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Olorun - Ruler of the Heavens (ADC/Mid)

87 6 111,730
9.8
by AyyChris updated February 10, 2022

Smite God: Olorun

Build Guide Discussion 3 More Guides
Tap Mouse over an item or ability icon for detailed info

Build Summary

Start

Notes In the ADC role, I would always recommend GA. In mid, GA is still good, but I also think buying deaths toll for sustain is a good idea. You could also go manikins which will give you better early clear and great jungle farm but the sustain isn't as good in the lane and manikins carries the connotation of falling off as the game progresses (until the upgraded). But as always, this is all preference, try them all out and see what works for you. (FYI, gilded has mp5 which can be really important in keeping pressure early game)

Notes

In the ADC role, I would always recommend GA. In mid, GA is still good, but I also think buying deaths toll for sustain is a good idea. You could also go manikins which will give you better early clear and great jungle farm but the sustain isn't as good in the lane and manikins carries the connotation of falling off as the game progresses (until the upgraded). But as always, this is all preference, try them all out and see what works for you. (FYI, gilded has mp5 which can be really important in keeping pressure early game)

Build Item Gilded Arrow Gilded Arrow
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 very much 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 very much 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 20% 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
3
Major
0
Even
0
Minor
1
Tiny
0

Olorun Synergies

Tap each synergy level to view Olorun’s synergies

Ideal
1
Strong
0
OK
0
Low
0
None
0

Extended Build

Normal Build (AA w/ lifesteal)

Notes This build will shred through tanks, noting the penetration you get from both typhons and rod, as well as the protection reductions from demonic grip.
Note that you should not upgrade RoT to Nimble Rod until you finish telekhines ring.

Notes

This build will shred through tanks, noting the penetration you get from both typhons and rod, as well as the protection reductions from demonic grip.
Note that you should not upgrade RoT to Nimble Rod until you finish telekhines ring.

Build Item Diamond Arrow Diamond Arrow
Build Item Ring of Hecate Ring of Hecate
Build Item Typhon's Fang Typhon's Fang
Build Item Demonic Grip Demonic Grip
Build Item Nimble Rod of Tahuti Nimble Rod of Tahuti
Build Item Telkhines Ring Telkhines Ring

Lifesteal Abuse

Notes If there is another god on your team that has good lifesteal, I highly recommend pythagorems piece over either Spear of magus or bancrofts.

Notes

If there is another god on your team that has good lifesteal, I highly recommend pythagorems piece over either Spear of magus or bancrofts.

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 Keep in mind ability olorun is only for fun, it is not the best way to play him and you should only do this in casual or customs.

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. Staff of Myrddin will be insane when you ult. That said there are a lot of options for an ability based olorun build.

Notes

Keep in mind ability olorun is only for fun, it is not the best way to play him and you should only do this in casual or customs.

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. Staff of Myrddin will be insane when you ult. That said there are a lot of options for an ability based olorun build.

Build Item Pendulum of Ages Pendulum of Ages
Build Item Doom Orb Doom Orb
Build Item Spear of the Magus Spear of the Magus
Build Item Soul Gem Soul Gem
Build Item Staff of Myrddin Staff of Myrddin
Build Item Rod of Tahuti Rod of Tahuti

Relics

Notes Beads and Aegis are usually the go to. Meditation is still meta so if you don't need either, usually go med. In certain situations, I also like heavenly (sprint) as it can be used both aggressively and defensively.
As for the upgrades, they are often situational, and I havent tested them out enough to say one is definitely better. I don't usually upgrade them until I finish my build and given the new tier 4 items and burst meta, that rarely happens before the game ends.

Notes

Beads and Aegis are usually the go to. Meditation is still meta so if you don't need either, usually go med. In certain situations, I also like heavenly (sprint) as it can be used both aggressively and defensively.
As for the upgrades, they are often situational, and I havent tested them out enough to say one is definitely better. I don't usually upgrade them until I finish my build and given the new tier 4 items and burst meta, that rarely happens before the game ends.

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Cloak of Meditation Cloak of Meditation
Build Item Heavenly Wings Heavenly Wings

Optional Items

Notes I used to build Stone of Fal quite a bit as it made you almost completely untradeable if you had lifesteal, but seeing as how its been nerfed and we are kind of in a big damage meta, building full damage is better.
Divine for anti-heal, remember its been buffed.
Needless to say, a crit auto with a polynom proc will chunk.
Spear of the Magus has also been buffed, and has always been good on magical ADC's if you can fit it into your build.

Notes

I used to build Stone of Fal quite a bit as it made you almost completely untradeable if you had lifesteal, but seeing as how its been nerfed and we are kind of in a big damage meta, building full damage is better.
Divine for anti-heal, remember its been buffed.
Needless to say, a crit auto with a polynom proc will chunk.
Spear of the Magus has also been buffed, and has always been good on magical ADC's if you can fit it into your build.

Build Item Stone of Fal Stone of Fal
Build Item Hastened Ring Hastened Ring
Build Item Divine Ruin Divine Ruin
Build Item Polynomicon Polynomicon
Build Item Spear of the Magus Spear of the Magus
Build Item Pythagorem's Piece Pythagorem's Piece

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. This is one of the most intricate parts of your kit, if you're new to olorun, practice getting comfortable with your 2, it's super underrated value for both attack speed, raw damage, and zoning.

Your 3 should mainly be used for healing. Remember every ally healed gives you protections. 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. Just try to keep in mind which of your opponents can counter your ult, either with beads, a cc immune ability, or a good escape ability.

Last is your passive, which I will summarize as building power gives you crit chance. You can crit on your abilities, and spectral armor does not reduce the damage done by these magical crits.

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Collapse All Comments

1
Kriega1 (134) | December 13, 2021 9:06am
Don't think Ability based Olorun or Reaver on him is good at all. Also no mention of either Gilded or Manikins for some reason.
1
AyyChris | December 13, 2021 10:30am
Hey, thanks for your input. I previously mentioned Manikins in the notes for the starting build, I added a small piece about gilded.
As for the ability based build, no its not a very efficient playstyle for olorun, but I tried it once, had a lot of fun and did surprisingly well, so I recommend trying it out in casual games.
1
DrinksAdmirer | November 25, 2021 2:08pm
I did enjoy the AA and lifesteal builds
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League of Legends Build Guide Author AyyChris
Olorun - Ruler of the Heavens (ADC/Mid)
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