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Choose Champion Build:
Spells:
Ghost
Exhaust
Ability Order
Berserker Rage (PASSIVE)
Olaf Passive Ability
Intro - Who am I, and who is Olaf?

Welcome! I'm known as multiple aliases, been playing MobA games from casual gameplay to the competitive scene but nevertheless, I've always been someone who analysed everything and gave my fair worth of information on it. I play at a high level and always give it my best, and this guide is no exception to my motto. On Mobafire, I'm known as KoreanSP, and I have been playing League for a good amount of time. This is my comprehensive guide to

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![]() He is notorious for being a deadly solo-top, as his skill kit counters many other solo-top champs. He is also a versatile and speedy jungler. However, I have come to realize, as well as many others, that his power can be used as a completely dominating champion in the top lane with his ridiculous amount of damage he can put out, effectively winning nearly every trade. Late game, he plays a critical and crucial role as the team's AD Bruiser, and it is likely that the enemy will have to back off or get mercilessly pummeled by you. |
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I would appreciate any criticism to improve this guide's shape. Thanks!
Important Note
I am currently in the process of remaking a NEW, BETTER OLAF GUIDE. This guide is still very suitable for any type of play. However, it will not be updated and more than likely archived once my new guide comes up. Do enjoy!

spaaaaaaace |
Pros
+ Powerful initiator + Strong ALL game + Powerful lane presence + Can snowball and carry + "Brolaf" skin is true terror |
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Cons
- Inflicts True Damage to self - Difficult time with Axe - Item-dependent - Ultimate can deceive you - Can be bullied in lane |

Preferred Mastery Tree
The 9/21/0 Defence Tree - Simply put, 9 is in the offence tree for the armor pen, while 21 is in the defense tree for

Other Viable Mastery Trees
9/0/21 Utility Tree on Olaf? Did Olaf





The typical 21/9/0 Offence Tree, it works well for an offensive Olaf, but a lot of what makes Olaf be the terror that is Olaf isn't his auto attacks, rather his tankiness and utility. If the enemy is squishy, or you want to go more damage-offensive, which is fine, but not my way of playing, this build works.
Note:
In the defense tree, there are two masteries that I'd like to point out.


Current Rune Page
Runes




M A R K S |
SPA |
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SPA |
M A R K S |
S E A L S |
SPA |
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SPA |
S E A L S |
G L Y P H S |
SPA |
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SPA |
G L Y P H S |
Q U I N T S |
SPA |
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SPA |
Q U I N T S |

Your passive makes you a fantastic dueler as you only become more deadly when you get low. This doesn't mean you have to be low all the time, but is fantastic when you are in a 1v1 with someone like



This skill is

Apart from its obvious farming benefits, it can be used in various ways
- Used to slow enemy champs down
- To harass/poke the enemy to force them to recall or be susceptible to a kill/gank
- Check the bush(gives vision of where the axe is, and can be used to check instead of facechecking)
- Steal buffs/minion camps/leash
Note:
In the case that you are terribly zoned, getting 2-3 points in your



This skill is a One-Point wonder. Just one point in it is great, but the scaling of later ranks falls off. Therefore, you level it last. It is amazing to last hit with as well as trade hits with the enemy champ. You can use it after you use




Just be careful because it does damage to you and make end up making you liable to dying(especially to

Max it first and you'll be dominating in no time. Plus, with a bit of CDR(easy to get with items and buffs), you'll have it on a very short CD and you can spam to your heart's desire.

You want your ultimate whenever you can, at levels 6, 11, and 16.

It defines Olaf and his strong initiating gameplay. It can be used during 1v1 duels to be more durable, when you are escaping (combined with

- Used to escape
- Used to initiate
- Used for durability during a duel
- Can be used when you are CC'd or slowed (for example,
Veigar's
Event Horizon)
You want to get 1 in each skill early on for the sustain, the slow+damage, then start leveling your burst as early as possible. Ultimate whenever it is up.

Recommended Spells

It is too valuable in conjunction with an already power ultimate.

Other Viable Spells









Starting Items


OR


You want armor ideally as most solo top champs will be AD-based, and it helps give you sustain with 5 health pots and more armor against minions. It can also build into other items.
If it is against a hero that you will likely dominate, or is really skill shot reliant like many AP casters, you'd want to get boots to avoid them.
To Dominate in the Lane


OR

Don't Forget!

If you are doing good in the lane, you want to get 1-3


However, if you are doing bad in the lane, such as getting zoned or you got ganked early, you want to get

The



The Philosopher's Stone isn't commonly seen on



The Right Boots









These are actually really neat.


Core Items




You want your



The




Why a


Damage Items


Optional







From a





Defensive Items


Optional



The thing about



Late game, you should be the scary, with plenty of damage and durability. To take you down is to burst you with all they've got. With


Special Mention






















Zeke's Herald It is better for your supports, as it is truly a waste of space if you have it since there are many other better choices. I suppose if you want it... Replace



















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Positive
+ Has multiple stats that are useful and strong. + ![]() + ![]() + Items are cheap to get, easy to upgrade. |
Paaaaaaaaaaaaaas |
Negative
- One of the most expensive items in the game. - The slow is % based, so you need a bit of luck. - Not effective is too squishy. |
aaa |
Positive
+ More health given (450HP) + 100% slow, essentially a perma-slow + Cheaper in total price compared to Trinity. |
Paaaaaaaaaaaaaas |
Negative
- Less offensive benefits compared to Trinity. - ![]() - Only a few stats. |
When and Why?
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*The only reason you'd get
![]() |
SPaaaaaaaaaaaaaa |
*The HP from ![]() |

Both are ridiculously good GP10 items, yet both got nerfed due to their cost efficiency.
So why get them still?
This item gives :
+ Great Sustain
+ Cheap
+ Easy build up
+ Builds into one of

+ Easily replaceable
+ GP10, gets enough money for a few wards before you upgrade it
It is a great item so I'd suggest trying it out. For

This item gives:
+ Cheap, only 1 component
+ Builds into

+ Extra health, tankier
+ Essentially sustain due to health, makes your W better.
+ GP10, gets enough money for a few wards before you upgrade it
This item is in my opinion, slightly overrated, but nevertheless great. However, I tend to skip it due to how I find it's flat HP benefit not worth the slot nor time. However, a



- He can last hit extremely well, utilizing his
Undertow and
Reckless Swing to aid him in getting the highest amount of creep score you can possibly get. Even his steroid,
Tough It Out raises his attack damage.
- His Q and E makes it so that you will usually win trades, therefore you want to zone the enemy by hanging out near their side of the creeps to prevent last hitting and even getting experience.
- You can escape with your ultimate if you get ganked, or use it to turn the tide to your favor if the jungler and the opposing top is weak.
- Sustain with
Tough It Out
- Can easily hold off a pushed lane, as well as push a lane back.
- You can assist in ganks from your team with your slow and massive damage.
Exhaust their carries/runners.
- Tanky enough to initiate, strong enough to deal heavy damage.
- True Damage, really strong against all, including tanks.
During level 1-2, you want to just farm up as much as you can. The key here is to use




Note:
Throwing your axe and mastering it is key. You should know when to throw it at your feet (ie pointblank damage) so you can pick it up fast, or throw it at the direction they run, so you can pick it up along the way. Make sure to practice a lot, as new players will undethrow or overthrow often. If you are farming, try to pick it up as much as possible. You can use your axe to check bushes, especially the top bushes in the case you aren't sure if the enemy has recalled, or is camping. You can use the axe to slow the enemy if they are chasing too.When you are level 3-5, you should start to pick up the powerful early game




After a few combos like that, they will be too scared or low to come near to last hit. Watch for junglers ganking.
If you find a passage to recall back to base, do it. Especially if the lane is pushed and they are tower-hugging, go back, get your boots/wards/pots, then return. However, if the lane is at the middle/their favor, yet they are too scared to lasthit due to your fearful damage, then continue to farm and last hit ONLY.
At level 6-9, you'll start to build a bit of damage and bulkiness, the enemy should be worried, and at the worst, you should be equal in creep score. Hopefully you haven't died yet, but in the case you have,



Abuse your skills and advantage (in most cases) of being able to trade hits and come out on top. Scare the living hell out of them and get them weak enough. You can start diving if the enemy is low if you have a teammate nearby. You can just ult out of it.
You should have wards at this point. Push every lane to the tower, attack the enemy with your E and Q if they come to last hit, and continue. Don't be afraid, as you have


Depending on what side you are on, either clear or steal the mini Golems, or clear or steal the wolves (a bit farther then the Golems). If you have a

Dragon and teamfights will start to occur, as well as roaming (especially if the laning phase ended early, you lost a tower/they lost a tower) so be careful. Sometimes missing a wave or two to help a team fight or run down for dragon is better then losing dragon and 2 of your members because you weren't there to ace.
Note:
Careful of

When you are level 10+, a lot of teamfights and battle over objectives will occur. If you haven't started to roam, you might want to keep your eye on the minimap. Likely, you, your enemy, or both will of started to roam more. Don't throw your lane completely as many do, keep an eye on it and don't lose your tower as that counters the gold you get from a dragon (Don't sacrifice your tower for dragon, you technically lose more due to map vision) If your team has CC, you can easily pull off your combo for heavy damage during fights and ganks.
Clear the jungle if your AD carry/mid/jungler isn't nearby. You want as much exp and CS as possible to get your items. Ward if possible, especially if you have inventory space and 75+ gold. It is detrimental to ward the map.
WARDS WIN GAMES
Don't yell at your support for not warding, instead ask your team to ward as well.You will initiate or come in second during team fights. Your goal is to attack their weakest targets and carries, OR protect your team's carries. Remember, you can initiate, take all their CC and skills, then run out so your team can clean up. You can run back in with your passive and wreck face, while keeping alive with your

Remember to ward baron as people are starting to become level 14+. It is possible to baron before 14+, but generally that is a good baseline to keep and a good habit to form.
You should either stick to your carries and protect them, go in as a damage soaker, or stick to their carries and destroy them. Half the time, the enemy will have to focus you to keep their carry alive, or to kill your carry. Use your ultimate and W to keep yourself alive as long as possible. Don't forget to use your actives such as

Late Game Reference
- Counter jungle as much as possible, steal the dragon, get their buffs, clear lanes, get towers, win fights, ward the map, get baron, protect your carry, focus the inhibitors, win the game.
Finished Build #2






When to use it?


** It is actually less damage until late game when you get stacks on your

Build #2 can also work as a jungle guide, although this isn't a jungle guide, there are times when



Finished Build #3






When to use it?

Compared to the other builds, this is just a pure melee AD build, and is built on using his ultimate to can out and in, while shredding apart their team with high damage and critical hits.

Finished Build #4 (TEST BUILD)






When to use it?

This is a test build, under massive change, testing, and theory crafting. It can be highly effective, especially with your ult and plenty of tank items. It is one way of playing




Red Dots: Wards to prevent ganks, ideal ward places. They double as a ward to prevent counter jungling.
Teal Dots: These are wards that you can put to see where junglers are at a certain time, counter jungle, or show vision to so you can go and clear the jungle safely. These aren't too important but to a solo top hero, they will be of some use.
The reason I put a map like this is so you know where to put wards as a Solo top hero. To learn about wards later on in the game, check out Panglot's Guide on Wards and Warding. Not to mention a majority of the warding is done by the support/jungler. This doesn't mean you shouldn't ward at all, but not worry about warding as much as say, a


If you've read this guide, please do give me your criticism and comments, as well as don't forget to vote!
Build Variation is key to being a better player. Don't be a metasheep or afraid to try out new items, new runes, new masteries, new gamestyles. Please try out my build before you negatively comment or downvote, you might be surprised!
If you're new to the game, don't be afraid to ask questions or leave a comment. Either myself, or perhaps other viewers will answer your questions, and if you hate my build, want it to burn in hell, or you think _____ is stupid, and so on, by all means comment and give me a reasonable answer. I take pride in my guide, and I'm always susceptible to change and updates.
I hope this encourages you to kick some major arse as top lane

Happy 'CANT BE DISABLED'!
-KoreanSP
Also thanks to JhoiJhoi's Guide on How to Make a Guide and Ciderhelm for his video

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