smite олорун что прокачивать
Smite God: Olorun
Build Summary
Start
Notes
Either manikin scepter or gilded arrow are also good starters with olorun. If you want good early game farm, manikins is good, and arrow is also a long term farm focused starter. I do think that the sustain and overall power you get from deaths toll are better though, especially when you get the upgrade late game, but feel free to experiment.
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
Overflowing Divinity
Consecration
Sanctified Field
Focused Light
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
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 / 6 s
Damage: 60 / 75 / 90 / 105 / 120 (+25% of your Magical Power)
Range: 65
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Consecration
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
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 / 100 s
Olorun Threats
Tap each threat level to view Olorun’s threats
Anhur | Maximum
Array ( [god] => Array ( [god_id] => 5 [display_name] => Anhur [url] => anhur ) [scoreVal] => 1 [notes] => See Tsukoyomi ) 1
Tsukuyomi | Maximum
Any god with an ult that gives CC immunity for an extended period of time can counter Oloruns ult pretty well. Tsukoyomis ult also happens to teleport him to you, where he will probably kill you.
Array ( [god] => Array ( [god_id] => 111 [display_name] => Tsukuyomi [url] => tsukuyomi ) [scoreVal] => 1 [notes] => Any god with an ult that gives CC immunity for an extended period of time can counter Oloruns ult pretty well. Tsukoyomis ult also happens to teleport him to you, where he will probably kill you. ) 1
Vamana | Maximum
Array ( [god] => Array ( [god_id] => 21 [display_name] => Vamana [url] => vamana ) [scoreVal] => 1 [notes] => ) 1
Bacchus | Minor
Bacchus himself isn’t too bad, but any god with a leap or dash that likes to get in your face is bad since Olorun doesnt have a good escape outside of his ult.
Array ( [god] => Array ( [god_id] => 26 [display_name] => Bacchus [url] => bacchus ) [scoreVal] => 4 [notes] => Bacchus himself isn’t too bad, but any god with a leap or dash that likes to get in your face is bad since Olorun doesnt have a good escape outside of his ult. ) 1
Olorun Synergies
Tap each synergy level to view Olorun’s synergies
Ares | Ideal
Well Ares has synergy with a lot of gods, but probably the biggest reason he links with olorun is he is a beads burner. Beads completely counters oloruns ult, but if you use beads against olorun ult, you will be vulnerable to ares ult until your beads are back up, and vice versa. This also goes with other beads burning gods, for example, Bastet, Da Ji, Heimdallr, etc.
Array ( [god] => Array ( [god_id] => 23 [display_name] => Ares [url] => ares ) [scoreVal] => 1 [notes] => Well Ares has synergy with a lot of gods, but probably the biggest reason he links with olorun is he is a beads burner. Beads completely counters oloruns ult, but if you use beads against olorun ult, you will be vulnerable to ares ult until your beads are back up, and vice versa. This also goes with other beads burning gods, for example, Bastet, Da Ji, Heimdallr, etc. ) 1
Extended Build
Normal Build (AA w/ lifesteal)
Notes
They nerfed Stone of Fal, but you’ll still mitigate like a third of all incoming damage, so I recommend building it until they nerf it again.
If you want more lifesteal over power you could do typhons instead of rod of tahuti.
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. Also, like the main build, you can throw a stone of fal here third item, mitigations plus lifesteal make you borderline unkillable.
Ability Based
Notes
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. That said there are a lot of options for an ability based olorun build.
Relics
Notes
Beads and Aegis are no brainers. If for whatever reason you feel you won’t need one, Shell is a pretty good alternative. I’ve never been a fan of blink outside the jungle, but if you want a little more aggression, go for it.
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 and raw damage.
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.
Olorun Builds & Guides
Season 8 Guides & Builds // Patch 8.12 & Patch 8.11
Season 8 Guides & Builds // Other Patches
Season 7 Guides & Builds
Season 6 Guides & Builds
Olorun Statistics
Olorun Skills
Touch of Fate Passive
Upon reaching 150 Magical Power from Items, Olorun gains 15% Critical Hit Chance and a further 1% per 10 Magical Power from Items. Olorun’s Critical hits only deal 55% increased damage. Additionally Olorun gains 5% extra scaling on his basic attacks.
Focused Light
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.
Overflowing Divinity
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.
Consecration
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.
Sanctified Field
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.
Olorun Lore
It is for that very reason that Olorun has chosen to break his long seclusion at last. Despite having held himself apart from the world, he has borne witness to the suffering of mortal and immortal alike. With his far-reaching gaze, he has seen that the thrones of the great pantheons are empty, and that god wars against god.
In his great wisdom, Olorun has realised that only a king can unite them.
And he will be that king.
SmiteFire & Smite
Smite is an online battleground between mythical gods. Players choose from a selection of gods, join session-based arena combat and use custom powers and team tactics against other players and minions. Smite is inspired by Defense of the Ancients (DotA) but instead of being above the action, the third-person camera brings you right into the combat. And, instead of clicking a map, you use WASD to move, dodge, and fight your way through the detailed graphics of SMITE’s battlegrounds.
Best Olorun build 2022 (Mid/Jungle) – Smite Season 8
Hey, I’m Zathong and this guide is about Olorun Build in Smite Season 8.
Best Olorun build guides for Smite 2022. I works hard to keep my’s Smite builds and guides updated, and will help you craft the best Olorun build for the meta. Learn more about Olorun’s abilities, Items, Relics.
Ruler of the Heavens
WARRIOR | YORUBA | MELEE | PHYSICAL
Olorun’s Pros and Cons
Better understanding of Olorun…
Pros
Cons
Olorun build Season 8
Best build Olorun: Mid/Jungle
Olorun build Mid
Olorun build Jungle
Olorun’s Ability
Passive: Touch of Fate
Upon reaching 150 Magical Power from Items, Olorun gains 15% Critical Hit Chance and a further 1% per 10 Magical Power from Items. Olorun’s Critical hits only deal 55% increased damage. Additionally Olorun gains 5% extra scaling on his basic attacks.
Skill 1: Focused Light
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.
Skill 2: Overflowing Divinity
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 30% less damage each time, to a maximum of 90% reduction.
Skill 3: Consecration
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.
Ultimate: Sanctified Field
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.
Olorun’s Skill Order
Skill Order: Skill 1 > Skill 2 > Skill 3 > Ultimate
Combo Olorun
Olorun’s Tips and tricks
Early-game: Olorun has good mana sustain so don’t be afraid to use your heal Consecration between camps and waves, to help your teammates out. BUT make sure to have your 3rd ability Consecration ready, if you expect aggression from the enemy team. Olorun is weak early, meaning he does very little damage. But he is very good at supporting and protecting his team, so good synergy is optimal.
Mid game: Now is the time that you have some damage items ”online”. Now you are able to start ganking and being annoying to the enemy team. Preferably you want to force fights in mid and duo lane because gods there, are usually easier to kill. Keep in mind that counter-ganking an Olorun jungle is extremely costly for the enemy team, because with a well placed Olorun ultimate Sanctified Field, the enemies have to invest their ultimates or Purification Beads, just to get in the fight. So be mindful.
Late-game: Use your ultimate Sanctified Field during important fights, objectives or help your teammates out of sticky situations. Also don’t forget to spam your heal Consecration in order to keep your team at full health.
Counter Olorun
Olorun’s Lore
Smite God: Olorun
Olorun Build
Start 1 (Manikin’s)
Notes
Example Manikin Build
Notes
Start 2 (Eye)
Example Eye Build
Notes
Start 3 (Arrow)
Notes
Example Arrow Build
Notes
Start 4 (Conduit)
Example Conduit Build
Notes
Main Relics
Alternative Items
Niche Items
What you need if you want to sell boots late
Can pick up sometime after boots for extra sustain in ADC (if got Tahuti early)
For ADC can also choose to start the 2 at level 1 instead of the 1, as the 1 can be body blocked by enemy support, worsening your clear.
Notes
For ADC can also choose to start the 2 at level 1 instead of the 1, as the 1 can be body blocked by enemy support, worsening your clear.
Focused Light
Overflowing Divinity
Consecration
Sanctified Field
Focused Light
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
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 / 6 s
Damage: 60 / 75 / 90 / 105 / 120 (+25% of your Magical Power)
Range: 65
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Consecration
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
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 / 100 s
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1. This is outdated (look at last update date / patch number), I can add Death’s Toll when I update it again, though I think Arrow is better for him anyway.
2. Bancroft’s is viable, but I prefer Pythag’s for the cheaper price and it having health / percent pen (this also means you could get away with Pyth + Typh + Tahuti for your percent pen). However you could opt to get Typhon’s early and get Pythag’s after if you want your crit chance to come online sooner. The higher base lifesteal on Pythag’s also pairs well with Typhon’s.
3. Can use this site to keep up to date with what pros are building in ranked (may or may not be blank cause of bonus balance update): https://www.awesomesmite.com/pro_builds.php?name=Olorun
I realized, why bother stacking BoT when 350gold more for Doom Orb (no stacking for 5PWR less? worth.).
I get MS and close to that crit cap which is reason for building BoT.
Oh I always intended to get Rod at end off build.
Or I could get it earlier and sell boots for Orb
Orb has MP5 figured that’d cover the less MP. Really rather stack Toth over paying 350g?
Hey, how exactly did you manage to build BoT in mid?
I tried him yesterday and got buttfkd by hebo after LvL2.
LvL1 I won the poking but LvL2 on he just knocked me up anytime I tried to use my 1.
After LvL5 he just ULT’d me and ran away on his carpet. I did make a stupid mistake by getting Stone of Fal (useless item) instead off getting lifesteal
WELLLL. like i said, while charging up he’d move to me do it. I wish you could cancel ability and restart charging to bait his knockup. You fire early and you miss the archers. In hindsight better to lose tower than to die or forced back =/
Yeah that’s the other option I thought off yest. Plus don’t get a blessing.
You can move while you’re charging though, or you could poke him with your 1 at range, and just delay waveclearing for a bit (as long as it doesen’t lead to you taking lots of poke or getting enemy minions under your tower). And the range you can charge the 1 at means it really isn’t easy for him to hit you. If it’s that bad you could just sit back a bit and only hit the melee minions from far back with your 1, then clear archers when they approach your tower. If he still tries to come near your tower line at that point you can poke him easily with your 1 at range and/or get your jungler to gank him.
Kinda need blessing early since Olorun’s early clear is pretty bad (not 100% sure next patch).
Anyway, the point is I don’t rush Thoth on him. I get Boots and pythags first for sustain/mobility.
Even then, you don’t have to build Thoth, I just prefer to build it with pythags since I want a bit more mana for Mid without having to back to base often or have to wait till lategame till I have Tahuti or something for MP5. You can go CDR boots > Bancrofts in Mid if you want.
I am interested to Poly. Why haven’t you suggested it?
Very easy to confirm in ULT or «3» if in melee.
Late game get Typhoon and you are at 38% LS, so 76PWR.
BC or Pythags are better, but was thinking burst dmg if being dove.
Also, I just noticed today that you can «pre-stack» ur «AoE» on «2»
I didn’t even realize it worked like that.
«Attack Speed is a little bit confusing If you have an attack speed increase
it states it as a % increase i.e. +15% attack speed. That 15% isn’t just a
flat 0.15, but a 15% increase on your Level 0 attack speed. For example,
Cernunnos has 1.00 attack speed at level 0, but Artemis has 0.95. A 25%
attack speed increase on Cernunnos would give him an additional 0.25 AS,
but the same 25% would only give Artemis 0.25 ∗ 0.95 = 0.2375 AS.
Reduction works in the same way, except in reverse. A 30% attack speed
slow on a god with 0.9 base attack speed will have their attack speed reduced
by 0.27, even if they have 2.5 AS at the moment.
Attack Speed can be said to be Cooldown Reduction for your basic attack.
If you have 0.4 AS, the lowest it can be brought to, you have a ‘refire time’ of
2.5s, which is determined when you fire the attack. These are then modified
by attack chain multipliers, so Ne Zha with 2.0 attack speed would take 0.5,
0.5, 0.66 and 1 second respectively to initiate each attack.
The formula for attack speed can be written as
Base Attack Speed × (1 + (AS Increase% − AS Decrease%)
There are a few items that have attack speed reduction on them, such as
Horrific Emblem, Midgardian Mail, Witchblade, Ichiaval and Frostbound
Hammer.
Attack Speed decreases will ’generally’ look for the most powerful one, so
Witchblade and Frostbound won’t stack together for 30% AS reduction, but
this rule is broken by any item that has a stacking attack speed slow,such
as Ichiaval or Midgardian, which will work in tandem. The same applies for
god attack speed slows: only the highest one will apply. «
Im not sure how it stacks with things like Chaac 3 though.