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Olaf Build Guide by Lakapooty
Olaf, the Jungle Berserker
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Banner That I Made for Olaf
His ship destroyed, his crew nowhere to be found, Olaf miraculously washed up untold miles from ''friendly'' waters on the foreign shores of Valoran, south of Demacia. This unfamiliar place stunned and frightened the Berserker, for Lokfar is not privy to such potent magicians. Approaching them, Olaf hoped that they could use their mysterious powers to send him back to his people. A bargain was struck. Olaf would use his awesome prowess as a warrior to serve the unusual wars of Valoran in the League of Legends, and in exchange the sorcerers would find him a way to return. Despite his participation in the League, Olaf knows better than to trust the ''finger wagglers'' that run the Institute of War. He deliberately keeps details of his life and home from them. After all, with enough information, they would most certainly find the Lokfarians and dominate them as they have dominated all of Valoran, keeping both quietly -- and unwittingly -- in their thrall.
Beware the war cry of the Berserker. What surges toward you is unyielding, free from the shackles of reason.
Jungle Olaf is AWESOME!!! He has a lifesteal ability that also adds damage to his base attacks, he has a great slow that also does damage, and best of all, he has an ability that does insane TRUE DAMAGE. You are now entering the land known as Awesome.
Leave it for the support. Plus, you already have a decent scouting ability ( Undertow).
Leave it for the tanks/supports. It's just not worth trading for Exhaust, if your team plays right.
You shouldn't be dying a lot with Olaf because of Viscous Strikes and you have 10% death time reduction thanks to your masteries. It's also on a really long cooldown.
Olaf throws an axe into the ground at a target location, dealing damage to units it passes through and slowing their movement speed. If Olaf picks up the axe, the ability's cooldown is reduced by 6 seconds.
Olaf throws an axe to a target location, dealing 50/90/130/170/210 (+) physical damage to units it passes through and slowing them by 24/28/32/36/40% for 2.5 seconds.
If Olaf picks up the axe, the ability's cooldown is reduced by 6 seconds.
Cost: 55/60/65/70/75 Mana
This ability can be used to slow down fleeing champions, toss into a straight line of enemy champions to deal pretty good damage, and can be used to check bushes. Save this ability until the end of a team fight where it can either be used to chase down fleeing champions or escape with a sliver of health.
Olaf's attack damage is increased, based on his health, and he gains massive lifesteal and spell vamp.
For 6 seconds, Olaf's attack damage is increased by 7/14/21/28/35 (+ [1% of maximum Health]) and he gains 9/12/15/18/21% lifesteal and spell vamp.
Cost: 40/45/50/55/60 Mana
This ability is good for 1v1, jungling, when you get focused by someone, regaining your health after someone harrasess it off of you, or do more damage to structures.
Olaf attacks with such force that it deals true damage to his target and himself.
Olaf deals 100/160/220/280/340 true damage to his target and inflicts 40/64/88/112/136 true damage to himself.
Cost: 50/50/50/50/50 Mana
This ability is INSANE. It deals a whopping 340 damage to a target and makes great use of Berserker Rage (his passive) by hurting himself. This ability is on a very short cooldown so use it like a spammable ability, unless they can heal almost straight away.
Olaf is immune to disables, has increased armor penetration and reduces incoming damage.
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.
The passive on this is very useful against enemys with high armor. The active is mainly used to either 1v1 enemy's like Fiddlesticks so that you can resist his fears, or run from a battle or gank.
Greater Seal of resilience
These add for more survivability, especially in early game. You may trade these out for the Greater Seal of Attack Speed, but I feel that these fit more to this build.
/Greater Glyph of Replenishment
Greater Glyph of Warding / Greater Glyph of Replenishment
I pick up these runes for added survivability, and because Olaf is a little bit mana hungry.
Greater Quintessence of Fortitude
I pick these up for, you guessed it, survivability. Olaf dosn't exactly NEED even MORE survivability, but it adds a greatly appreciated amount of health, allowing you to stay in the jungle a bit longer.
This is how I jungle. You can create your own path if you want. Make sure that you ask if your team can leash blue buff for you. Sorry if you can't understand it but the idea was to go: Blue Buff---Wolf Camp---Wraith Camp---Normal Golem Camp---Red Buff---Gank Lanes. Feel free to recall whenever you need to.
Cloth ArmorAhh, Cloth Armor. The Jungler's favorite first item. Use this in combination with these suckas to stay in the jungle longer on your first run.
The Black Cleaver
If you see the enemy team building LOTS of armor, finish what you are building at the moment, then jump straight to this. You don't want armor to prevent you from dealing damage while Reckless Swing is on cooldown.
If you like having lifesteal, feel free to pick this item up. It also gives damage so this is a great item for Olaf.