Help Support Our Growing Community

SmiteFire is a community that lives to help every Smite player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support SmiteFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Vote received! Would you like to let the author know their guide helped you and leave them a message?

Banner for Olorun guides

Olorun - Ruler of the Heavens (ADC/Mid)

3 1 2,879
by AyyChris updated September 8, 2021

Smite God: Olorun

Build Guide Discussion 0 More Guides
Tap Mouse over an item or ability icon for detailed info

Build Summary

Start

Build Item Manikin Scepter Manikin Scepter
Build Item Emerald Ring Emerald Ring
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion

Olorun's Skill Order Notes You could honestly upgrade the 2 before the 3, I just find the early healing and sustain for you and your support/jungler is really good.

Notes

You could honestly upgrade the 2 before the 3, I just find the early healing and sustain for you and your support/jungler is really good.

Focused Light

1 X Y
Focused Light
1 4 6 7 8

Overflowing Divinity

2 A B
Overflowing Divinity
3 9 10 11 12

Consecration

3 B A
Consecration
2 13 14 15 16

Sanctified Field

4 Y X
Sanctified Field
5 17 18 19 20
Focused Light
1 4 6 7 8

Focused Light

1 X
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.

Ability Type: Growing Line
Damage: 110 / 155 / 200 / 245 / 290 (+55% of your Magical Power)
Minimum Range: 45
Cost: 50 / 60 / 70 / 80 / 90
Cooldown: 12s
Overflowing Divinity
3 9 10 11 12

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 30% less damage each time, to a minimum of 80% reduction.

Ability Type: Buff and Ground Target
Attack Speed: 40%
Duration: 4 / 4.5 / 5 / 5.5 / 6s
Damage: 60 / 75 / 90 / 105 / 120 (+25% of your Magical Power)
Range: 65
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Consecration
2 13 14 15 16

Consecration

3 B
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.

Ability Type: Buff and AoE
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: 30%
Radius: 20
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Sanctified Field
5 17 18 19 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: Area
Enemy Debuff: 40% slower
Self Movement Buff: 30% faster
Self Crowd Control Reduction Buff: 40%
Area Duration: 5s
Cost: 100
Cooldown: 120 / 115 / 110 / 105 / 100s

Olorun Threats

Tap each threat level to view Olorun’s threats

Max
2
Major
0
Even
0
Minor
1
Tiny
0

Extended Build

Normal Build (AA w/ lifesteal)

Notes If you don't want the demonic grip since it sometimes feels unnecessary, you can go Telkhines fourth and then Rod of Tahuti 5th or 6th

Notes

If you don't want the demonic grip since it sometimes feels unnecessary, you can go Telkhines fourth and then Rod of Tahuti 5th or 6th

Build Item Manikin Mace Manikin Mace
Build Item Ring of Hecate Ring of Hecate
Build Item Spear of the Magus Spear of the Magus
Build Item Demonic Grip Demonic Grip
Build Item Telkhines Ring Telkhines Ring
Build Item Typhon's Fang Typhon's Fang

Lifesteal Abuse

Build Item Blood-Soaked Shroud Blood-Soaked Shroud
Build Item Ring of Hecate Ring of Hecate
Build Item Spear of the Magus Spear of the Magus
Build Item Telkhines Ring Telkhines Ring
Build Item Bancroft's Talon Bancroft's Talon
Build Item Typhon's Fang Typhon's Fang

Ability Based

Notes You could do any starter on this build. Conduit, vamp, even manikins is fine, I just like sands for the power and cooldown, especially late game. That said there are a lot of options for an ability based olorun build.

Notes

You could do any starter on this build. Conduit, vamp, even manikins is fine, I just like sands for the power and cooldown, especially late game. That said there are a lot of options for an ability based olorun build.

Build Item Pendulum of Ages Pendulum of Ages
Build Item Charon's Coin Charon's Coin
Build Item Spear of Desolation Spear of Desolation
Build Item Soul Gem Soul Gem
Build Item Soul Reaver Soul Reaver
Build Item Rod of Tahuti Rod of Tahuti

Relics

Notes Beads and Aegis are no brainers. If for whatever reason you feel you won't need one, Shell is a pretty good alternative. I've never been a fan of blink outside the jungle, but if you want a little more aggression, go for it.

Notes

Beads and Aegis are no brainers. If for whatever reason you feel you won't need one, Shell is a pretty good alternative. I've never been a fan of blink outside the jungle, but if you want a little more aggression, go for it.

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Magic Shell Magic Shell
Build Item Blink Rune Blink Rune

Abilities

Your 1 does the most damage of anything in your kit. It goes through minions, so try to use it to clear the wave and then hit an opponent behind them.

Don't worry about not having the 2 fully stacked when you use it early game, it can still get good poke. Just don't spam it and waste mana. Late game, you should stack your 2 with a minion wave or camp before heading towards any fights. You can stack while the 2 is being fired.

Your 3 should mainly be used for healing. Remember every ally healed gives you prots, even if that ally is a minion. I find this healing is best early game when trying to out pressure your opponents in lane, or late game when trying to push a pheonix with your team. It's also good self peel, as in addition to the heal, it knocks up and slows your opponents.

The ult is undoubtedly the most important part of your kit. This ult can change the course of a game if you're using it correctly. Early game, try to use it to catch opponents out of position as you're rotating, or simply to out trade your enemies. Late game, use it as soon as a teammfight breaks out and if your team loses they can only blame themselves.

Leave a Comment

You need to log in before commenting.

Collapse All Comments

Loading Comments...
Load More Comments
League of Legends Build Guide Author AyyChris
Olorun - Ruler of the Heavens (ADC/Mid)
Table of Contents

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved