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Olorun - Ruler of the Heavens (ADC/Mid)

110 9 158,349
8.9
by AyyChris updated November 26, 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 think gilded arrow is viable, but it will be a laning oriented start, and manikins still farms well anyway. In mid, I would stick with manikins, I think even sands of time might be better than arrow. As for Deaths Toll, this build will quickly go into lifesteal (given the weakness of current ring builds), so the sustain isn't important in this meta.

Notes

In the ADC role, I think gilded arrow is viable, but it will be a laning oriented start, and manikins still farms well anyway. In mid, I would stick with manikins, I think even sands of time might be better than arrow. As for Deaths Toll, this build will quickly go into lifesteal (given the weakness of current ring builds), so the sustain isn't important in this meta.

Build Item Manikin Scepter Manikin Scepter
Build Item Tiny Trinket Tiny Trinket
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion
2

Olorun's Skill Order Notes After level 5, do not put any points into your ult until you max every other ability.

Notes

After level 5, do not put any points into your ult until you max every other ability.

Focused Light

1 X Y
Focused Light
1 4 6 7 8

Overflowing Divinity

2 A B
Overflowing Divinity
2 9 10 11 12

Consecration

3 B A
Consecration
3 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. Charging the ability increases the range and damage of the orb. This ability passes through and damages Enemy minions but stops and collides 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 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 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 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.

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: 12s
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: Line, Buff
Enemy Debuff: 40% slower
Self Movement Buff: 30% faster
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
1
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 ob shard, as well as the protection reductions from demonic grip.
I've left bancrofts at its tier 3 in this build. I think either upgrade is OK for auto attack mages, just don't upgrade it until after building demonic.
There are a lot of options for your last item, mostly because at this point you've already built the only good items on AA mages. The rest are just OK. Some to consider are hastened ring, staff of myrddin, telekhines. You can also replace manikins starter with one of these items since the upgrade isn't that good. If you went gilded, I say stick with the starter upgrade.
In this example build, you would go griffonwing, then sell the starter for ob shard. If you dont want griffonwing, you could do just obshard, then upgrade the starter, or go myrddin or something.
Last note, I want to dissuade anyone from building more than 3 attack speed items on Olorun. Once you hit 4, you're likely capped on attack speed and your second ability becomes pretty meaningless. Even 3 is kind of pushing it, but again, options are limited.

Notes

This build will shred through tanks, noting the penetration you get from both typhons and ob shard, as well as the protection reductions from demonic grip.
I've left bancrofts at its tier 3 in this build. I think either upgrade is OK for auto attack mages, just don't upgrade it until after building demonic.
There are a lot of options for your last item, mostly because at this point you've already built the only good items on AA mages. The rest are just OK. Some to consider are hastened ring, staff of myrddin, telekhines. You can also replace manikins starter with one of these items since the upgrade isn't that good. If you went gilded, I say stick with the starter upgrade.
In this example build, you would go griffonwing, then sell the starter for ob shard. If you dont want griffonwing, you could do just obshard, then upgrade the starter, or go myrddin or something.
Last note, I want to dissuade anyone from building more than 3 attack speed items on Olorun. Once you hit 4, you're likely capped on attack speed and your second ability becomes pretty meaningless. Even 3 is kind of pushing it, but again, options are limited.

Build Item Obsidian Shard Obsidian Shard
Build Item Bancroft's Talon Bancroft's Talon
Build Item Ring of Hecate Ring of Hecate
Build Item Typhon's Fang Typhon's Fang
Build Item Demonic Grip Demonic Grip
Build Item Griffonwing Earrings Griffonwing Earrings

Lifesteal Abuse

Notes You could also try out either polynomicon or pythagorems, probably replacing spear of the magus or your starter.
I added demonic for pen here since you should be capped on lifesteal at this point. Good luck not being antihealed to death.

Notes

You could also try out either polynomicon or pythagorems, probably replacing spear of the magus or your starter.
I added demonic for pen here since you should be capped on lifesteal at this point. Good luck not being antihealed to death.

Build Item Blood-Soaked Shroud Blood-Soaked Shroud
Build Item Bancroft's Talon Bancroft's Talon
Build Item Ring of Hecate Ring of Hecate
Build Item Typhon's Fang Typhon's Fang
Build Item Spear of the Magus Spear of the Magus
Build Item Demonic Grip Demonic Grip

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 Book of Thoth Book of Thoth
Build Item Charon's Coin Charon's Coin
Build Item Doom Orb Doom Orb
Build Item Staff of Myrddin Staff of Myrddin
Build Item Book of the Dead Book of the Dead

Solo-run

Notes See what I did there. Solo-run? Hehehe. Again, weird build, don't try in ranked.
The idea here is to build a little tank, a LOT of health, and get fat animosity procs so you don't have to build much damage.

I wouldn't recommend starting the benevolence, though you could. It becomes a passive gold machine and thats it. The other choice is to start tier 2 warlocks, play passive for the first few waves and back when you can finish the item. Then you TP back to lane and should have a solid power spike and start stacking.

Build order assumes your lane opponent is magical. If the enemy solo laner is physical, swap physical and magical defense.

You can substitute shoguns for talisman if you want, talisman just gives more health. There aren't really any attack speed physical defense items for mages, so we go sovereignty again for health. But breastplate of valor is debatably a better choice. Tons of other options as well.

Toxic blade is for antiheal. If you need it earlier, you can swap stone of fal. If you don't need it at all, skip it and go magi's cloak, pythags piece, demonic or something funky like that for your last item. Again, a lot of choices, its up to you and what you need.

Notes

See what I did there. Solo-run? Hehehe. Again, weird build, don't try in ranked.
The idea here is to build a little tank, a LOT of health, and get fat animosity procs so you don't have to build much damage.

I wouldn't recommend starting the benevolence, though you could. It becomes a passive gold machine and thats it. The other choice is to start tier 2 warlocks, play passive for the first few waves and back when you can finish the item. Then you TP back to lane and should have a solid power spike and start stacking.

Build order assumes your lane opponent is magical. If the enemy solo laner is physical, swap physical and magical defense.

You can substitute shoguns for talisman if you want, talisman just gives more health. There aren't really any attack speed physical defense items for mages, so we go sovereignty again for health. But breastplate of valor is debatably a better choice. Tons of other options as well.

Toxic blade is for antiheal. If you need it earlier, you can swap stone of fal. If you don't need it at all, skip it and go magi's cloak, pythags piece, demonic or something funky like that for your last item. Again, a lot of choices, its up to you and what you need.

Build Item Warlock's Staff Warlock's Staff
Build Item Talisman of Energy Talisman of Energy
Build Item Stone of Fal Stone of Fal
Build Item Sovereignty Sovereignty
Build Item Toxic Blade Toxic Blade
Build Item Heroism Heroism
Build Item Teleport Fragment Teleport Fragment

Relics

Notes Beads and Aegis are usually the go to. As I always say, shell saves lives, so if you don't need either, usually go shell. 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. Don't upgrade until you fully finish build. I think temporal beads is one of the best relic upgrades in the game, however, it seems quite useless on olorun. Acceleration aegis is the smart play. You could make an argument for either sprint or belt upgrade.

Notes

Beads and Aegis are usually the go to. As I always say, shell saves lives, so if you don't need either, usually go shell. 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. Don't upgrade until you fully finish build. I think temporal beads is one of the best relic upgrades in the game, however, it seems quite useless on olorun. Acceleration aegis is the smart play. You could make an argument for either sprint or belt upgrade.

Build Item Chaotic Beads Chaotic Beads
Build Item Aegis of Acceleration Aegis of Acceleration
Build Item Fortifying Shell Fortifying Shell
Build Item Entangling Wings Entangling Wings
Build Item Belt of the Berserker Belt of the Berserker

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, toxic blade doesn't give damage.
Needless to say, a crit auto with a polynom proc will chunk.
Spear of the Magus has always been good on magical ADC's if you can fit it into your build.
Book of the dead shield can keep you alive when you inevitably get dove and bursted down, occasionally even helping you outtrade by giving you time to lifesteal through damage.
Book of thoth gives good damage, so if you want it make sure to build it first and stack it early.

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, toxic blade doesn't give damage.
Needless to say, a crit auto with a polynom proc will chunk.
Spear of the Magus has always been good on magical ADC's if you can fit it into your build.
Book of the dead shield can keep you alive when you inevitably get dove and bursted down, occasionally even helping you outtrade by giving you time to lifesteal through damage.
Book of thoth gives good damage, so if you want it make sure to build it first and stack it early.

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
Build Item Staff of Myrddin Staff of Myrddin
Build Item Book of Thoth Book of Thoth
Build Item Book of the Dead Book of the Dead

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, so hold the ability if theres a risk of you getting dove. Also, if someone tries to jump on you and your knockup hits them before they land, it will cancel their landing animation and any subsequent damage or ability affects. This includes Bacchus leap, Odin leap, Anhur jump, etc. Just note it takes about half a second for the knockup animation to actually go off, so your reactions need to be quick.

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 plainly stated is building power gives you crit chance. You can crit on your first and second ability, and spectral armor does not reduce the damage done by these magical crits.

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Collapse All Comments

1
Kriega1 (143) | 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 (1) | 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)
Table of Contents

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