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Olaf Build Guide by blueMOBA

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 blueMOBA

Origilaf - blueMOBA's Comprehensive Guide to rockin' Lolaf

blueMOBA Last updated on November 11, 2012
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Lanelaf

[VS]

Junglaf

Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


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Notes

PLEASE NOTE THAT THIS GUIDE IS STILL UNFINISHED. I AM CURRENTLY WORKING ON FURTHER CONTENT!




Still to come:
fille> Warding (Map Update)
fille> Jungling
fille> Synergies and Counters
fille> Matchups


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Lolaf!

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Hi, I'm blueMOBA. This is my attempt at a full guide to playing Olaf, the Berserker
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Just because playing makes you feel like this:


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Runes

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Runes

Greater Mark of Armor
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Armor
3
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The runes displayed in the table above are slightly misleading. Please read the below for a full explanation.
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fillerfillerfillerfiller VS. fillerfillerfillerfiller (Physical)

greater mark of desolationgreater seal of vitality fillerfillerfillerfiller VS. fillerfillerfillerfiller (Magic)

greater quintessence of desolation fillerfillerfillerfiller VS. fillerfillerfillerfiller (Mixed)

You may want to think about taking ArP VS. champions like who, while not being able to really hit you for hard amounts, will stack armor and make it hard for you to damage them beyond use of E.

You could also take flat HP Seals or Quintessences VS. other champions that can deal true damage like or .


Why defense over offense?
fillerWell, it's quite simple, really. Most Olaf players like to max E, which I believe is correct. However, they then make the mistake of taking flat AD for runes. If you're trading in bursts of true damage (which doesn't scale), doesn't it make more sense to build defensive? You will take close to no damage in-between and during trades even if Nasus decides to pound on you with his Q, because you have 65 armor whilst still having bought .


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Masteries

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Masteries
1/5
3/5
4/1
1/1
3/5
3/1
4/1
1/5
1/1
3/5
2/1
3/1
1/
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It really all depends on your opponent(s). Generally, you'll want to take 9/21/0 or 0/21/9 - a 21 in defense and 9 in either of the offense or utility trees.

Olaf is a champion that is extremely speed-reliant. He is kited easily, juked by almost any champion with any form of dash or jump; he's slow and the CC that he does have is both soft and very unreliable.

Hence, both the tenacity and MS from the defensive tree is much too good an opportunity to put to waste. If you need additional speed, for example VS. an or , you can take points in the utility tree.


When it comes to the offensive tree, free AD makes it easier to CS and an extra buff to your overall DPS (AS and ArP) never hurt anybody - except your opponent, of course (but that's the idea, right?).

Despite all of the bonuses that both the offensive and utility mastery trees have to offer, I still value defense over both, as I explained in the runes section (1 chapter up).


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Items

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When it comes to items, there's no book of rules as to how you can build or a 'best item' that trumps over all in any situation.

Starting item(s):

+ x4 fillerfill VS. fillerfill (Magic, or if you need to close gaps)

+ x5 fillerfill VS. fillerfill (Heavy Physical)

You could even be imaginative and start with something like + x3 + sight wardx1 if you felt like you were going to get beaten on by this enemy .


Laning/Early Game:

OR = CORE ITEM ( vs. Physical and vs. Magic)

+ philosopher's stone = GOOD ALTERNATIVE (if there is a gap in CS or you are mana-starved, maxing Q)

OR = IMPORTANT ITEM ( vs. Physical and vs. Magic)

OR OR = COST-EFFICIENT ITEMS

The cost-efficient items can either be bought if you're feeling strong and you've got some spare cash left over on recall, or they can be bought as an alternative to the others if you're feeling very weak (note, vs. Magic and vs. Tanks and vs. Heavy Physical).


Mid Game:

+ fillerfill VS. fillerfill (Heavy Physical Enemy Team)

+ fillerfill VS. fillerfill (Magic-Heavy Enemy Team)

+ = GOOD ALTERNATIVE (if you feel you are losing or maxing ).

OR OR = EXTRAS ( vs. Physical and vs. Heavy Physical and vs. Magic)

Remember only to buy the extras if you are doing very well in the lane and have already bougt the core items - you feel like you are winning in CS; getting ganks in; your team is pushing turrets, etc.


End Game:

filler VS. fillerHeavy Physical Enemy Team

filler VS. fillerBalanced Enemy Team

filler VS. fillerMagic-Heavy Enemy Team


Other Possible Items:

filler VS. fillerEnemy team full of CC (a protect-the-carry setup, perhaps?)

filler VS. fillerEnemy team with overfed AD carry and very auto-attack reliant champions e.g.

filler VS. fillerIf you really feel like you need more damage.


filler VS. fillerEnemies are all stacking armor (all atleast 100+, with at least 2 having 150+).

filler VS. fillerEnemy team full of AP nukers and you need more beef.


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Skill Sequence

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Olaf is extremely viable because he's just so flexible - he can build so many ways and still remain effective and max any ability he wants in order to fit the matchup.
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filler
Passive - Berserker Rage
fillThis is a very useful passive when it comes to duelling. The passive is not really too noticeable early on, as Olaf tends to trade in burst rather than in a longer exchange, but it really comes into affect at around level 6. Combined with Olaf's full skillset (), Berserker Rage makes Olaf a deadly strong mid-game duellist.
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filler
Q - Undertow
fillExtremely strong ability. Spammable close-up, good for a ranged poke; allows you to CS even when being zoned. It scales very well with AD and with 20% CDR it is an almost instant use after you pick it up. Treat it as a second autoattack and when duelling/trading use it whenever it's up.

fillerfiller VS. fillerfiller (Ranged)
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filler
W - Vicious Strikes
fillReally the ability that makes or breaks the lane when it comes to a tough matchup - it's 's only real form of sustain. Once you grab a Wriggle's Lantern or Spirit Visage, the amount you heal from enemy creeps seriously rockets up - it can reach ridiciolous amounts, even if you're not maxing the ability. If you grab an early , you can heal for 35-45 per autoattack.
If you're feeling like you can't exactly trade with your opponent, just chill at the turret, max and out-susatin their damage output (with the aid of ) while you farm.

fillerfiller VS. fillerfiller (Pushers you can't trade with)
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filler
E - Reckless Swing
fillProbably my favourite ability in the game (tied with Darius' ) just because of the badass animation and particles it throws off. Anyway, this ability should be making up 90% of your early game DPS, 50% of your mid game DPS and then a slightly lower 20% of your late game DPS. This is your trump card, the skill that really allows to beat on most any melee bruiser in the lane (besides maybe a few exceptions like ). Max this skill against primarily melee bruiser (champions such as or do not count, as they use ranged spells to poke and to deal a large portion of their damage) and against any building tank.

fillerfiller VS. fillerfiller (Melee bruiser/tank)
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filler
R (Ultimate) - Ragnarok
fillOne of the better ultimates in the game. The passive set% ArP means you will almost never need to build a or , and the active gives you superman for 5 seconds (200+ armor and MR) and free constant that lasts more than long enough to shred puny enemy . Use the moment you see that the enemy tank (or acting offtank) has initiated, the carry is open and the first bit of painful CC is dropped.


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Summoner Spells

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Generally comes down to personal choice, but you can also make a selective summoner spell pick depending on the matchup (if you can predict it coming) Note, that throughout this guide, I talk about building Masteries and Runes to counter the enemy lane - I don't generally refer to blind pick.

Advised:

OR fill+fill OR

Only take if you know how to use it properly (if you're below 1.2k elo you probably don't - you'd be surprised how many people use just to run the hell away, as I discovered when I started ranked).


Jungle:

+ OR

Always take when jungling. Olaf can - although it becomes a total pain in the *** - complete the route without smite, but jungle clearing is not the only reason for taking . It allows for drake and Baron clutches and steals, efficient counter-jungling and buff steals.


Viable Options:

filler
Lovely summoner. However, I see a lot of people using just to get back to lane faster after a recall. If that's all you're going to do with the spell, don't take it. Use to gank around the map and join team fights straight out of a splitpush. If you are <1200 Elo or below level 30, I advise against taking this spell.

Besides I can't think of a single other spell that really comes in useful when playing as .


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Playstyle

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Early game (1-5):
fillFarm passively, wether or not it be a melee or ranged enemy in your lane. As soon as the enemy champions is in range, either: autoattack > > autoattack > pick up axe > walk away (if melee) or throw > walk up to enemy > autoattack > pick up axe > throw again > autoattack > walk into brush > walk away (if ranged). Repeat the process until you reach level 2, when you'll take a point in . Add E on to your combo, following your . If you are being pressured too hard or losing a war of exchanges, stop trading and let the waves push to your tower, where you can then max and call for your jungler.


Mid game (6-11):
fillStick to the early game tactics: farming, trading, etc. look for opportunities to make plays on the enemy team, join in on early team fights and make sure you have dragon control. Steal buffs if possible and try to grab a turret. Can be either an extremely boring phase of the game or a very exciting one, depending on how many plays your team are making.


Late game (11-18):
fillIf the enemy champion has started roaming, call your mias and start pushing like hell. is an extremely strong duellist, so you shouldn't lose against most champions if it comes to a 1v1 situation. Join in on team fights, and always try to be present for when they happen. The last thing you want is to be caught up splitpushing at top while your team is getting beaten on 4v5. You have to gague when to be top and when to be mid and when to be in the enemy jungle. I would say that the laning phase is the most important part of the game for any player. Team fights are not difficult, since all you have to do is blow , both your summoners and bring your full combo to the enemy carry. There's a lot of button mashing, but positioning and such is not too much of a bother as opposed to how much of it a carry or tank has to do.


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Warding

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Yes, I apologize sincerely for the fact that this is a map that only covers the BLUE team warding. I will be updating the map soon.
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Please note that these warding spots are for TOP LANE play only. Jungle warding will be specified within the Jungling chapter.
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RED ZONE = VERY IMPORTANT VISION AREA
BLUE ZONE = IMPORTANT VISION AREA
GREEN ZONE = OPTIONAL VISION AREA
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1

filler
While this spot should be a highest priority when it comes to vision, pre-11 it can be switched out for the BLUE spot. However, post-11 it is imperative that this spot is warded.
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filler
This spot should be warded by your support player, but make sure if it hasn't been already that you ward this spot whenever you make a trip down to drake.
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3

filler
This spot should MOSTLY be warded, as it is a key ganking point for the enemy jungler. Whenever you have cash for a sight ward, buy at least one. Ward-to-item value ratio/heirachy is like so: IMPORTANT ITEM ( ) > WARD > PETTY ITEM ( ). Yes, that's how important warding is.
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filler
Please take note that you should ward here only AFTER you have destroyed the enemy's first turret and you have not taken to roaming yet. This spot should MOSTLY be warded, as it is a key ganking point for the enemy jungler. Whenever you have cash for a sight ward, buy at least one and place one down here.
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The other zones are optional spots. You can ward there if you really feel the need to, or if you feel as if your mid lane is not warding well enough.


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Jungling

WORK IN PROGRESS!


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Synergies and Counters

WORK IN PROGRESS!


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Matchups

WORK IN PROGRESS!


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Changelog

04/11/2012
20:45fillerfillerfillerfillerRELEASE


05/11/2012
14:53fillerfillerfillerfillerWARDING CHAPTER IMPLEMENTED


05/11/2012
15:35fillerfillerfillerfillerADDED PRETTY TITLE BANNERS


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Thank you

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While I still have parts to finish, I'd like some beginning feedback from the community before I decide wether or not it's worth contributing further to this project.

Thank you, and have fun playing Olaf, the Berserker.