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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Berserker Rage (PASSIVE)
Olaf Passive Ability
Introduction
Hey again, Mobafire! This will be my second guide on this site so bear with me. My first guide was about Gangplank and was quite successful in my eyes. Now it's time for Olaf to get his 15 minutes of fame. I've been playing Olaf for almost as long as Gangplank and I feel very comfortable with him. Like many others, I build him tanky for the most part. Some people may be intimidated by Olaf because of his Q being a skill shot and that he's got no natural escapes. Fear not, because he scales incredibly well into late game and can give the opposition a headache. Again, I'd just like to mention that this is not a 'how to play...' but just a alternative playing style if you're new to Olaf or Tanky DPS in general. Enjoy!
On an uncharted continent beyond Valoran's grasping clutches, the conqueror named Olaf was born to a long tradition of soldiers unlike most others. Berserkers, as they tout themselves, are warriors who channel fury deep from their cores, unleashing pure and savage wrath upon their enemies. This fearsome evolution is a product of their unforgiving home, Lokfar - a barren tundra where all creatures must vie bitterly for every resource. Olaf belonged to a seafaring clan known for ruthlessly pillaging any and all villages within reach of their dragon-crested longboats. The last time he saw his icy home, Olaf was embarking on an expedition to pioneer and plunder a distant land known only to legend. However, while underway, a terrible storm sprung up and Olaf and his crew were thrown to the mercy of a roiling and pitiless sea.
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.
For each 1% of health missing, Olaf's attack speed is increased by 1%.
A really useful passive than can ultimately save your life if you find yourself losing a duel. Or if you're missing a few bars of health it can give you the upper hand in most cases.
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 4.5 seconds.
Olaf throws an axe to a target location, dealing 80/125/170/215/260 (+) 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 4.5 seconds.
This can be a pain getting used to and becoming skillful with it but once you get a hang of it you'll get a feeling of satisfaction every time your Axe connects. Just try and predict where the enemy is going to move and you're golden. Also, try to pick it up as often as possible because it will pretty much instally recharge and you don't need to wait for the cooldown. You want this maxed second.
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.
This is great for early game jungling or duels in general. Don't forget to pop this when needed because it'll land you a kill. Combined with your massive amounts of late game health, this is super powerful. I max this last because 1 point should suffice.
Olaf attacks with such force that it deals true damage to his target and himself.
Olaf ferociously swings his axes, dealing 100/160/220/280/340 true damage to his target.
I max this first because it ignores every piece of armor your enemy has. It is extremely lethal early game and tears tanks down late game.
Olaf is immune to disables and takes reduced damage.
Active: Removes all disables from Olaf and for the next 6 seconds, he is immune to disables and has +30/45/60 Armor and Magic Resist.
Passive: Olaf has +10/20/30 Armor Penetration.
One of my favorite ultimates in the game. Pop this during every team fight or even in a 1v1 if needed. Every time you put a point in this skill you gain an additional 10 Armor Penetration. A very powerful defensive boost which makes you very annoying. Max this every chance you get.
I know it could be difficult choosing the right spells before a match if you're new to the Champion and there really is no wrong combination of spells, technically. But there are smart ones.
No. Never.
I've seen people suggest this too, but I feel like it's a waste.
I can see how it can be useful, but it's not viable.
Eh...no.
Eh...no...and...no.
Again, I can see the usefulness but I don't think it's viable.
No. Just no.
Wards and Wriggle's.
- Flash: A must have spell. This should be your primary. Can help you offensively and defensively.
- Exhaust: Great way to slow down opponents and get the kill. Gives them a nice de-buff too.
- Ignite: This is a very powerful spell because it deals DoT that can get you easy kills in the laning phase. It also dishes out loads of damage at level 18.
- Teleport: A good way to get back into your lane quickly and prevent your turret from being destroyed or even help another lane out if needed.
- Ghost: Great way to chase down enemies and deal the killing blow.
- Smite: As you know, this should only be used to jungle.
Don't Bother
No. Never.
I've seen people suggest this too, but I feel like it's a waste.
I can see how it can be useful, but it's not viable.
Eh...no.
Eh...no...and...no.
Again, I can see the usefulness but I don't think it's viable.
No. Just no.
Wards and Wriggle's.
Now there are many ways you can set your Mastery Trees up. I personally only use the one on the cheat sheet but you can always make your own depending on play style.
Offense
Defense
Alternatively, you can play more offensive if that's what you prefer.
My Preferred Setup
Offense
- Summoner's Wrath beefs up your Exhaust and reduces the target's MR and Armor by 10.
- Brute Force gives you an additional 3 Attack Damage.
- Alacrity boosts your Attack speed by 4%.
- Weapon Expertise adds 10% Armor Penetration.
Defense
- Resistance gives you 6 extra MR.
- Hardiness gives you 6 extra Armor.
- Tough Skin reduces damage taken from creeps and neutrals by 2.
- Durability gives you 6 extra Health per level. (+108 Health at level 18)
- Vigor gives you an additional 2 Health regeneration per 5 seconds.
- Indomitable reduces incoming damage by 2.
- Veteran's Scars gives you an additional 30 Health.
- Initiator increases movement speed by 3% when above 70% Health.
- Juggernaut increases your maximum Health by 3% and reduces the duration of incoming disables by 10%.
Alternative Routes
Alternatively, you can play more offensive if that's what you prefer.
Runes
- Greater Mark of Desolation I prefer Armor Penetration because I like to ignore early game armor. They're more useful than full AD Reds later in the game. Six of these give you 10 ArP.
- Greater Mark of Attack Damage Three of these combined with AD Quints will give you 10 AD for that extra early game umph for harass and last hitting.
Runes
- Greater Seal of Armor I love these Runes because you can control a lane and have more survivability from the start. I'd never replace these.
Runes
- Greater Glyph of Scaling Magic Resist Since the recent nerf in the flat MR Glyphs, these are probably the best set of Glyphs you can use.
- Greater Glyph of Cooldown Reduction I've personally used these for a couple games and you can't notice a huge difference unless you build CDR items in-game.
Runes
- Greater Quintessence of Attack Damage Extra AD, great for last hitting.
- Greater Quintessence of Desolation These are a good alternative but not very necessary because of Olaf's ultimate.
- Greater Quintessence of Armor Early Game beefiness.
- Greater Quintessence of Health Laning phase survivability.
Starting Items
Boots
Core Items
Ace: When the entire enemy team is dead.
AoE: Area of Effect
AP: Ability Power
AD: Attack Damage
AFK: Away From Keyboard
ArP: Armor Penetration
AS: Attack Speed
Atmog's: Atma's Impaler and Warmog's Armor Combo
B: Back or Recalling
Baron: The strongest neural monster in Summoner's Rift. Red Skull on the map. Gives a powerful buff to the whole team when killed.
BD / Backdoor: Pushing up without creeps.
BG: Bad Game
Bush: Large grassy areas which keeps you hidden.
Buff: Temporary increase to stats. (Golem, Lizard and Baron)
Care: To be careful of your surroundings.
Carry: A player who wins late game fights and leads the team to victory.
CC: Crowd Control
CD: Cooldown
CDR: Cooldown Reduction
Creeps: Minions
CS: Creep Score
DC: Disconnected
DOT: Damage Over Time
DPS: Damage Per Second
Drag / Dragon: The second most powerful neural monster. Does not give a buff but it rewards the team with hefty XP and Gold.
Farm / Farming: To kill a lot of creeps.
Feed / Feeding: When one player continuously gets killed by enemy champions.
Focus: To concentrate on one enemy champion during team fights.
Fratma's: Frozen Mallet and Atma's Impaler Combo
Gank: To flank a lane and discretely kill an enemy.
GG: Good Game
GJ: Good Job
GLHF: Good Luck, Have Fun
Harass: To burst the enemy with non-lethal damage forcing them to heal.
Jungle: The mass of trees and paths that exist between the lanes.
Jungling: To attack neutral creeps, allowing for 2 solo lanes and better ganking.
Kite: To draw a hero away from a comfort zone and set up an ambush.
KS: Kill Steal
Lane: The road that contains towers and leads to and from the bases.
Last Hit: To get the killing blow.
MIA: Missing In Action
MPen: Magic Penetration
MR: Magic Resist
MS: Movement Speed
NJ: Nice Job
OOM: Out of Mana
OP: Overpowered
River / Riv: The river which cuts across the playing field
Snowball / Snowballing: Using an item that can potentially feed you.
Stun: A debuff which prevents any action by a champion.
Top / Mid / Bot: Top, Middle and Bottom. Lanes in LoL.
Ult: In reference to your Ultimate ability, your 'R' key.
AoE: Area of Effect
AP: Ability Power
AD: Attack Damage
AFK: Away From Keyboard
ArP: Armor Penetration
AS: Attack Speed
Atmog's: Atma's Impaler and Warmog's Armor Combo
B: Back or Recalling
Baron: The strongest neural monster in Summoner's Rift. Red Skull on the map. Gives a powerful buff to the whole team when killed.
BD / Backdoor: Pushing up without creeps.
BG: Bad Game
Bush: Large grassy areas which keeps you hidden.
Buff: Temporary increase to stats. (Golem, Lizard and Baron)
Care: To be careful of your surroundings.
Carry: A player who wins late game fights and leads the team to victory.
CC: Crowd Control
CD: Cooldown
CDR: Cooldown Reduction
Creeps: Minions
CS: Creep Score
DC: Disconnected
DOT: Damage Over Time
DPS: Damage Per Second
Drag / Dragon: The second most powerful neural monster. Does not give a buff but it rewards the team with hefty XP and Gold.
Farm / Farming: To kill a lot of creeps.
Feed / Feeding: When one player continuously gets killed by enemy champions.
Focus: To concentrate on one enemy champion during team fights.
Fratma's: Frozen Mallet and Atma's Impaler Combo
Gank: To flank a lane and discretely kill an enemy.
GG: Good Game
GJ: Good Job
GLHF: Good Luck, Have Fun
Harass: To burst the enemy with non-lethal damage forcing them to heal.
Jungle: The mass of trees and paths that exist between the lanes.
Jungling: To attack neutral creeps, allowing for 2 solo lanes and better ganking.
Kite: To draw a hero away from a comfort zone and set up an ambush.
KS: Kill Steal
Lane: The road that contains towers and leads to and from the bases.
Last Hit: To get the killing blow.
MIA: Missing In Action
MPen: Magic Penetration
MR: Magic Resist
MS: Movement Speed
NJ: Nice Job
OOM: Out of Mana
OP: Overpowered
River / Riv: The river which cuts across the playing field
Snowball / Snowballing: Using an item that can potentially feed you.
Stun: A debuff which prevents any action by a champion.
Top / Mid / Bot: Top, Middle and Bottom. Lanes in LoL.
Ult: In reference to your Ultimate ability, your 'R' key.
Well that's all! I really hope that you've enjoyed reading it and that you are successful if you choose to follow the guide. As I said in the introduction, this is my second so please bear with me. I will update this guide as I continue to learn and come across things that maybe I've missed. I will gladly answer any questions you have and I will also take constructive criticism. A vote and a comment would greatly be appreciated. Thank you so much! Unleash your inner viking barbarian!
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