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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.
Tap each threat level to view Olorun’s threats
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
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.
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.
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.
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