Olaf Build Guide by Sundgaard
Not Updated For Current Season
Not Updated For Current Season
Please don't just downvote with no reason please write why you voted down so i can make it better :)
Hey out there and welcome to my Olaf guide.
In this guide i'm going to show some statics for Olaf and going to tell something about teamplay and jungling order
We're going to focus Survivability and DPS, so Olaf both can take alot of dmg and give alot of dmg back
Please don't vote this guide down just cause you don'y like the build. and please read the guide before voting down
And im open for some ideas to the guide:)
BTW this guide is still under construction d:
Pros / Cons
Abilities- Olaf throws an axe into the ground at a target location, dealing damage to units it passes through and slowing their movement speed. If Olaf picks up the axe, the ability's cooldown is reduced by 6 seconds. Olaf throws an axe to a target location, dealing 50/90/130/170/210 (+) physical damage to units it passes through and slowing them by 24/28/32/36/40% for 2.5 seconds. If Olaf picks up the axe, the ability's cooldown is reduced by 6 seconds. Pretty sweet move, use it sparingly even though it has a low mana cost.
- Olaf's attack damage is increased, based on his health, and he gains massive lifesteal and spell vamp. For 6 seconds, Olaf's attack damage is increased by 7/14/21/28/35 (+ [1% of maximum Health]) and he gains 9/12/15/18/21% lifesteal and spell vamp.
- Olaf attacks with such force that it deals true damage to his target and himself. Olaf deals 100/160/220/280/340 true damage to his target and inflicts 40/64/88/112/136 true damage to himself.
- Olaf is immune to disables, has increased armor penetration and reduces incoming damage. Active: For 5/6.5/8 seconds, Olaf is immune to disables and reduces incoming damage by 20/30/40. RUN RUN RUN! Passive: Olaf has 10/20/30 increased armor penetration.
Berserker Rage (passive) - For each 1% of health missing, Olaf's attack speed is increased by 1%.
Masteriesis based on health and armor never hurts. then 6 eksta dmg on minions actually does a lot in the jungle. i go 9 in ultillity for the eksta 20% buff time. but you can aswell go 9 up in offense instead of ultillity
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Movement Speed
just so you are a bit more tanky from start to end
when we are in mid game they are good against mages
Greater Quint of SwiftnessWith these runes you can get faster around in the jungle
Why not Greater Mark of Desolation or Greater Quintessence of Desolation runes?
Because your ulimate gives you 10 20 30 passive armor pen
Feel free to post some other runes that could use to :
I have chosen
of cause - we are jungle! and
since its a great help if you get suprised by an enemy, since the most of you jungle route you are low on health
is also a great way to gank with your Q
You could also pick if you like that more than or since the most guys suprise you with CC else it can be useful late game if your ult is on cd
I'm starting out with a
and 5 healt porion then when i go back first time i get
if you can take
instead. unless you need boots. then u gotta buy
. when u have Frozen Mallet size 16 you can chose what you want by your self.
you can take what i chose. or
Some ppl might say olaf need and its a most but i dissagree. it give Mspd and Aspd but dont need Mspd since you just slow your enemy and you get enough Aspd from your passive
Remember that i can't tell you what to buy every game you also gotta look on the enemy team Like you might wanna chance your boots to if the anemy is based on AD or to if their team is based on AP. or maybe just some other base items
Feel free to give me some tips and other alternative items
- Use undertow by throwing it at you feet so you pick it up right away and can throw it again after 1-3 secounds
- You need to master your undertow when ganking. It's a skillshot so you must use it as a skillshot When you gank then don't throw it at their standing poing but throw it where the might be running so they run into it.
- when you are chasing with undertow don't throw it as long as i can, but only throw it so it hit them so you can pick up the axe and throw it again right away.
- Smite React on spell vamp so when your W is active smite gives you life back. use it in the jungle!
- Your E does true damage. Use it to hit those tanks with alot resistance. since it will hurt much more than anything else will
- if someone chase you then run to a brush and in the brush chane diretion. (video coming soon)
Once you have the Undertow trick down, he does most of the work himself. He does a ton of damage on short cooldowns and his ultimate is very good. His jungling improves the lower life he goes and already started off really good! He gets tricky in teamfights as people will run from you and he doesn’t deal well with that. You also have to manage your life as to not kill yourself faster than the other team.
Olaf is an absolute beast clearer. He can rip through the jungle with a vengeance due to his passive. Because your speed keeps increasing, if you have auto attacks and blue buff he does some scary DPS to minions. If you have blue buff you constantly Undertow and welcome to AD scaling AoE damage, bro!
He will get lower in health, but if he has a good lifesteal on top of his W, you will be lower health than most junglers. He can also conserve mana if you are not using the Undertow trick to clear which means he can come out of the jungle often ready to rock, but it slows your jungle down.
His damage output is enough to kill someone three times over, however he is really reliant on landing an axe or a teammate having CC. Because of this, his ganks aren’t quite as potent as some of the other junglers. He also is relatively fragile early game when using reckless swing often, so it is easy to get bursted down when coming to gank. After level 6, his ganks are a little better because he can ignore characters like Malzahar or Annie’s CC, but is still relatively squishy and reliant on landing Undertow.
Ability to Deflect/Recover from Counter-jungling:
He really doesn’t deal well with people messing with him, is often low life on his routes and doesn’t come back from being behind very easily. This is also considering that you have to deal yourself damage in order to deal the most through your Reckless Swing ability. Because he has only a little steroid for his attack, coming back from being counter jungling is quite a task. If you can kill him once or twice or steal a camp, it is highly encouraged that you do so.
Ability to Counter-jungle:
He can get in and clear a creep wave pretty quickly, however he is normally not in the
position to do so given that his life is generally around 50% through his route. Not awful at the job, but he’s no Nunu.
Any character is weaker when they are behind, but Olaf really needs life and damage to keep up in the late game due to not having a good skill based buff and his primary damage deals damage to himself as well. He will generally be effective even when not fed because he still does true damage and has damage reduction/super armor penetration in the late game. When he does score kills, however, Olaf demonstrates that he is a carry and will pop his ult and ghost and there is absolutely no escaping, stopping or living near him.
Hey and thanks for reading the guide :)
Up-vote if you liked it and Down-vote if you diden't. if you down-vote please tell me what made you do it.
I would like if you would give me ideas that could make my build better:)