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Build Guide by Awuh

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League of Legends Build Guide Author Awuh

Brolaf: Dude,, im so buffed up right now..(Jungle)

Awuh Last updated on May 9, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.


Brute Force
Improved Rally

Offense: 21

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 9

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I made this guide because i wanted to share my build with all of you guys.
And i wanted to show everyone that Olaf jungle is way better than Olaf in a lane, just like and .
This is my first guide, so dont kill me if it isnt the best yet.

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Why did i choose these Runes?

Greater mark of desolation greater quintessence of desolation
Quintessences: I chose these Quintessences because this gives you the advantage of early game ganks, you will be easier to kill then when you take , but when you gank, you should kill THEM, isn't that right?
I used for a while too, but i just couldnt get the enemies death, even if it was in a dual lane. This doesn't change your jungling method, seen that you will kill the monsters easier.

Marks: I chose these Marks because the extra Armour penetration makes it easier to kill enemies in early game ganks.

Seals: I chose these Seals because with the extra attack speed you can kill the monsters easier, and as many of you know, the passive of Olaf , for every % of health missing, you gain 1% Attack Speed, makes these Seals very wise.

Glyphs: I chose these Glyphs because I play Olaf as an Off-tank, so the magic resist makes you stronger against AP champions.

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My masteries aren't that other than other jungle masteries, ofcourse you pick and . And ofcourse i took and 1 point in .

The rest of my masteries go in Offense, because the extra damage you get out of it will be in your benefit more than Defense mastery.

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My items, i start off with the usual jungler items, a and 5
after your first recall, I go for , and u can always buy 2 .
The rest of your build is for Olaf not very weird. If you have enough money to buy , if not, you buy .
As a jungler, always buy wards, you are the one who is supposed to keep the map clear, its very important that you know that there will be a gank. This is not the most important thing when you are still low level, but when you are level 30, and especially in ranked games, you NEED to place wards.

As many of you know, you can also place , this works as a ward.
When you buy start off with for extra durability in ganks early game, and if necessary turret dives.

At the end of a game, if there is still time, i suggested to buy , now, if you feel that the rest of your team is strong enough, you can also first buy the and after that more damage or the .

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Summoner Spells

My summoner Spells:

isn't weird for (almost) every jungler ofcourse, and Olaf is not different.
He simply needs to jungle.
This isnt a strange summoner spell for Olaf, because it is very effective when Olaf pops his ultimate . When Olaf has his ultimate up, he can't be disabled and he will take less damage. So when you need to run away because u have no HP left, there is no stopping you. It is also effective if you need to chase down an enemy.

NOTE: I wouldn't pick because yes, you can instantly move to a near location, but after that you can still be in range for hits by range Champions, such as and , etc. etc. Thats why i like better than .

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Olaf's Abilities

For each 1% of health missing, Olaf's attack speed is increased by 1%.

I think this passive is one of the best passives in the game, in 1v1 fights, the enemy might underestimate you, and you can kill the enemy combined with your W spell, wich i will explain later.

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.Range of Undertow
Now, This spell is good, but in my opinion not early game. Don't get me wrong, its a pretty good spell, but almost only for chasing, seen that you can pick it up again. Because you can throw, and slow the enemy, pick it up, and throw it again, slowing again

NOTE: When you are jungling, and you have passed level 1 already, you can use to hit more than 1 enemy, and if you throw it close enough, you pick it up immediately again, and throw it again. Now, I would only do this when you have the Blue Buff, because it takes a lot of mana to do this.

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.

I really like this spell, because this spell, combined with Olaf's passive, is why he is such a good jungler. This is also the spell why a lot of enemies will underestimate him, you will get massive lifesteal, so if you doubt if you can make it, think about this.
This spell is late game very effective for Life regeneration on Neutral Monsters, so you can almost totally regen on the neutral minions.

NOTE: It is very helpful, when you jungle, to have your on when you use your , because you have also Spell vamp thanks to this spell, and you will regen, especially at the start of your jungling a nice amount of HP.

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.

This is, in my opinion his best spell, especially mid game. If you Max this spell as fast as possible, you will do a ton of damage on champions, I especially like the low cooldown on this spell.
I don't really know if this is very stupid, but i always ignore the damage he does to himself, because after you have got this damage is so low that you won't notice it.

NOTE: This spell deals true damage, now this is dissapointing late game, because relatively you deal less damage. The positive thing is that won't hurt you if you use this spell, because it is true damage.

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.

Passive: Olaf has 10/20/30 increased armor penetration.

This i find a very good ultimate, because you can't be disabled! A good example why i like it is when someone uses his on you, this is just amusing. And you don't only have to use it when you are going to flee from a fight, I strongly recommend you also use it when a teamfight starts, seen that you gain armor penetration. I remember one time that I won mid game a fight of 2v4 together with a and a teamfight of 3v5 thanks to my ultimate.

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Pros / Cons

Olaf (jungle) pro's:

    Olaf gets be underestimated a lot of times.
    You can fairly tower dive after you bought giant's belt
    He is hard to counterjungle.

Olaf (jungle) cons
    Early game you are pretty squishy, but after you have bought Giant's belt you have no problem with that, thats why i advise that you buy it immediately after you bought Boots of Swiftness and Wriggle's lantern.
    You can have experience with your ultimate from previous games, but that doesn't make you invincible. I have had this sometime, that early game i thought i could kill everybody, but that isn't the case.

I don't really know any more pro's and cons, so if you have suggestions, please tell me ;)

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This is the jungleroute i always take, now i know there are more routes, but i like this route because it is fast enough, and you recall once, so you can buy .
If you have these boots, its easier to gank and chase them to kill them.

This is the way you should throw your axe at jungling versus neutral monsters.
If you throw like this, you will hit all the minions, and you can pick the axe up immediately, i advise you only do this when you have the blue buff.

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Places you have to ward early game:
I made the wards bright green and about what they can see.
So, you will have to buy 4, possibly 3 if you have done well in ganking, and already bought a .
I tend to make sure you can always see enemy ganks coming, so one in the bushes at mid lane (since that lane gets ganked the most), one at the dragon, so you can counter the enemy from killing the dragon. This is important because the dragon is worth about 2 assists.
And i placed one ward in the river of top lane so you can see enemy ganks, i know you cant see the enemy when they went into the bush, but it is also important to be able to see (if there is one) their jungler, if he wants to steal your blue buff/red buff.

Wards late game:

Green wards if you are winning, red wards if you are (sadly) loosing.
Now, why i place the green wards where it shows in the picture.
You should always ward Baron Nashor on the end of the game, because the enemy might want to take it. Its always good to ward the dragon, since you always want to be able to see most of the map.
For the rest of the wards, you want to be able to see the enemy always, and if you have pushed them away, these places are the best to place them.

Why i place the red wards where it shows in the picture.
Ofcourse you want to see the Baron Nashor, and because you want the whole map visible, one at the dragon.
For the rest of your wards, place them on the obvious places, because the enemy can always be lurking in the bush ready to take you all out. So you place them at the same places as your enemy would place them on your side.

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I hope you liked my guide, and i have respect for you if you it all the way to the end.
This is my first guide so if you have comments,suggestions or questions, i am glad to answer them all..

Thanks, Awuh