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Note: Arrow can be replaced with Death's Toll if you want to take Deaths Temper for late game autos to hit very hard.
Note: This is more generalized to be a burst damage build with your 1 and Polynomicon. This offers more power, crit chance, life-steal, and still gives high attack speed.
Note: Definitely more reliant on constant Auto Attacks being hit, but may offer more constant damage.
Swap accordingly with items excluding: Telkhines Ring, Ring of Hecate, Typhon's Fang, and Bancroft's Claw.
DO NOT put points into his ult as it only lowers cooldown.
Tap each threat level to view Olorun’s threats
Tap each synergy level to view Olorun’s synergies
1: Use your Focused Light when there is gaps. Using it on minion waves is Olorun's main source of clear so if it blocked you will have to chip it with Autos and possibly use saved 2 orbs. When in team fight try to send it to someone who is in the backline if possible, which tends to be difficult.
2: Knowing when to use your 2. Since early game it does not do amazing damage to players who aren't standing in it for more than a second, feel free to use it on minions or camps. Saving it for team fight is vital. When you have a great lockdown synergy to keep them in your ultimate is a great time for you to blast them with a fully filled 2.
3: Ultimate ability. Using ultimate properly is probably 75% of Olorun's usage in team fights. Saving your 2 and waiting for a gathering ability like Ares ult or Xing Tian ult is the signal for you to lay down ult as long as someone is thrown. Once someone is thrown in the ult, start by charging and firing your 1 at them and Auto Attacking once if you have Polynomicon to proc it. Follow with advancing towards them and using your 3 since it is a knock-up. Finally, use your 2 which you saved up and auto attack them with the remaining time if they are still alive. If it is a squishy they are almost guaranteed death.
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