• 6
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 3
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Attack Damage (+2.25 attack damage)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Olaf is a tanky DPS champion that can deal massive damage throughout the whole game, even if you concentrate on buying health and resists items. He has a very strong early game and can initiate good ganks. He is nearly unbeatable in a 1vs1 situation and becomes very hard to kill late game. His ultimate allows him to take the enemy carry completely out of the game (or at least zone him out in teamfights).

[title]2011/12/12[/title] - updated masteries to 21/0/9 from 20/1/9 - updated rune page - updated skill order for Volibear patch Jungle Remake - updated item section - updated jungle route for Volibear patch Jungle Remake - added a jungle route video - added a "General info about Olaf, the Berserker" chapter [title]2011/11/23[/title] - added new "updates to this guide" chapter - added new "fizz patch" masteries - updated mastery & rune section - added a full (german) gameplay commentary [title]2011/11/10[/title] - guide was created

[title]Patch v1.0.0.130:[/title] - Jungle Adjustments Small camps now respawn faster, but have reduced rewards Small camps now have a Healing Sigil, healing the killer based upon how much health they are missing Neutral monsters now have their health, damage, experience reward, and gold reward increase with game length, instead of having health increases with each respawn Neutral monster experience range reduced to 400 from 800 (the killer always gets experience) Ancient Golem camp experience increased slightly and gold reduced slightly Crest of the Ancient Golem now grants 25 flat MP5, but grants 1% regen from maximum mana, from 1.5%, and provides energy Lizard Elder camp experience increased and gold reduced slightly Blessing of the Lizard Elder melee slow % reduced to 8/16/24% from 10/20/30% Dragon and Baron Nashor are now immune to armor and magic resist-shredding effects Baron Nashor will now push wards away if you try to place one too close Monsters now heal 5% immediately when they retreat (instead of after 1 second), but are easier to re-aggro [title]Author's Comment:[/title] Personally I don't like the Jungle Remake very much, because I think it's too easy now, and it's not that much fun anymore. Stealing the enemy's creeps is useless now because of the fast respawn timers. The only good thing is, that new players can start and practice jungling much earlier because they don't need a perfect rune and mastery setup anymore. [title]Patch v1.0.0.129:[/title] - [imgsmall=skills/olaf/r.png]Olaf is now immune to blinds and silences while Ragnarok is active - Masteries have been remade [title]Author's Comment:[/title] There's not much to say about the new change to Ragnarok, except that it's a nice buff and especially the immunity to blinds will help wreck these annoying Teemos. To be immune to silences is nice of course, but to be honest I never had problems with silences when playing Olaf. The remake of the masteries is a VERY nice change, that I really enjoy and that lets us jungle much faster with a more offensive orientated mastery-build. [title]Patch v1.0.0.128:[/title] - [imgsmall=skills/olaf/q.png]Undertow missile speed increased to 1600 from 1500 - [imgsmall=skills/olaf/r.png]Ragnarok Now breaks crowd control effects upon activation Duration adjusted to 6 seconds at all ranks from 5/6.5/8 [title]Author's Comment:[/title] Some very nice changes to Olaf that buff our ganking potential when we strike from the jungle, since Undertow is our most important spell when attacking. The new missile speed isn't that much, but our chances to hit even fleeing enemies increase. The new Ragnarok is a janus-faced skill. On the one hand, we can now break crowd control spells like Gangplank's oranges ('Malzahar ulted me but I screamed WAAARRRGGHH and it was k') but on the other hand the duration is nerfed by 2 seconds and 2 seconds in League of Legends is MUCH. I recommend just rushing into the fight like always and activate Ragnarok when the first CC hit you or is about to hit you but try to get as far as possible to make up for the 2 seconds you lose on your ult.

[center][imgext=][/center] [title]Lore[/title] 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. [title]Stats[/title] Damage 54.1 (+3.5 / per level) Health 441 (+93 / per level) Mana 225 (+45 / per level) Move Speed 320 Armor 17 (+3 / per level) Spell Block 30 (+1.25 / per level) Health Regen 1.4 (+0.18 / per level) Mana Regen 1.3 (+0.115 / per level)

[imgext=] [title]Explanation:[/title] After much testing and experimenting with Armor Penetration, Attack Damage and Attackspeed runes I found out that stonewall008's rune choice is the best setup for clearing the jungle as fast as possible. The runes are: 6x Armor Penetration Reds 3x Attack Damage Reds 9x Armor Yellows 9x Magic Resist per Level Blues 3x Attack Damage Quints Together with our masteries we have 16 Armor Penetration which lets us deal true damage to nearly all jungle creeps (except for Ancient Golem and Lizard Elder who both have 20 Armor). Attack Damage for the remaining Marks and Quints is never a bad choice. The Armor Seals will help us stay alive in the jungle and the Magic Resist per Level Glyphs scale into late game since in the beginning we will only take physical damage from neutral jungle creeps. Together with our masteries and our ultimate we will have around 46 + 10% Armor Penetration at Level 16 without any items, which is fairly high.

[title][img=skills/olaf/p.png] Passive: Berzerker Rage[/title] [number]For each 1% of health missing, Olaf's attack speed is increased by 1%.[/number] [title]Explanation:[/title] Our passive is the reason, why we are a very fast, strong and safe jungler. We will always be able to clear the neutral creep camps, even with low life, which doesn't mean that you should always make use of this passive. On the other hand, this passive makes us a very strong 1vs1 champion, since we get stronger and stronger, the longer the fight goes. [title][img=skills/olaf/q.png] Q: Undertow[/title] [number]Olaf throws an axe to a target location, dealing 50 / 90 / 130 / 170 / 210 physical damage plus 50% of his attack damage to units it passes through and slowing them by 16 / 22 / 28 / 34 / 40% for 2.5 seconds. If Olaf picks up the axe, the ability's cooldown is reduced by 6 seconds. Cost 55 / 60 / 65 / 70 / 75 mana Range 1000[/number] [title]Explanation:[/title] This is our bread and butter. It's not only a very strong skill that deals massive damage, it's also our only source of CC, our only ranged attack and our only AOE attack. Always try to throw the axe so that you can pick it up again and reset the cooldown to throw it again, to constantly slow the enemy. This is the reason why our pre-lvl-6-ganks are that strong. [title][img=skills/olaf/w.png] W: Vicious Strikes[/title] [number]For 6 seconds, Olaf's attack damage is increased by 7 / 14 / 21 / 28 / 35 base damage plus 1% of his max health. While active, Olaf gains 9 / 12 / 15 / 18 / 21% lifesteal and spell vamp. Cost 40 / 45 / 50 / 55 / 60 mana Range 700[/number] [title]Explanation:[/title] I only take 1 point in this skill at level 2 to speed up my jungle and get more lifesteal. In the early levels, the other spells are superior to Vicious Strike but this skill is the reason why we can deal massive damage throughout the game even if we concentrate on getting tanky items. [title][img=skills/olaf/e.png] E: Reckless Swing[/title] [number]Olaf deals 100 / 160 / 220 / 280 / 340 true damage to his target and inflicts 40 / 64 / 88 / 112 / 136 true damage to himself. Cost none Range 325[/number] [title]Explanation:[/title] A very good skill, that deals true damage which ignores the enemy's armor. Just like Vicious Strike, this skill allows us to deal much damage even with tanky items and it is a good burst skill with a fairly low cooldown. [title][img=skills/olaf/r.png] R: Ragnarok[/title] [number]Active: For 5 / 6.5 / 8 seconds, Olaf is immune to disables and reduces incoming damage by 20 / 30 / 40. Passive: Olaf has 10 / 20 / 30 increased armor penetration. Cost 100 / 75 / 50 mana Range 400[/number] [title]Explanation:[/title] This is by far my favourite skill on Olaf. Not only do we become immune to disables, but we also reduce incoming damage AND get more armor penetration. Combined with Ghost we become unstoppable and can escape nearly every fight or get into teamfights. The latest patch gives us the possibility to break out of crowd control spells just like Gangplank's oranges. <fluttershy> Yay! </fluttershy>

I max [imgsmall=skills/olaf/q.png]Undertow first because it's the skill we will ALWAYS use in every situation. No matter if we gank or fight 1vs1 or poke the enemy in the laning phase. With its massive damage and very short cooldown we will outdamage nearly every enemy. I take 1 point in [imgsmall=skills/olaf/w.png]Vicious Strike at level 2 to speed up my jungle and get more lifesteal. I max [imgsmall=skills/olaf/e.png]Reckless Swing second because it's a very reliable source of damage, even without any items but sometimes we just can't get close to our enemy to deal damage so I like [imgsmall=skills/olaf/q.png]Undertow better as my main damage spell.

Starting items: [item=vampiric-scepter] First trip back: [item=boots-of-speed] [item=health-potion2] On the first trips back we try to find a good balance between items to help us get Wriggle's Lantern asap to jungle faster and safer and boots for stronger and faster ganks. Early game goals: [item=wriggles-lantern] [item=phage] [item=mercurys-treads] (+ [item=heart-of-gold] if you have a REALLY bad early game) Mid game goals: [item=warmogs-armor] [item=atmas-impaler] Late game goals: [item=trinity-force] + defensive items I found out that the combination of Warmog's/Atma's together with Trinity Force is a VERY strong item choice, that works for every tanky DPS champion. We will not only have a high health pool but also buff our armor, increase our basic damage and raise our damage from [imgsmall=skills/olaf/w.png]Vicious Strike. Final build (against balanced): ( [item=banshees-veil] or [item=force-of-nature] ) [item=mercurys-treads] [item=trinity-force] [item=warmogs-armor] [item=atmas-impaler] ( [item=frozen-heart] or [item=randuins-omen] ) Final build (against AP): [item=banshees-veil] [item=mercurys-treads] [item=trinity-force] [item=warmogs-armor] [item=atmas-impaler] [item=force-of-nature] Final build (against AD): [item=randuins-omen] [item=ninja-tabi] [item=trinity-force] [item=warmogs-armor] [item=atmas-impaler] [item=frozen-heart] With the combination of Trinity Force, Atma's Impaler and our skillset we will deal tons of damage (around 300 AD), so we can concentrate on more resists. Having a great health pool alone doesn't always help to tank the enemy's attacks, so we need more resistances to become unkillable late game. Damage build: [item=phantom-dancer] [item=berserkers-greaves] [item=trinity-force] [item=warmogs-armor] [item=atmas-impaler] [item=infinity-edge] In the few situations in which you completely dominate the enemy team and you don't have to fear any strong attacks, you can build a more damage orientated build like this. With this you will have 90% crit chance, increased crit damage, 316 AD without and 389 AD with [imgsmall=skills/olaf/w.png]Vicious Strike activated. Items not to forget for the last important fight that decides which team will win the game: [item=elixir-of-fortitude] [item=elixir-of-agility] [item=oracles-elixir]

Many players recommend to not buy [imgsmall=items/warmogs-armor.png]Warmog's Armor if you have a bad early game. I can understand that and on most champions it is true, but not on Olaf. Let's see why. The problem with Warmog's Armor is, that it's very expensive and it doesn't give any good stats besides health. If you have a bad early game, you will need extremely long to buy this item. In this time you sacrifice gold and time for offensive items and you are pretty much useless for your team in that time. Even if you finally made it to achieve this item, you will need more money and more time to finally buy damage items. That means, that many champions just can't get any kills or help the team with damage and ganks in mid game. The good thing is: Olaf doesn't have that problem. His [imgsmall=skills/olaf/e.png]Reckless Swing is completely untouched by damage items, and deals good damage even if you have no items at all. Your [imgsmall=skills/olaf/w.png]Vicious Strike scales with health which means, that you get more attack damage the more health you have. So even if you build purely on health, you can still deal alot of damage. Of course it's not as much as if you would have "real" offensive items, but at least you are not useless for your team. As you can see, Olaf doesn't become useless for the 10 - 15 minutes you build that Warmog's Armor and you can deal good damage throughout the whole game.

Why I don't buy [imgsmall=items/frozen-mallet.png]Frozen Mallet is a question that I hear nearly every game. I have to admit, that it's a very good and strong item on Olaf but let me explain, why I don't get it. It has two main stats: a slow and health. Of course, being able to slow enemies with basic attacks is extremely good on Olaf but we already have a slow in our Trinity Force even if it's not very reliable since it only slows in 25% of our attacks. But besides that, we will have the lizard elder buff everytime it's possible. And if that doesn't work too, we will eventually have the active of Randuin's Omen. As you can see, we aren't really dependent on that extra slow from Frozen Mallet. The second stat is the bonus health this item offers. Some people may think: you can never have enough health, which basically is correct but with Warmog's, Trinity and maybe Randuin's or Banshee's we already have a very high health pool and getting a Frozen Mallet would just be a "health overkill" and at that point I like to buff my resists instead of getting more and more health, even if it synergizes well with our [imgsmall=skills/olaf/w.png]Vicious Strike. As pointed out, you don't really need a Frozen Mallet with this item build but if you really like that item and can't live without it, then get it. It's a very strong item which will not disappoint you.

Start with a [imgsmall=items/vampiric-scepter.png]Vampiric Scepter and 1 point in [imgsmall=skills/olaf/q.png]Undertow. Go to the wolf camp and wait for the creeps to spawn at 1:40. While waiting, tell your team to cover your jungle, so that you can't get invaded. When the wolves have spawned, autoattack the big wolf and wait for the small wolves to run close to you too. Now use [imgsmall=skills/olaf/q.png]Undertow to hit all 3 wolves and try to throw your axe that way that you automatically pick it up again without moving. This requires a bit of practice but it's not hard to learn. Always use [imgsmall=skills/olaf/q.png]Undertow when it's off cooldown again. When the camp is dead, go to the Ancient Golem and kill him and his small lizards with the same tactic and the help of [imgsmall=summoners/smite.png]Smite. You will be even faster if you ask your team to leash the Golem. You become Level 2 and put 1 point in [imgsmall=skills/olaf/w.png]Vicious Strike. Your route now is wraiths -> wolves again -> Lizard Elder -> double golems. After that you will become Level 4 and you can recall and buy your [imgsmall=items/boots-of-speed.png]Boots. The reason I don't like stealing the big wraith of the enemy team anymore, like I used to describe it in older version of this guide is, that with the new respawn timers of the jungle monsters, you don't really hurt the enemy jungler by taking his exp and gold. Besides that, the new jungle has been made extremely easy, and you will hardly ever see a jungler dying in the jungle now. For example, with Olaf you can start everywhere you want now, you can even kill the Lizard Elder at Level 1 with [imgsmall=skills/olaf/w.png]Vicious Strike. Here is a small video showing the use of your skills and the jungle route I just descibed: [youtube][/youtube] Alternatively you can choose to put 1 point in [imgsmall=skills/olaf/w.png]Vicious Strike at Level 1. This will help you jungle safer but you will be much slower (around 5 - 10 seconds). I only recommend doing that, if you already now that you will be counter-jungled or invaded. After you finally hit Level 4 you can now decide to gank the shit out of their lanes or just continue jungling. I recommend ganking as much as possible and only jungle if there is absolutely no opportunity for a gank. If your team is pushing too much, then tell them in the chat about it. Of course you can already gank before Level 4 if there is a good opportunity, for example Top Lane after Ancient Golem, Mid Lane after wraiths or Bot Lane after double golems. You main goal in the early game is to get your [imgsmall=items/wriggles-lantern.png]Wriggle's Lantern as fast as possible and already gank a few times.

In Mid Game you try to gank as much as possible to get kills for your team. If there are no opportunities for ganks because your team is pushing like hell, then just continue jungling and take every chance for a gank. If you successfully ganked bot lane, don't hesitate to kill dragon and win the dragon control. Always look at the timer to know, when the dragon will spawn again. He has a respawn time of 6 minutes, so don't forget that. It's a very good idea to post the time he will spawn in the chat so that you and your teammates can always look it up when the dragon is alive again. Besides dragon control and ganks, you can try to push and destroy the enemy's towers together with your team after a successful gank.

Late Game is the most important part of a match, where big teamfights happen and every kill counts. You should be fairly tanky by now and it's your job to utilize that. Use your combination of Ghost and Ragnarok to focus the enemy carry and kill him or at least zone him away from the fight. It's nearly impossible to stop an Olaf who is just rushing to you, that can't be CC'd or kited. The enemy only has two choices here: running away, but then he can't deal damage to your team or fight you but he will not be strong enough to kill you alone. The enemy carry needs the help and damage from his teammates to stop you, but that means that they waste their spells on you and your own team is save. Even if you die in that fight, you will have dealt massive damage and possibly killed the enemy carry and your team can clean up the rest then. If the enemy decides to not stop you because they think that Olaf isn't a threat, you will just totally destroy their whole team.

All I can say is that Olaf is my main champion because he is very fun to play. He can deal tons of damage, even with a very tanky item build. In my eyes he is very underrated and you will hardly ever see him in games, but he can change games and even carry a whole team or be used as a tank. But the most important thing of all when playing Olaf is: NEVER MISS THAT AXE!!!

Here you can see a full gameplay commentary from me, including my jungle route and how to use Olaf's skills. NOTE: this commentary is german and was recorded with the OLD (pre Fizz patch) masteries and the OLD (pre Volibear patch) jungle route. (see jungling section for a video of the new jungle route) [youtube][/youtube]

Comments coming soon!
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