Vote received! Would you like to let the author know their guide helped you and leave them a message?
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)
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.
Tap each threat level to view Olorun’s threats
Tap each synergy level to view Olorun’s synergies
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.
If there is another god on your team that has good lifesteal, I highly recommend pythagorems piece over either Spear of magus or bancrofts.
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.
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.
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.
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.
You need to log in before commenting.
Collapse All Comments
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