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.
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: 100/140/180/220/260 (+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 10% less damage each time, to a minimum of 80% reduction.
*Damage: 30/40/50/60/70 (+10% of your magical power)
*Attack Speed Increase: 40%
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.
*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
The Yoruba leader was buffed leading up to Mid Season as well as in the Mid Season update itself. This combined with his new ring has clearly put him over the top, and one of those buffs is being reverted, specifically on his basic attack damage output. Olorun's Ultimate is often part of the conversation, and is something we will look into nerfing in the future if the Ring, Typhon's, and Touch of Fate nerfs aren't enough to bring him in line.
Touch of Fate
Decreased Bonus Damage of Olorun's Critical Strikes from 60% to 50%.
Olorun has moments in time where he is a strong pick, largely around his ultimate. We want to elevate other portions of his kit to help his consistency. Overflowing Divinity will pack a more immediate punch while doing similar damage over a full channel.
Increased damage from 40/55/70/85/100 to 60/75/90/105/120.
Increased the damage decrease per shot from 20% to 30%.
The Ruler of the Heavens often sees his reign cut short, struggling to succeed in the early game and having a late game that didn’t compensate for that weakness. Focused Light and Consecration are his core clear and self peel abilities. Improving these will allow him more success in the early game. Touch of Fate is getting a bump, giving him a more rewarding late game for both his in-hands and the improved Focused Light.
Touch of Fate
Increased Olorun’s Critical hits from 50% increased damage to 60%
Increased damage from 100/145/190/235/280 to 110/155/200/245/290
Mage ADCs have created some interesting balance situations throughout Season 6. Olorun has been in a relatively good spot since his launch, but has risen to a slightly dangerous level recently. His early game is intended to be a bit slower to even out his devastating late game. Olorun has unique power scaling on basic attacks for Mages so he highly benefits from Base Power. This is being toned down to make Olorun's early game less threatening, but not return it to his original state where it was nonexistent.
Olorun is designed to be a hunter, through and through. We are updating his Base Health to be in-line with the Hunter Class rather than the Mage class he is in. Additionally, his abilities are intended to fill in his damage early on until his Basic Attacks successfully take over like traditional Hunters. Focused Light is gaining base power to better serve that purpose.
Increased Base Health from 400 to 450.
Fixed Fail-not from not allowing Crit on target.
Base Damage increased from 100/140/180/220/260 to 100/145/190/235/280.
Olorun has entered the battleground as the new King of gods, and potentially the King of Balance. The perception of his strength to his core metrics seem to place him in a healthy spot! As players continue to explore his build paths and interactions with his ultimate, we are focused on addressing a bug with Overflowing Divinity which has balance implications. Overflowing Divinity's reduction was not properly reducing the scaling, allowing it to hit much harder than intended on stationary targets. When fixing this we wanted to keep his power level roughly the same, so we increased some damage on his initial hits. This will help the ability in most combat situations but lowers the top end abuse cases. Olympians pathnotes.png
Fixed a bug where the damage falloff did not affect the Magical Power Scaling on this ability.
Increased base damage per shot from 30/40/50/60/70 to 35/50/65/80/95.
Increased Magical Power Scaling per shot from 10% to 15%.
Hitting the same Enemy with each shot now deals 20% less damage per shot, increased from 10%.
Decreased the minimum damage that each shot can do from 20% of total damage to 10%.
This will cause shots to more quickly decay in damage while lowering the lowest damage they can deal.
The projectiles now start randomizing the hit location from the 2nd projectile, increased from the 5th.
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