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Recommended Items
Spells:
Ghost
Smite
Items
Ability Order
Berserker Rage (PASSIVE)
Olaf Passive Ability
Introduction
Note that this guide won't include any general advice like 'Warding 101', 'Baron for Dummies', as I believe that this is not the purpose of a champion-specific guide. You will only find Olaf-specific advice and information here. You have been warned!
With that in mind... let's toss some axes!
Pros:
+ High damage output with no damage items; + Free armor & magic resist from R's passive; + Easy to reach enemy's back line; + Good jungle clear speed & sustain; + Very strong counter-jungling & invading; + One of the strongest early-mid game 1v1 champion. |
Cons:
- Clear speed & mana sustain kind of sucks if he loses first blue buff; - Still somewhat countered by hard CC, especially early-game; - ![]() - No hard CC, also meaning his ganks are lacking; - If you get behind early game, it's a tough uphill struggle. |
Offensive Tree
We take 13 points here to be able to access




Defensive Tree
We take 17 points here in order to reach








Why not 9/21/0 or 0/21/9?
The reason I don't go deep into the Defensive tree is because I don't feel that



Runes






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![]() Olaf's damage scales best with AD. Armor pen. is bad, because his main damage source is ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() We replace one AD mark with crit chance. This gives us 1% crit, which, if you get lucky, can make all the difference in getting a kill early game. We get the 1 AD back later, so don't worry about that. |
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![]() Always. The jungle camps hurt quite a lot, and without these you will need to buy too many wards or base too often. There are no good alternatives that we're missing out on, anyway. Unless Riot nerfs the jungle camps, which I doubt, these are ALWAYS necessary. |
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![]() This is where the choice comes in. I usually prefer flat MR, because early game I like to do a lot of invading, as well as forcing 1v1s and 2v2s, especially mid lane. By late game, I usually have ![]() ![]() * ![]() * ![]() |
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![]() Same reason as marks above. You will have good early game damage with flat AD marks and quints. ![]() ![]() |
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![]() This synergizes very well with Olaf. Once you buy some CDR, you can literally perma-slow someone with ![]() ![]() ![]() ![]() * ![]() ![]() ![]() * ![]() ![]() |
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![]() Speaks for itself. You need to smite to help your clear speed and, more importantly, to go for clutch buff, Dragon and even Baron steals at any point. They nerfed its early-game damage, but it still scales up to 1k at level 18. Its cooldown is lower too now, meaning that you can definitely use it on your first buff if you don't want to invade. I still usually go for smiteless, because I want to be certain that my Smite will be up for my Lv2 invade. |
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![]() For every 1% of his health missing, Olaf's attack speed increases by 1%. This means that if you're at 20% health, you will have +80% attack speed. This means that when you are at low health, you deal incredible damage with auto attacks and also because your ![]() ![]() ![]() |
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![]() Olaf throws an axe to a target location, dealing 70 / 115 / 160 / 205 / 250 (+1.0 per bonus attack damage) physical damage to units it passes through and slowing them by 35 / 40 / 45 / 50 / 55 % for 1.5-2.5 seconds based on distance travelled. If Olaf picks up the axe, the ability's cooldown is reduced by 4.5 seconds. Cooldown: 8 seconds Your signature spell. This is one of the main reasons you are viable. With a bit of CDR, you can literally keep someone slowed forever, as long as you have mana. However, it takes some time to get used to. Furthermore, this is your main jungle clear spell. You want to make sure it hits all the creeps in the camp to maximize your clear speed, and make sure you keep picking it up. It's fairly easy to hit when chasing a target, but it can be a pain when ganking from behind: if you throw it too far behind the enemy, then you can end up creating too large of a gap between you and them when you pick it up and they run in the opposite direction. |
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![]() For 6 seconds, Olaf gains 9 / 12 / 15 / 18 / 21 % lifesteal and 40 / 50 / 60 / 70 / 80 % attack speed. He gains 1% extra healing for every 2.5% health he is missing. Cooldown: 15 seconds This is one of Olaf's less flashy or exciting spells. However, it's incredibly important. This is the ability that allows you to sustain so well in the jungle with no lifesteal items and very few potions, if any at all. Furthermore, when combined with your ![]() |
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![]() Olaf deals 70 / 115 / 160 / 205 / 250 (+ 40 % of total attack damage) true damage to his target. If he doesn't kill his target, he inflicts 30 % of the total damage dealt to himself as true damage. Basic attack reduce the cooldown of this ability by 1 second. Cooldown: 12/11/10/9/8 seconds This is the spell that allows you to hit so hard without building a single AD items. With just a bit of CDR and a few auto attacks, you can chunk any enemy squishy incredibly fast, and even hit their tanks pretty hard, too, because it's True damage. It's also the only ability (other than ult) which reduces its CD per skill level, which is mostly why we level it second, as it gives us a huge damage boost per skill level. Nothing to say about this, really. It's incredibly easy to use. Just use it before you start auto attacking someone, then spam it whenever you can on your target and watch their health disappear. |
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![]() Passive: Olaf gains 10 / 20 / 30 armor and magic resist. Active: Breaks any crowd control effects. Olaf loses the passive bonus armor and magic resist, but gains 40/60/80 bonus attack damage. Cooldown: 120/100/80 seconds Duration: 6 seconds This is the main reason that you remain viable into mid-late game. With its passive, you gain extra tankiness for mid-late game duels and skirmishes, as well as jungle clearing of course. However, its active is the important part, as this allows you to completely ignore all CC for 6 seconds. Yes, you read that correctly. Ignore all CC. That means you LITERALLY CANNOT BE STOPPED. BY ANYTHING. Pop this along with Ghost at the right time, just as a team fight is breaking out and each team is throwing out CCs, and run straight through the enemy's front-line onto their squishy ADC or APC, then do free damage to them for 4-5 seconds. (Don't even worry if you die after that, because by this time you will probably have removed at least one squishy from the fight, as well as drawn a lot of cooldowns from your team onto yourself, allowing an overall victory and possibly an Ace.) It also gives you EIGHTY FRICKING AD (at Lv3). That's almost two B.F. swords for 6 seconds. The damage you will deal with this on is unreal. Be careful when using this, though, because for its duration you lose the free armor & MR, making you slightly squishier. However, because you have CC immunity, you can generally get free auto attacks off, allowing you to lifesteal with ![]() |
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