Olaf Build Guide

  • Views: 76,772
  • Rating: 57% ( Great )
  • Last Updated v1.0.0.96 - Season 1

Olaf, or How I Learned to Stop Worrying and Realize Loaf's the Bomb

written by JackAubrey

Olaf Build



Table of Contents

  • Abilities

    [spell=Berzerker Rage]
    This passive is amazing. It'll help you jungle, it'll help you win teamfights, it'll help you push towers AFTER those teamfights, and it'll save your life more often than you'll realize.


    Undertow
    Skillshot snare that goes through units. Picking up the axe reduces the cooldown by 6 seconds. It only goes as far as you click, so you can throw it at your feet while jungling to kill creeps faster. With Vicious Strikes active it'll heal you.


    Vicious Strikes
    This thing is nice. Gives you damage, scaling with your max HP; gives you lifesteal; gives you spellvamp. It's what lets Olaf jungle, it's what keeps you alive when you're going toe-to-toe, and it's nice for burning through towers. Special note, using Smite while this is active will heal you currently. That might be a bug, but it works as of this patch.


    Reckless Swing
    The only thing that improves the damage this does is leveling up the skill. Luckily, its damage is decent considering the cooldown. This isn't a nuke. This isn't Poppy's Devastating Blow. This is an extra button to press to help make people die.


    Ragnarok
    An ultimate that helps you do your job, it's exactly what you need. As you rank it up, it passively gives more and more Armor Penetration. The active makes you immune to CC (including knockback, knock up, stuns, snares, etc) and gives you flat damage reduction for the duration. You can use it to clear snares like Ryze's Rune Prison, but you can't use it while stunned / silenced / feared. This skill lets you do what you want when you want.


  • Change Log

    6/11/2010 - Guide is up. Jungling section added.
    6/12/2010 - Added to description of The Bloodthirster. Minor edits. Added Frozen Mallet to luxury item section.
    6/13/2010 - Minor edits.
    6/15/2010 - Major rewrite of Items section, minor edits elsewhere.
    6/25/2010 - New patch, no real changes for Olaf.
    7/16/2010 - Season 1 is out, no real changes for Olaf. I guess that's a good thing.

  • Introduction

    Olaf's been out a few days now, and I've been testing out different items and builds. While I'm by no means amazing at this game, I do think I've managed to pick up a few things, and I wanted to share what I've seen with people who are new to Olaf.

    I treat Olaf as a carry. That means items that give him an offensive edge over his opponents, like Youmuu's Ghostblade and Stark's Fervor--NOT Warmog's x4 and an Atma's Impaler. Why?

    Because Olaf has what every carry wants. He's got 2 steroid skills (his passive and Vicious Strikes), and he's immune to CC every single teamfight thanks to an amazing ult with a pretty short cooldown. Given a character that has all that, why would you build him into a tank? That's like building tank Ashe and only using her for her Ult / slow. People see that Vicious Strikes scales with health, so they immediately decide he's supposed to tank. I see it as being a bonus for taking survivability items with your damage items; Jax gets health from damage items, Rammus gets damage from armor items, Olaf gets damage from health items. But while it's nice, it's not enough to make health stacking a good idea for Carry Olaf. You should have enough HP to keep you from being squishy, but no more.


    Why HP Stacking is a Poor Choice
    "Rush a Warmog's!" you say. "Frozen Mallet is MANDATORY"

    I don't believe a word of it. Vicious Strikes gives you 1.6% of your max HP as damage while it's active. 1.6%. That's 1 damage for every 62.5 hit points you get. That Warmog's, maxed out on creep kills? It gives you 1220 health, meaning 19.52 damage while Vicious Strikes is active. That Frozen Mallet that Olaf "NEEDS TO GET FIRST"? It gives 700 HP and a total of 31.2 damage, in addition to its slow. So for your 6385 gold (not including boots), you've got 50.72 damage. That's as much as an 1850 gold B.F. Sword. And that all-important slow? Oh right, Lizard buff.

    "But my teammates might need Lizard buff!" To that I say this: If Olaf is so dependent on Frozen Mallet for its slow--to the point where you have to buy it first--what other champion could possibly need Lizard buff more?


    Bottom line is this: If you want a tank, play a tank. If you want a carry, play a carry. Yes, you can build Olaf with tanking items / Atma's and be a tank. You know who else can do that? Everyone. The only reason you're doing it with Olaf is the crappy scaling on Vicious Strikes.

    So treat Vicious Strikes as a nice bonus, and a bit more damage when you buy that survivability item mid-game. But don't base your entire build on a 1.6% scaling bonus.


    Other Common Misconceptions
    -Olaf has mana issues.
    FALSE. Olaf is a melee carry with mana. That means you don't spam his abilities when you're laning. Using Undertow to hit an entire creep wave and an enemy (including a last hit on a low creep) is a great idea. Spamming Undertow whenever your opponent gets close is a BAD idea. Here's how you can tell if you're spamming too much: if you're out of mana before you can try to get an early kill, you're spamming too much. If you have to blue pill for mana before you've farmed enough gold for your next item, you're spamming too much. Save your mana for when you need to use it and it'll last you through the laning phase. And once you get to mid-game, you should only really be using mana during teamfights (and if you're using ALL your mana during one teamfight, I have no idea what to tell you because you're breaking my brain).

    -Olaf can't farm
    FALSE. Stop rushing to buy Frozen Mallet, of COURSE you think he's got farming issues when your first item is 3k gold. 2 or 3 levels in Undertow and you can tear through a creep wave in seconds. While laning, last-hitting is easy with him; the hardest part is dealing with harassment, and you've got a ranged ability so you can at least get an occasional last hit when facing heavy harass. If you still think he's just too slow at farming, try starting with a Tiamat or Madred's Razors. They're not ideal, because they limit your ganking potential (due to their limited use in early game ganks), but they're better than complaining about not being able to kill creeps.

    -Undertow is terrible
    FALSE. It starts out bad. 1 rank in Undertow gives a really bad snare. But leveling it gives you a moderate damage harassing tool that scales with your attack damage and heals you if you pop Vicious Strikes before tossing it! Its single-target damage is lower than, say, Mundo's Cleaver, but its ability to hit multiple targets makes up for it. It works best for chasing, as the cooldown is longer if you use it to run away. But sometimes a 40% snare on their entire team for 2.5 seconds is exactly what you need to escape. The bottom line is, if you leave it at Rank 1, it will suck. So don't leave it at 1. Remember, Vicious Strikes only goes up by 6 flat damage and 0.3% of your max HP per rank. You can leave it at Rank 2 or so early on for an extra 45 damage and 6% slow in AoE on Undertow. Don't underestimate how strong it is when maxed (and aimed properly...)

  • Masteries + Runes

    Masteries

    21/0/9
    Since Olaf gets zero benefit from AP, I leave the point in Improved Smite even when I'm Laning. Important masteries are Brute Force, Sunder, Havoc, Haste, and Awareness. A 21/0/9 build gives you a higher damage output, faster leveling, and longer neutral buffs.

    Runes

    9x Greater Mark of Desolation
    9x Greater Seal of Evasion or Greater Seal of Clarity
    9x Greater Glyph of Celerity or Greater Glyph of Clarity
    3x Greater Quintessence of Desolation or Greater Quintessence of Fortitude

  • Summoner Abilities

    Ghost is mandatory. No negotiating. With Red buff (or Frozen Mallet) people will be sticking to you once you reach them. The problem is reaching them, and Ghost solves this.

    The other spell is situational. Smite if you're jungling. If you're laning, Cleanse or Exhaust are good choices.

    Other situational Summoner Abilities:
    Teleport -- Counter backdooring, or push unexpectedly. All around decent.
    Ignite -- For making sure they don't get away
    Heal -- You thrive at low health. Heal helps ensure you won't go BELOW low health.
    [spell=Rally] -- Push towers even harder, leverage teamfights in your favour. This thing is a great option for laning Olafs. You can also jungle with it, though it will be slower.

  • Skilling Order

    Laning build

    This skill build gives you damage that is independent of your item build, for the most part. That means your damage will be comparable whether your first item is a Long Sword or a Doran's Shield, meaning you'll be able to buy a bit of survivability without gimping your damage early on.


    Jungling build:

    This is a jungling start. You need W at level 1 to jungle, and Q will help you escape ganks and jungle faster.


    After 6, take what you feel you need. This is important--a guide can't predict if you'll be facing a bunch of high-armor, low-hp enemies (i.e. ideal enemies to use Reckless Swing on) or whether you'll be getting in slugging matches (i.e. enemies you'll appreciate the extra lifesteal on).

    More ranks in Q give you a stronger slow and more ranged damage. More ranks in W give you better lifesteal and a moderate damage increase. More ranks in E give you a stronger supplementary attack when bursting someone. Use your judgement!

  • Items

    Welcome to the part of the guide where I discuss items and item builds.

    Starting Out
    Your first item should be chosen based on your opponents.

    The first choice, and the most reliable, is Doran's Shield and 1x Health Potion. This boosts your starting HP and armor a bit, making you harder to kill, and gives health regen to keep you in your lane longer. This item works well regardless of the items you will choose later, and can be sold if necessary to finish a better item.

    Another option is Long Sword + 1x Health Potion. This will help you get last-hits by lessening those times where you try to last-hit something and it ends up with a sliver of health, only to get ninja'd by one of your minions :(. It also builds into several good starting items and increases the damage of both your autoattacks and Undertow.

    Thirdly we've got the "Oh god, I'm going to be harassed so hard this game" setup: Rejuvenation Bead and as many Health Potions as you can hold. Also known as the "Wait, you mean I have to 1v2 my lane?" start. This gives you enough regen and potions to stay in lane a long time. Plus, Rejuv Bead builds into Emblem of valour later on.

    Lastly there's the Madred's start. Cloth Armor and 5 Health Potions. This lets you build Madred's Razors quickly, leading to better jungling and farming and eventually a Bloodrazor for their Cho'gath or HP stacking tank. You could alternatively start with the Longsword+Potion build; this just gives you a bit more survivability and regen for laning.


    Items I don't reccomend starting with:
    Vampiric Scepter -- Lifesteal doesn't keep your HP up unless you're autoattacking. You shouldn't be autoattacking, you should be dancing back and forth behind your minions and moving forward to last-hit.
    Doran's Blade -- Again, lifesteal, except this one doesn't even have a decent amount. This item is the worst of the Doran's items.
    Ruby Crystal -- This would be a great starting item if you could buy health pots to go with it. Unless you have a babysitter in your lane (Janna / Soraka etc), skip this. You likely won't be able to deal with the harassment.



    Where to Go From Here

    Now that you've managed to farm up some cash, it's time to spend it. If you've been leveling Undertow and Reckless Swing, the item you buy won't have much effect on your damage output (unless you've saved up enough for a B.F. Sword or something). This gives you some flexibility in what you buy; you can start building your damage, mobility, or survivability. Some solid early items:

    Madred's Razors -- If they've got some HP tanks, or anyone building a lot of HP, or if you want to farm faster, Madred's Razors are a solid choice. The bonus damage proc is affected by lifesteal, so you'll get chunks of HP restored when killing minions with Vicious Strikes active (or a lifesteal item).
    Phage -- This item gives you some survivability and a little bit of damage. The slow is unreliable, but present. It's all-around decent. Builds into Frozen Mallet.
    The Brutalizer -- Damage, armor penetration, and cooldown reduction, all for 1337 gold. Builds into Ghostblade, which is amazing.
    Zeal -- Crit is nice, and it's a bit better for you than some thanks to your Vicious Strikes' damage bonus. Add in some attack speed and movement speed, and this is a solid choice. Builds into Phantom Dancer for some extra stats and some dodge.
    Boots of Speed -- This one isn't optional. The only choice involved is whether you get it before or after one of the above items.



    Strapping On Your Shoes

    You've got Boots 1. But that isn't enough. You need Boots 2, at the minimum! Let's take a look at your options.

    Ninja Tabi -- With dodge and armor, these help you stay alive against physical damage teams. If they only have one crappy caster, or if you know you're going to be going toe-to-toe with another physical carry, these are a great choice.
    Mercury's Treads -- Magic resist, and the only item that reduces the duration of Crowd Control effects on your champion. You don't need these as badly as other carries for the most part due to your Ult, but there are definitely situations where they are warranted.
    Boots of Swiftness -- These are Boots 3. They're your chasing boots and your running away boots. If you have no compelling reason to get a pair of defensive boots, these are a great choice. Since you have no skill that speeds you up, or charges an enemy, having a pair of speedy boots can be very helpful. You want these over Boots of Mobility because with Boots 5 you get dropped down to Boots 2 speed when you hit an enemy with Undertow.



    What You Want

    Now I'll discuss the big items, the ones that change games. What you build depends on your opponents and what you built earlier, so instead of giving a set item build I'll discuss your options.

    Youmuu's Ghostblade -- Wow. This thing is good. This thing is so good I'm tempted to make it mandatory. Instead, I'll just put it at the top of this list and encourage you to get it. It has everything you need in one convenient item.
    [item=Stark's Fervor] -- Attack speed with a lifesteal / attack speed / health regen aura for your team and an armor reduction aura for their team. Very, very nice.
    [item=Madred's Bloodrazor] -- With your high attack speed, this burns through high-HP targets with ease. Plus, Madred's Razors is a good starting item for junglers.
    Frozen Mallet -- This is a decent hybrid item for when you're feeling too squishy. It's got a bit of damage, a reliable slow, and a big chunk of health.
    The Bloodthirster -- Attack damage and lifesteal, perfect. This thing makes you hit hard, and heal hard. My only issue with this item is that it punishes you for dying. And as Olaf you may find yourself initiating teamfights with Ghost / Ult, meaning dying is sometimes unavoidable.
    Bilgewater Cutlass -- A cheaper version of The Bloodthirster with less damage and lifesteal. Its activated ability is a short range targed slow which works well if you can get into range.
    Atma's Impaler -- Armor and crit %, plus 2% of your max HP in damage. If the armor will help you and you've got an HP item or two, this is a nice choice.
    Banshee's Veil -- This gives you HP (and a smidgen of damage), mana, Magic Resist, and the ever-useful spell blocking shield. As you run into a teamfight, pop your ult right after your bubble breaks, and you won't even need cleanse.
    Sunfire Cape -- Once you've got your damage ready to go, it's time to work on survival. A Sunfire Cape will give you a safety net of HP and Armor so you can last longer in battle. A small bonus to your damage via W's health scaling, and a 40 damage AoE aura are just icing on top.
    Guardian Angel -- It's not so much good on Olaf as it is good on everyone (when it doesn't bug out). Try this: Run into a teamfight but DON'T pop your ult. Chances are, the enemy will assume you're ulted and not CC you (having Cleanse just in case helps). Either way, do as much damage as you can and die. As you revive, hit your ult and keep pounding faces in while being immune to CC.


    Wow, that's a lot of options. Let's see how we can combine them.

    [builder=Olaf/8e44b6ac28189d5d00798a3ce397a3ec]

    [builder=Olaf/2c0575cc71467b5ecfdbbd386ce307c6]

    [builder=Olaf/29bab19703fb5a18b90f3a6d462595c3]
    I tried to keep these theoretical builds around 12k gold, because games shouldn't last past that for the most part. If yours does, fill in the gaps with something you like. You need some lifesteal, some damage, and some attack speed, but don't build a pure glass cannon. Your ult doesn't make you THAT survivable.


    Why I Love Stark's and Ghostblade
    These are two of my favourite items on Olaf, and for good reason.

    Stark's Fervor: You need lifesteal. It's what keeps you alive during fights, it's what lets you recover health so quickly between them. So your options are basically Stark's Fervor and Bloodthirster. Due to your passive Armor Penetration and the ArPen from Masteries/Runes, Stark's armor lowering aura is amazing. People who have played WoW remember just how strong it was against clothies, even more so than against tanks. Why is that? Because ArPen is better the more you have of it, until the target has no more armor (at which point more does nothing). Plus, Stark's gives you 40% attack speed and 20% lifesteal (20% of each to allies) as well as some health regen. For its cost, Stark's is amazing.

    Ghostblade: Ghost is amazing on Olaf. It lets you initiate fights, it lets you get to your target sooner, it lets you run the *&#% away when things go bad. The only problem with it is the long cooldown. That brings us to Ghostblade. Not only does this have more of that awesome Armor Penetration, it gives us damage, crit, and an active ability that makes you faster for a few seconds. In short, it's everything you need in an item.

  • How to Play

    Now we get to the part of the guide where I tell you what you've been doing wrong. Because chances are, if you're reading this it's because you've been doing something wrong.

    Let's start with some common mistakes.

    1) Not hitting people
    It sounds pretty stupid but it seems to always happen. An Olaf is taking damage, so he stops attacking and tries to run away. Listen, if you've been stacking lifesteal, the safest thing for you to do is to hit things. With your ult and Vicious Strikes up, with Ghostblade running, with your passive boosting your Attack Speed through the roof, this is when you WANT TO ATTACK. As long as you're attacking, you're healing. The moment you step away, your health can only go down. Know when to run, and when running will just get you killed faster. You're a Viking, at least try to take someone down with you.

    2) Running out of mana in your lane
    You've been farming creeps, dodging skillshots, and looking for openings to kill your opponents. Suddenly you notice you don't have any mana left. "Vikings shouldn't use mana!" you cry. "Olaf is UP!" Do you know why you're out of mana? Because you're using too many spells. Really, it's not a problem with the champion, you just tossed that axe of yours much too often. Your mana should last you until you've saved up a bunch of money and are ready to blue pill and buy. If it's not, you're too trigger happy. I laned against a perpetually mana-starved Olaf. He used Undertow to hit every creep wave. I let him, and saved mine for when he and his Malphite partner were next to creeps. 10 minutes in, they're sitting low on life and me and my partner have farmed twice as many creeps.

    3) Not buying a potion at the start
    Unless you feel the need to start with a Ruby Crystal / Vamp Scepter, you should have enough money for a health potion. Buy it. An extra 200 HP to burn through before you blue pill will let you farm for longer and be less likely to die early.

    4) Not last-hitting
    Look, I realize you have lifesteal. I know you have to hit things to get life back. But please--stop autoattacking creeps. Not only do you push your lane forward (making it impossible for you to gank and making it easier for you to be ganked) but you get far less gold than if you concentrate on just last-hitting. Remember, you get XP as long as you're in range, but you only get gold if you get the last hit. And a gold-starved Olaf is a sad Olaf.




    Now let's talk about this build. It's a pretty squishy build, until you get a Banshee's Veil / Sunfire Cape / Frozen Mallet. You attack fast, and getting hit boosts that even more. You've got lifesteal, plus bonus lifesteal and damage on demand. You can jungle like a boss, and solo dragon very early. You can pop ghost and ruin someone's day. With Stark's, Youmuu's, and full ranks in your Ultimate, you've got 75 Armor Penetration (add in 6 from masteries and whatever you got rune-wise). With your Ultimate running, you take 25/45/65 less damage from every attack and you can't be CC'd. That means your lifesteal will outheal any damage 1v1, and probably 1v3 as well. But you won't be 1v3. You have teammates, including hopefully someone better suited to initiating than you. If not, maybe you should build one of those cheesy HP/Atma's builds, because running alone into 5 very angry people is best done with 4k+ life.

    So assuming you've got a balanced team, there should be someone better suited to running in first than you. Follow them in with Ghost or Ghostblade's active ability and kill someone. You should have a target in mind, and you should time your Ult based on their team composition. If they have a Janna, for instance, expect a big whirly tornado to hit you and make sure you Hulk out before it does. If they have an Annie, expect a stun. Building Banshee's Veil is a great way to time your Ult--if you run in and see your bubble pop, that means someone's targeting you and it's a good time to ult. If you run in and your bubble's healthy and happy, you probably don't need to ult yet.

    Remember that once you start hitting someone you should keep hitting them. It keeps you healthy and it keeps them... not. If you've ever played Poppy you should recognize the playstyle: Pick a target and make them dead. Their teammates are not going to stop you, outside of amazing burst, so get it done. With their biggest threat (or most annoying healer) dead, it's time to play clean up. Your team should have ideally killed someone, and others should be low. Kick them while they're down. If you find yourself low on life and near creeps or minions, take a few swings for health. Remember that you can hit W to give your Undertow spell vamp; 200+ damage with 20% spell vamp on an entire creep wave and whatever enemies it hits is a nice little boost between fights, though you should note that as an AoE spell, Undertow gets only 33% of your spell vamp.

    With the enemies dead and you at low life, it's the perfect time to push towers. Instead of blue pilling back with your sissy teammates, push a lane to a tower, drop Rally if you have it, hit W, and burn through it like nobody's business. And make sure you do go back to base before they spawn and kill you--that's just sad.

  • Ideal Lane Partners

    Annie -- Annie farms very well with Disintegrate in the laning phase (don't let her get ALL the last-hits though). Every time her stun is up, you should have her stun someone and run over and do some damage. Sitting stunned through Olaf's damage can be very intimidating; you should dominate the lane.

    Dr. Mundo -- Mundo has an amazing early-game. His Masochism gives him huge amounts of damage and his cleaver is very spammable (and STARTS with a 40% slow). Mundo is able to deal with ranged enemies with his cleaver, and if they hide behind creeps to avoid it, yours will still hit them. Focus on farming while keeping the enemy away with cleavers and axes.

    Any ranged champion -- A 2-melee champion lane is a bad idea for just about everyone (Mundo lanes as he pleases). With Undertow, you're better off than some melee champions, but since you don't want to be spamming it, laning with someone who can discourage pot-shots on you is a smart idea.

    Any healer -- Soraka, Nidalee, Kayle, Taric... all nice to have when you're playing a melee carry. Their healing will keep you in lane longer and allow you to get more last hits by nullifying the enemy harassment. Soraka can let you spam your Undertow a bit, Nidalee can give you an attack speed boost to burn through towers, Kayle's heal gives a much-needed movement speed boost (and her ult is crazy good on Olaf), and Taric can stun, lower enemy armor, and boost your damage.

  • Creep Jungling

    Jungling! It only makes sense that a man with two axes would spend time in the forest.

    Let's start by deciding if you should be jungling. Here's a handy-dandy checklist to help you decide.

    [ ] My team has two champions that can solo lanes, including one that will likely have to 2v1
    [ ] I have practiced jungling in Bot games to get the feel of jungling with Olaf
    [ ] My team seems, for the most part, competent. I am playing with people I know or people whose choice of champions and spells seems informed
    [ ] The other team's choice of Champions and Summoner spells is not a direct threat to me jungling (Twitch is bad for you, Clairvoyance is bad for you)

    If you were able to check off all of the above, congrats! Jungling seems like a good idea. If not, well, I can't force you to lane. But don't think that just because you took Smite you should walk into an obvious gank attempt or leave an idiot soloing a lane.


    So, you've decided to jungle!
    Congrats, you are well on your way to being a credit to your team! I'll outline a few different starting item sets and the pros and cons for each.


    (A) Cloth Armor + 5 Health Potion
    Pros: Builds into Madred's Razors or Ninja Tabi, which are both situationally great. The extra armor just might save you from a gank.
    Cons: With no +damage, you may find jungling to be slightly slower than with a Fortitude Elixir.


    (B) Doran's Shield + 1 Health Potion
    Pros: Doran's Shield is nice if you're planning to stay in the jungle only long enough to kill dragon. The HP, Armor, and HP regen will still be useful mid-game.
    Cons: Probably the slowest option; having fewer health pots means an early trip back to base to heal and buy more.


    (C) Elixir of Fortitude + 5 Health Potion
    Pros: With your elixir running and red and blue buffs, you're in an ideal position to gank a lane. This option is great if you're in a premade group, as with team coordination it's the deadliest start for Olaf.
    Cons: Doesn't build into anything, and you can't sell it back, unlike options A and B. If you aren't speedy, it may wear off before you kill dragon.


    (D) Vampiric Scepter
    Pros: Gives you a head start on a core item and gives health regen while W is on cooldown.
    Cons: Means you have no health potions. Your first few creep camps will be tough. One way to get around this is to wait at spawn for enough to buy a health pot, then run to golem. It should spawn right as you get there.



    I'm sure there are more options I've missed, but these are ones I have tested and found able to jungle and kill dragon. I strongly encourage you to make a Bot game and try each of them to see which you prefer.


    Here's the part that's scary: Your life will be very low for the first few levels. Until you go back to base to heal and buy your next set of items, you'll tend to skirt along at around 20% life. This is because of your passive; as you lose health, you attack faster, giving more lifesteal with W (and possibly a Vampiric Scepter). You will find yourself reaching an equilibrium at approximately 15-20% life, which is intimidating for first-time junglers.

    Not to worry, though. You have Smite! While other champions use smite to jungle, none of them get quite the benefit from it that Olaf does. And that's because of his Vicious Strikes' other ability, Spell Vamp. You see, Smite counts as magic damage as far as Vicious Strikes is concerned. And that means that you have an on-demand heal (around 90 health when fighting dragon) as you jungle. That also means that you don't use Smite at the start of a fight, or at the end, but when you're low on life. The sweet spot is the second time you use Vicious Strikes while fighting Golem / Lizard. Use VS once at the start of the fight with a health pot, wait for its cooldown, and use it and Smite. The walking buff thing should be close to death so finish it off and chop it's lizard buddies too.



    Jungle creep order:
    I've tried out a few different orders. I've done wraiths first (smite the big one at the start), I've done a random camp first, I've done Golem first. They all work. Some are a bit tighter health-wise, but all of them are possibilities. Remember that the point of doing Golem first, besides the quick level up, is to have enough mana to spam abilities. But Olaf doesn't need to get Golem first; his W is cheap enough that he can wait 2 or 3 camps before doing it and still have enough mana to kill it and continue.

    Remember that there are only 4 creeps you should be Smiting, regardless of your order. Golem, Lizard, Big Wraith, and Dragon. If Smite is on cooldown, you should be killing the random camps.

    I don't want to give out some set-in-stone order for jungling. What works one game might not work the next. Golem is an oft-ganked starting point, so if you are worried about a level 1 gank, don't start there. But in the interest of helping out people who do not have experience jungling, here is a sample creep order.


    Build: Fort pot, 5 HP pots
    Camp order:
    Golem (smite it)
    Creeps by Golem
    Wraiths
    Creeps by Lizard
    Lizard (smite it)
    Creeps by Golem
    Wraiths
    Blue Pill and buy Emblem of Valour
    Dragon (smite it)

    At this point, either leave the jungle and gank / help lanes, or kill their jungle creeps while trying to keep rotating buffs on yourself.

    Congrats, you just gave your team a big XP advantage, and hopefully a gold advantage too.


    Tips and Tricks:
    -I find 2 ranks in W enough for early and mid game.
    -Spamming Q right next to you with W up can make creeps die faster
    -Once you have blue buff, you can hit W constantly. Use it whenever you're hitting something, you don't have to conserve mana.
    -As you reach a camp, hit W and toss your axe. It'll deal a chunk of damage to everything and heal you for a bit.
    -Remember to always smite when W is up for the extra HP
    -You will be running around with low HP. Don't worry, the creeps won't kill you. But you might get ganked. Good thing you took ghost, eh?



Do you have your own
Build Guide?


Submitted by JackAubrey

Newest Guides for Olaf

Top Guides for Olaf

New Skins for Olaf

Top Skins for Olaf