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OLAF BUILD GUIDE: [S3] Jungle 'OP' Edtn by Vantrax

by Vantrax (last updated over a year ago)

15,793 Views 6 Comments
9
Greater Mark of Attack Speed( +15.3% attack speed)
9
Greater Seal of Attack Speed( +6.84% attack speed)
9
Greater Glyph of Armor( +6.3 armor)
3
Greater Quintessence of Gold( +3 gold / 30 sec.)
View Rune Details
Summoner Spells
View Summoner Details
0
9
21
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
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
0 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
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 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 1/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 4/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 0/1
21 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 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
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
0 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
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 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 1/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 4/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 0/1
21 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

Introductions, Assumptions, and Updates

Introduction
Hi and welcome to my Olaf guide. I have noticed a lack of good S3 Olaf guides floating around and decided to do a quick, but reasonably detailed account of how I think Olaf should be played. I have tried to keep this light hearted and light on words. No one needs War and Peace, but if you do want it I have included links to some very detailed guides on how to jungle, and how to jungle olaf in particular.

Im not going to pad this guide out enough to get it 'Approved' as I dont belive in 'padding' to get through a filter. HOWEVER if you would like to me expand on a particular element please let me know and Ill gladly explain myself further.

Assumptions
Always good to have a few assumptions in there...
I am assuming that you have a basic understanding of Jungle pathing, how camps work, and when to use Smite. IF not, please find the link to TheOddOnes Video Jungle Guide in the General Gameplay Info section.
I am assuming that you understand how item stats work, how the benefit your champion and will not be going into detail.
I am assuming you know how runes work and are familiar with how the various stats impact on your champions starting stats, and how that will impact early gameplay.
I am assuming you have read how each of the masteries work, and understand how they affect various skills and change your ability to respond to situations.
Lastly I am assuming you have played around with summoners and have realised how some of them can synergise with existing champion skills to give additional benefits.

Updates
As I have done further testing I have been slowly changing my build around so this new one looks a little different, also my ideas on what works have changed somewhat the further I get into S3 and probably require some explanation!

Skill Order changed!
Items changed!
Runes changed!
Summoners... THE SAME!
Masteries... THE SAME!




Masteries

No im not trolling...Olaf can run 21 utility without it impacting his clearing speed or his sustain early game. Also, being able to start with a ward on top of Pots is very good for early counter jungles and as a safety blanket.

If you must you can use a standard Jungle Clearing (Read 21/9/0) or Tank (9/21/0) build. If you go for jungle clearing make sure you get the 5% damage increase as it will affect his E, Reckless Swing and boost your True Damage output.

Again, please try running him with my utility build!

Runes

The standard for S3 has been AD Marks and Quints and Armor everything else. With some notable exeptions like MaoKai and Shyvana that works. I have been revisiting Olaf and im not sure that makes as much sense. He only has one skill that scales off AD, and while that is a 1x scale (which is good) its not his main damage source except for the first few min (noting that that is what people usually use runes for).

Until they patch jungle to make it worth a litte more (you will get behind in Gold compared to your lanes atm) im reverting to gold/10 quints to give a little help and looking at other ways to supplement income. I might not always stick with this, but im trying it atm. If not, stick with some extra attack speed.

Due to a rethink of skills and items, im also going with attack speed marks and seals, keeping armor glyphs. The reasoning is that with his W, Vicious Strikes will get the AD, and we really benefit from Attack Speed, especially mid game as Olaf begins to tank up and his health boosts his W.

Summoner Spells



Explanation:
Olafs Summoners are pretty much fixed for Jungle. You must have smite, even if you dont need it to jungle for guarenteeing those Dragon and Baron kills. Else the other jungle can snipe them easily from you if they ward up even half decently.

Ghost is a critical summoner for Olaf as when combined with his Ult, Ragnarok , he can run straight through the enemy team and destroy their carries with ease.

I cannot see any justification to take any other summoners.

Skill Order

This is likely to surprise some people and be a little confusing.. so here goes. So I have had a complete rethink on skills and im going to give a bit of explanation. Olaf has 4 skills, only one scales off AD which is his Q which is only used for a slow, and killing minions. His W scales on health, and his E is true damage not scaling (and should be your main go to for killing anything). His ult is an escape/YOU CANNOT RUN FROM ME PUNY CARRY which does not boost on anything.

So in the end your looking at two options. Have a 6s on 6s off skill that boosts your AD off health (and get spell vamp and lifesteal as a bonus) and build health, or go with a 3.5s CD skill that scales AD damage in a column. Kinda a no brainer. Lifesteal on True Damage pls...

So for skills, we want to start with Q, Undertow. This will give us reasonably fast early clears. Second we want to get some sustain, and build one of our two primary skills, W, Vicious Strikes. This will synergise well with his Q and give you good sustain. At lvl 3 we are still in our jungle and need to speed up clears a little to we go into our Q one more time. After that we are alternating between our lifesteal/sustain W, and our True Damage E, Reckless Swing. You want to have built some health before going crazy with this and have your W up to reduce your lost health.

As always, put points into R, Ragnarok whenever you can. Utilise this as an escape only if you must. Save it for combining with Ghost to become an unstoppable juggernaut that runs through the entire enemy team to kill the carries hiding out the back.This is likely to supprise some people and be a little confusing.. so here goes. So I have had a complete rethink on skills and im going to give a bit of explanation. Olaf has 4 skills, only one scales off AD which is his Q which is only used for a slow, and killing minions. His W scales on health, and his E is true damage not scaling (and should be your main go to for killing anything). His ult is an escape/YOU CANNOT RUN FROM ME PUNY CARRY which does not boost on anything.

So in the end your looking at two options. Have a 6s on 6s off skill that boosts your AD off health (and get spell vamp and lifesteal as a bonus) and build health, or go with a 3.5s CD skill that scales AD damage in a column. Kinda a no brainer. Lifesteal on True Damage pls...

So for skills, we want to start with Q, Undertow. This will give us reasonably fast early clears. Second we want to get some sustain, and build one of our two primary skills, W, Vicious Strikes. This will synergise well with his Q and give you good sustain. At lvl 3 we are still in our jungle and need to speed up clears a little to we go into our Q one more time. After that we are alternating between our lifesteal/sustain W, and our True Damage E, Reckless Swing. You want to have built some health before going crazy with this and have your W up to reduce your lost health.

As always, put points into R, Ragnarok whenever you can. Utilise this as an escape only if you must. Save it for combining with Ghost to become an unstopable juggernaugt that runs through the entire enemy team to kill the carries hiding out the back.

Item Builds

As a result of the skills rethink....Im going to go back on my earlier comment to this guide. Wriggles is unnecessary for Olaf. Surprisingly compared to my earlier thoughts, rushing Black Cleaver early is also not useful and has found its way out of the build.

So now we need to start again focusing on health, health, health to get the most out of our W boots to AD, and little attack damage towards the end. Also consider cooldown for your E, Reckless Swing.

To do this, we need to rethink EVERYTHING.

The focus should be something the gives health, and boosts damage first, then mobility, then all health till we hit our last item and Atmas Impailer just made all that health very scarey.


SO... here we go....

Starting Item Combinations
Aggressive: I would generally recommend this as your go to option.
Risky: This is only viable with a SUPER pull and Olaf's W as your first skill.
Boring: if you feel the need to play very safe
NOTE: There is no reason you need to take on Olaf. He has the damage and the sustain.

First Back
Depending on your Start:
/ heading towards your Phage and building your health.
and
one more doesnt hurt, and you need one for
and if your really rich since you need another one for if you didnt start . You want to max out at 3 .

This will give you enough health to start being a bit more of a bully on your ganks and give you a safety net.

Early Game Targets
Who doesnt want more speed and mobility....
Health, AD, on hit Slow... it sells itself really.
More health... we know what that means!
then
(Spam your E) OR / to go a little more defensive.

Mid Game Targets
Get It slows, gives you even more health, and its cheap now since you already got the precursors.
Then It makes you have massive amounts of health and regen. Go kill everything.
then....
If they are heavy AD first to give you some health and armor.
If they are heavy AP first to give you some serious magic resist, armor, and lil health.

End Game Targets
If you dont have them already get: and you should feel like the HULK. At this point you should be able to laugh off just about any attack while using your to pummle them into the dust.

Last Item(s)
Then pick to capitalise on your health to attack damage or get . Hydra is interesting as its passive will combine with for some nasty effects in a close teamfight. You could also look into but your focus should be your damage, not autoattack or your . I have also seen but am dubious of its value in this case.

If you dont need one of / (always get one of them) you can go for both and to make you more of a threat. ONLY if you have a very solid tank with a strong initiate.

End Game Goal or Example

General Gameplay Info

The following sections are a few simple pointers, things to remember, that will improve your gameplay as you jungle. If you want a jungle guides that explain in depth how to jungle look at TheOddOnes VIDEO Jungle Guide: http://www.solomid.net/guides.php?g=4307

And for some good, while outdated, analysis and some good diagrams for jungle ganking and positions for clearing jungle camps done for Olaf see http://www.mobafire.com/league-of-legends/build/point-me-to-the-ladies-in-depth-bruiser-jungle-191846.

Remeber in all things when you jungle vision and map awareness are critical.

You are allowed to make mistakes, we all do. Admit them to yourself and your team and correct the behaviour. You will find they will be far more receptive if you do.

Char Select
A little note for Char Select. Dont select Olaf if your the only tank, pick something like MaoKai or Shyv that end up stronger from a team fight perspective. Olaf really wants to ignore the enemy team and mess with the carries, not be a damage soak.

Early Game

1. Dont feel pressured to gank. Jungle has changed from season 2, being away from jungle is a risk now because without a kill you're behind. Your team will yell at you to gank often when a lane is ahead (Count kills and minions (30=Kill) to get an idea).
2. WARD, it might not be your job, but do it anyway.
3. Do try to counter jungle or even start on their Red. Olaf can be an effective counter jungler. But to do it you need to have good vision, see point 2.
4. Only gank if you can do so safely, and stay far from the towers.
5. Pushing them out of lane, forcing them back, or otherwise disrupting their ability to last hit minions is just as valuable for the laning phase. See point 1. Your job is to win lanes, not rack up a body count.
6. Dont push for ganks, if they arent there, dont force them. See point 1.
7. Dont wait for ganks, you are going to be behind on gold anyway, and probably lower on XP. Dont make it worse by wasting time. This is a common mistake.

Mid Game

So.. you should have some health now... time to have some fun with our friend E, .

Lets look at some key points:
1. No matter what, you can avoid dieing. IF you die, you made a mistake. You didnt ward and see them coming, you went in at the wrong time, you didnt pull you early enough. You are responsible for you not dropping.
2. As the towers go low, and you get tanky now is the time to take a few risks towards towers, and tower diving. See point 1.
3. Reduce counter jungling unless you have friends, they likely will. See point 1 (you get the idea).
4. Dont worry if your losing one lane, win the other two and have the losing lane tower hug. You can still win.
5. Dont lose your head if your team isnt doing well, just keep to your job, disrupt the enemy momentum, make sure you get your buffs. You cant win every game, and raging wont help.
6. Remember that you can bait the other teams stuns/slows towards you to allow teammates to attack, then use your ult to free yourself and join in the fight. Just remember point 1.

Late Game

Hopefully your now resembling the HULK in an awesome looking helmet.

Lets look at some key points:
1. You should be tanky, you should be buff... after all you're Olaf.
2. Without going too deap into teamfights...you should be getting into team fights. Dont initiate teamfights if you can avoid it, let the other tank do that.
3. Make sure your wards are up, avoid cheap deaths. It might not be your job, but its better than you getting wiped from a 3v2 turning into a 5v3.
4. Dont chase, this is where chasing=suicide. See point 3.
5. Remember your Summoner and your Ult let you get to those carries and mess them up. Pick your moments carefully when your wards are up and they have either drifted to the side or over committed.

Team Fights

So, Olaf is a little funny in teamfights. His job is to kill the carries with his true damage. Use his Ult and Ghost to blast through the opposing team (after someone else has initiated) and take down the carries or force them from the fight.

I cannot stress this enough with Olaf. Make sure you do not chase them too far that you get isolated, cut off, or otherwise lack vision of the jungle around you.


He is not normally your stand up tank, he is better suited for the flanking role to come in from the side or behind to take out the vulnerable carries and completely disrupt the teamfight. Positioning is crucial before a teamfight for this to work. If your communication and teamwork is lacking, use the straight forward (and brutal) method of charging through the enemy team with the combination.

Final Comments

If you have any questions leave me comments. I will respond and update this guide.

Also worth noting. Olaf should start Red, but depending on your ELO... your probably going to start Blue until you get high enough that doesn't throw your whole team.

Comments

January 14, 2013 - 12:30 AM #1

Good comment and fair point. I cant really respond well without seeing a replay (and happy to), but generally speaking:

Olaf is best when lanes are high damage and he can use his Q to slow them down and his E to drop large amounts of health while letting lanes finish them (or using his E as a finisher).

This is based on your lanes usually only having one tank (usually sup or top) and you really want 2, he can go DPS if your a tanky team by swaping a few items. Drop Randuins or Runic based on their team comp and who is ahead and get a bloodthirster as well as your hydra/atmas.

Armor Pen passive is good, and your AD boost from your W is quite large later on and when you get Atmas, you should have no problems with not enough AD.

His passive attack speed boost as he loses health was factored in. You can run down health safely when you have alot of it and hit them at a high speed for longer without risking death.

Lifesteal is good all round, with your Frozen Mallet you should have enough damage combined with your W and your attack speed to make good use of it.



Also 20min isnt really the best test of a build. Your build should adjust if your ahead or behind with items that prevent you from losing more, or items that allow you get get further ahead. Build damage when your ahead, and health when your behind.

January 11, 2013 - 11:09 PM #2

Well that was a quick 20 minute game. Followed all of your instructions. Score was 2/4/2.

Ummm.... I understand your logic of changing up your runes and masteries because Olaf only has one skill that scales off of AD ... HOWEVER, this mentality of yours sounds like you play plenty of AP carries mid, or Crowd-Control based junglers like Maokai, always worrying about damage scaling and what-not. You ignored 3 very big things about Olaf.

1. Passive armor penetration.

2. Passive attack speed

3. Big life steal buff.

Without the proper damaging items, these passives become useless. I had high hopes for this build but, when it comes down to it, you don't have the damage necessary to fulfill the role of a jungler.



Please keep adjusting your build, I'm very interested in your way of thinking because I have zero creativity when it comes to builds.

January 11, 2013 - 10:34 PM #3

I'm going to try this out. It seems you have your reasons for using this specific set up for olaf and you provide it with facts.

Brb 1 hour.

January 11, 2013 - 03:43 AM #4

So yeah... i sucked it up and did a real update.



Now we have detail. I excluded all the Math >.<

January 9, 2013 - 04:21 AM #5

Updated items slightly and changed runes.



Summoners were ment to be Ghost/Smite. Ult+Ghost lets you run right through their team and kill the carries easily.



Olaf can run 21 utility without it impacting his clearing speed or his sustain early game and is far more valuable mid game.



Wriggles is a great starting item but is very weak compared with getting Black Cleaver early and rushing Warmogs. The key is dont die, these allow you to do that easily, and health is a multiplier for his E.



I usually do it early because im ahead, and selling that and getting Warmogs/Black Cleaver puts me further ahead. If im not doing so well I'd hang on to it till after i get Randuins Omen or Runic Bulwark and cash it in for Last Wisper or Frozen Mallet.

January 8, 2013 - 06:28 AM #6

Why would you buy a wriggles to sell it 10 minutes later?

Also why are you running 21 util?

Also why are you running ghost flash with no smite?