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Olaf Build Guide by theshortkid1

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League of Legends Build Guide Author theshortkid1


theshortkid1 Last updated on March 31, 2012
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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.



Offense: 9

Honor Guard

Defense: 21

Strength of Spirit

Utility: 0

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Because I view Olaf as a strong jungler, I can get away with going 21 in utility which is usually the best choice because of the useful manaregen/buffduration/lower cooldowns which is far better than most of the things in the other trees. Because Olaf's jungle is easy/strong, he doesn't need the offensive mastery which doesn't amount to much later nor does he really need the tank mastery which is only ok if you're basically the sole tank on a team.

I run the 8 points in defensive tree because it simply gives him more durability all game and at the crucial early game. Similar points put into offense tree don't really help much as Olaf won't have a high crit rate anyway and all the good masteries are in the 9+ skill point area which we don't have enough for.

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I run the maximum amount of armor pen because Olaf doesn't need that much help in jungle and his passive gives him attack speed anyway. For most offensive junglers, if you can get away with this page, this is easily the best page possible for damage output. Simply no other page can give such a increase of damage for most of the game, unless your champion is like Udyr with over 1+ AD ratio on skills, armor pen will be the highest increase on damage for runes. Armor pen is also even stronger on Olaf because his ultimate gives 10/20/30 armor pen which means at level 16 he'll have 55 flat armor pen which is very high and forces opponents to waste money on armor items or risk losing a 6th of their hp each time Olaf throws his axes. The flat armor is for durability straight from level 1, it makes everything easier early while the MR scaling is for later game as at level 1 most of the damage you'll take won't be from magic sources but physical sources.

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Summoner Spells

Smite allows easy buff/dragon/baron control as there are next to no sources of damage that can outdamage it. Off the top of my head, the only things that can steal buffs/dragon/baron from a smite is:

1.Enemy Smite
2.Consume/Feast (melee range)
3.Alpha Strike/Madred Proc+Something Combo (unreliable)
4.A really really fed carry/caster

So really, out of all those counters to a smite, only one is truly reliable and the others either rely on chance or walking up melee range, so in a nutshell, take smite. I use ghost as my second summoner as Olaf needs speed to catch up to people and keep up with people to constantly throw axes. It's also a great escape/initiate when used with his ultimate as nothing can disable him.

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Passive: Berzerker Rage

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


This spell is fairly simple and is the reason why he can 1v1 or do jungle extremely quickly. While I don't recommend being constantly low hp to make use of this, it is extremely useful during and after a fight to quickly lifesteal or down a turret/dragon/buff when combined with Wriggles Latern. But the fact that this passive gives so much, allows Olaf to run armor pen runes because having 12-25% attack speed buff is fairly minimal when you can have a passive that gives 0-99% attack speed bonus.

Q: Undertow

Olaf throws an axe to a target location, dealing 50 / 90 / 130 / 170 / 210 physical damage plus 50% of his attack damage to units it passes through and slowing them by 16 / 22 / 28 / 34 / 40% for 2.5 seconds.

If Olaf picks up the axe, the ability's cooldown is reduced by 6 seconds.

Cost 55 / 60 / 65 / 70 / 75mana
Range 1000


This is basically half the reason Olaf is useful, because of the effect of CDR, this skill can effectively have a 0-1 second cooldown, far shorter than ANY aoe skill in the game. Because of it's synergy with is ult and armor pen runes, it will do a huge amount of damage all game and will easily clear waves faster than anything except a super fed AP carry. Undertow sets Olaf apart from the junglers in the fact that it's a reliable ranged CC before level 6 which allows him to do stronger ganks than WW/Udyr as he doesn't need to get in melee range to do it. Simply put, easily one of the strongest spells in the game.

W: Vicious Strikes

For 6 seconds, Olaf's attack damage is increased by 7 / 14 / 21 / 28 / 35 base damage plus 1% of his max health. While active, Olaf gains 9 / 12 / 15 / 18 / 21% lifesteal and spell vamp.

Cost 40 / 45 / 50 / 55 / 60mana
Range 700


Because of nerfs, this skill is now relegated to being a 1 point wonder as the first point gives the 1% damage boost according to his health and doesn't change after that. This also gives him a fast way to heal when used with his Undertow as he can clear waves near instantly while taking minimal damage. I max this last because the last 4 points are relatively minimal in effect compared to the first and Reckless Swing requires the points to be useful.

E: Reckless Swing

Olaf deals 100 / 160 / 220 / 280 / 340 true damage to his target and inflicts 40 / 64 / 88 / 112 / 136 true damage to himself.

Cost 50mana
Range 325


Despite it's seemingly low numbers, this spell is extremely brutal in damage against anything that stacks armor/mr because it is true damage. When used in combination with Undertow/Melee hits, this is a great source of damage and a great finisher. Leveling this over Vicious Strikes is because it not only increases the damage by a fair bit but it lowers the cooldown on it which essentially makes each next point even better than the last.

R: Ragnarok

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.

Cost 100 / 75 / 50mana
Range 400


Even though I hardly mention it, this spell also has a nice damage reduction built into it. However, it's true strength lies in the fact that you are immune to CC, this fact alone is the other half of what makes Olaf viable. If he didn't have this, he'd be basically a Jax or Yi as he'd be perma stunned to oblivion whenever he'd go in to melee. But thanks to this spell, Olaf's damage and durability are mostly taken care of and basically allows Olaf to solo people mid game with only Wriggles.

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Skill Order

is EXTREMELY useful and basically one of the two reasons which sets Olaf apart from the rest. If he didn't have , he'd simply be a fairly ****py version of Jax or Yi as it gives him ranged harass, a CC and the highest aoe damage for a spell in the game (thanks to 0-1 sec cd). I get one point in at level 2 to gain the 1% bonus damage from max hp, which is significant for just one point and gives me some lifesteal which I'll need early game when comboing things with . I maxover because is fairly nice extra damage despite being fairly weak early, it allows Olaf to dominate all game despite having little items but it's obvious weakness is the fact that it's a melee single target spell so thats why I'd get over it first.

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Item Builds

Core Item Order: Cloth Armour (+ 5 health pots), Boots of Mobility, Madred's Razors, Wriggles Lantern, Mercury Treads.


I've found there is little Olaf needs aside from Wriggles early game, as shown several times in the video, I managed to win outnumbered situations with just boots/wriggles because of how Olaf isn't even reliant on items to win fights early game.

Build Options:
- Standard
Heart of Gold + Banshee's Veil if lots of damage OR Frozen Mallet otherwise + Randuin's Omen + Atma's Impaler + whatever you need after that.

- If winning or having a drawn out game
Warmog's Armour, Atma's Impaler, Frozen Mallet OR Maw of Malmortious + whatever defense you need + Banshee's Veil OR Frozen Heart


Olaf should then either go the warmog or Heart of Gold route depending on how you'll think things will go, warmogs is extremely good on Olaf when combined with Atmas as his W also benefits from high health. Olaf can easily be above 3500 hp and have close to 300 damage in this route. For the other route, it's more about surviving fights as Olaf tends to be hit quite often and will die unless he has superior durability (which route 2 gives). I'd get banshee if the opponent heavy hitters are magic damage and Mallet if they're physical as I'll likely need it for extra damage/slowing to chase down the enemy carry. But after that, I like to have Randuins for extra slow/durability and Atma for even more damage.

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Early Game

Olaf is extremely strong early game, there are few if any junglers that can really 1v1 in the middle of the river like Olaf can. His damage is huge if he can spam his axes, his slow is basically infinite as long as he has the mana for it and unlike Amumu/WW/Malphite, he doesn't need to waste his ultimate to roam as he can easily win fights without it. Olaf's ganks will be stronger because of his armor pen and the fact that his Q is ranged which allows him to fight or initiate without being in melee range (ww/udyr problems) which allows him to soften targets up before a tower dive. His Q also allows him to near instant clear of waves faster than any other champion early game because of it's cooldown and damage. When combined with his level 1 W, he can basically take no damage from the wave or even heal off of it. As I stated in the video, Axe juggling is extremely important on Olaf as it allows him to keep his slow on the enemy and do massive damage. Because of Olaf's power, he is a extremely good dragon killer as he has a good ultimate to escape with if enemies start closing in and he has a good ranged spell to stop people from harassing him.

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Mid Game

Olaf with only wriggles/mercs will slice up the enemy provided he either has a team or the enemy strength is low. Olaf's ultimate basically negates the damage of most CC champions such as anivia and allows him to effectively ignore her presence if her AP isn't high. Mid game should be the time Olaf is farming/controlling the dragon as it's extremely hard for most champions to do enough disables/damage to kill Olaf at this point in the game. His armor pen allows him to keep up in damage as this is usually the stage where champions haven't started on their armor items yet and are still feeling the effects of 35-45 armor penetration. If there are no easy possible ganks, it is highly recommended to farm every camp possible as Olaf will use the gold very well late game because of his great scaling.

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Late Game

Unlike most junglers where you feel you become completely useless late game when tanks are dominating, Olaf scales extremely well with items well into the late game and his damage can easily surpass 300+ by just going durability items. Often Olaf will have to go in with the tank to completely wreck havoc on anyone dumb enough to stand still as even Tanks are hurt by his reckless swing. However the biggest threat to Olaf late game would be if people play chicken and constantly run back whenever Olaf moves in which could bait his ultimate and make him a stun magnet later. However, hopefully his team can CC for him to stop them from constantly kiting/moving back as Olaf tends to do little damage if his ultimate is down and guys like Alistar are stunning him constantly.

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Team Fights

This is similar to the Nunu style where you're either peeling people off or diving the enemy carry with your slow and ultimate with ghost on. It is extremely hard for enemy champions to peel off a Olaf chasing because of the fact he's immune to disables and is slowing the enemy he's chasing. However he has to watch out if the enemy can outrun him (or you miss his undertow) as Olaf's ult will be fairly short and he might become a kite target by CC champions afterwards. But for the most part, Olaf will be one of the highest damage dealers on the team despite being the jungle role as he's likely the strongest bruiser out of them because of his all game dominance.