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OLAF BUILD GUIDE: Beasting the Top Lane by Zlashiz

by Zlashiz (last updated over a year ago)

30,579 Views 9 Comments
9
Greater Mark of Armor Penetration(+11.52 armor penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Armor Penetration(+7.68 armor penetration)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 1/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Berserker Rage
QUndertow
WVicious Strikes
EReckless Swing
RRagnarok
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 1/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Berserker Rage
QUndertow
WVicious Strikes
EReckless Swing
RRagnarok

Champion Matchups

Introduction

Hello! I have been playing League of Legends for not too long, but have really gotten fond of Olaf. I have been playing him for some time now, and go positive almost every game, no matter the total outcome. He is a very potent champion in both top lane and jungle. I, however, enjoy taking him top lane more.

For starters he is a champion that does crazy amount of damage, even at lower levels, and just a few items. Also he is a very good champion to be in a situation of a 1 vs. 2 lane (you being the one). His passive allows him to be very deadly even when your health starts to go down.

Overall with the right build and items on him, he is going to be unstoppable.

Pros to Olaf:
- Has true damage ability allowing you to deal massive damage
- Has great slowing ability with his Q
- Very tanky with even a few health items
- Strong 1 vs. 2 laning ability
- Great poking potential

Cons to Olaf:
- True damage hurts him... so need to build health
- Longish cooldown on Q if you done pick up your ax

Skill Order

I max out first for the slow and good poke damage, and then max out my , and then . Taking the whenever possible of course. This is the better skill order in my opinion as it allows for good poke and slow as to allow you to get early kills and snowball super easy having just a couple of kills. This sort of build also helps in 1 vs. 2 lane as you will be able to keep your opponents at bay near your tower and allow the jungler for better gank potential. This also helps when you start to roam or even get into early teamfights as the maxed out will slow your opponent and allow your team to catch up and kill them.
This type of skill order of maxing over allows you to have much stronger pokes in lane, and allow you time to build health to not have to worry about your health while destroying people with your .

Skills

Passive: Berserker Rage

Explanation:
OK, so his passive makes Olaf an incredible fighter. Because of this passive, you do not need to stack attack speed on Olaf. This ability allows you to finish off fights in your favor, which otherwise could have gone badly. Also a combination of this with his , would make you swing really quick and gain health back.


Q: Undertow

Explanation:
His is what I max out first. This ability is great to ensure kills on opponents as they are slowed down and thus allowing you to catch up and kill them. If not that it is a great poking ability that will allow you to lane better with Olaf. As only Olaf's deals true damage, you would want to have armor penetration so that the does a lot of damage too. Also you would want to activate your whenever possible before u throw your so that you not only get a slow and health back, but also have the extra AD.

W: Vicious Strikes

Explanation:
This is a very good ability that will allow you to stay alive and punish your enemy. The more health that you have, the larger the AD bonus from this ability will be. Using this before your is helpful as I explained earlier. Also this ability is great for clearing minions or taking down towers. This can also be used to gain health back without returning back to the fountain.

E: Reckless Swing

Explanation:
This is probably one of the best abilities in the game. As it deals true damage, you do not have to worry about having armor penetration or magic pen. This is a great finisher or initiator, and with CDR you will be able to deal tons of damage as this ability will have virtually no cooldown. However I max this second to allow myself to become a bit more tanky. That way, you can stay alive while dealing massive damage.

R: Ragnarok

Explanation:
This is a very good escape move or finisher. As this will have you running like a madman toward your enemies, you will be able to get a and off super fast. Also, as this ability has a 6 second duration you could potentially be able to get, kill, and get out if the enemy is either low enough or squishy enough. This is a great escape as it ignores any ability that would otherwise slow you down. So popping this and Flash would be a great escape.

Team Fights

If you build a tanky Olaf, you will be the tank of the team. In this position you would want to activate your , then get as many with your as possible and then charge in and start at everything in sight while your team takes them down.
However tanky you are, you are not invincible. Make sure to keep an eye on that health bar to make sure you dont die. Use in the middle of fight to make sure that you can get away at any point. Also as a good pointer, try and have the flash ready too, just in case you need that quick dash.

If you are building a more AD heavy Olaf, you should keep an eye on your health bar even more and maybe even disengage for a split second to take some pressure off of you. This is because as an AD Olaf, you will be a crucial front liner to your team. However, you want to keep enough pressure on you that they do not go for other important members of your team.
Keep spamming and at the enemy, and activating whenever possible because that will help you stay alive in the fight. Also do not forget about Olaf's passive, which will only get stronger as you start to loose health. Make sure to keep fighting as long as you can to give your team the best possibility to win the engagement.

Early Game

In the beginning Olaf isn't as tanky as late game, but then neither is the other team. With Olaf you would want to play a bit defensive, especially if you are 1 vs. 2. However, in 1 vs. 1 situation, use your best judgement, but let yourself get to lvl 4-5 so go for that first kill. This will allow you to have spell vamp and lifesteal, as well as extra AD, and having a slow on the enemy will allow you to run to them and kill them. Or at least force them back to base and out of lane.

Laning early game on Olaf is quite easy. Through the first couple of levels you should be able to poke your enemy with pretty efficiently if the ax lands. Also, if you want and the enemy is close to you, you can them. This will usually force people to back off giving you some free farm and ability to push lane and then go back for some items. Olaf's main damage comes in early mid to mid late game, while everyone is still having their builds. So if possible try and sneak a couple of kills in, but be careful.
In a 1 vs. 2 situation, I would suggest freeze the lane just in front of your tower to not allow yourself to be ganked by two enemies, and be very cautious of their positions so they don't double team you. In this situation, always try to keep yourself at a high percentage of health to make sure you do not die from their attacks.

Mid Game

His mid game is very strong because he is tanky by this point and dealing massive damage to squishies and even other tanky champions. In my opinion he was one of the strongest mid game champions in the game at the moment.

Olaf in mid game owns people even if u are just a kill or two in the lead. With this you will be able to get great items to harass enemies, and when getting into early team-fights, Olaf can be very good at front-lining due to his tankyness.
If still in lane phase at mid game, you should be able to completely harass your opponent out of lane with your and .

In this part of the game, you will be determining how the end game goes, and if you are snowballing and completely winning your lane, then push your minions forwards and go roam and help your other lanes out if they are having trouble. Or, you could completely split push your own lane, as Olaf is also very good at pushing due to his and being able to clear minion ways really fast.

However if you are behind on your CS, or the lane just isn't going well, try sticking close to your turret and farming up. Even though you may be behind in kill, if you pull ahead in CS and keep racking up that gold, you should be back even in no time.

Late Game

Although late game Olaf is still very potent and very strong, his damage percentage will fall of as everyone completes their builds. This is okay. Just play smart with your team and be a good front-liner, taking care of the enemy team, while making sure not to die. This will allow your team to concentrate on the important member of the enemy team.
However by late game if you are not going full HP build, the couple of AD items in your build should allow you to have huge damage on your as it is the only ability that scales off of AD. Also with the Armor Penetration this damage should be very close to true damage.

Masteries

Here we have the masteries. I like to go with a tanky Olaf as you will usually become the team tank in late game. The 9 points in damage, I take to get that CDR and Armor Pen. His will become a force to be reckoned with with a good amount of armor pen.
I take these because it will allow Olaf to have a quicker cooldown on both his and his . This will allow him to put out massive damage quickly to the enemy team. The armor pen, as I have stated is to deal more damage with each of his abilities.
Even though in my item's build section I mention the more AD Olaf build, I still find that going 9/21/0 is the best way for him. It will allow you to stay tanky at all stages of the game, and with the AD build, deal massive damage.

Runes

With Olaf, the runes are pretty simple. You want to stack Armor Penetration so that your does a lot of damage. The seals you want flat armor glyphs to avoid some of that early game ganks and damage from the enemy top laner. The glyphs could go either with flat or scaling per level (your preference).

I take these because the Armor Pen is going to be really important in dealing massive damage with your . With enough armor pen. you could get it close to true damage, which will leave enemies running away. However I also find these more useful than any other simply due to the fact that Olaf has the others in his abilities, and his scales of AD, but not as much as an ADC's would. Also with his you want to be able to deal as much damage as you can, and having a tanky build with Armor Pen seems reasonable to me.

Summoner Spells





Explanation:
I like to take flash/ignite or ghost/ignite.
Flash/ignite allows you to be able to escape better a little bit as Olaf's Ult is like a ghost, just has no movement speed increase.
However, Ghost/Ignite is useful if you are chasing somebody and you don't want anything in your way.

Either one is a valid combination of summoner spells. I have also seen people get ghost/flash on Olaf, but I do not find that as useful. But I am not holding you to anything, go ahead and try it out for yourself and see what works best for you.

Comments

January 2, 2013 - 09:33 PM #1

after some consideration i decided that unyelding and block are even better then i thought. expecially against low damaging attacks and damage over time.

unyelding works for both physical and magic damage and the reduction should apply after the armor/mr mitigation so the actual damage reduction is really HUGE early game, expecially against opponents that will harass you frequently with low damaging attacks.

like a teemo for example: i think the reduction applies to both the physical and magical portion of the attack and of course for every tic of the damage over time, so getting 2 points into unyelding and 1 into block means 5 damage reduction for the physical portion of the autoattack, 2 for the initial magic damage and 2 for every tic of magic damage thereafter for another 8 damage reduction (toxic shot's poison applies every second for 4 seconds).

the total reduction is 15 and the difference is really HUGE.

December 28, 2012 - 11:00 AM #2

@ Zave Thanks for the feedback! I am open to suggestions, always. I will for sure try it out, and it seems like you know what ur saying, so thanks again. I will play a bit, rethink/redo my masteries.

December 28, 2012 - 10:56 AM #3

in my opinion you should rethink about putting (wasting) 3 mastery points into "legendary armor".

just in case you did not notice the +5% is only for your "bonus" armor and mr. so it doesn't boost your innate stats, just the ones you get from items, runes, masteries and skills.

at level 1 your basic armor is 20 and your bonus armor is 17.69 for a total of 37.69 rounded up to 38 which gives you 28% phys damage reduction.

a +5% increase will increase your armor to 38.57 rounded up to 39 (so you get +1 armor) which gives you 28% phys damage reduction (which is the same value you get with 38 armor, so no actual change at all at level 1).

for magic resist is even worse because you start with only +6.35 bonus mr and you won't even see a +1 increase on your stats.



what of late game with all the tanky items?

well, at level 18, with your most tanky build you get +120 armor from items (if you go ninja tabi), +17.69 from runes/masteries and +60 when you activate your ultimate.

your innate armor is 71 and adding all up you reach 209 without ult and 269 with, so your phys damage reduction is 66% without ult and 73% with.

with legendary armor you reach 216/279 for a reduction of 68%/74%.

and the change is even less noticeable for magic res (i don't feel like doing the math).



in my opinion you should be much better off investing into "unyelding" and "block" for a better early game against AD or into "safeguard" and "reinforced armor" for a much better late game.

December 26, 2012 - 09:45 PM #4

@ STEPONLEGOS I max out my Q first to give myself time to be able to not worry about how much health I have when Eing. I have tried both ways, and maxing Q just works a bit better for me. Also maxing your Q will allow you to lane better as your pokes will hurt more.

December 26, 2012 - 07:53 PM #5

Hey, nice work on the guide, but I've been wondering, why does everyone max the undertow first instead of wreckless swing. I think that q costs more mana when you level it, and when you wanna fight or heal up, its so mana hungry. E is manaless and if you build health, then chunking their hp won't affect you as much. Qing with w to heal is very miniscule and costs a lot of mana to do often. Why level q and not e? Thanks!

December 21, 2012 - 09:13 PM #6

The Build is AWESOME! but i think ghost is better than flash on olaf... but nice job it is a very good build keep up the good work :D

December 21, 2012 - 07:02 AM #7

@TheEinherjar Thanks! Im glad to hear that you're doing well!

December 20, 2012 - 02:13 PM #8

Hi there!



I tried your guide a couple of times now and I must say that I have been quite successful with it up to now! I'll stick to it and come back later to vote!



Cheers!

December 18, 2012 - 11:54 PM #9

Add item build for situational and other options. Also some laning tips/playing.



Besides that ok guide

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