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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Berserker Rage (PASSIVE)
Olaf Passive Ability
Notes
PLEASE NOTE THAT THIS GUIDE IS STILL UNFINISHED. I AM CURRENTLY WORKING ON FURTHER CONTENT!
Still to come:
fille> Warding (Map Update)
fille> Jungling
fille> Synergies and Counters
fille> Matchups

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The runes displayed in the table above are slightly misleading. Please read the below for a full explanation.
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greater mark of desolationgreater seal of vitality











You may want to think about taking ArP VS. champions like

You could also take flat HP Seals or Quintessences VS. other champions that can deal true damage like


Why defense over offense?
fillerWell, it's quite simple, really. Most




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It really all depends on your opponent(s). Generally, you'll want to take 9/21/0 or 0/21/9 - a 21 in defense and 9 in either of the offense or utility trees.

Hence, both the tenacity and MS from the defensive tree is much too good an opportunity to put to waste. If you need additional speed, for example VS. an


When it comes to the offensive tree, free AD makes it easier to CS and an extra buff to your overall DPS (AS and ArP) never hurt anybody - except your opponent, of course (but that's the idea, right?).
Despite all of the bonuses that both the offensive and utility mastery trees have to offer, I still value defense over both, as I explained in the runes section (1 chapter up).

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When it comes to items, there's no book of rules as to how you can build or a 'best item' that trumps over all in any situation.
Starting item(s):










You could even be imaginative and start with something like



Laning/Early Game:












The cost-efficient items can either be bought if you're feeling strong and you've got some spare cash left over on recall, or they can be bought as an alternative to the others if you're feeling very weak (note,



Mid Game:



















Remember only to buy the extras if you are doing very well in the lane and have already bougt the core items - you feel like you are winning in CS; getting ganks in; your team is pushing turrets, etc.
End Game:


















Other Possible Items:







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Olaf is extremely viable because he's just so flexible - he can build so many ways and still remain effective and max any ability he wants in order to fit the matchup.
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W - Vicious Strikes fillReally the ability that makes or breaks the lane when it comes to a tough matchup - it's ![]() ![]() ![]() ![]() If you're feeling like you can't exactly trade with your opponent, just chill at the turret, max ![]() ![]() ![]() ![]() ![]() ![]() |
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Generally comes down to personal choice, but you can also make a selective summoner spell pick depending on the matchup (if you can predict it coming) Note, that throughout this guide, I talk about building Masteries and Runes to counter the enemy lane - I don't generally refer to blind pick.
Advised:




Only take


Jungle:



Always take


Viable Options:
Besides



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Early game (1-5):
fillFarm passively, wether or not it be a melee or ranged enemy in your lane. As soon as the enemy champions is in range, either: autoattack >





Mid game (6-11):
fillStick to the early game tactics: farming, trading, etc. look for opportunities to make plays on the enemy team, join in on early team fights and make sure you have dragon control. Steal buffs if possible and try to grab a turret. Can be either an extremely boring phase of the game or a very exciting one, depending on how many plays your team are making.
Late game (11-18):
fillIf the enemy champion has started roaming, call your mias and start pushing like hell.







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Yes, I apologize sincerely for the fact that this is a map that only covers the BLUE team warding. I will be updating the map soon.
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Please note that these warding spots are for TOP LANE

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RED ZONE = VERY IMPORTANT VISION AREA
BLUE ZONE = IMPORTANT VISION AREA
GREEN ZONE = OPTIONAL VISION AREA
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1filler |
While this spot should be a highest priority when it comes to vision, pre-11 it can be switched out for the BLUE spot. However, post-11 it is imperative that this spot is warded. |
2filler |
This spot should be warded by your support player, but make sure if it hasn't been already that you ward this spot whenever you make a trip down to drake. |
4filler |
Please take note that you should ward here only AFTER you have destroyed the enemy's first turret and you have not taken to roaming yet. This spot should MOSTLY be warded, as it is a key ganking point for the enemy jungler. Whenever you have cash for a sight ward, buy at least one and place one down here. |
The other zones are optional spots. You can ward there if you really feel the need to, or if you feel as if your mid lane is not warding well enough.
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