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GRANDMASTER OLORUN ADC GUIDE!

21 7 54,321
7.6
by TottiGR updated June 17, 2024

Smite God: Olorun

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Olorun Build

Starter Build

Notes Gilded Arrow will provide you good early basic attack damage stats, mana sustain during laning phase and extra gold that will help you to finish your full build earlier than having other starter.

Tiny Trincket is needed for building Bancroft's Talon that will improve your early game.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Notes

Gilded Arrow will provide you good early basic attack damage stats, mana sustain during laning phase and extra gold that will help you to finish your full build earlier than having other starter.

Tiny Trincket is needed for building Bancroft's Talon that will improve your early game.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Build Item Gilded Arrow Gilded Arrow
Build Item Tiny Trinket Tiny Trinket
Build Item Healing Potion Healing Potion
3
Build Item Multi Potion Multi Potion
2
Build Item Golden Shard Golden Shard
Build Item Purification Beads Purification Beads

Full Build

Notes Diamond Arrow provides you with amazing basic attack damage, attack speed and penetration.

Nimble Bancroft's Talon is the best ring for early game because it's really cheap and gives you good power and lifesteal during laning phase!

Typhon's Fang is a perfect lifesteal item for sustaining yourself during midgame/lategame fights. It also has penetration that fits perfectly for your first objective that is killing tanks.

Demonic Grip gives you attack speed and penetration in auto attacks for midgame fights.

Cyclopean Ring is a good item since as Olorun, the skills are your main damage, so having an attack speed item with cooldown reduction is a really good choice.

Perfect Rod of Tahuti will provide you lots of magical power, penetration and mana sustain, it is always a really good choice for last item as a magical ADC.

Temporal Beads provide you with immunity to cc and cooldown reduction.

As an ex-professional that watches every SPL game, this build is better for Conquest than Conduit's one, because it provides you with more dps to objectives, more penetration and cooldown reduction.

Notes

Diamond Arrow provides you with amazing basic attack damage, attack speed and penetration.

Nimble Bancroft's Talon is the best ring for early game because it's really cheap and gives you good power and lifesteal during laning phase!

Typhon's Fang is a perfect lifesteal item for sustaining yourself during midgame/lategame fights. It also has penetration that fits perfectly for your first objective that is killing tanks.

Demonic Grip gives you attack speed and penetration in auto attacks for midgame fights.

Cyclopean Ring is a good item since as Olorun, the skills are your main damage, so having an attack speed item with cooldown reduction is a really good choice.

Perfect Rod of Tahuti will provide you lots of magical power, penetration and mana sustain, it is always a really good choice for last item as a magical ADC.

Temporal Beads provide you with immunity to cc and cooldown reduction.

As an ex-professional that watches every SPL game, this build is better for Conquest than Conduit's one, because it provides you with more dps to objectives, more penetration and cooldown reduction.

Build Item Diamond Arrow Diamond Arrow
Build Item Nimble Bancroft's Talon Nimble Bancroft's Talon
Build Item Demonic Grip Demonic Grip
Build Item Typhon's Fang Typhon's Fang
Build Item Cyclopean Ring Cyclopean Ring
Build Item Perfected Rod of Tahuti Perfected Rod of Tahuti
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration

Other Choices

Notes Breastplate of Determination is one of the best defensive choices for hunters, as it provides you with a good amount of magical and physical defenses and cooldown reduction.

Mantle of Discord is a defensive item with cc immunity, and a really good choice against full engage set ups. You should build it instead of Cyclopean Ring if you go for it.

Notes

Breastplate of Determination is one of the best defensive choices for hunters, as it provides you with a good amount of magical and physical defenses and cooldown reduction.

Mantle of Discord is a defensive item with cc immunity, and a really good choice against full engage set ups. You should build it instead of Cyclopean Ring if you go for it.

Build Item Breastplate of Determination Breastplate of Determination
Build Item Mantle of Discord Mantle of Discord

Olorun's Skill Order

Focused Light

1 X Y
Focused Light
2 4 6 11 14

Overflowing Divinity

2 A B
Overflowing Divinity
1 7 8 9

Consecration

3 B A
Consecration
3 15 16 18 19

Sanctified Field

4 Y X
Sanctified Field
5 10 13 17 20
Focused Light
2 4 6 11 14

Focused Light

1 X
Olorun charges an orb of pure energy for up to 2s before firing it in front of him. Charging the ability increases the range and damage of the orb. This ability passes through and damages Enemy minions but stops and collides with Enemy gods.

This ability can Critically Hit and can provide stacks of Overflowing Divinity.

Ability Type: Line, Damage
Damage: 110 / 155 / 200 / 245 / 290 (+55% of your Magical Power)
Range: 110
Cost: 50 / 60 / 70 / 80 / 90
Cooldown: 12s
Overflowing Divinity
1 7 8 9

Overflowing Divinity

2 A
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 20% less damage each time, to a minimum of 90% reduction.

Ability Type: Circle, Buff, Damage
Attack Speed: 40%
Duration: 4 / 4.5 / 5 / 5.5 / 6s
Damage: 50 / 70 / 90 / 110 / 130 (+25% of your Magical Power)
Range: 65
Radius: 15
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Consecration
3 15 16 18 19

Consecration

3 B
Olorun expends the light within himself knocking back and damaging nearby Enemies as well as slowing them for 2s.

Olorun and allies are bathed in the light, gaining a heal over time that ticks every second for 5s. For every ally healed, Olorun gains Physical and Magical protections.

Ability Type: Circle, Knockback, Damage
Damage: 60 / 80 / 100 / 120 / 140 (+20% of your Magical Power)
Heal Per Tick: 10 / 15 / 20 / 25 / 30
Protections: 8 / 10 / 12 / 14 / 16 per ally god healed
Slow: 30%
Radius: 20
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Sanctified Field
5 10 13 17 20

Sanctified Field

4 Y
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.

Ability Type: Line, Buff
Enemy Debuff: 40% slower
Self Movement Buff: 30% faster
Area Duration: 5s
Cost: 100
Cooldown: 120 / 115 / 110 / 105 / 100s

Introduction

Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year in the Smite Pro League (You can always check the SmiteVod Youtube Channel where there's my professional games recorded). I have peaked 3500 MMR GrandMaster/Masters in Ranked Conquest on PC platform every season since 2017 (SEASON 4). I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge in guiding about the ADC role in SMITEGAME. I hope you find this guide as a useful learning resource for playing Olorun as an ADC.


Here are my socials:

Olorun's Abilities

Olorun Abilities

Passive - Touch of Fate

Touch of Fate is Olorun's passive. He gains 20% Critical Hit Chance and an additional 2% for every 10 Magical Power from Items upon attaining 100 Magical Power from Items.

The damage that Olorun’s critical hits boost is only by 50%. Olorun also gets an extra 5% scaling on his basic attacks.


Ability 1 - Focused Light

Olorun's main clear skill. Is an incredibly powerful ability that really brings your abilities together if done correctly. Focused Light has you channeling a tiny sun in your hands as the target increases range.

You can recast the ability to fire it prematurely. Focused Light's damage does not decrease if you fire it prematurely, the only thing that changes is the range it provides.

Do note that the spell can crit, the target moving from the center of the two lines outward is just how long until it is fully charged, and the damage from this ability does charge your 2.


Ability 2 - Overflowing Divinity

This skill can be a confusing, so it's good to get some grips with it before you try and do anything fancy. When you activate Overflowing Divinity, you will gain an attack speed stim for 4 - 6 seconds (depending on the rank of the ability).

When you deal damage, whether by Auto Attacking or using Focused Light, you will charge your meter on your left, by your portrait. If you activate the ability again (within the boost to Auto Attack, or 4 seconds afterwards), you be able to fire a barrage of mini suns(?) depending on how many stacks you currently have, based on how much the donut is filled.

You will always have 1 stack, up to 20. Each minion/god you hit with Focused Light adds a stack to your meter. Do note that there is a 1-2 second delay between casting and the mini-suns hitting the ground.


Ability 3 - Consecration

Olorun's healing ability. He expends the light he carries, knocking enemies back, inflicting damage, and slowing them for two seconds.

He and his allies are enveloped in the light, earning a healing effect that lasts for five seconds and ticks every second. Olorun gains physical and magical defenses for each ally god healed.


Ultimate - Sanctified Field

Olodumare and Olofi are brought forth by Olorun and move forth, forming a vast expanse of divine energy that warps the internal flow of time.

The time dilation has a detrimental effect on all enemies in the vicinity, causing them to fight, cast spells, and even move more slowly. Similar benefits accrue to Olorun from the Sanctified Field.

The impact of missiles, deployables, debuffs, and buffs is likewise influenced by the strength of the holy field.


Example Combos:

Overflowing Divinity (to charge the the skill) > Focused Light > Basic Attacks > Sanctified Field > Consecration (if you need to heal yourself)

Sanctified Field > Overflowing Divinity > Focused Light > Basic Attacks > Consecration

Sanctified Field > Overflowing Divinity > Basic Attacks > Focused Light > Consecration > Basic Attacks

How To Play Olorun

Gameplay Start / Early Game:
  • Start at the Gold Fury side Green buff. When it spawns, hit it with an auto attack to leash/aggro the camp and pull it towards the exp camp, meanwhile the support deals damage to the camp, after doing both things, you two will go to the purple buff, do it and then come to lane to push the minions.

  • After these camps are cleared you will be level 1 so will need to take 1 minion of the first wave to get level 2 and level up your Focused Light so you will have an skill that can easily burst the shield buff camp.

  • After pushing 3 wave, shield buff will spawn so your support and you will go for it depending of the pressure wave; if you have no wave pressure you will need to ask your jungler for coming to fight it or just leave it, but if you have hardly won the push of the wave you should use your attack speed shard to do it as quick as possible, for securing the buff you should always maintain your Focused Light available. If someone comes to contest, you should always try to fight them instead of securing the buff because you have a really good god for early fighting.

  • After picking it up make your way back to the centre of the lane. If you think it's going to be hardly difficult to secure the buff, just run back into the lane and pressure the enemies by pushing the wave quickly.

  • From here you will usually fight the enemy ADC and support during wave pushes in lane with your own support. Most of the fights you should take are around shield buff and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can pull the Purple buff wherever you want so if you have no pressure / you are low hp ask your support to be in the pit before it spawns and tell him to leash it as far as needed to not get invaded by the other duo lane)

  • This hunter has a really good fighting kit of skills so you should be always looking to fight 1vs1 the other ADC (if you are ahead). Don't try to risk your life so you can poke the enemy ADC from the distance by using Focused Light with the Overflowing Divinity activated to charge the skill and do as much DPS as you can, if you don't wave any wards spotted on the map remember to take care of it. Just be confident during laning phase, your confidence will play a really good paper on succeeding, so just try it out. If you don't risk you will never achieve :p.

  • An important advice as an ADC main is to be active in communication, always try to tell all the information you can to your team like your own purple, shield and their purple timer (if possible), if there is any one spotted in the wards you placed, if someone is trying to dive you, if they are doing Gold Fury... This type of information will make your jungler and support pathing to gank your lane easier and make you having bigger chances of getting a lead over the other hunter.

  • REMEMBER to always buy wards, warding correctly with aggressive Sentry Wards will determine half of the game around the Gold Fury objective and warding defensively will make you be more aware about possible ganks so you will be safer in lane.

Mid Game:

  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to rotate over the Stygian Beacon for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury.

  • Remember to rotate when there is no duo jungle remain like purple or shield buff and to have the wave pushed before rotating because you will fall much behind in farm compared to your enemy ADC. (DO NOT ROTATE IF YOU ARE 2 OR MORE LEVELS BEHIND THE OTHER HUNTER!)

  • When the Beacon spawns often both teams will try rotate over to control it, especially the mid, support and jungle. You will need to think about who is more likely to have their teammates to rotate over first to impact your decision if contesting the beacon will be worth it and if there is any kill potential around the objective.

  • As for Gold Fury opportunity they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyro as a smaller trade), if any members of the enemy team are on a respawn timer, etc...

  • It is so important to have warded (with Sentry Wards if possible) the Gold Fury during the Mid Game because it is the principal objective between minute 10 to 20 with the Pyromancer.

  • Stay aware of rotations (jungle and support) during this minutes because your death as ADC will be a really good factor over pulling Gold Fury or even burst it. So your team won't have any chance of contest.

  • Not dying over rotations, map awareness and warding are highly important over the games. You will always need to position yourself beside de midlaner for peeling each other over team fights (call who is doing engage on you, relics and this type of stuff that is going to make an easier way to make your team win the team fight)


Late Game:
  • As for late game teamfights, most often you should position yourself safe, in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your midlaner to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • Make sure you have upgraded Temporal Beads and Aegis of Judgement before going into the Fire Giant. I really good advice is to use actives as soon as the solo laner, support or jungler engages on you to try to avoid as much damage and crowd control as possible, if you stay safe as an ADC on a late game teamfight, your team will have enough DPS to do Fire Giant or if you kill all your enemies, you can even finish the game.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage, sometimes involving one team going for a non fully committing attempt at doing the objective to bait the other team to step up.

  • Remember to play safe and poke enemies by using Overflowing Divinity together with Focused Light from the distance, it will deal a lot of damage over them and you won't need to position yourself aggressive to apply damage during teamfights.

  • IT IS SO IMPORTANT TO USE YOUR ULTIMATE AS AN ENGAGE OR EVEN ESCAPE DURING TEAMFIGHTS. It can also be used to burst objectives like Fire Giant or Gold Fury because the enemies will be slowed and won't be able to cast quickly their abilities without using Temporal Beads or an immunity ability.

  • BE CONSTANTLY CALLING ALL THE INFORMATION: WHEN THEY ARE ENGAGING ON YOU, BE ALWAYS SURE ABOUT YOUR DECISION MAKING, IF YOU DOUBT YOURSELF OR EVEN YOUR TEAMMATES YOU WILL NEVER SUCCED!

Warding

Low Pressure Warding:

Here are warding spots for ADCs if you are behind with gold or experience compared to the other hunter. If the enemy team has your purple timer you should always try to Sentry Wards your purple buff and make sure to call your teammates at least 1 minute before spawning.


In case you have low pressure god but none is invading purple you can also ward like in the photo below. You will always know when someone is coming and you won't have to outposition yourself to ward so you will be safe.


Normal Pressure Warding:

Over here is shown the ideal normal pressure warding spots around duo lane, you should always look to Sentry Wards defensively and use a normal ward on the offensive position. Enemies could Sentry Wards your normal ward so you should call your support for warding there.


High Pressure Warding:

In case you have a high pressure duo set up (hunter with good clear and fighting capability and a support with crowd control, push and mobility) you should look to invade purple buffs. This type of wards will make an easier way for you and your teammates to come over purple pit before spawning and being ready for stealing it [you will always know who is coming to gank you so you must be prepared for getting ganked over duo] .


Late Game Warding:

When you start fighting around Fire Giant, you should always look to ward in the same places as a midlaner because you two (ADC and Mid) form what we call as "backliners" (the roles who are supposed to deal DPS and damage to enemies), you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes and pressure.


  • White Circles: These are all offensive locations that allow you to spot enemies near to or approaching objectives, and are helpful in covering multiple approaches. The closer you get to the Fire Giant, the more contested those spots will be and the more likely enemies will try to counter-ward. The ones closest to the enemy base can give you very early notice.

  • Red Circles: Fairly obvious, but it's always good to have vision on the main jungle objectives, especially the Fire Giant. Sentry Wards are key here, as they allow you to spot and remove enemy wards. You can place wards directly on top of the objectives, or put them slightly to one side to try to spot enemy wards or protect yours from being detected.
Counter-Warding: Enemies may drop wards on your defensive side in similar (opposite) spots to where you would place yours. If the Fire Giant is already covered and you have a spare Sentry Ward, place them in these spots to limit the enemy's vision on your team.

Defensive Warding: If you're pushed back to your phoenixes or inside your base, locate your wards in the nearby jungle and general approaches.

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League of Legends Build Guide Author TottiGR
GRANDMASTER OLORUN ADC GUIDE!
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