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Choose Champion Build:
Spells:
Ghost
Smite
Ability Order
Berserker Rage (PASSIVE)
Olaf Passive Ability
Masteries
21-9-0 masteries:
9-21-0 masteries:


I use ghost as my first summoner spell because you want the speed to keep up with the enemy to constantly throw axes and then be able to get into melee range so you can lock onto them with


Smite. Oh smite, oh smite....Why do people keep jungling without smite? I still do not know why but it irritates me when people don't bring smite to the jungle. Why do we want this spell so much?
1. Smite helps you clear the jungle faster during your first run from lvl 1-4 at blue and red buff.
2. Due to

3. Allows you to control EVERY jungle camp in the game. Especially Baron Nashor and Dragon.
4. Allows you to counterjungle the enemy jungler effectively.
5. Due to


6. Allows you to control your own jungle buffs when you're being counterjungled so you can recover.
Smite should always be used because it makes everything safe while jungling and warding/controlling the map. NO MATTER WHAT, YOU SHOULD ALWAYS HAVE SMITE WHEN JUNGLING.
The only other spell I would use besides Ghost.....

The infamous flash. While it is used on almost every champion as an emergency escape mechanism, on Olaf, it doesn't provide as much utility on a champion like Olaf. He doesn't necessarily have a finishing skill. To finish off an enemy, you want to hit your axe for a gap closer, for example



Any other Summoner Spells should NEVER be even thought of using on a jungle Olaf. He needs smite to control the jungle and needs ghost/flash for an escape use.
Laning Olaf:

Exhaust helps you shut down enemy carries such as



This spell is meant for map control and allowing you to be in places you can't reach by only means of


"Urge to kill, rising!"- Olaf

"For every 1% of his health missing, Olaf's attack speed is increased by 1%"
Why is Olaf so fast in the jungle? This is one of the two reasons that make Olaf a speed clearing jungler. His passive gives him 1% more AS as 1% of his max health drops. This can add up to more than any item in the game and more than the stats of runes and masteries combined.
His passive perfectly suits Olaf and allows him to win 1v1 fights because he can use

This is another reason to support why I said to pick Armor Pen marks over Attack Speed reds. Why settle for 15%-26% attack speed from runes (15% with Attack Speed marks and 24% with Attack Speed marks and quintessences) when you can get 0-99% more from your passive.
Olaf's Q: Undertow
"Chicks dig my axe."- Brolaf
When


Olaf throws an axe to a target location, dealing physical damage to units it passes through and slowing them for 2.5 seconds. If Olaf picks up the axe, the ability's cooldown is reduced by 4.5 seconds.
Cooldown: 8 seconds
Range: 1000
Cost: 55 / 60 / 65 / 70 / 75 mana
Physical Damage: 80 / 90 / 130 / 170 / 260 (+1 per bonus attack damage)
Slow: 24 / 28 / 32 / 36 / 40%
This is the other reason why Olaf can jungle so fast. Throw the axe, pick it up and the cooldown gets refresh by 4.5 seconds, regardless of how much CDR you have. With 40% CDR, you can spam your axe constantly to deal insane AoE burst damage in seconds...if you have the mana for it. When grabbing blue buff, the cooldown of this skill can be from 1-2.5 seconds long. This skill can clear jungle camps very fast and any creep waves fast.




How to effectively use Undertow to clear jungle creeps extremely fast:
Press the Q key to aim the axe in the direction of the jungle monsters. Pull your mouse as close to Olaf as possible, while still in the direction of the creeps, until the arrow doesn't become shorter. Click down, pick it up, and repeat.
Note: If you throw

Olaf's W: Vicious Strikes
When


For 6 seconds, Olaf's attack damage is increased by 7 / 14 / 21 / 28 / 35 base damage plus 1% of his max health. He also gains 9 / 12 / 15 / 18 / 21% lifesteal and spell vamp.
Cooldown: 12 seconds
Cost 40 / 45 / 50 / 55 / 60 mana
Why do I put a point into this skill at lvl 1 and lvl 3? Well the lifesteal isn't much since your autoattacks don't do so much damage to be able to steal large amounts of health from the jungle creeps. However, the trick to using Vicious Strikes is being able to time it so that it's up when you're about to smite the Blue Golem or Red Lizard.
Why is that? Olaf's




Why didn't I put a point into



Why did I max this skill last?
The scaling of this spell stays at 1% of your maximum health at every rank of this skill. The damage increase and lifesteal & spell vamp increase per level isn't that much and doesn't boost his damage significantly. When Olaf gets his



However, this is the one reason why building tank items on Olaf benefits him more than other tanky dps. He gets the 1% damage scaling from his maximum health. Late game the damage increase from


Note: Since

Olaf's E: Reckless Swing
When


Olaf attacks with such force that it deals true damage to his target and himself.
Cost: 40 / 64 / 88 / 112 / 136 health
Cooldown: 8 / 7 / 6 / 5 / 4 seconds
True Damage to Target: 100 / 160 / 220 / 280 / 340
Range: 325
This skill makes Olaf unique compared to other champions.






However, this skill does have a slight drawback. It deals 136 health back as recoil at rank 5. There is the use of this recoil though. You need to lower your health so you gain attack speed from

When NOT to use



Note: If Olaf does not have enough health to survive the recoil from


Olaf's R: Ragnarok
When


(Passive): Olaf has increased 10/ 20/ 30 armor penetration.
(Active): Olaf instantly removes all crowd control effects from himself. He is also immune to disables (including silences and blinds) and has increased armor and magic resist.
Cooldown: 100 seconds
Duration: 6 seconds
Cost: 100 / 75 / 50 mana
Armor and Magic Resist bonus: 30 / 45 / 60
Ragnarok is one of the best ultimates in the game for a tanky dps. If you put this on Olaf, it becomes a skill that makes him unstoppable for 6 seconds. And you thought that





Plus it gives a passive 30 armor penetration. 30! With this much armor penetration, you're hitting for more damage than most melee dps champions. Against carries, you'll be ignoring their armor on early levels.
The increased defense is necessary to win 1v1 fights. Using


I've seen many other Olaf guides and playstyles and I've always seen people max their Q first. But it's my belief that


1.

2. It doesn't cost mana.
3.

Champions that build a lot of armor in lane to counter their opponent counters



You only need 1 point into




Starting Items:
Item Sequence










Standard jungle starting items because they offer defense, the most sustain, and


Core Mid Game Items:
Item Sequence








A must for DPS junglers like


Since Olaf is an off-tank,




Phage is nice because Olaf lacks a hard stun and relies on picking up his axe to keep slowing someone. Phage fixes this problem a bit, however it is only a % chance of the passive to proc. Eventually, you will build this item into



A very helpful item early game if you fall behind. It gives health, gold per 10 to catch up in farm, and eventually you can build it into


I would never buy this item if I'm behind because it doesn't give much of an offensive stat. The crit chance is only 12% and it's not what you're trying to strive for when you're behind. I would take this item if you're building as a DPS or anti-carry and will turn this item to a

Late Game Goal:
Item Sequence









Why did I choose this item over




However, the main reason I picked this is because this build designs










It's almost bought on every tanky dps nowadays because of it's passive. 2% of all your health is converted into AD. This means stacking a lot of health and resistances which is easy to build on



For Laning Olaf:
Core Mid Game Items:
Item Sequence






Other starting item choices:






If you've noticed, it's the same items as jungle




Late Game Goal:
Item Sequence








Since lane




Other viable choices after core items (Alphabetically):

Aegis is a support item and is usually carried on the tank or support (duh). For






This item is a popular choice among all champions because of the overall defense it provides. But what they really want is that bubble that blocks 1 spell every 45 seconds. It also benefits Olaf for the nice small amount of health it gives. It's more ideal to pick Force of Nature because of how tanky of an item it is and the fact







This is probably the only other viable boots on


While it gives lifesteal and crit chance, it gives no damage to




I would include this item as a core item but sometimes games don't last as long to be able to build this item. Why would I pick this over

1. More MR than Banshee's Veil.
2. Insane HP regen.
3. Movement Speed.
Because



99 Armor with 500 extra mana and a ton of CDR. I mainly buy this item to be able to stop autoattacking champions because of it's unique passive. Combine this item with


Adds both armor and magic resistance. This item is definitely helpful when you're a main damage dealer on your team and you need to survive during a fight. It also prevents focus on you and gives your team more time while you revive from Guardian Angel.

Infinity Edge is a carry item that costs a lot of money.



This item gives a lot of AS and deals 110 extra magic damage per 4th attack spread across 4 different targets. The extra health really helps too. Combine this with


This item should be bought when the enemy team has champions with over 200 armor that completely shuts down almost all physical damage. This is why we have


Why is this item almost never picked anymore? Well it's expensive as hell, 3800 gold total cost. Barely any damage is given from what it offers, the attack speed is kinda nice, and the armor is actually less than




One of the newest items in LoL, it's stats are crazy. When I read the patch notes of this new item, I knew it was going to be core on



A item built for defense against heavy AD champions and also provides a damage reduction. A situational item for



I've seen this item built on many other







This item is good for champions that instastun you such as



It's the same with




This item should only be upgraded by Philosopher's Stone if you built it in the lane. If your support is building




For the small price, it offers a lot. Health, MR, CDR, and the passive effect increases how much you lifesteal and spell vamp by 15%. Helpful and a potential item for


Well I've been playing LoL since July 2009 and man has this item taken its toll. It used to be stackable because it didn't have a unique passive and it used to do 40 magic damage per second instead of 35 (The range of the passive is 400). I remember the good 'ol days when



Anyways, enough with the spin-to-win stuff.





Similar to



Combine this item with




Even though it offers a ton of armor, that's really all it gives. It's passive should be the only reason you buy this. To counter heavy auto-attacking champions like




Ah, the infamous item made for almost every champion in the game nowadays. Why is this item good on










I find this item to be very useful when you need some defense against magic damage early game even if you have







While Riot recommends this item for







For Jungle

Standard Tanky DPS Build:
Item Sequence










If the game lasts to that point, this is usually my full out build. I use this full build almost all the games I play with jungle






"I need to get to that carry while being able to take hits" Build:
Item Sequence










I've replaced





"I need Armor Penetration" Build:
Item Sequence










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