Olorun

Mage ADC

Final Items

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
+200 HEALTH

Death's Embrace

PASSIVE - Basic Attacks and Abilities gain 25% additional Magical Power against targets below 50% Health.

+160 MAGICAL POWER
+30 MP5
+10% MAGICAL PENETRATION

Rod of Tahuti

+75 MAGICAL POWER
+100 MANA
+8% MAGICAL LIFESTEAL
+18% MOVEMENT SPEED

Shoes of the Magi

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

Telkhines Ring

Starter Items

Relic 1

Relic 2

7th Item Options

Abilities & Leveling Order

Starting Ability:

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)

Focused Light

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%
Duration: 4/4.5/5/5.5/6s
Damage: 60/75/90/105/120 (+15% of your Magical Power)

Overflowing Divinity

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
Slow: 30%

Consecration

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

Sanctified Field

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:

Additional Comments:

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