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Wow. Wow, Wow, Wow. Olorun ADC Guide [Ruler of the Heavens Patch]

11 3 66,680
8.1
by RamsesV updated July 2, 2019

Smite God: Olorun

Build Guide Discussion 20 More Guides
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Olorun Build

Example Build

Notes Replace Shoes with Rod of Tahuti.

Notes

Replace Shoes with Rod of Tahuti.

Build Item Bancroft's Talon Bancroft's Talon
Build Item Shoes of Focus Shoes of Focus
Build Item Demonic Grip Demonic Grip
Build Item Hastened Ring Hastened Ring
Build Item Telkhines Ring Telkhines Ring
Build Item Divine Ruin Divine Ruin
Build Item Rod of Tahuti Rod of Tahuti

Starter #1

Notes This start is a bit safer, and gives you a little more mana to stay in lane, while also being more AA-based.

Notes

This start is a bit safer, and gives you a little more mana to stay in lane, while also being more AA-based.

Build Item Hunter's Blessing Hunter's Blessing
Build Item Tiny Trinket Tiny Trinket
Build Item Healing Potion Healing Potion
3
Build Item Mana Potion Mana Potion
2

Starter #2 (Bancroft Rush)

Notes A more aggressive start, if you know you've got the lane, and you want to get online as quickly as possible. It's also more ability based, giving you more power at the trade-off of less attack speed at the start.

Notes

A more aggressive start, if you know you've got the lane, and you want to get online as quickly as possible. It's also more ability based, giving you more power at the trade-off of less attack speed at the start.

Build Item Talon Trinket Talon Trinket
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion

Core

Notes You WILL build these.

Notes

You WILL build these.

Build Item Bancroft's Talon Bancroft's Talon
Build Item Shoes of Focus Shoes of Focus
Build Item Demonic Grip Demonic Grip

Situationals

Notes Olorun can really go either way, ability or AA. Obsidian Shard is for multiple tanks. The rings are quite safe items if you don't have anything to counter quite yet, and want a heavier ADC build. I think that the Doom Orb could possibly be a good situational if you need more speed. Magi's Cloak could be a situational, but I don't think he would do well with a defensive.

Notes

Olorun can really go either way, ability or AA. Obsidian Shard is for multiple tanks. The rings are quite safe items if you don't have anything to counter quite yet, and want a heavier ADC build. I think that the Doom Orb could possibly be a good situational if you need more speed. Magi's Cloak could be a situational, but I don't think he would do well with a defensive.

Build Item Hastened Ring Hastened Ring
Build Item Telkhines Ring Telkhines Ring
Build Item Rod of Tahuti Rod of Tahuti
Build Item Toxic Blade Toxic Blade
Build Item Divine Ruin Divine Ruin
Build Item Typhon's Fang Typhon's Fang
Build Item Shaman's Ring Shaman's Ring
Build Item Obsidian Shard Obsidian Shard
Build Item Doom Orb Doom Orb
Build Item Magi's Cloak Magi's Cloak

Relics

Notes You're gonna build Purification Beads and Aegis Amulet 99% of the time. The Phantom Veil is if you're going against an Odin or Cabrakan, and your support hasn't built it. Really don't build Horrific Emblem unless you really want to, or want to troll someone.

Notes

You're gonna build Purification Beads and Aegis Amulet 99% of the time. The Phantom Veil is if you're going against an Odin or Cabrakan, and your support hasn't built it. Really don't build Horrific Emblem unless you really want to, or want to troll someone.

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Phantom Veil Phantom Veil
Build Item Heavenly Wings Heavenly Wings
Build Item Horrific Emblem Horrific Emblem

Olorun's Skill Order

Focused Light

1 X Y
Focused Light
1 4 6 7 10

Overflowing Divinity

2 A B
Overflowing Divinity
2 8 11 12 14

Consecration

3 B A
Consecration
3 15 16 18 19

Sanctified Field

4 Y X
Sanctified Field
5 9 13 17 20
Focused Light
1 4 6 7 10

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: 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
2 8 11 12 14

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: 14s
Sanctified Field
5 9 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

Olorun

Welcome to my guide for Olorun, King of Olympus! My name is RamsesV. I'm a player who literally just loves playing Smite, and will play anything from Conquest to Siege. This is my first smitefire full guide I'm working on, and I want to keep it up to meta, so feel free to comment things that should be added/edited. Olorun is a hybrid ADC/mage that can build either way, providing a bit more sustained damage, or some burst, respectively. He's a fantastic god with a unique playstyle that has an ultimate like no other.

Let's move on the the wower himself, Olorun!

Stats

General
Health: 475 (+75)
Mana: 298 (+58)

Speed: 370 (+0)
Range: 55 (+0)
Attack/Sec: 1.07 (+1.5%)
Regen
HP5: 7.45(+0.45)
MP5: 5.4 (+0.4)

Protection
Magical: 31 (+0.9)
Physical: 16 (+3)
Basic Attack
Damage: 30+1.9(+25% of Magical Power)
Progression: None
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How does this compare?
Freya's definitely a little buffer than Olorun, but at the expense of mana and attack speed. Sol is practically the opposite of Freya, providing more mana and a little more power at the expense of attack speed and less physical protections, but the lack of physical protections looks like it just comes with the fact that she's built a lot like a mage, since Chronos happens to have the same amount, just with less mana and quite a bit more attack damage. Olorun's stats appear to be around the middle of the spectrum, which really shows off the fact that he can really do either role, mid or ADC.

Pros/Cons

Pros:
  • Insane Late Game Potential
  • Pretty good poke with his Focused Light
  • Good waveclear
  • Ultimate can make or break teamfights
  • Has a healing ability
  • Hybrid, so you can play either ADC or Mage and adapt accordingly
  • CRITS
  • Literally a black guy with flip flops
  • Wow. Wow, wow, wow.
Cons:
. . . . .

Skills





Passive - Touch Of Fate
Touch of Fate Is where he gets his amazing crits from. Once Olorun gets 150 Magical Power, he also gets 15% critical chance, and an additional 1% every 10 magical power he gets. Do note that his crits do 150%(1.5x) damage, not the regular 200%(2x) damage physical power crits provide. ............................................................... 1 - Focused Light
Focused Light 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 targeter 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 targeter 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. ..................................................................................................................................................................................... 2 - Overflowing Divinity
Overflowing Divinity can be a confusing (and interesting) ability, 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 portait. If you activate the ability again(within the boost to AA, 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..................................................................................................... 3 - Consecration
I'm gonna be totally honest with you, I think Consecration is quite possibly one of the worst abilities in the game right now. Very small heal over time, with a knock-back and a 20% slow for 2 seconds? Yes, you get extra protections, but the chances of you being within your whole team in that tiny circle is almost impossible, and the protections you get from being around two people won't help whatsoever, considering the person chasing you is most likely the assassin, who tends to have large amounts of pen. This ability just doesn't really fit in with his kit at all, either. The damage it does doesn't provide any charge to his 2, and it just doesn't synergize. ......................................................................................................................................................................................... 4 - Sanctified Field
Now this is something. Sanctified Field is essentially a rectangular area that slows down time for every enemy inside of it, and speeds your time up. Allies are unaffected. This is an insane ability! Slowing everything from your enemies attacks, to their projectiles and ultimates, even! This can definitely make or break a teamfight, and not in the ways you'd suppose. It slows everything, and when I mean everything I mean everything(except cooldowns). This slows down Aegis Shield so it lasts 30% longer, this slows down Hun Batz Ultimate so his totem is up longer(I think so, someone should try that I don't have a friend). This also means your artifacts will also have a 30% shorter duration, which can make or break that Vulan's Ultimate hitting you. Be careful with this ultimate.

Items

Core




These are the core items for ADC Olorun. Provides you with 10% CDR, 220 Magical Power, 25% Movement Speed, and 400 mana, not including the passives! A bit of everything he needs.

Item 1

Bancroft's Talon is the must for every magical ADC, providing lifesteal, magical power, and mana while also increasing the lifesteal and power at lower health. A good pick!


Item 2

Shoes of Focus are the boots typical ADC Olorun needs. Gives power, some CDR that isn't found anywhere else in the build, and the typical movement speed.

Item 3

Demonic Grip is where your kit starts to get online. It provides much needed penetration, along with movement speed, attack speed, and more magic power for your crits. Essential to every round.

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Situational Items


Hastened Ring

Hastened Ring is a great possibility for Olorun, providing power, AA speed, and movement speed. All this is highlighted by its passive, which gives Olorun haste for 6s, allowing you to chase, or dance around your opponent. Pick it 4th if you want it.


Telkhines Ring

Telkhines Ring is another good possibility for Olorun. It gives a good amount of magical power, movement speed and AA speed, while also giving a nice passive that increases your basic attacks by 10 + 10% of your magical power (look, you've got a nice handy percentage that shows how much more in your passive!). Choose it 5th.

Rod of Tahuti

Rod of Tahuti is another solid choice, providing oogles of magical power and some MP5. The passive is nice, but not really what we are here for. Good choice for some more crits! Take it really 6th+.

Toxic Blade

Toxic Blade is going to be one of the more often built situationals, providing pretty good stats. The real reason why you'll build this, though, is the anti-heal it provides, allowing you to reduce a character's healing by 40%! A good idea to pick this if there are any healers like Hel or Aphrodite. Choose it 5th or 6th.

Divine Ruin

Divine Ruin is another item to choose for the anti-heal, while also providing some pretty good stats at the same time. Some magical power and pen? I'll take it. Use this one if you've got 3 rings(Since getting Toxic Blade will overcap your attack speed). or if you're going more mage-oriented. Get it 5th or 6th.

Shaman's Ring

Shaman's Ring is a good item to pick up if you just want some more raw power and damage. I personally don't like it as much, however it really is a pretty good item to pick up. One thing to note is the fact that the passive does not increase your crit chance against someone.

Typhon's Fang

Typhon's Fang is a good item to build if the enemy team has no anti-heal. It gives bonus power, mana, and lifesteal, and the passive allows you to get 40% more health from lifesteal, which works fantastic with your Bancroft's Talon. It also gives you more power from other lifesteal. Pick this 4th, or 5th.

Obsidian Shard

Obsidian Shard is a good item if there are 3 or more tanks on their team, since it ignores a percentage of the enemies protections. Pick this 5th+.

Relics

Relics





Purification Beads -- GREAT

Purification Beads is a relic picked up constantly by every ADC, it is a must grab, especially since Olorun has no escape. You should almost always pick this up.

Aegis Amulet -- GREAT

Aegis Amulet is another must-pick item that you really should always pick. It's a fantastic one that allows you to, with good timing, get out of even Thanatos's Hovering Death. You should just really pick this up.

Heavenly Wings -- GOOD

Heavenly Wings is a remotely good relic to pick up for Olorun. It provides some speed and escape that Olorun can lack at times, and if you don't have Hastened Ring the upgraded version can also provide haste. If you have a good chance to pick it up, you might as well.

Phantom Veil -- NICHE

In reality, you really shouldn't be picking up Phantom Veil. Your guardian should be. But, in case you just happen to have 'That' team, you could pick it up to protect yourself and your team from Odin, or Cabrakan ults. Very niche, I hope you never have to pick it up.


Horrific Emblem -- NICHE

You really shouldn't pick Horrific Emblem, either. I think it could definitely work out for you in combo with your ult (They literally pretty much don't move), but you really shouldn't build this. Unless you're ahead, and don't need any escape, then don't take it.

ADC Olorun

I will be adding more chapters, stay tuned! Also give me some feedback about the writeup and the builds!

Also, BB code is a literal nightmare. I literally would've given up already if Zilby didn't have his templates.

also can you color the [ rule ] lines? I tried doing color= but that doesn't work.

Changelog

7/2/19 -- Started Changelog. Previous additions included the build; and the Intro, Stats, Pros/Cons, Skills, Items, and Relics chapters.

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1
Kriega1 (143) | July 2, 2019 11:45am
How is Telkhines “situational” on Olorun?
1
Enclave3 | June 30, 2019 5:15pm
i like it, but you can't have 5 points in your 1 pre level 9. either have to point skip, or put a point somewhere else at lv8.
1
RamsesV | July 2, 2019 9:52am
Thanks for catching that! Fixed it.
1
xmysterionz (71) | June 26, 2019 5:33am
You are overcapping too much your Attack speed. 2 rings + toxic blade at level 20 is something around 2.2 AS and when you use your 2, your AS goes to 2.5, so or you build all the 3 rings or you build toxic blade. If you are going to build all 3 rings, then build Divine Ruin, as people already suggested.
1
RamsesV | June 26, 2019 7:04am
Ok, it definitely seems like i've seen both sides of the argument, so I'm gonna add Divine Ruin in the example build but keep toxic in my situationals
2
xmysterionz (71) | June 26, 2019 7:13am
You can still building toxic just don't combine it with all the 3 rings, build 2 rings + toxic.
Load more comments (2 more replies) →
1
OtakuJuanma | June 25, 2019 8:21pm
PRO: Great mobility and escapes
CON: No escape whatsoever.

umm.... wut?
1
RamsesV | June 25, 2019 8:43pm
Oh oops my bad lol, that was from the template
0
Gulfwulf (81) | June 18, 2019 7:42pm
If you're focusing on basic attacks, you can swap out Divine Ruin with Toxic Blade. That way you still get your anti-heal, but you also get more attack speed, some health, and ms, which Olorun really likes since he doesn't have an escape.
1
Kriega1 (143) | June 26, 2019 3:52am
Please don’t got Toxic Blade in the same build as Hastened Ring
1
Branmuffin17 (394) | June 26, 2019 1:08am
IMO, and this is without testing, but I'm of the opposite opinion. When you're going with all 3 rings (Demonic, Hastened, Telk), that's plenty of AS in general, AND he's got a very significant AS steroid. He doesn't need the additional AS from Toxic. Instead, Divine makes more sense here. More power (80 vs none) helps with his crit chance and his ability damage. He'll appreciate that ability damage on a fully stacked Overflowing Divinity, especially on key objectives (FG, GF). The power (again 80 vs none) is also going to be nice in that example build when you end up getting Rod of Tahuti.

Now, if you don't go all 3 AS rings, I can see better function with Toxic. In those situations, you might not go Tahuti, but instead opt for a more defensive option, such as Mantle of Discord.
1
Devampi (105) | June 18, 2019 1:11am
One suggestion would be to include the full build bancroft under tab 2nd item bancrofts. Or gonfor a must buy tab and place boots demonic and bancrofts there.

Book if thoth is a stackig item and picking it up late game isn't nearly as good as early game. Mostly because it will take time to stack it which may be reduced a bit however early BoT vs late BoT in the same build will make early BoT come on top late while late BoT comes out on top early. You're better of building an item that gives you power immediately as you won't fully stack the BoT anyway, since it's not an item like Rage or Shaman's Ring which only need a small amount of stacks and have different stacking conditions.

After that it looks pretty decent to me
1
RamsesV | June 18, 2019 5:44pm
Good point. I've just seen a lot of late Transcendents recently, so I thought Book of Thoth might be also in that same category.
1
Kriega1 (143) | June 19, 2019 3:39am
Transcendence =/ Book Of Thoth
1
Branmuffin17 (394) | June 18, 2019 9:55am
I agree, better presentation of the items would be helpful, because a full Bancroft isn't even shown...just the T2.

I would also create a core listing, for those items you consider fully core, to separate from items that are not as core and are subject to change depending on need.

As such, this is how I'd lay it out:
  • First line: Full example build (because this is what shows up in a general god guide search)
  • Second line: Starting Items Option #1
  • Third line: Starting Items Option #2
  • Fourth line: Core Items (Bancroft, Shoes, Demonic...these are the ones I'd consider core...possibly Hastened as well but it's up to you)
  • Fifth line: Situational Items
Now, one thing I think is that when you're getting Demonic 3rd, I think Shoes of Focus could be an option. Usually you won't get any CDR in the rest of the build, so just a bit from Shoes could help. He WOULD appreciate some CDR, as he's got more ability function than, say, Freya.
1
RamsesV | June 18, 2019 5:21pm
Ooh, I like your point. That's a good idea for him as ADC. I just thought the pen from the other boots would make more impact, but I think I was just thinking a little too short.
1
Lukatomic (3) | June 17, 2019 1:00pm
I thought olorun would be good in ADC. I like this one.
1
RamsesV | June 17, 2019 1:22pm
Thanks! I like your build too, it seems interesting how Olorun can go full-mage, full ADC, or a mix, and he still seems overpowered.
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League of Legends Build Guide Author RamsesV
Wow. Wow, Wow, Wow. Olorun ADC Guide [Ruler of the Heavens Patch]
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