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Choose Champion Build:
Spells:
Smite
Ghost
Ability Order
Berserker Rage (PASSIVE)
Olaf Passive Ability
Introduction

The runes that I get are typical tanky DPS runes. You can switch out the armor penetration runes for attack speed if you want but it really doesn't matter too much. The seals and glyphs are for tankiness that
Olaf needs for charging in. You can switch the quints for movement speed if you like

The masteries that I chose are 9/21/0. The 9 in offense gets the bonus armor penetration, and the 21 in defense gets the
Bladed Armor
mastery along with
Juggernaut
.


The summoner spells that I get are
Smite and
Ghost. I get
Smite because you always need smite in the jungle. Even if you think "Well I can take on the buffs without it and it only reduces my jungle time by a little bit" you still will need smite to take on counter-junglers and because jungle time is extremely important. I take
Ghost because it's needed more than flash in my opinion since
Olaf needs to chase people, and the speed boost helps a lot.

















To be frank,
Olaf isn't the best jungler to choose mostly because his ganks aren't that strong when compared to
Skarner,
Maokai etc.. And keep in mind he has no hard cc to keep people in place.
Olaf doesn't take counter junglers very well. At the beginning his jungle will be dangerous and he will be an easy target for most junglers. These are reasons why you might not want to play him.
Each jungler has something special about them whether it's his ganks or his speed. If you want a better late game on your jungler
Olaf can be a very good pick. Not many junglers can surpass
Olaf's late game potential. He can also act as a pseudo-tank with
Ragnarok, so you can choose him for a more tanky jungler. He also does an insane amount of damage after he gets a few items. Most of the time, his damage output will be more than the enemy jungler or maybe even the enemy carry.




Each jungler has something special about them whether it's his ganks or his speed. If you want a better late game on your jungler



This guide was meant for jungle
Olaf, but I figured I might as well put some tips in for lane
Olaf
Lane
Olaf has basically the same mid-late game, but a drastically different early game.
Olaf needs farm no doubt about it, but in lane,
Olaf can be harassed and denied farm, and his healing requires him to get into melee range of the creeps. His
Undertow is a strong harassing tool, but it isn't as mana efficient as say
Gangplank's
Parrrley.
You shouldn't go lane
Olaf against champions that have potent harass. The good part about lane
Olaf is that since you aren't in the jungle you can actually level
Reckless Swing first. This makes melee harass much stronger against your opponents. A typical harass in lane would just be to use
Undertow and rush up to use
Reckless Swing. I suggest going
Cloth Armor + 5
Health Potions at the beginning. Then rushing a Wriggle's Lantern and after just follow the build.


Lane






You shouldn't go lane







EARLY GAME
The first item I get is a
Doran's Blade. Normally most
Olaf builds will tell you to get a
Vampiric Scepter first which actually slows down your jungle a lot since Olaf's passive gets him bonus attack speed depending on how low you are.
When you decide to go back go straight for
Boots or rushing
Wriggle's Lantern depending on what you need. After that start building a
Phage. When you're done with
Phage get
Berserker's Greaves (or
Mercury's Treads if they have a lot of cc)
MID-GAME
The items that are core in your build are
Wriggle's Lantern and
Frozen Mallet. It doesn't seem like much, but that's because the items you get after can come in pretty much any order you want. I usually rush
Wit's End against mage-oriented teams and
Atma's Impaler when I'm against more physical teams. If you feel you don't need the slow from
Frozen Mallet then you can pick up a
Warmog's Armor instead.
LATE GAME
When you reach late game there are a variety of items you can get. The main ones are
Banshee's Veil,
Randuin's Omen,
Warmog's Armor, and
Guardian Angel. Get Banshee's when you are against bursty mages and Randuin's when you are against more AD carries.
Guardian Angel and
Warmog's Armor are general items that you can get against any team.
DPS Build
I really don't like more DPS oriented builds but some people might. It's basically the same thing except the optional items at the end are
Phantom Dancer,
Infinity Edge, or
Bloodthirster.
The first item I get is a



When you decide to go back go straight for






MID-GAME
The items that are core in your build are






LATE GAME
When you reach late game there are a variety of items you can get. The main ones are






DPS Build
I really don't like more DPS oriented builds but some people might. It's basically the same thing except the optional items at the end are


































-
1. Trinity is so expensive
2. You won't proc the slow every time
3. Olaf only has close range low cooldown abilities
4. Doesn't make you very tanky







Ask your team for a leash at the very beginning. You do not need one but it will speed up your jungle time. Start at wolves by hitting it with an auto-attack then use
Undertow so you hit all the wolves at minimum range. You should get to Blue in time for it to spawn. Smite it when it gets low, and pick up your w. Finish wraiths then go to Red. After red go kill; the double golems. After this you can keep jungling or gank a lane.
Wolves --> Blue --> Wraiths --> Red --> Double Golems

Wolves --> Blue --> Wraiths --> Red --> Double Golems
Ganking is necessary for any jungler to do even if his ganks aren't too strong.
Olaf has no hard cc on any of his abilities and his slow is a skillshot. His
Undertow does a surprising amount of damage if you max it first so it is pretty much mandatory that you hit it. The good thing about
Olaf's ganks that some people overlook is that his slow (
Undertow) has a huge range of 1000. If your teammates are paying attention it shouldn't be hard to kill someone if you remember to pick up your axe.
Don't gank the lanes that are pushing to the enemy tower. The first priority is to gank the lanes that aren't doing very well. If all the lanes are being pushed to the enemy towers then you can keep farming in the jungle.




Don't gank the lanes that are pushing to the enemy tower. The first priority is to gank the lanes that aren't doing very well. If all the lanes are being pushed to the enemy towers then you can keep farming in the jungle.
Most of the time early game, you will be farming hard in the jungle. Your ganks aren't very good since you have no gap closer and no hard cc, but that doesn't mean you shouldn't gank. If you see a lane pushed try ganking it and your team may get a kill. If a lane has to go b then you can cover for them, but don't 'tax' the lane. What i mean by 'tax' is don't push the wave by auto-attacking or using spells, and if there are allies don't stick around stealing their farm and xp.
Another big thing is to buy and use wards. Wards are so important because they give vision over objectives (Dragon, Baron), and you can see if someone is trying to gank or steal your buffs. You can also use wards offensively by laying a few in the enemy jungle or at their buffs and having your team assist you in ganks on the enemy.
Another concept you need to know for early and mid-game is counter-jungling. Counter-jungling can be as simple as warding the enemy jungle and ganking him when the time is right. Most of the time when you steal the enemies small camps you should leave one small wraith or small wolf.
A type of counter-jungling is invading. Invading usually happens at the beginning where the whole team goes into the enemy jungle to steal buffs and even kill a few people. I highly recommend using
Clairvoyance before rushing in. This will give you the position of the enemy jungler and team so you can gank/avoid them.
When you steal the enemies buffs you can either leave the small lizards or kill them for the buff timer. The buffs respawn every 5 minutes after you kill all the creeps for Red and Blue buff. For future reference dragon respawns every 6 minutes and baron is every 7 minutes. You can type the timers in chat if you think you will forget. Having timers allows you to have complete control over the enemy's buffs and the objectives.
Another big thing is to buy and use wards. Wards are so important because they give vision over objectives (Dragon, Baron), and you can see if someone is trying to gank or steal your buffs. You can also use wards offensively by laying a few in the enemy jungle or at their buffs and having your team assist you in ganks on the enemy.
Another concept you need to know for early and mid-game is counter-jungling. Counter-jungling can be as simple as warding the enemy jungle and ganking him when the time is right. Most of the time when you steal the enemies small camps you should leave one small wraith or small wolf.
A type of counter-jungling is invading. Invading usually happens at the beginning where the whole team goes into the enemy jungle to steal buffs and even kill a few people. I highly recommend using

When you steal the enemies buffs you can either leave the small lizards or kill them for the buff timer. The buffs respawn every 5 minutes after you kill all the creeps for Red and Blue buff. For future reference dragon respawns every 6 minutes and baron is every 7 minutes. You can type the timers in chat if you think you will forget. Having timers allows you to have complete control over the enemy's buffs and the objectives.
During mid-game
Olaf will be very strong and can one v. one most equally fed champs. You still want to jungle and counter-jungle in mid-game, but Baron and Dragon are more important now and you should have them warded all the time. If you win a teamfight, or if the enemies are on the opposite side of the map you can take objectives easily, but don't just randomly suggest to do dragon or baron if the enemies are near or mia. This can easily get your team killed.
During mid-game you should be sticking together a little more and pushing. Again be sure to ward so you don't get caught by surprise. During teamfights you want to pop your ult and be at the front of your team. Be sure to focus the enemy carries first and not focus the tank, and keep using
Undertow and
Reckless Swing every time they are off cooldown.

During mid-game you should be sticking together a little more and pushing. Again be sure to ward so you don't get caught by surprise. During teamfights you want to pop your ult and be at the front of your team. Be sure to focus the enemy carries first and not focus the tank, and keep using


Late game is where
Olaf truly shines. When you have most of the items in your build you can tank quite a lot of damage and dish out a lot more. It is extremely important to ward baron now and not get caught out of position. If even 1 of you guys are down the enemy team could go for baron. You want a good initiation from your tank in a teamfight.
If the enemy team catches your team and gets a good initiation, most of the time the fight will already be over. Again, you always want to be right beside your tank in front of your team when a teamfight is erupting. Be sure to get items according to whoever you're going against.
In a teamfight, Olaf's job is to ult and rush in to kill the carry. Olaf can't be peeled off of them if he is immune to cc. Once the carry is dead switch your focus to the next high damage target, most likely the ap caster.

If the enemy team catches your team and gets a good initiation, most of the time the fight will already be over. Again, you always want to be right beside your tank in front of your team when a teamfight is erupting. Be sure to get items according to whoever you're going against.
In a teamfight, Olaf's job is to ult and rush in to kill the carry. Olaf can't be peeled off of them if he is immune to cc. Once the carry is dead switch your focus to the next high damage target, most likely the ap caster.
I made this section to help explain why I don't get much damage in my build.
When I first bought
Olaf and first played him I really liked his play style, but at the time since I was building more damage instead of tankyness, burst mages melted me instantly and AD carries destroyed me in a teamfight. I decided to try building a little more tanky, and to my amazement, it worked out great!
Olaf already has a great amount of damage if you factor in his passive and
Tough It Out. Unfortunately, even with his ult on you can't charge up and do massive damage unless if you build tanky. You still need some attack speed, damage, and crit chance, but that's what
Wit's End and
Atma's Impaler are for. They give tankyness while also giving damage, a perfect combination if you ask me.
You can get dps items as your situational items if you like, but I don't think you will live very long to do damage if you ignore resistances.
When I first bought





You can get dps items as your situational items if you like, but I don't think you will live very long to do damage if you ignore resistances.
Be sure to check out jhoijhoi's guide on how to make a guide:
http://www.mobafire.com/league-of-legends/build/making-a-guide-101506
Also be sure to take a look at my Yorick guide:
http://www.mobafire.com/league-of-legends/build/yorick-multiple-units-ftw-8-d-198263
http://www.mobafire.com/league-of-legends/build/making-a-guide-101506
Also be sure to take a look at my Yorick guide:
http://www.mobafire.com/league-of-legends/build/yorick-multiple-units-ftw-8-d-198263
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