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prime

Olaf Build Guide by Shaam

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 Shaam

Just try peeling me, I dare you.

Shaam Last updated on September 20, 2014
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Ability Sequence

1
4
5
7
9
Ability Key Q
2
8
15
17
18
Ability Key W
3
10
12
13
14
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 13

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 17

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


Guide Top

Introduction

About Me




First off I am still new to the game so I am open to any criticism. Also this is my first guide, so any help there is also appreciated. Olaf has to me been one of the most interesting champions in the game, you can play him tank, or off-tank and yet still perform the same role with a slightly different way of doing it. I picked up Olaf a few weeks ago and decided to try him as a top laner. As I played him top lane I started to wonder if he would work as a jungler, seeing as how I main jungle and support, I do a bit of searching, and it turns out yes he is in fact a viable jungler. I went through quite a few guides, however none of them seemed to be finished or exactly what I wanted so I decided to make my own. The result is this guide you are reading now. Well, that's enough about me, let's get to the actual guide.


Guide Top

Pros / Cons

Pros

+ Good sustain
+ Strong in team fights
+ If fed can snowball the game out of control
+ Ragnarok is amazing for getting out of any CC and creates nice escapes and engages
+ Once you engage on a gank level 6+ the enemy laner can't CC you
Cons

- Relies on friendly laner to have CC and land it or landing Undertow
- Relies on Undertow for early jungle clear
- Blue buff dependent until somewhere late in mid-game
- Weak against all forms of CC pre-six
- Clear speed isn't as great as most junglers early game


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Masteries

Masteries
1/5
4/1
3/5
1/1
1/1
2/5
1/1
2/5
2/1
3/5
1/5
1/1
3/1
3/5
1/1
1/
Olaf is played best as a tank in the jungle. So of course we have most of the points in defense with some in offense to help with damage output. However if you payed attention you noticed I didn't go 9/21/0 I went 13/17/0. The reason for that is I find no point in Tenacious on Olaf or even building tenacity on him in general. Only tenacity I might get would be from Merc Treads but even those I buy for the MR, not the tenacity. Also Olaf fights weaving auto-attacks and spells together so I find Spell Weaving and Blade Weaving to be good masteries for him.


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Runes

Runes

Greater Quintessence of Attack Damage
3

Greater Mark of Attack Damage
9

Greater Glyph of Cooldown Reduction
6

Greater Glyph of Scaling Magic Resist
3

Greater Seal of Armor
9

Greater Quintessence of Attack Damage: All of Olaf's scaling abilities scale with AD. Also his main damage is gonna come from his Undertow and Berserker Rage as well as Reckless Swing.
Greater Mark of Attack Damage: Armor Pen doesn't really work well with Olaf since his Reckless Swing deals true damage. Other than that same reason as the Quints
Greater Glyph of Cooldown Reduction: 6 of these give you 5% CDR plus 5% from masteries means a free 10% CDR to start the game with.
Greater Glyph of Scaling Magic Resist: 3 of these to make up for the MR you're missing from not going full flat MR.
Greater Seal of Armor: Standard seals on pretty much any champ.

Remember you can replace the Armor for Percent Health or Flat Health if you want. That's a personal preference.


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Summoner Spells

Ghost
Ghost is amazing on Olaf with the increased move speed you can catch up to people and run ahead of them to make sure they don't get away. As well as running into the enemy team with Ragnarok+ Ghost and an Orianna ball on you while her Command: Shockwave is up you can almost guarantee a 3-man Shockwave at least. The wombo combos are pretty ridiculous.
Smite
Smite is standard for all junglers. Even if you don't need it to jungle take it for the objective control, Baron Nashor and Dragon can change games.


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Items

Remember this build is more defensive. The whole point is make you near unkillable in teamfights while also giving you just a bit of damage to give some actual DPS. Spirit of the Ancient Golems is necessary for a defensive build, and therefore we build a lot of health and resistances. If the enemy is full AD I'd just go with Sunfire Cape, Randuin's Omen, Thornmail, Ninja Tabi, and Blade of the Ruined King. The reason I take BotRK as my offensive item is because you can take out tanks as well as scare a squishy into focusing you, which can turn them into killing themselves on your Thornmail. When I pick Sunfire Cape I get it because we already have a Randuin's user on the team, so I see no reason to get one for myself. As for BotRK v.s. Hydra: Hydra is more useful for when you want to get some waveclear or the enemy team likes to group up in melee range of you during teamfights. Otherwise, BotRK is just generally better. Spirit Visage v.s. Banshee's Veil v.s. Locket of the Iron Solari: Visage is generally the best choice, unless there are reasons the Spell shield of Banshee's would be better, such as the enemy having a combo caster or CC that if it hits you you're guaranteed to die, normally that's not a case for Olaf, but if they have a silence it might be. Get Locket if no one else wants to or isn't building it. It's generally a core item on tanky supports, but sometimes people don't build it so, it's nice if you can get it. Locket does give some useful stats and a nice shield, but it's just not an item you want unless your team needs it. Frozen Mallet v.s. Warmog's Armor: Mallet is more for it's slowing affect so you can stick to your targets, and Warmog's is for it's regen and health.


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Ability Explanation & Skill Sequence

Ability Explanation



Berserker Rage
We get 1% of Attack Speed for 1% of missing health. This is why I don't run Attack Speed runes on Olaf. Berserker Rage is what let's you build Olaf full tank and still deal a lot of damage with just auto-attacks. This attack speed buff is what makes Olaf dangerous at low health combined with one of his abilities which we'll get to later.

Undertow
This is your tool for ganking as well as clearing your jungle camps. It scales with a 1:1 per bonus point of AD which works well with our runes and late game damage items. It provides a slow that's why it's used for ganks. Keep in mind it is hard to land and that if you pick up the Axe left in the ground the cooldown goes down by 4 seconds flat. This ability when used correctly can make Olaf one of the best chasers in the game.

Vicious Strikes
This ability gives you sustain in the jungle, quicker Attack Speed that stacks with Berserker Rage, and Life Steal with no Life Steal items. Also it gives more Healing from all sources the lower health you are. This syngerizes really well with both his passive and Spirit Visage.

Reckless Swing
This is Olaf. This ability gives you true damage at the cost of some of your health. It also scales with 40% of your total AD. Also this abilities cooldown is reduced by 1 second every auto attack. This is why I use Spell Weaving and Blade Weaving .

Ragnarok
This is yet another ability that makes me say this is Olaf. This ability is your Bread 'n' Butter. It breaks any CC placed on you and you become immune to CC for 6 seconds. Also during those 6 seconds you gain 40/60/80 AD. Even when it's not active it's still helping you by being a little bit bulkier giving you 10/20/30 extra Armor and MR. It may not sound like much from it's passive but it is amazing.

Ability Sequencing
As I said earlier in this guide. You always max Undertow first. After that depends on your preference. This is how I do it though.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


Guide Top

Items

Remember this build is more defensive. The whole point is make you near unkillable in teamfights while also giving you just a bit of damage to give some actual DPS. Spirit of the Ancient Golems is necessary for a defensive build, and therefore we build a lot of health and resistances. If the enemy is full AD I'd just go with Sunfire Cape, Randuin's Omen, Thornmail, Ninja Tabi, and Blade of the Ruined King. The reason I take BotRK as my offensive item is because you can take out tanks as well as scare a squishy into focusing you, which can turn them into killing themselves on your Thornmail. When I pick Sunfire Cape I get it because we already have a Randuin's user on the team, so I see no reason to get one for myself. As for BotRK v.s. Hydra: Hydra is more useful for when you want to get some waveclear or the enemy team likes to group up in melee range of you during teamfights. Otherwise, BotRK is just generally better. Spirit Visage v.s. Banshee's Veil v.s. Locket of the Iron Solari: Visage is generally the best choice, unless there are reasons the Spell shield of Banshee's would be better, such as the enemy having a combo caster or CC that if it hits you you're guaranteed to die, normally that's not a case for Olaf, but if they have a silence it might be. Get Locket if no one else wants to or isn't building it. It's generally a core item on tanky supports, but sometimes people don't build it so, it's nice if you can get it. Locket does give some useful stats and a nice shield, but it's just not an item you want unless your team needs it. Frozen Mallet v.s. Warmog's Armor: Mallet is more for it's slowing affect so you can stick to your targets, and Warmog's is for it's regen and health.


Guide Top

Change Log

Created July 8th, 2014

September 17th, 2014: Added an item section in the guide to explain a bit more details about item choices