SMITE god concept – Oya, Orisha of Wind

  • Pantheon: African
  • Type: Assassin
  • Role: Jungle, Solo
  • Hit progression: 1/0.5/0.5 (Enemies hit on AOE on final hit)
  • Range: 12ft
  • Pros: High Mobility, High AOE Damage, High Crowd Control
  • Cons:  No sustain, Squishy
  • Appearance: Female, Black, Long dress of multiple colors, Short Black hair (Example below)
Source: google images

Source: google images


What is Yoruba?

Essentially this is a religion which started in Africa and now exist in a few places in various forms. Within the religion exists what are known as Orishas, an Orisha is a spirit/diety which represents a manifestation of god. According to Wikipedia the religion and its variants may have up to 100 million followers worldwide. Within the religion there is a god known as Olorun at the top, below him are a large list of Orishas.


Lore:

Oya is often seen as the warrior spirit of wind. She creates hurricanes and tornados as well as guard the underworld. It is said that the tornados we see are the whirling of her skirt as she dances. As the embodiment of tornados and hurricanes she is a fierce yet swift warrior.


Playstyle:

As an high AOE damage, high mobility assassin she can dish out a lot of damage to groups of enemies and get away alive when played correctly. The majority of her single target damage comes from auto-attacks, this means that to assassinate targets you will need to make full use of her passive and mobility to chase them down. Her gap closer can be used both defensively or offensively if she has stacked her passive. Her fear is primarly a disruptive ability which can also be used to help her escape danger. Her AOE damage is what will be doing major AOE damage in teamfights while her ultimate is not active. Her Ultimate will allow her to both isolate targets in a fight and safely disengage. Her clear primarily comes from her auto attack AOE progression and her 3, she can make use of this coupled with her 1 for mobility to clear very fast.

  • Quinn sais are essential on Oya as she is a high attack speed low damage god similar to kali.
  • Starting off with her 3 will help you clear
  • Landing her ultimate in the center of the enemy team will drastically turn the odds in your favor
  • If by some chance you can land yourself in the center of the enemy team and are able to dash a second time (From not hitting anyone), take full advantage by using all your other abilities then getting out safely.

Passive: [Stability]

Everytime one of Oya’s abilities affects a target they receive a stack of [Unstable]. For each stack on that enemy they are slowed, at 3 stacks Oya’s next ability has a bonus effect on that target and removes the stacks.

[Unstable]: 3% slow per stack
[Unstable] Max: 3 Stacks
[Unstable] Lifetime: 5 s


1: [Gusting Winds]

Oya dissolves into wind and rushes to target location. Any enemies she moves through are marked with [Weathered Defenses], For a short duration Oya gains additional physical penetration against these targets. If during this dash no targets are marked, she can dash again for a short duration. Bonus effect – The target is dragged by the wind towards Oya’s target location.

Ability: Dash (Does not go through walls)
Range: Approx range of standard leap
Physical Penentration: 5/10/15/20/25
Cost: 50/60/70/80/90
Cooldown: 20/19/18/17/16 s

Notes: This ability is a fairly long distance gap closer, in the jungle it can be used to get around very fast, in fights it can be used to pick out selected targets or disengage.


2: [Whaling Winds]

Oya lets out a loud whaling scream, all nearby enemies are feared. Bonus effect – The duration of the fear is increased.

Ability: AOE Stun
Range: 20 ft
Duration: 0.5/0.6/0.7/0.8/0.9 s (+ 1 s if Bonus)
Cost: 80/85/90/95/100
Cooldown: 20/19/13/14/15 s
Notes: This ability is primarily to help her survive in fights, it can be used if she is caught out to make an attempted escape or aggressively to allow her to get damage down without instantly being focused.


3: [Dancing Winds]

Oya quickly spins around with her daggers damaging all enemies around her. Bonus effect: Enemies hit bleed for the same damage again over 5s.

Ability: AOE Damage
Range: AOE 20 ft
Damage: 90/145/200/255/310 (+ 60% of Physical Power)  Physical Damage
Cost: 70/75/80/85/90
Cooldown: 12/11/10/9/8 s

Notes: This ability is her main AOE damage source, its also very useful for clearing.


4: [Whirling Death]

Oya begins spinning around gaining speed and turning into a raging hurricane. Whilst in her hurricane form she continuously damages and knocks enemies away from her. During this dance she can move at a reduced speed. Bonus effect: Enemy is instead pulled inward continually.
Ability: Transfomation, AOE Disruption.
Duration: 5/6/7/8/9 s
Damage: 40/65/90/115/140 (+ 50% of Physical Power) Physical Damage
Cost: 100
Cooldown: 60s

Notes: If used with good timing you can essentially drag an enemy out of their team and towards yours. This ability can also force disengages very well. Whilst using this ability she cannot be hit (as she is tornado) but cannot use any abilities. Her movement speed is reduced substantially but can still move. The size of the hurricane is similar to that of AK.

 

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s