hunters as well as playing off of Book of Thoth to give that extra boost of power. With Elixir of speed, I would recommend either Hastened Ring, or Telkhines Ring. By this point in the game, it is a little late to start stacking Shaman's Ring.