Smite god concept – Oko, Orisha of the Harvest

  • Pantheon: African
  • Type: Mage
  • Role: Zoner
  • Hit progression: Normal
  • Pros: Extreme Zone Control, Super-safe laning
  • Cons: Low mobility, Low burst
  • Appearance: A somewhat older man whose clothing and physique suggest he is a farmer. He holds a staff and has a pouch hanging from one of his shoulders.


Passive: One with the harvest
Okos regular abilities have their cooldown halved when they collide with his farmland. Additionally all of Okos abilities have unique interactions with farmland.


1: Plow the land
Oko summons an ox driven plow which rages forward knock away all enemies hit. The ground this ability passes over is ‘plowed’ slowing enemies that move over it for 3 seconds.

BONUS: Enemies and Minions hit over farmland take 50% additional damage.

Ability: Line skillshot
Range: Standard
Slow: 20/25/30/35/40 %
Damage: 100/140/180/220/260 (+ 70% of your magical power) Magic Damage.
Cost: 70/80/90/100/110
Cooldown: 10 s


2: Fertilize the land
Oko fertilizes ground target location. Crops rapidly grow in this spot slowing all enemies within. If an enemy remains inside the crops for too long they are stunned and damaged.

BONUS: Enemies who are stunned by this ability within farmland grant bonus growth. (equal to half a wave)

Ability: Ground Target
Range: Standard
Size: Standard Small ground target. (Chronos 1, Ullr 3)
Slow: 20 %
Stun Duration: 1s
Damage: 90/130/180/230/280 (+ 80% of your magical power) Magic Damage.
Cost: 70/80/90/100/110
Cooldown: 15/14/13/12/11 s


3: Cultivate the land
Oko marks an area as farmland, the farmland starts out barren(no growth) and hence no benefits. Enemy minions that die within this farmland are converted into growth, this empowers the land and effects allies/enemies within it. Allies are healed constantly whilst enemies are slowed, the strength of these effects depends on how much growth the land currently has. Growth occurs in tiers, barren is tier 0 of 5.

Ability: Ground target deployable
Range: Standard
Slow: (10 * growth tier) % slow
Healing: (30 * growth tier) (+20 % of Magical Power) healing per second
Size: A circle with diameter almost as wide as middle lane.
Cost: 100
Cooldown: 30 s


3 Passive: Cultivate the land
Oko gains passive protections for each second he remains on his farmland. These protections are reset a short time after leaving the land. This ability will not stack on barren land. (30 at lowest rank, 75 at highest)

Protections: 2/2/3/3/5 per 2 seconds
Max Stacks: 15 stacks


4: Salt the earth
Oko begins channeling, at a large ground target location all enemy healing is reduced whilst protections are slowly withered away. This ability has no set duration and can be cast for as long as the user has mana, during channeling Oko cannot move or perform other actions.

BONUS: If Oko activated the ability whilst on his farmland he is CC immune as long as it is not barren.

Healing reduction: 50/60/70/80/90 %
Protections debuff: 3 per second (No Maximum)
Cost: 50 mana per second
Cooldown: 45 s


Growth explained:
Your farmland starts off with 0 growth and hence no benefits. When enemy minions die on your land you gain x growth. Per x amount of time your farmland loses 1 growth, the farmlands effects (if any) are persistent (cannot be switched off). In order for your farmland to give benefits it must have reached at least 1 growth tier. As an example growth tier 1 may be between 5-10 whilst 2 is between 11-20. This would be indicated in a similar way to Isis ultimate, clearly visible to the player and the enemy. Although I will not put specific numbers on decay or growth per minion, I think that in the time it takes a wave to reach the land, the previous waves growth should be half depleted. As such players can build up at a reasonable rate. Enemy and allied gods count to significantly increase growth.


Counterplay:
His main weakness is lack of mobility and an enemy laner should take full advantage of this. Rotating is incredibly hard for him to react to. If he pushes he will risk his farmland going barren, if he rotates he will risk his farmland going barren. Do not be tempted to fight him on his land when it is well looked after, even with jungle support you are unlikely to get anything. If you can force it to go barren by freezing lane outside your odds are much better. In teamfights try and save a hard CC for when he starts channeling, otherwise avoid the area as best you can. If your team has taken significant stacks from his ult you need to retreat and wait for the stacks to fall off.


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