Jul 15, 2021
PASSIVE - Hitting an enemy with a Basic Attack restores 3% of your Health and Mana. Basic Attacks that deal AoE damage restore half as much for each enemy hit after the first. Can be upgraded at level 20.
+80 PHYSICAL POWER
+140 MAGICAL POWER
PASSIVE - Killing or assisting an enemy minion provides you with 1 stack, granting 1% Movement Speed and 4 Magical Power per stack. Stacks last for 15s and stack up to 5 times. Enemy gods provide 5 stacks.
+145 MAGICAL POWER
+4% MOVEMENT SPEED
PASSIVE - Whenever you damage an enemy god with an ability you mark them to take 7.5% increased damage from all sources. This effect lasts for 7s and can only occur once every 15s.
+110 MAGICAL POWER
+10 MAGICAL PENETRATION
Spear of the Magus
PASSIVE - Your Basic Attacks deal bonus damage of 10 + 15% of your Magical Power. This effect does not hit structures.
+100 MAGICAL POWER
+25% ATTACK SPEED
PASSIVE - Your Basic Attacks reduce your target's Magical Protection by 10% for 3s (max 3 Stacks).
+75 MAGICAL POWER
+30% ATTACK SPEED
PASSIVE - Basic Attacks and Abilities gain 25% additional Magical Power against targets below 50% Health.
+160 MAGICAL POWER
+10% MAGICAL PENETRATION
Rod of Tahuti
+10 Physical Power +20 Magical Power +75 Health PASSIVE - Hitting an enemy with a Basic Attack restores 2 Health (+1% of your Maximum Health) and 1 Mana (+1.5% of your Maximum Mana). Basic Attacks that deal AoE damage restore half as much for each enemy hit after the first. Can be upgraded at level 20.
+20 MAGICAL POWER
This consumable heals 150 Mana over 25 seconds.
Mana Potion (2)
This consumable heals 250 Health over 25 seconds.
Healing Potion (3)
Using this item removes Crowd Control Effects and makes you immune to new ones for 2s. Cooldown - 160s.
Using this item makes you invulnerable to damage and healing for 1.5s, and prevents you from taking any actions. You may still move. Cooldown - 180s.
7th Item Options
Abilities & Leveling Order
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.
Damage: 110/155/200/245/290 (+55% of your Magical Power)
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 minimum of 90% reduction.
Attack Speed: 40%
Damage: 60/75/90/105/120 (+15% of your Magical Power)
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.
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
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.
Enemy Debuff: 40% slower
Self Buff: 30% faster
Area Duration: 5s
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 50% increased damage. Additionally Olorun gains 5% extra scaling on his basic attacks.
Critical Hit Chance: 1% per 10 Magical Power from Items
Critical Hit Chance Cap: 70%
Touch of Fate
1st Maxed Ability:
2nd Maxed Ability:
3rd Maxed Ability:
Last Maxed Ability:
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