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Choose Champion Build:
- C'mon, I won't hurt you.
- The might of Lokfar approaches
Recommended Items
Spells:
Ghost
Smite
Items
Ability Order
Berserker Rage (PASSIVE)
Olaf Passive Ability
I - Introduction
Hello! I am mlha13, in game known as H.ornyHamster (withouth ".") (EUW) and Vukich (EUNE). This is my first guide on MobaFire. This guide will show you how to play Olaf in jungle and how to be a real man in late game! I hope it will help you. :)
Olaf is melee fighter and tank. He is usually played as jungler. His tankiness, damage and attack speed makes him to clear camps really fast. He is really good for ganks and securing kills.
+ Very storng + Great slow skill + Immune on CC + Dealing true damage without loosing HP + Good Jungler + Scales great with health items + The Berserker Rage and true man on battlefield! |
- Hurts himself with Reckless Swing - Undertow is heavy to land and can be tricky - No CC - Can fall behind - Ignite ruins him - Cannot escape before Level 6 - Olaf from Frozen |
Passive - Berserker Rage
For each 1% health missing, Olaf's attack speed is increased by 1%.
As you loose health, you go berserk and manlier that you gain more attack speed so your hits are faster than a lighting! Good thing: Beast on low health, bad thing: Slow as hell with full health. I would recommend you to buy some health or attack speed items, it all depends do you want to play tank (more attack speed while loosing health) or DPS (pure attack speed)
Q (1st ablility) - Undertow
Cooldown: 7 seconds
Olaf throws an axe to a target location, dealing 70 / 115 / 160 / 205 / 250 (+1.0 per bonus attack damage) physical damage to units it passes through and slowing them by 29 / 33 / 37 / 41 / 45 % for 1.5-2.5 seconds based on distance travelled.
If Olaf picks up the axe, the ability's cooldown is reduced by 4.5 seconds.
You're such a man that you are thorwing your beautiful axes on sissies like your enemy! Try to throw axes but not too far so you can pick them up with ease and harass alot. One minor con for this is low mana pool at the beginning so you will loose much mana after a couple of throws. Be patient and play it smart. Take it at level 1 and max it first.
W (2nd ablility) - Vicious Strikes
Cooldown: 10/9/8/7/6 seconds
For 6 seconds, Olaf gains 9 / 12 / 15 / 18 / 21 % lifesteal and 40 / 50 / 60 / 70 / 80 % attack speed. He gains 1% extra healing for every 2% health he is missing.
This ability is completely awsome, you're such a man that you get a high amount of lifesteal and attack speed so you don't hit like sissy anymore! On low health it will heal you in no time. In jungle, take one point at lvl 2 and max it 2nd. On lane, take one point early and max it last.
E (3rd ability) - Reckless Swing
Cooldown: 12/11/10/9/8 seconds
Olaf deals 70 / 115 / 160 / 205 / 250 (+ 40 % of total attack damage) true damage to his target. If he doesn't kill his target, he inflicts 30 % of the total damage dealt to himself as true damage.
Basic attack reduce the cooldown of this ability by 1 second.
You are so manly that you hurt yourself! It's great for lasthitting or clearing camps, nice amount of true damage (true damage = damage that completely ignores armor and magic resist and goes directly on health) which can be performed for finnishing low health targets (champions). In jungle, take one point early and max it last. On lane, take one point at level 2 and max it 2nd.
R (Ultimate) - Ragnarok
Cooldown: 100/90/80 seconds
Passive: Olaf gains 10 / 20 / 30 armor and magic resist.
Active: Breaks any crowd control effects. Olaf loses the passive bonus armor and magic resist, but gains 40/60/80 bonus attack damage.
Now you're 100% beast, not a man anymore, you're more than that! With passive you get armor and magic resist BUT when you activate yourself on BEAST MODE you "sacrafise" that amount to get more attack damage so you can become a buffed up viking!
Greater Mark of Attack Damage
Gives your champion bonus amount of attack damage for the whole game More AD means you're the bigger man from the bare start! AD scales with Undertow and Reckless Swing. More damage = faster death of your enemy. Same goes for that one Greater Quintessence of Attack Damage you've got there. |
Greater Seal of Scaling Health
Gives your champion bonus amount of health which goes up as you level up (the maximum is reached at level 18) All beasts are big and health makes you bigger! Health is great on Olaf because of his passive, you are able to take more damage and you are less likely to get killed and also, you are able to overcome armor and magic penetration. |
Greater Glyph of Magic Resist
Gives your champion bonus amount of magic resist for the whole game. If you are going to be a man, you must be careful and take care of magic damage as same as you take care of physical damage! You never know who or what can deal magic damage. Better safe than sorry. |
Greater Quintessence of Armor
Gives your champion bonus amount of armor for the whole game. Men are strong and they are not hurt easily. That's why they take armor into the battle. Armor is great against the champions who deal physical damage. Stack armor so their attacks are weak and useless. |
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FEROCITY
Tier 1: Five points in Fury for full attack speed potential. Olaf needs attack speed in jugnle. Tier 2: Double Edged Sword so Olaf can show who's the real man on the battlefield! If you don't feel safe for taking Double Edged Sword , take Feast to restore health by killing creeps. Tier 3: Five points in Natural Talent to gain bonus scaling attack damage. If you want to heal more, put all five points in Vampirism . Tier 4: Definately Oppressor ! Targets slowed by Undertow will truly feel warrior's wrath. |
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RESOLVE
Tier 1: All points in Unyielding . A true man like Olaf is smart enough to combine his masteries and runes together. 5% armor and magic resists maybe sounds small but consider that champions level up and that number grows bigger. Tier 2: Every single jungler should take Explorer for easier movement through bushes and river. Makes roaming between lanes faster. Tier 3: Veteran's Scars provide 50 health at the bare start of the game. It gives more survivability at early level. Tier 4: One point invested in Insight means your summoner spells have lover cooldown. Great thing for Ghost, Teleport or Flash. Tier 5: Five points put in Legendary Guardian provide 3 bonus armor and magic resist for each champion nearby. Let's do some math: 5 champions = 15 bonus armor and magic resist (5*3=15, without adding bonus percentage from Unyielding ). More armor and magic resist give an opportunity to survive fights and chance to get more kills. Tier 6: Strength of the Ages ! Makes Olaf gain extra health by killing large monsters. That extra health can be combined with his passive (and items). |
Starting Items
Hunter's Machete
Rejuvenation Bead
First Trip Back
Stalker's Blade - Cinderhulk
Ninja Tabi
Core Items
Titanic Hydra
The Black Cleaver
Boots
Berserker's Greaves
Boots of Mobility
Boots of Swiftness
Ionian Boots of Lucidity
Mercury's Treads
Other Items (without explanation)
Hunter's Machete
Nothing special to say about this item, you're a melee jungler and every melee jungler starts with this item. |
Rejuvenation Bead
A.K.A. Anal Bead. Extra health regen which might save your life. If don't like to take a risk, buy Health Potions or Refillable Potion. |
First Trip Back
Stalker's Blade - Cinderhulk
Buy it ASAP! It's good for jungling because of DOT (Damage Over Time) effect, Chilling Smite helps you hunt down your puny targets. Cinderhulk is also good because of it's bonus health. |
Ninja Tabi
I like those boots because of it's passive and amount of armor you are getting with them. I don't have anything special to say about them, they're just useful for jungling. |
Core Items
Titanic Hydra
With this item, the percentage of your health, which shows how manly you are, turns into AD which makes your enemies run away from your like herd of sheep. |
The Black Cleaver
First always, but ALWAYS buy Phage! Health, physical damage and movement speed boost are great for Olaf, especially that boost for chasing. Finally Black Cleaver is great because of it's 20% CDR, you'll be throwin' axes more than Draaaaven. Armor shread stack are good for those coky tanks you will face and you will make them beg for mercy. |
Boots
Berserker's Greaves
They're good for clearing jungle camps faster. Makes you deal damage much faster against champions. |
Boots of Mobility
Great boots, take them if you like to gank or roam alot and you're enough fed to stay away from your jungle/lane for a longer time. |
Boots of Swiftness
You get more movement speed than you get with the other boots, reduces slow effect. |
Ionian Boots of Lucidity
Those boots combined with Sorcery from masteries and Black Cleaver will give you 40% CDR which is awesome! Just do the math and you will see how much axes you'll be able to throw or how much Reckless Swings you will make. |
Mercury's Treads
Take those boots depending if your enemies are dealing more magic damage or if they've got a lot of Corwd Control effects, if they don't, I recommend Ninja Tabi. |
Other Items (without explanation)
Armor |
Magic Resist |
Health |
Damage |
Main Spells
Other Viable Spells
Ghost
It's good if you miss an enemy with Undertow you can still hunt him down. If you are good with landing your Q then you can use Ghost for chasing, slowing your enemy with Undertow plus if you have Frozen Mallet you are CC machine. Also Ghost goers great with Ragnarok, you can litteraly run through the units and don't have to be worried anout any CC that will be landed on you. It's better than Flash because of lower cooldown and it's simply less compatible on Olaf.
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Smite
If you're jungling you must have it, especially at the start when you are doing Elder Lizard (Red Buff) because you won't have anyone around you to help.
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Other Viable Spells
Flash
This spell can be good if you need a quick dodge (against long distance skillshots for example) or an easy escape when you are in life-threatening situations (flashing over wall, Jarvan IV's Cataclysm, Anivia's Crystallize or Trundle's Pillar of Ice). It all depends on your playstyle are you going to take Ghost or Ignite.
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Exhaust
Good for counter jungle, nice permaslow combined with Undertow, also reduces armor and magic resist.
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Teleport
Here's the dilema: you can take Ignite for finnishing enemies or you can take Teleport to come fast on desired lane and clear the minion wave or slay an enemy. Teleport gives you an ability to stop an enemy on your lane from farming/pushing and if you choose a good timing you can clear your lane without loosing any minions, great for backdooring. It's good when your team is doing objectives like Dragon or Baron Nashor so you can rush on closest ward your teammate have placed before and give a backup to your friendlies.
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Ignite
Burn, baby, burn! WHOOHOO!!! Ignite is a useful spell for snowballing on lane and Olaf is very good at it. Very few champions can go against Olaf's raw damage, you can harass with Reckless Swing, then go all in with Ragnarok (and Ghost sometimes) but still you will need that finishing touch. Ignite is also good against champions that heal alot like Dr. Mundo for example, so won't you regret taking it.
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Olaf is so stronk! xD
With his great sustain and true damage burst, Olaf is great champion for fighting long fights and focusing squishy targets at the same time. Using Ragnarok + Ghost combo, you're immune on any CC and fast enough to hunt down your enemies.
I know that I didn't write a lot, build is not totally complete yet, there are few things to add...
I hope this guide helped you.
With his great sustain and true damage burst, Olaf is great champion for fighting long fights and focusing squishy targets at the same time. Using Ragnarok + Ghost combo, you're immune on any CC and fast enough to hunt down your enemies.
I know that I didn't write a lot, build is not totally complete yet, there are few things to add...
I hope this guide helped you.
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