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Olaf Build Guide by Solterm

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 Solterm

Olaf - @Darkpaladin037

Solterm Last updated on July 17, 2011
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Ability Sequence

1
13
15
17
18
Ability Key Q
4
8
10
12
14
Ability Key W
2
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: 13

 
 
 
 
 
Strength of Spirit
2/
Evasion
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 17

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

Utility: 0


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Introduction

My first guide and its written for a friend.
Ahhhhhh! PUT AWAY YOUR KNIVES!!! Please don't slam me for what I do with builds and stuff.

You got a better build/guide than mine? Write your own!

Basically when I play Olaf, I go crazy and run into people and enemy teams. This is because I like putting Olaf in a strong initiator role, being able to absorb damage and stuns so that the rest of my team can get in range and focus on the right target... Rather than the enemy tank because they are the closest target they can reach.

Olaf simply put: Play him as initiator!
1) Aggravate the enemy team while they are out of position or are waiting for supporting creep wave.
2) Absorb/negate stuns and slows to allow your own team to get into position.
3) Deal enough instant burst damage to draw enemy's attention.
4) (Most important) Get out alive.

Olaf falls into the same play category as Alistar(tank) and Renekton.

The "angry trio" (as I like to call them) are unlike Rammus, Ammumu, or Shen (who are better tanks by any measurement) in the fact that they are invulnerable to immediate CC and cannot get completely shut down after they initiate.

Basically, tanks won't draw enough attention to themselves because they aren't able to deal a significant amount of damage AFTER they dive in. That and most teams with more than one CC will not likely use both on a tank that is already being suppressed, leaving one or more CCs to shut down your carry.


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Runes

Flat AD - reds
Hp/Lv - yellows
Flat MR - Blues
ArPen - Quints

AD and HP for the skills, MR for the lack of, and ArPen for the tanks.


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Masteries

13 - 17 - 0

Tagging Crt and Exhaust, AS, ArPen, and Minion Damage.
Then MR, AR, 2dodge, Minion Def, DamageDef, and Flat HP.


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Items

In no particular order.

Crown
Cleanse Belt
Ninja Tabi
Thornmail
Banshee
FoN


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Skill Sequence

Q --> E --> E --> W --> E --> R --> E --> W --> Q --> W --> W --> R

(Running this off the top of my head... Might be wrong...)


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Summoner Spells

Exhaust and Flash


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Unique Skills

Just for a note: Throwing the axe as close as possible had a range about his normal attack and quite a big splash radius, but has an automatic pick up because of the size of the graphic and the handle of the axe.

Crown --> Flash --> E --> Close range Q --> W --> Close range Q
Put in a R wherever you think they are gonna CC you hard or tower diving.


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Summary

I really don't know how people got graphics on their guides... Imma leave it at this for a first.