Olaf Build Guide by Krazyteddybare

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.

League of Legends Build Guide Author Krazyteddybare

I Olaugh at you

Krazyteddybare Last updated on November 26, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 25

Honor Guard

Defense: 5

Strength of Spirit

Utility: 0

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Hello, this is my first guide. I have been playing for a little while and i consider myself not a horrible player but not amazing. If you rate me down or up please tell me why because i would love to hear how to make my guide better. Krazyt3ddybar3 level 30.

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Summoner Spells Do's and Don'ts


Exhaust: its a great chasing tool and good match for your Undertow to last that last hit or help your team catch up.
Ghost: Also good for chasing and getting in range for undertow or if you missed.
Ignite: Nice for if they are low on hp and are running to the turret or through enemy team so you can still get the kill and hopefully live.
Flash: good for escaping ganks by Flashing through walls or finishing the last guy running away.


Teleport: Good for forming ganks or getting into a team fight when you are half way across the map.
Fortify: I have seen tanks with this as one of their spells so if you are picking Olaf for his tankyness you may want this but i still recomend the ones in the Do section above.
Cleanse: there are plenty of other options other than wasting a summoner spell on this and if you are really getting CCed a lot and slowed ex just trade out berserker's Greaves for Mercury's Treads.


Everything else:
Heal: may help your team some times but it only gives the team 50% of it, and the other choices are better
Revive: not very usefull especially becasue of the long CD 9 minutes most Summoner spells only have 3-4 min CDs. Just think about it a game usually only lasts for 40-60 min that's only 4-6 uses and I don't Usually die that many times in a game unless its Draft Racing (and i am runner).
Smite: you don't jungle.
Clarity: you may have mana problems at first but it should clear by mid-end game.
Clairvoyance: i have always found this to be more of a roamer/junglers spell to spot ganks and make ganks.

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My Runes are:

Greater Mark of alacrity x4
More AS never hurt with Atma's Impaler.
Greater Mark of desolation x5
Helps kill tanks along with Reckless Swings.
Greater Glyph of Shielding x9
Good MR for surviving Champs like Annie ( Can replace withGreater glyph of warding but i prefer this because the warding is only good until level 10.
Greater Seal resilience x9
Helps surviving an Ashe with Phantom and infinity.
Greater Quintessence of Strength x3
Complements your passive and other runes.

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Skill Sequence

I always Level upE andW around the same time and I only getQ 1 point in for the slow until I max out all others.

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Item Sequence

I first start with aDorans Shield. Next run back I grabBoots of Speed and aRuby crystal to go intoPhage. Then I finish myPhage andBoots of speed. Next go I try to finishFrozen Mallet but if I cant grab aGiants Belt. After grabCloak of Agility and/orChain Vest. Finish offAtma's Spear. By now the game should be pretty much ending but if not buildWarmongs for the buff inAtma's Spear and you will be unstoppable with all that hp. Then grabZeal (can getCata instead if preferred).Banshee's Veil, thenPhantom Dancer and done!

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Jungle Timers

Summoners Rift


- respawns every 6:00 (spawns at 2:30 in).


- respawns every 7 min (spawns at 15:00 in).


- respwans every 5 min (spawns 1:55 in).

Wolfs/Wraiths/Mini Golems

- respawns every 1:40 (spawns at 1:40 in).

Twisted Treeline

4 packs of non-elite creep

- respawn every 1:15 (spwans at 1:40 in).

Wolfs/wraiths with buffs

- respwan every 3:00 (spwans at 1:55 in).

Red Lizard

- respwans every 4:00 (spwans at 2:10 in).


- respawns every 5:00 (spwans at 4:00 in).

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So, you may be looking at my masteries and going 25/5/0, n00b. But now that the mastery changes came out i just couldn't decide which was was better. So i just got them all i mean why spec in off masteries when there are still main masteries to get just my thoughts.

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I strongly recommend looking at the champion spotlights for any new champion you are thinking about buying or playing to give you some tips on how to play him/her..Here is the Champion Spotlight for olaf (it is a little old)(unknown embed type)

My Tips

LAND THAT UNDERTOW, you probably aren't going to catch them if you don't land it (unless u waste ghost or exhaust). You must compensate for the time it gets to the target which differs on how fast the target is moving (but not by much).

Your not Superman, You aren't Superman don't act like you are your not poppy or tryn who can dive for 10 years early game. However you can take lots of dmg late game.

Practice, Practice is the only way you are ever going to get good at anything not just LoL life in general.

The "cure", the "cure" to a AD carry is thornmail, thornmail kill all ad (just pray they dont get MR).

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On an uncharted continent beyond Valoran's grasping clutches, the conqueror named Olaf was born to a long tradition of soldiers unlike most others. Berserkers, as they tout themselves, are warriors who channel fury deep from their cores, unleashing pure and savage wrath upon their enemies. This fearsome evolution is a product of their unforgiving home, Lokfar - a barren tundra where all creatures must vie bitterly for every resource. Olaf belonged to a seafaring clan known for ruthlessly pillaging any and all villages within reach of their dragon-crested longboats. The last time he saw his icy home, Olaf was embarking on an expedition to pioneer and plunder a distant land known only to legend. However, while underway, a terrible storm sprung up and Olaf and his crew were thrown to the mercy of a roiling and pitiless sea.

His ship destroyed, his crew nowhere to be found, Olaf miraculously washed up untold miles from ''friendly'' waters on the foreign shores of Valoran, south of Demacia. This unfamiliar place stunned and frightened the Berserker, for Lokfar is not privy to such potent magicians. Approaching them, Olaf hoped that they could use their mysterious powers to send him back to his people. A bargain was struck. Olaf would use his awesome prowess as a warrior to serve the unusual wars of Valoran in the League of Legends, and in exchange the sorcerers would find him a way to return. Despite his participation in the League, Olaf knows better than to trust the ''finger wagglers'' that run the Institute of War. He deliberately keeps details of his life and home from them. After all, with enough information, they would most certainly find the Lokfarians and dominate them as they have dominated all of Valoran, keeping both quietly -- and unwittingly -- in their thrall.

Beware the war cry of the Berserker. What surges toward you is unyielding, free from the shackles of reason.