This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Teleport
Ghost
Items
Ability Order
Berserker Rage (PASSIVE)
Olaf Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Vladimir
Motherf*king Vladimir is as annoying as Teemo. No mana costs, high sustain, range, ability to become untargetable and thus avoid your counterattacks. This son of a b*tch is meant to counter you. Don't ever pick Olaf into this matchup unless you're sure that the enemy Vladimir is a scrub. Ask for jungler ganks often.
Synergies
Before we begin...
This guide is meant for some of my misguided SJAB squadmates, who have long expressed their interest to learn the ways of
NOTE: This guide is not magical. Don't expect to read this and suddenly feel like you can take on anything. Many concepts in this guide might seem foreign to you, and if you scr*w up initially, don't be discouraged.
Also, many of the ides I incorporated into the guide, including freezing lane and successfully last-hitting, require practice. I would suggest you master these essential qualities first before whining about how
|
This guide is meant for my friend Joshua, who is such a noob that I must teach him how to play Alright, so we start with the guide itself. In-lane, Of course, that is not to say that Another weakness of So, can reading this guide make you better? No. No guide will ever make you better. Only experience can. As of now, you have much to learn about the essential qualities of a top laner, such as map awareness, freezing lane, and proper itemization. I hope that this guide can make you a better Click me if you're noob! |
And please don't ever be like Phreak and tank the turret. Also the part about getting 1/2 of the minions is bulls*it, aim for 100% always.
Pros:
-Excellent duelist
+Good synergy with champions that have alot of CC
+Bullies many melee champions with
+Excellent tanker with ultimate
+Good teamfighter that can dive squishies in the backline without fear of getting peeled
+Incredible movement speed with
+Punishes split pushers/people caught out of position really easily with his mobility
+Is incredible in many aspects, with attack speed steroids(
Cons:
-Easily kited without of
-Relies mainly on autoattacks to bring the pain
-No way of gapclosing immediately, can die easily without above mentioned skills if chasing an opponent into enemy team
-Only 1 long ranged ability,
-Only slow
-Attack speed buff has a rather long cooldown.
-Can be harassed easily in lane and during sieges/attrition battles
-Lack of hard CC, unable to disrupt enemy channels like
Any misconceptions, my dear boy Joshy? If so, let me know.
Of course, there are scenarios where you should not pick
Ranged opponents. As you have read in the introduction,
Due to
The following spells below are viable spells but I would usually exclude them unless there are especial circumstances.
If you're jungling,
In my opinion, taking
Well, there's not much to say about
That is all the spells I take for
This section will be split into 4 sections explaining why I take (ARPEN) Quintessences & Marks, (CDR) Quintessences, Seals, and Glyphs respectively. I take this rune page nearly all the time for
greater mark of armor penetration and greater quintessence of armor penetration:
I take Armor Penetration for these runes because they are meant for offense. Armor Penetration will help in the late-game, of which you can shred an enemy with ease. Since
If you suck so much that you need AD runes, look below.
P/S. : If you're asking why can't you take AD runes, f*ck you, thats why. Olaf already has an extremely strong early game. With
With 2 of this and your masteries, at level 1 you would already have 10% CDR. CDR is great early for you to smack your enemies with more
I take armor seals in other to mitigate minion damage early, and to help against lane opponents(most top laners are AD). If you really want, you may consider taking HP seals, but I find armor scales better later on.
Immediate MR is unnecessary early game as minions don't deal magic damage, and you are probably not going to face an AP enemy in lane. Anyway, the damage mages deal with their spells early game is practically negligible. I take scaling MR as to minimise the amount of damage mages will deal to me once they complete their core items. It is in the late game where mages will hurt most, so you want scaling MR to prepare for that.
OFFENSIVE MASTERIES
DEFENSIVE MASTERIES
>
>
>
BERSERKER RAGE: The skill is pretty self-explanatory, it makes
TIPS:
-
-With
-
UNDERTOW: If Olaf picks up the axe, the ability's cooldown is reduced by 4.5 seconds.
You would already have experience with
In lane, however, use
TIPS:
-Use
-Learn how to predict your opponent's escape route. By throwing it toward the direction of which they flee, you can set up a chain of slows of which you can pick up the axe, throw it, then rinse and repeat.
-Maxing
VICIOUS STRIKES: For 6 seconds, Ah, we come to
TIPS:
-
-The health you gain back when
-
-Use
-The active from
-
RECKLESS SWING: 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.
TIPS:
-
-Similar to
-The health you get back from
RAGNAROK: 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.
This is
TIPS:
-
-
-If you're under the effects of a CC, you can still activate
-Thanks to
-
Item Sequence
Alright, on with the show.
Lets breakdown this item in terms of the stats it provides.
80 AD---Very good, very strong obviously, no questions asked. Gives your
20% LIFESTEAL---Incredibly Strong. You might not realise it, but when you crit for over 1000 damage in the late-game, this lifesteal is useful as f*ck. With the healing amplification from
50-350 HP SHIELD---F*CKING GOOD. EXTREMELY GOOD. I HAVE NO F*CKING WORDS TO DESCRIBE MY JOY ABOUT THIS SHIELD. Its like an additional 350 HP, and because of your high lifesteal, you can refresh it over and over again. The shield scales with your armor and MR, meaning that its exactly like your HP pool. In-lane, the shield will help you take harassment from your lane opponent or shrug off retaliations. Hell, the shield can even absorb the damage you deal to yourself with
Generally because of the high offensive stats that
50% AS---A good amount of AS is great to aid your DPS. Not much to explain here, since
30% CS---This is the reason why you get
5% MS---Nothing much, will help you in catching up with the carries in the backline late-game but pretty substandard compared to the MS from
30 AD---A small amount of AD which will help increase your damage output, not amazing, but respectable. Coupled with other items, this AD will become very noticeable.
15% CSC---CSC is really under-rated on
20 ARMOR PENETRATION---Insane. Seriously, it may not seem like much, but 20 Armor Penetration is a LOT, and even more when you take Armor Penetration runes. This stat is one of the biggest reasons why
20% MOVEMENT SPEED (ACTIVE)---GODLIKE. This probably doesn't even look that good at first glance, but trust me, it's EXTREMELY strong. It plays a huge part in the plays you will be able to make with
40% ATTACK SPEED (ACTIVE)---Not the most amazing thing about the item, but still very much welcome. The ability to become an even more powerful DPS champ than you already are for 6 seconds is stronger than you might think. If
80 AD---Similar to that of
25% CSC---Very strong as well, although its very, very under-rated. On its own, it wouldn't be worth buying
+50% CRIT DAMAGE---It increases your damage's AD ratio by 0.5 for every crit you make. Not that strong, but still very noticeable. It means that each critical strike you score increases your damage's AD ratio by 1.5 points. Which is stronger than you might think, especially when you have so much AD through your items.
500 HP---I don't need to tell you how 500 HP can come in useful in so many ways, especially since you have high resistances thanks to this item's 70 Armor,
70 ARMOR---You don't need me to tell you about the benefits of armor. What more is there to say? More armor=less damage taken. Since enemies mostly deal AD, its always good to have the bonus armor mitigate some of that damage dealt.
AOE SLOW---Very, very strong. The fact that it is AOE makes it even better. As
15% ATTACK SPEED SLOWING EFFECT---So, based on the damage you deal you obviously will become a priority target late-game. Thus, people will inevitably decide to focus you first. The fact that you are melee makes it even easier for them since you will need to tank some damage before being able to reach the enemy backline(unless somehow a
However, some champions like
400 HP---Great on
55 MR---With our kind of luck, there's almost 100% an AP champion is a threat. Either its a godlike
10% CDR---By itself, it isn't alot, but with the 10% CDR from
20% HEALING AMPLIFICATION---Do you even need me to explain this?
Generally, the above items are what I get 80% of the time. However, if a particular situation arises of which the enemy team is full AD (it happens) or if they just like stacking HP instead of resistances, I would include it my build:
Yep, this baby. One of my favourite items in LoL. Obviously because it deals % damage, its great for the situation when your enemies spam HP and neglect armor altogether.
I split the opponents you will face top lane into 4 categories:
AA-reliant champions:
AD casters (who cast abilities to deal damage):
Tanks:
AP casters: AP
Of course, not all lane matchups are included, but these champions are generally what you see top most of the time.
Against category 1, AA-reliant champions: Most of these champions are no match for you early, with exceptions being perhaps
Against category 2, AD casters: Some of these champions have very strong early games, like
Against category 3, tanks: These champions have weak early games and, in general, tend to rush health and resistances. As such, they will be dealing minimal damage, damage that you can easily lifesteal back with
Lastly, category 4: AP casters: I hate going against these champions because they have something
During laning phase, I like to get a few
Of course, even though boots should be sold later on, you can get boots based on your current needs.
My first offensive item would be
Against AD opponents, you SHOULD be dominating them by the time it comes to your first item. There aren't many champions that scale as well as
If you're facing an AP champion, however, rushing
After laning phase, you would want to itemize against the entire enemy team because teamfights will become much more frequent. Basically, you want resistances to counter whoever is doing the best on the enemy team. I like to rush some resistances early through
You would want to pick
Items like
Item Sequence
As I have mentioned in the previous chapters, this build is good and efficient, because it allows
But wait! Don't just take my word for it. Let me prove it for you.
HP:
[(Base HP+
= [(2178+400+500+36) x 1.03]+350
= 3557.42
= 3557 (nearest whole number)
Armor:
Base Armor+[(
= 77+[(70+30+9) x 1.05]
= 191.45 armor
= 191 armor (nearest whole number)
MR:
Base MR+[(
= 53.4+[(55+30+27) x 1.05]
= 171.0 MR
Total: 171 MR, 191 Armor, 3557 HP
Now, take a look at this graph.
Basically, having 191 armor will put you around 64~65% physical damage reduction. Meaning that with 3557 HP, the effective HP you have is almost tripled.
171 MR will also put you around 62~63% magic damage reduction. Against mages, your effective health is nearly tripled as well.
So you get what I mean? With a mere 2 items(excluding
Alright, now to the damage part. I've already told you that my
Base AD+[(
= 119+[(80+80+80+30+10+4) x 1.05]
= 417.2 AD
Now look at this damage. Impressive right? but wait! We aren't finished yet! With all the CSC you accumulated, you should be critting pretty often. Lets see how much a single crit will do!
Total AD x (200%+50% from
= 417.2 x 2.5
= 1043.0 Physical Damage
Over 1000. The crits you'll be scoring twice a second will hit for over 1000. I'm not even taking into account the damage increase from
But wait! We aren't finished yet. A fundamantal part of
Olaf's base AS is 0.694(+45.9 at level 18).
Calculating bonus AS:
AS from levelling up+
= 45.9 %+50 %+40 %+80 %+25 %
= 240.9% bonus AS
Total AS:
Base AS x (100%+bonus AS %)
= 0.694 x (100%+240.9%)
= 2.365846 AS
= 2.37 (2 dec. pl.)
As you can see here, you will be hitting for well over 2 times a second. With the AS cap being 2.5, you can easily hit it if your HP manages to drop lower than 50 or so %. Now, let us calculate how much damage we will deal per second based on this AS.
How much health does an ADC have late-game? Around 2000~. At this rate of which we are hitting, how long do you think it takes to burst him down?
But wait! We can't just rely on HP to tell how powerful is
From greater mark of armor penetration and greater quintessence of armor penetration, I gain 1.28 and 2.56 armor penetration respectively.
[Base armor x (100%-6% from
= (84 x 0.94)-(1.28 x 9)-2.58-20
= 44.86 armor
Damage dealt to
= [100÷(100+44.86)] x 1043
= 720 physical damage (nearest whole number)
Damage dealt to
= [100÷(100+44.86)] x 417.2
= 288 physical damage (nearest whole number)
Lets run over
Damage dealt over 4 AAs
= (3 x 720) + 288
= 2488 effective HP
How much AS do you have? 2.37. Ignoring the excess .37 AS, let us assume that you simply have an AS of 2.00. Even so, you would be able to land 4 AAs in the timespan of 2 seconds. I've already given you how much damage you would probably deal with these 4 AAs. What does this mean? It means that even excluding the damage you could deal from
But how are we even going to reach them? How is
Olaf's base MS is 350.
Total MS
=350 x (100% + 28% from
=350 x 153% (or 1.53)
=535.5 MS
=536 MS (nearest whole number)
Let's use
And that's not even including the MS that your allies could possible give you, for example through
So, let's put everything together, right from the beginning.
HP: 3557
ARMOR: 191
MR: 171
AD: 417
ARMOR PEN: 6%, 34
AS: 2.37
MS: 536
What do we have here? We have a tanky, incredibly strong DPS champion that can not only soak up an impressive amount of damage but also deal some good damage of his own.
Lets just go over the pros of this build:
1: IT HAS POTENTIAL FOR MAKING MASSIVE PLAYS
The combination of instant, fast MS at the press of a button AND your high DPS means that if
2: IT GIVES YOU SUFFICIENT SURVIVABILITY
The combination of having high resistances and a substantial amount of health to boot means that
3: MAKES YOU AN INCREDIBLE DUELIST/SPLIT PUSHER
Due to your high escaping potential as highlighted above,
There are other pros, like how it gives your dive-oriented playstyle a much higher rate of success and the like, but the pros mentioned above are unique to this such build. As such, these "controversial" items like
1:
First off,
As with all rules however, there are certain exceptions:
The mana and AP is unneeded on
2:
Secondly, avoid buying too much of a particular kind of resistance. Why so? lets refresh your memory with this little graph here.
Now, as you can see from the graph, 100 armor/MR puts you at 50% damage reduction. 200 armor/MR puts you at 66.6666...% damage reduction. 300 armor/MR puts you at 75% damage reduction. See how the % damage reduction gets lower the higher your armor? The increase in % damage reduction from 200 armor/MR to 300 armor/MR is practically non-existent at 8.33... %. This is the reason why I strongly advise against exceeding the 200 armor/MR point, unless the enemy has built penetration items. So unless you see items like
Of course, when the armor/magic pen items really start making a difference in the late-game where an enemy would potentially have more than 1 armor/magic pen item. Even so, you would want to stick to a definite amount of armor/MR.
Lets take a scenario, for example, of which an enemy
However, % armor/magic pen is a different scenario altogether. You simply can't just keep stacking armor because it will only aid the amount of armor the item is able to ignore.As sch, I recommend sticking to a MAXIMUM of 300 armor and 250 MR. That way, even if the enemy has a
Lastly, remember the fact that
This also applies to tenacity items like
You can buy
Why? Reason being
Another item similar to that of
From the information I have provided above, it is obvious why you should avoid these items. Unless, as I have stated, a particular situation arises, just avoid the items I listed above.
In short, the items I am going to write about below are items that you might select when in a certain scenario (e.g. against AP heavy team etc.). Note that I HAVE NOT considered all item synergies with
SECTION STILL UNDER CONSTRUCTION, STAY TUNED FOR FURTHER UPDATES!
In laning phase, you outshine alot of champions that will be going top, especially since most of them are melee. Go read up on my section about Itemization and Sequence(PLS READ IT) on regards about what to get when going top. This will mainly be focused on the strategies of laning.
As a laner, there are a few things you need to learn about. Map awareness, last-hitting, warding, or even knowing the correct opportunity to go in for a kill, are all key and imperative in the skills of a top laner. This chapter is aimed to teaching you, Joshy, the key concepts to mastering the lane and dominating your opponents.
1: The Lane
As a laner, your primary concern early is of course, to take care of your own lane. You don't want to forsake your farm and EXP at top to keep on, say, pressuring dragon or camping mid, not at such an early stage of the game.
For me, the key to dominating the lane is very simple. I always keep tabs on how far I am within the lane, and whether I should freeze or push the lane. Below is a map that I often take into account about my decisions:
As you can see, there are 3 sections in the lane itself. The green section is when















Click me if you're noob!
You must be logged in to comment. Please login or register.