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Spells:
Ghost
Ignite
Ability Order
Berserker Rage (PASSIVE)
Olaf Passive Ability
I usually use this runes:
9x Greater Mark of Attack Damage (0,95 ad/each)
it gives you a little advantage in the first ten minutes of the game
9x Greater Seal of Resilence (1,41 armor/each)
This is very good int the starts against the ad champs.
9x Greater Glyph of Magic Resist (1,24 mr/each)
This is against the mages and other ap champs.
9x Greater Quintessence of Attack Damage
To raise your starting ad.
I prefer this runes to every players who loves to play solo.
9x Greater Mark of Attack Damage (0,95 ad/each)
it gives you a little advantage in the first ten minutes of the game
9x Greater Seal of Resilence (1,41 armor/each)
This is very good int the starts against the ad champs.
9x Greater Glyph of Magic Resist (1,24 mr/each)
This is against the mages and other ap champs.
9x Greater Quintessence of Attack Damage
To raise your starting ad.
I prefer this runes to every players who loves to play solo.
filler | filler | filler | filler | filler | filler |
|
I think this is the most used skill with Olaf. You can harass with this, you can use it for farming, and if you chasing someone this skill will help you a lot.
This skill grants you to stay alive when then enemy has got a hard pusher in your lane, and it helps you to get faster the enemy's turret.
This is one of that rare abilities what deals true damage.
This sequence is what I prefer, but of course you can change it if you want.
I always use Ghost for help my escaping from the ganks with Ragnarok
For the second spell we have a lot of choice:
With this you can reduced your target's incoming heal, and deal some damage at the same time.
Well your Undertow grants you the slowing ability. You can pick this, but I think this spell is useless.
We can see a lot of people in solo lanes with teleport. It can be very useful to go to another lanes, or help in the team fights.
I think almost the half of the players brings this with themselves. Of course it's good, helps you stay alive in ganks, and it helps your teammates too.
For the second spell we have a lot of choice:
With this you can reduced your target's incoming heal, and deal some damage at the same time.
Well your Undertow grants you the slowing ability. You can pick this, but I think this spell is useless.
We can see a lot of people in solo lanes with teleport. It can be very useful to go to another lanes, or help in the team fights.
I think almost the half of the players brings this with themselves. Of course it's good, helps you stay alive in ganks, and it helps your teammates too.
Starting items
grants you enough hp, a little armor, and hp. (I prefer this one)
OR
The most of the pro players starting with these items, so it can't be wrong.
Core items
Optional items
I prefer the [[maw of malmortius] to gain more ad from your hp.
At last we've git a lot of chioce to get our last item.
Here is some examples and reasons.
If you buy this (at second time) you will gain a lot of hp. Why is it good? Well the Atma's Impaler and the Maw of Malmortius gives you a lot of damage from your hp.
Wtih this you gain everything, so it can be very useful.
This item helps you to regenerate you hp very quickly.
This item gives you more ad, and a lot of lifesteal too. This item is always useful.
gives you mana and a shield in every 45th sec what blocks the first incoming skill.
The best item if you're enough fed. It will gives you a second chance if you're died.
You can initiate with your Undertow then focus on the enemies who:
-has got low hp
-has got the largest damage
If you and your team's fleeing, you can help it if you throw back your ax what slows the enemy.
With this you can gain some time and distance to your team.
-has got low hp
-has got the largest damage
If you and your team's fleeing, you can help it if you throw back your ax what slows the enemy.
With this you can gain some time and distance to your team.
If you maxed your Undertow skill, you only have to wait for the incoming minion wave, throw your weapon, and deal the last hits.
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