Olaf Build Guide by loannes
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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.
This guide is for the tanky/dps olaf that can initiate team fights and live to tell of it.
I am not trying to make this guide flashy or pleasing to the eyes. Simply judge it for its content and viability on the battlefield.
I wont be going over warding or team fight strategy, simply how to build your Olaf into a beastly Glowlaf. The rest is up to you!
So lets jump right in...
Greater Mark of Strength
Now I have chosen AD marks simply for more damage (duh) Arp runes on Olaf do not tend to be that useful in the bigger picture as with he gains 10/20/30 Arp and will reduce the enemies Armor by an extra 20.
Greater Seal of Resilience
More armor is good.
Greater Glyph of Warding
Less ouchies from those cowardly spell casters.
Greater Quintessence of Alacrity
Now obviously we aren't going to pour all our runes into Arp but we do have more choices here, Personally I find attack speed fits my play style. You can change out your Quints for whatever works best for you however I suggest or or
Now I am not going to explain the obvious mastery choices but ill explain a little bit into a couple things.
3 in Brute Force
More damage is good damage. The alternative being I find that 3 more damage per swing just outweighs 0.6 seconds off of since we are going .
3 in Quickness
Moving faster is good on any champion but even better on Olaf. Great for running enemies down or running like a baby when you get ganked.
Everything else is pretty standard just feel free to ask why I went into any particular mastery in opposition to another.
Now I prefer to start with
as it allows for greater survival and staying in lane longer without having to go back. Get harassed? just sit back and let the HP/5 do its work.
Next we go into . As with most melee AD champs attacking faster results in higher numbers on the scoreboard.
I build into first for the health and slow. Makes you harder to kill and nobody will get away from you when coupled with .
Whether you get or first is up to you, But completing the "Atmogs" is essential.
Why you ask? Well I prefer to aid my team in any way possible. Not only does it give your entire team life steal as well as yourself but also reduces nearby enemy champions armor. And yes your will stack with it causing for a very large amount of life steal.
Now the last item you get is situational. If they have strong AD carries you may want to go . If they have strong casters go for a . If its about even then is probably your best bet. I find that when engaging in late game team fights as a beefy Olaf with they tend to not even try to kill you.
Obviously I max out
first as the large true damage hit is devastating early game. You want to make sure when in fights to use this skill every time it is off cooldown, Don't sit there trying to save it for last hits. Not only is this ineffective but will also cause animosity from your team. It is best used every chance you get for maximum damage output.
At level 2 I generally get 1 in simply for the slow. This will be the last skill you max. As any Olaf player will tell you, make sure to position your throws in places where you can easily pick the axe back up and reapply the slow.
is a highly underrated ability, the increase in damage and life steal/spell vamp will be the difference between winning or losing a fight. Get at least 1 or 2 points in this early game for longevity in lane. This is the skill to max right after
And obviously getting at 6, 11, and 16. With the recent change to this skill you can save it as an "oh, ****" button or to engage and shred an enemy while they can do nothing but watch it happen.
I pick Exhaust for multiple reason. For starters it is one of the few Summoner spells that is effective all game long. You can use it both offensively and defensively. That fed Tryndamere pounding on your face? No problem, just Exhaust him and walk away.
Ghost is also a skill that is effective Early, Mid, and Late game. If you find yourself in a jam ganked by 3-4 enemy champions, Simply then and they can watch you walk away without being able to do anything about it.
Other viable choices for Olaf include:
Flash is always a good choice on any champion, However I find it a bit less useful on Olaf. With there isn't much use for flash. Olaf can generally get out of any sticky situation he may find himself in already. But that's not to say it won't come in handy if you overextend and need to flash over a wall or line of trees to get away.
Ignite is a very powerful summoner spell early game for snagging kills on low health champs that are just out of reach. But its main use for me is for its healing reduction aspect, Which is useful all game long against any champion with a large amount of life steal or healing ability.
If you are jungling take smite. Otherwise do not use it.
In conclusion Olaf is a very fun champion that I find still has the ability to dominate and even carry a team with. I don't have a lot of Olaf games on my match history but ill post the ones I do so you can get a look at what this build looks like when executed properly. Note: All games were played at level 30.
The item build you see has my last item as a thornmail because they had a rather strong gangplank on their team.
But all in all let me know what you think about this guide, As I said before it is not meant to be flashy or look professional. It is simply a guide on Olaf and that is what I would like it to be judged for. Post any thought or suggestions, I would love the feedback.