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Build Guide by Asmoe

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Asmoe

Comprehensive Guide on Olaf

Asmoe Last updated on November 9, 2010
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Ability Sequence

13
14
15
17
18
Ability Key Q
2
4
8
10
12
Ability Key W
1
3
5
7
9
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
Sorcery
4/
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 8

 
 
 
 
 
Strength of Spirit
4/
Evasion
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 16

 
 
 
 
 
2/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 6


DISCLAIMER: As with any build, it is important to find a build that works for your play style. Additionally, this is PURE DPS build designed for survivability while dealing a lot of damage in a short time, however, it should be noted that depending on the opposing team's composition some changes to the build may be necessary to ensure that you are not an easy kill for enemy champs.

SUMMONER ABILITIES:
These are pretty straight forward. I bring ignite and ghost. But the way I see it, if I need to explain what abilities not to bring...you should probably uninstall LoL.

RUNES:
MARKS: Armor Penetration - The ArP from the marks with the Passive from your ULT are all the ArP you'll need.
SEALS: Flat Attack Speed - The faster you hit, the more you life-steal and as a result stay alive, Especially useful when using Vicious Strikes.
GLYPHS: Flat CDR - Being able to cast Reckless Swing ever 2 seconds, is pretty useful
QUINTS: CDR/lvl - See Above Statement

MASTERIES:
I chose 8/16/6 mastery for several reasons:
8 points in Offense b/c a little extra crit and attack speed never hurt anyone. Combine those with Vicious Strikes, you Passive + Runes and Items, it adds up quickly.
16 points in Defense for obvious reasons...survivability. As a melee champion you will find yourself in harms way more often than not, the increase in armor, magic resist, dodge chance, and base HP all assist in making you tougher to kill
6 points in Utility are there b/c of my play style and could be moved wherever you see fit, however, the reason I have them there is that the 4% extra HP/MP Regen is very useful, Improved Ghost run faster more often...how can that be a bad thing? And 2 points in increased EXP Gains...just in case I miss a minion or two tower diving a champ early game.

ALL IN ALL, MASTERIES DO NOT HAVE A HUGE IMPACT IN GAME PAST LEVEL 7. ITEMS IS WHERE YOU GET THE MAJORITY OF YOUR POWER.

ITEMS:
I don't waste my time buying Doran's Ring/Blade/Shield early game. I find it much more efficiant to start build my primary build right away, instead of buying useless **** that I'll just sell in a level or two.

The build order above is pretty much the build order I use. In certain circumstances I may change the order...or in extreme situations, I'll change the build completely.

I start out building a Phage. Decent Damage, Decent HP, and a useful passive. Plus, it's a prerequisite to another item in the build.
After Phage, I build the Tier 1 Boots
Then, I pick up Stark's Fervor (I build the Life-Steal portion first, then that attack speed. Life-steal with vicious strikes keeps you in the lane longer).
After Stark's Fervor is built, I upgrade my boots. Most of the time I will grab boots of swiftness for the permanent +3 movement (you're ult gets you out of everything), but again, depending on your enemy team make up, this might need to change (i.e. Heavy CC (crowd control) team might mean I need to pick up a Merc Treads instead because my Ult just won't cut it against 3 stuns, a knock-up, 2 slows and a silence).
After the boots I build a Zeal
Now I grab a Blood Thirster (get the sword first if you're team is having great success pushing lanes, if not, get the Scepter first to keep you in the lane longer and continue farming gold).
Now is where the fun begins, Buy a Trinity Force, it should be pretty cheap since you already have 2 of the 3 required items. Everything on Trinity Force is useful to you. At this point it is very important that you kill EVERYTHING you can. You're moving fast, you're hitting fast and hard and every kill you get charges your blood thirster.
Next buy a Phantom Dancer, if the game is still going on at this time, you are now a GOD among men. You are hitting fools faster than a starving woodpecker, you are running faster than a ***** in heat and your life-stealing *** ain't gonna die anytime soon. When you pop Ghost you're like a ****ing VISA card, "Everywhere you want to be"
If by some freakish chance the game is.........Still.......Going..........On....Buy another Blood Thirster and max out on potions (if you didn't know, when you're inventory is full; you can just buy a potion and you will automatically drink it and apply it's effect). Now with 2 fully charged blood thirster's there is no reason why you can't be 31/10/21.

Most of the time games last up to around my first Blood Thirster and maybe part of my Phantom Dancer, the long games aren't very likely...but occasionally you'll come up against a great opposing team that just surprises you and the game just keeps going and going, like the Energizer ****ing Bunny. With this build I average between 15 and 20 kills a game 10-15 Deaths (most of your deaths will come early game, up until you get Trinity Force) and 10-15 Assists. It's a pretty decent build, it works for my play style. And hopefully you'll find it Enjoyable too.

REMEMBER: THE LESS YOU DIE, THE MORE YOU KILL. THE MORE YOU KILL, YOU BECOME MORE POWERFUL. AND THE MORE POWER YOU HAVE, THE FASTER YOU KILL.

TIPS:
Reckless Swing is your friend, at Rank FIVE it is only a 2 Second Cool Down (with Golem even less) USE IT whenever it's up while fighting enemy champs
Vicious Strikes should always be on cool-down whenever you're in combat
Whenever you run in on a class with CC pop your ult and ghost. Your ult will prevent you form being, stunned, rooted, slowed (any form of disable won't work). REMEMBER, you can run through void zones (i.e. Vieger's Stun Cage, pop your ult and run through it, Karthas' slow force-field, run through it. Ashe's big Arrow and Slow Effects, You're Immune while you're Ulting. Use your Ult to your advantage...don't be afraid to put it on CD).
IGNITE: Early Game, get 'em to 5-10% and ignite 'em and forget about it. Late Game, use ignite less as a finisher and more as a heal/life-steal reducer. Use as a tool to reduce your targets ability to regen health (i.e. while you're focusing a target like Warwick, Mundo, Mor****iser...champs with high HP regen or massive life-steal) use ignite to reduce the healing they receive while you're beating their face in like a 2 dollar *****. You'd be amazed at the result
And finally, more as a team, as soon as your team can start killing Baron, Red Buff and Blue Buff, kill them, and keep them dead. Not b/c you need the buff, but to keep them from getting the buffs and the 230 Gold from Baron. (My 5's team always does this, we believe that if you control the jungle buffs, you have better control of the game).


Well there's my two sense worth. I hope you enjoy my guild. If you use it and like it please + me, if not, plz at least leave a comment as to why.

GL HF