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OLAF BUILD GUIDE: Olaf [S3] JUNGLE; A simple guide by TuukaKeon

by TuukaKeon (last updated 10 months ago)

203,390 Views 5 Comments
9
Greater Mark of Armor Penetration(+11.52 armor penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
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
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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 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
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 1/1
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 0/1
mastery 2 mastery 2 1/1
21 Defense
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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 4/4
mastery 3 mastery 3 0/4
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
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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 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
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 1/1
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 0/1
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

[http://i.imgur.com/KUS7GXE.jpg]

Olaf is a jungler that can do almost anything, you name it. Gank efficiently, counter-jungle, and clear fast. He is capable of crashing through to the back lines and destroying anyone he pleases. The low cool-down of axes makes him capable of clearing fast and his E along with his passive makes him a dueling beast.

Pros:

  • Massive tank
  • Back line destroyer
  • Build as tanky as you want and still do damage
  • makes you immune to all crowd control
  • Fast jungle speed

Cons:

  • Easily kited without ultimate
  • His slow is a skill shot
  • Blue dependent in first clear

When To Pick Jungle Olaf

Olaf is a very versatile jungler that can fulfill multiple roles, but you definitely need to know when to choose him.


When to pick

  • If your team has a lot of Crowd Control(CC) to make up for you.
  • The opposing team has way too much Crowd Control(CC) making it difficult to attack their carries.


When not to pick

  • If the opposing team has an invasion team and can succesfully steal your blue buff.
  • The opposing jungler is a hard counter-jungler(Shaco,Shyvana for example) that can catch you off guard in jungle.

Masteries

[http://i.imgur.com/mdjOK6Z.jpg]


On Olaf I run a simple 9/21 for many reasons.

Offensive Tree

-Summoner's Wrath (1/1): For Ghost bonus movement speed.

-Fury (3/4): The extra attack speed helps clear the jungle.

-Deadliness (4/4): Some extra attack damage(AD) is always good to have for an extra push.

-Weapon Expertise (1/1): This is a blessing from the gods. Olaf is known to shred armor and this just makes it even more effective.

Defensive Tree

-Summoner's Resolve (1/1): For the that extra 10 gold you needed for that shiny new item.

-Durability (4/4): Health is godlike on Olaf, and this helps him scale even harder than before.

-Tough Skin (2/2): Reduces damage from monster creeps so you can be healthy!

-Hardiness (3/3): An extra armor boost is always good, as it helps with early ganks and clearing.

-Bladed Armor (1/1): Make the monsters regret attacking you and send damage back to make your clear even faster than before!

-Unyeilding (2/2): The less damage you take the better I always say.

-Block (1/1): My personal favorite in the defensive tree, with Block and Unyeilding you can block up to five whole damage, might not seem like a lot but it can make a difference

-Veterans Scars (1/1): Extra health is always good. Helps with clear and a little damage boost on Vicious Strike(W)

-Juggernaut (3/3): Increasing your maximum health by 4% is a giant increase and makes you a monster later in the game.

-Honor Guard (1/1): Reduces damage taken by 3% is a lot if you think about it. Considering your going to be back lining all the time.

Runes

[http://i.imgur.com/VPciJov.jpg]


The Runes I run are Armor Penetration Reds, Flat Armor Yellows, Flat Magic Resist Blues and Move Speed Quints.

-Armor Penetration Reds: I run these for late game Olaf. Yes, Olafs early game is strong too, but his late game is even better. Armor Penetration scales with his Undertow(Q) meaning, it pierces straight through armor. It also makes Olaf a better match-up against tanks and tanky bruisers.

-Flat Armor Yellows and Flat Magic Resist Blues: The flat armor yellows are standard and should be ran on every rune page. It gives you an early game boost of armor and slightly helps with your sustain in clearing the jungle. Flat Magic Resist Blues can be traded out for per level blues but with all the early ganking you'll be doing I don't recommend them on this page.

-Move Speed Quints: The move speed quints are simply for catching people and ganking. Olaf can be kited easily without Ragnarock(R) up and its difficult to catch people. Having a bit more speed to close the gap could mean the world. While it helps when you use your ultimate to back line as it boosts your speed when you ghost.

Summoner Spells

Recommended Summoner Spells:


Explanation: Ghost is the definitely, hands down, the best summoners spell on Olaf. It doesn't have the ability to go over walls like flash can, but your Ragnarock(R) and Ghost Combo is a freight train that takes no stops. While Smite is a must have item on any jungler. You can argue that you don't need it, but when that time comes and its you and the enemy jungler racing to smite, and you lose because you didn't bring it, ultimately losing the game, you can't argue that it wasn't you fault. Smite is important on objective secures as well as progress clear time much faster.

Other Summoner Spells:


I've seen this taken on some Olafs due to forgetting to take ghost or denial to take it. Having flash isn't all bad at all. You can jump walls, make gaps and close gaps. Flash does make counter-jungling easier as you do have a easy escape move to make it out.


Taking exhaust isn't a very good idea. You lose out on your escape move and rely on your ultimate to much to get away.


Ignite on junglers is usually used for counter jungling and early kills with it. I don't recommend it on Olaf because you again, lose out on your escape. This should be more of a Top Olaf summoner.

Smite!


[http://jaimebulmer.com/images/Smite.jpg]


Knowing when to smite and how much damage your smite does, really helps out in the long run. Keep in mind, the higher level you are the more damage your smite will deal. But, since the higher level you are the more damage it does, that means if the enemy jungler is higher than your level, he will do more damage with his smite than you. Keeping up levels in the jungle is key to securing dragons.

Skills

Passive: Berserker Rage

For each 1% of health missing, Olaf's attack speed is increased by 1%.

Explanation:

Olaf's passive is one of the top passives in the game. For each 1% health you miss you gain in attack speed. That is truly outstanding. That means when your around 50% health you have the attack speed of a Phantom Dancer. This helps tremendously with dueling and clearing the jungle at early stages.

[http://i.imgur.com/bhpAVxe.jpg]


Q: Undertow

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 4.5 seconds.

Cost 55 / 60 / 65 / 70 / 75mana
Range 1000


Explanation:

Olaf's Undertow is a unique slow and damage skill. After you throw it, it slows all enemy's it passes. But, when you pick it up, the cool down is reduced by 4.5 seconds. That means you can throw axes like the wild viking you are. But, be cautious as spaming to many can deplete your mana faster than you can think.

[http://i.imgur.com/i0v4crH.jpg]



W: Vicious Strikes

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 / 60mana
Range 700


Explanation:

Vicious Strikes makes Olaf's build more diverse. Stacking up health items on Olaf increases his maximum damage output. That means, the tankier you are the more damage your going to be dealing. We all love being an unstoppable tank that does massive damage.


[http://i.imgur.com/nQF12HZ.jpg]



E: Reckless Swing

Olaf deals 100 / 160 / 220 / 280 / 340 true damage to his target and inflicts 40 / 64 / 88 / 112 / 136 true damage to himself.

Cost 50mana
Range 325


Explanation:

Reckless Swing is Olafs main attack move. It does 340 true damage at max. At early game, that's TONS OF DAMAGE. Imagine 340 true damage on a squishy target such as an AD or AP carry. This makes your back lining more effective and you dueling even more unpredictable.

[http://i.imgur.com/kc7TNY5.jpg]



R: Ragnarok

Active: For 5 / 6.5 / 8 seconds, Olaf is immune to disables and reduces incoming damage by 20 / 30 / 40.


Cost 100 / 75 / 50mana
Range 400

Explanation:

Ragnarok is Olafs bread and butter. It makes you immune to ALL disables and gives you a armor and magic boost by 40 at max level. Combine this with ghost and/or Shurelya's makes you unstoppable freight train with no stops. The ability to back line carry's without getting cc'd by the enemy's support or tank is truly marvelous.

[http://i.imgur.com/66qcNk6.jpg]

Skill Order

> > >


[http://i.imgur.com/Qbi961x.jpg]



Maxing your ultimate Ragnarok(R) is always the highest priority as it is your ultimate. Maxing your Undertow(Q) first is crucial as it is your best tool for ganking and clearing the jungle. It helps slow, catch and kill your enemy's. Next up is your Reckless Swing(E). It does massive true damage burst so maxing this next is good for maximum damage output. Your Vicious Strikes(W) is the last thing to max but does give a massive boost in damage and sustain. The reason for maxing your Vicious Strikes(W) last instead of your Reckless Swing(E) is that you want to attempt to stay between 70% and 50% in duels to really push your damage output to the max.

Items

Early game items



Ninja Tabi's are definitely the best boots you could get. They reduce 10% of all auto attack damage from enemies, monsters, and creeps. Mercury Treads are also a good choice but with the tenacity from Spirit of the Ancient Golem I doubt you'll need them.


This item is also a MUST. A Philosopher's Stone is a definite rush item. With the removal of Heart of Gold the buff to this item giving 5 Gold Per 10 seconds is almost haxs itself. Shurelyas is awesome combo'd with your ultimate when you need just a bit of speed to close the gap. With its health regen, cool down reduction, and move speed active its almost like it was made of Olaf.


With the new jungle introduced these new alternative jungle exclusive items are great to build. The Spirit of the Ancient Golem gives massive amounts of health regen and mana regen, a little bit of armor, tenacity, and tons of health.


This item is almost a must rush. Health, armor, cool down reduction, health regen, and a shield active to top it all off. It gives you all the things Olaf needs and is very team efficient as the game goes on.


Mid Game



The item everybody complains about, Warmogs. Warmogs gives you health and MASSIVE amounts of health regen. It also allows you to disengage and reengage over and over because you regen your life back so fast. This item also item gives a whooping 1000hp and makes your Vicious Strike give massive amounts of Attack Damage.


With the Frozen Mallet it allows you to forever slow the person your chasing. Your auto attacks combined with your Undertow allow you to do massive damage. The frozen mallet also gives a small amount of ad and tons of health which is great for Olaf's Vicious Strikes.


Randuins makes you the one no one wants to attack because their scared their precious attack speed will go bye-bye. Randuins gives you health which benifits your Vicious Strike, and tons of armor. This item is a definite if their ad carry is fed.

Late Game



Atmas Impaler was recently nerfed from 2% hp conversion into Attack Damage into 1.5% hp conversion making it a bit weak. I've recently noticed when I've been playing Olaf having massive amounts of health(Over 4000) and find this item alright to build. If you think you Vicious Strike plus Reckless Swing isn't giving you enough damage then this item is probably you best bet.


Spirit Visage is a good item to run against double ap top and mid considering it gives a good chunk of magic resist. Not only does Spirit Visage benefit Olaf by making him more tanky, the cool-down reduction, extra hp, and passive that increases health regeneration makes this item good on Olaf and makes Warmogs even more effective.


If no one on your team wants to build this, I suggest you do because Frozen Heart is a great item to build against a heavy Attack Damage based team. With the cool-down reduction, massive amount of mana, and armor you'll be throwing axes and bringing down lighting strikes faster than Bruce Lee.


Maw of Malmortius benifits your passive greatly. With your passive being the lower health you are the more attack speed you gain, Maw of Malmortius gives you attack damage for the more hp you are missing. This makes this item synergizes really well with Olaf making it a great Magic Resistant Bruiser item. It gives a 400 magic shield when you go below 30% health and gives a good amount of magic resistance with it.

Other Good Items


After experimenting with Wriggles and Spirit of the Ancient Golem, it all comes to preference. Wriggles gives you extra life steal, free ward, and makes you clear like a beast. It also helps with mana sustain since you don't have to spam your Undertow(Q) in the jungle to clear it.


The black cleaver is definitely not out of the question as an item for Olaf. I find this item more useful as solo top Olaf but if you need the damage this is a great alternative item. It provides health, cool-down reduction, attack damage, and tons of armor pen making you hit almost true damage with your auto attacks. All of these stats benefit Olaf in tons of ways.


If you need the extra map awareness due to getting counter-jungled or getting invaded often, this is a good item to choose due to its free wards and it also gives you health which benefits your Vicious Strikes


If your support refuses to build this then its up to you to do the job. Runic Bulwark is great to build if your stuck building it. It gives tons of magic resist to you and your team along with armor, health and hp regen(10 per 5 seconds). If the other team is running a double ap comp or their ap mid is fed like crazy, this a definite must have on your team.


Example Builds:

Tons of AD


Tons of AP

Early Game

Early game Olaf is all about the ganking. Every time you see an opportunity take it and even if you waste ghost attempting to get a kill, its ok. You've asserted your presence and shown you take no ones crap. Farming in the jungle should be a breeze but, care when spamming your Undertow(Q) throughout the jungle as it will deplete your mana. This is for every part of the game and should be noted. Early dragons are also a great option if you can deny the vision and push the enemy bot lane out.

Map control is key to winning the game early. Timing your Blue and Red buff as well as the enemys can benefit your team greatly. Having a clue where the other jungler is too can help greatly when counter jungling, diving towers and taking Dragon.

Blue and Red Buff Timer: 5:00 mins.
Dragon Timer: 6:00 mins.
Baron Timer: 7:00 mins.


Counter jungling is also a great way to get an advantage over the enemy jungler. If you can get a ward on the enemy red or take it early, it greatly helps you because as of the new patch(All jungle creep spawns at 1:55) the Lizard buff(Red) and Golem buff(Blue) give more experience to compensate for the experience for the wolf camp. Before doing this ALWAYS NOTE WHERE THE ENEMY LANERS ARE AND HOW THEY RESPOND TO YOUR COUNTER-JUNGLING. If you brought ghost, your out of luck if it comes to the laners colliding on you. Take care when counter jungling.

Mid Game

Around this time of the game 15:00~30:00 you should have enough health items and cooldown reduction to produce some massive damage. Always keep dragon and baron in mind as they are key in winning the game. Timing them are almost essential to winning any game. Around this time of the game, the enemy carry shouldn't have tons of life steal and a considerate amount of damage, so back lining him is your job in every fight. Keep in mind, your Q still takes a ton of your mana pool if spammed often so take caution when farming and jungling.

Late Game

After 40 minutes its considered late game, so put on your big boy pants because this is where its considered to get difficult. The chances of you actually back lining the enemy AD CARRY are slim to none. Most people make the mistake of doing this, and end up dying for nothing. Why not back line him you ask? Well even with your Ragnarock(R), Undertow(Q), and Reckless Swing(E) you can be easily kited and if the enemy carry built life steal, your done for. In team fighting phases late you should focus a high damage target with little sustain. Ap carrys are a great example of this. Most of them lack sustain and have a difficult time surviving long term engages.

Baron control is a must. Buy pink wards and Oracles if you must, but Baron is the stairway to winning a game. A timer is always good to have to know when to group towards baron and not to clear bot or recall.

Team Fights

[http://i.imgur.com/cMmk2ct.jpg]



In team fights its your job to back line the carry. By back line, I mean use Ragnarok(R) and your speed buff(Ghost or Shurelya's) to run past the tanks and bruiser straight into their carrys and kill them. It's easy at first through early and mid game but as late game hits, it gets difficult. By the time late game hits, the carry can and most likely get away from you or life steal their health back. Unless your confident in your team and damage you can but unless your team is very turtley, I recommend that you pick a different target. Such as their AP carry or their bruiser and let your AP mid destroy the back line. By killing one of the bruisers or AP carries you take relief off your own back line.


Jungling

[http://i.imgur.com/tXU5fSH.jpg]


With the new jungle changes buffs spawn at 1:55 and give more exp than originally making counter jungling even more effective. Have your team mates give you a smite-less leash allowing you to make two choices. You can continue on your path and head to your own red buff, then gank mid or bottom or top of mid. Or, you can go to the enemy jungle and take their buff before they even get the chance. Be weary though. Junglers such as Nunu and Lee Sin and mean death if you meet with them so warding is almost essential. Also, watching the movement of enemy laners is required too, as if they find you, it can mean you put yourself behind as well as your team-mates.

Some tips

  • If you smite with your Vicious Strike on you are able to gain back hp due to the spell vamp on your Vicious Strike.

  • Remember to throw your axe to where it hits all the monsters but you also pick it up as soon as you throw it down. It increases your clear time tremendously.

  • Try to maintain low hp to make jungling faster, but beware getting counter jungled because it could be disastrous.

Ganking

[http://i.imgur.com/slinguT.jpg]



Ganking as Olaf is all about playing the angle game. You need the advantage of being able to throw your axe slow them, then pick up the axe and throw it again(Tip: Throwing your axe through and where your target is going makes it a lot easier to pick up your axe). Wards are usually a problem with ganking so knowing where the other teams wards are give you a great advantage in knowing where to go in from. Also beware of other enemy junglers when ganking mid lane because you are on the edge of entering their own jungle.

Jungling Match-ups

Ranks

For the purpose of this section we will use to measure the difficulty of enemy junglers.


Difficulty:
Amumu is a huge tank known for his two second snare ultimate and tank shredding tears of pain. This guy hurts late game and can cause big problems. His weakness is being blue reliant and low clearing hp. If you can shut Amumu down early game denying him his blue and counter-gank him efficentely, he'll just be a little baby.


Difficulty:
Cho'gath can sustain jungle like a boss and this is no joke. He clears like a monster and tanks like a beast. But, Cho'gaths main problem is that his ganking relies on hitting his knock-up and getting close enough for the silence. Pre-Six you'll have a problem with him because he can kite you to death with his knock-up. Once you get past six you're going to have a hard time dueling him because if you get too low he can ult you, and your out for the count. Proceed by counter-jungling him hard, and counter-ganking.


Difficulty:
Dr.Mundo is a chump. People complain that his health regen is too strong, and hes too hard to kill. If you can catch this doctor off guard pre-six on his lunch break, it's game over for him. Mundo's clear is fast, but he gets super low in jungle. Invading him is a great idea but proceed with caution because if he is healthy then he can do some crazy damage.


Difficulty:
As a jungler, Elise excels at ganking early game, and is very good through out the game. Her percent health damage along with massive amounts of cc's and escapes make her an excellent jungler. BUT, as intimidating this is, she's a piece of cake. Her early game damage doesn't even compare to yours. She is more of a carry jungle so falling behind for her, is bad and usually results in not catching up.


Difficulty:
Evelynn makes me laugh. If you ever find her 1v1, man on man, Mano y Mano, destroy her(unless she's ridiculously fed I don't recommend that). With humor aside, Evelynn is known for her stealthy quick and sudden ganks, but her jungle clear is horrendous. Killing her early game is a must as well as knowing where she is at all times. Buying pink wards every now and then will benefit your team greatly.


Difficulty:
Fiddle sticks is one of those junglers that can go ethier way. His early game is dominant because he does massive amounts of damage with his fear heal combo. Its difficult to actually do damage to him. The only way to deny a Fiddle sticks is to counter-jungle him hard. Fiddle sticks is an item dependent whore who needs a big strong man. Denying him jungle farm makes it a lot harder for him to obtain the items he needs.


Difficulty:
Gangplank is another champ you don't see very often in the jungle. His clear time at the beginning is slow, but picks up pace as he gains items. His ganks pre-six aren't good, but once he obtains his ult he can assist anyone. He can kite you quite easily with his Q slow but dueling him should be no problem what so ever.


Difficulty:
Hecarim is a just one big snowball just ready to pick up speed. His AoE Q(Rampage) can slow forever if he obtains a Frozen Fist or Frozen Mallet. Hecarim's weakness is his early game and it just sucks. Pre-six Hecarim is just a punching-bag. Counter-jungle, duel him and make his life miserable not even giving him the chance to snowball out of control.


Difficulty:
Jarvan is your worst enemy. All he has to do is ult you in a team fight and your stuck there. The best way to stop a Jarvan from blocking you from you opponent is to peel him or deny him or make him useless. Jarvan relies on early ganks to help him scale into late game because he is very item dependent. If he doesn't have the items he needs then he'll be a big squishy punching-bag.



Difficulty:
Jax is a menace. He's a great ganker, clearer, and duelist. This one comes down to pure skill and items most of the time. Pre-six he's going to be difficult because of his stun but after six its who ever gets the upper hand. Jax can be easily kited with axes but if his leaps up let the duel begin!


Difficulty:
Kha'zix is a tricky jungler. He can gank stealth and do massive burst. Early game hes going to be a huge threat to you and your team-mates. Kha'zix though, is extremely item dependent so counter-jungling is a must. Warding is also important because his stealth ganks are killer. Denying him everything.


Difficulty:
Lee Sin is the bad ass of the jungle. His kit is astonishing making him the most versatile champion in the game. You objective is to make him feel pressured. Lee Sin is all about the early game ganks to set lanes ether behind of ahead of the game. If you ward and counter-jungle effectively he'll just be another creep in the jungle. Dueling him though, is a different story. At early levels you want to avoid fighting him completely. In a one on one match Lee Sin will probably be the one walking away. Around middle game and end game though, toss him around like your axe.


Difficulty:
Malphite is the definite most annoying Ad Carry crusher in the game. His initiating ultimate on your team is killer if he lands it and sets your team up for being destroyed. His E(Ground Slam) does extreme burst as well as kills your attack speed. His clear is slow, but he stays extremely healthy through out his clear. The best way to counter him is to attack him pre-six. He doesn't have his ultimate to initiate on you or escape and his burst is minimum. Shutting him down early game is a must. It is also a great idea to invade his jungle. Malphite is a mana hungry rock who needs a big strong golem.


Difficulty:
Maokai is a tricky one. He's very easy to duel because his early game isn't very strong. Invading him is a must because he is super blue buff dependent. He isn't a threat to you as much as he is to your team. His ganks are stellar because he has a long ranged snare, slow, and burst. Warding is a must and counter jungling is almost too easy.


Difficulty:
Master Yi's a throw back jungler, but every now and then you see one pop up. Master Yi clears like a beast but his ganks aren't very good. They're very red buff dependent or need to be set up for him. He's also just another Ad Carry meaning hes item dependent to scale into late game. One on one pre six hes a breeze unless he's ahead. After six his ultimate's going make you rage every time just running away like a big baby. Counter-jungling is good as well as denying him red.


Difficulty:
Nautilus is so prone to invasion its not even funny. He has to start shield or his clearing is just terrible. Invading is a must as well as counter-jungling him constantly. His ganks are extremely good because of his massive crowd control(CC) but you can ignore that with your ultimate. Dueling him is a breeze because he doesn't do a lot of damage unless he's fed.


Difficulty:
Nocturne is a nightmare(literally). He can spell shield your Undertow(Q) and Reckless Swing(E) but once his spell shields down the better man wins. Counter-ganking is practically undo-able because of his ultimate Paranoia which allows him to fly to his target. His early game is crazy damage and attack speed but he's extremely squishy until he buys some items. Proceed with caution on this one.


Difficulty:
Let the better man win! Invading Olaf is a must to prove the better man, denying him blue makes his life extremely painful. Dueling him is like fighting yourself. Don't under estimate him because of his kit. If things get to messy use your ultimate and get of there. Warding is a must because Olaf depends on good positioning to have great ganks. Denying him the angle advantage makes his ganks useless.


Difficulty:
Rammus isn't as annoying to you as he is to your team. If his ganks if successful its almost a certain kill. A three second taunt is extremely annoying. Pre-six he may give you trouble but one on one you squash him like a bug. Even after six a one on one with Rammus you still will be succesful. I recommend you counter-jungle him and invade him level one. It's hard to clear with Rammus with blue, but without it, its a night-mare.


Difficulty:
Rengar after nerfs, buffs, and changes still comes out to be pretty strong. His heal is no where close to as good as it used to be. He's extremely squishy early game so dueling is no problem unless he gets the "jump" on you and bursts you down. Proceed with caution because he is very tricky with his stealth burst combo, or just plain run like a pussy(GET IT?). Counter-jungling, and pressuring him is advised.


Difficulty:
Sejuani is never to be underestimated. When she ganks shes scary and can perma-slow your team-mates to death. With her new update, her jungle clear is better but she still lacks early game presence pre-six. Invading her blue can cause in set backs, but the best thing to do is counter-ganking her and warding because her ganks are powerful. Pre-six shutting her down by taking her double buffs is the easiest way to relieve your team of pressure.


Difficulty:
I can never emphasis on how much I hate this champion. Shaco is the most annoying jungler in the game. With a troll box and deceive this guy makes you rage like crazy. One on one he's not bad if he doesn't have his box lying around waiting for you to step on it. But fighting him is almost a joke because once he gets low, poof! hes out of there. Countering him is almost a joke. The best tatic is just warding and letting Shaco be Shaco. His late game is terrible, and farming on him isn't very good. Hes a constant ganker so spending just a little extra on those vision wards are definitely worth it.


Difficulty:
Shen, the most atrocious jungle clearer in the game. Shen is so slow by the time you get done clearing, he'll be starting on his second wraith camp and about to go kill blue(assuming he started red). Shen is no laughing matter though. His ultimate is extremely effective in ganking and saving lives. Because of Shen's slow clearing speed, counter-jungling makes him dependent on ganks and loses his farm in jungle. Dueling him should be no problem after six with your ultimate and shredding through any armor he has.


Difficulty:
Shyvana is a jungler that's all about counter-jungling all the time. Her clear is extremely fast and her damage is insane. But she is a terrible ganker without red buff. Even with her ultimate she is still a terrible ganker. She needs her ganks to be set up for her. Denying her red buff is a definite must. The main objective against a Shyvana jungler is not letting her catch you off guard. If she finds you low, she'll try everything to kill you. Her dragon form does massive burst plus if she's smart she probably brought exhaust. Try to stay healthy in jungle clear, and you'll be fine.


Difficulty:
Skarner is a slowing machine. If you don't have your ultimate and get caught by this raging scorpion say good bye to the world. Skarner is extremely blue dependent so invading is definitely not out of the question. He is also kited easily, so using your axe to slow him when your running away is a must. Skarner's ganks are most of the time a kill if he can land his ultimate. Just like you he needs to get close so warding is a must.


Difficulty:
Trundle is definitely the best duelist in the game. Don't underestimate this under played troll, hes got a lot under his musty sleeve. His Q(Rabid Bite) sap your attack damage and gives it to himself along with his W(Contaminate) which increases his movement speed and attack speed makes him a dueling beast. After six he should be no problem to kill. Be careful when counter-jungling because if you get caught, your most likely dead. His ganks are can go ether way depending on the trundle player.


Difficulty:
Udyr clears like a beast, literally. Udyr is one champ you don't wanna mess around with early game. His pure tankyness and massive damage output early game is outrageous. Udyr is easily kited. Throw some axes and this man will never touch you. His ganks depend on angle advantage so keeping that river warded will keep your team safe. Letting Udyr fall off naturally is your best bet.


Difficulty:
Warwick is just another creep in the jungle. Warwick can sustain like a boss in jungle, but one on one with you, hes just a play toy. Warwick doesn't get scary until he hits six so warding is a must. Warwick is very item dependent to scale into late game also. Making his early and mid game crappy just makes his late game worse. Killing him and denying buffs is a great way to do so. Ward efficiently also because his level six ultimate ganks can result in a death.


Difficulty:
Xin Zhao, also known as Win Zhao, destroys who ever he pleases. His ganks are stellar consisting of charging in, slowing and knocking up his target. His clear is slow at first, but picks up speed as he goes. Dueling Xin Zhao really depends on items. If he has his full wriggles and all you have is Philosophers Stone I wouldn't recommend fighting him. Xin Zhao ends up falling off on his own, so I recommend warding to make it to where his early game won't even be effective.


Difficulty:
Zed is a beast clearer and an awesome ganker. He has one of the fastest clear times at the moment and has his burst ultimate ganks that work like a charm. Dueling Zed is no problem for you. He's squishy through out the game unless he builds something like Warmogs(They all end up doing it). Since he's a carry jungle, making him fall behind makes him useless.

Final Comments

Hello, this is my first guide so advice/suggestions would be greatly appreciated. I would love some feed back and would love to hear other opinions about Olaf and what items and such he could build. Thank you.

Comments

June 24, 2013 - 07:09 PM #1

You have a lot of work to still do on the whole guide. You don't have enough detail on most everything.



That smite chart is the season 2 smite chart. So you need to remove it.

[url="http://slaterwheeler.deviantart.com/"]My Deviant art[/url] [url="https://twitter.com/SlaterVonJager"]My gaming Twitter Page[/url]





[size=4][color=#008080]If you plan to write a guide, I suggest you first click the link below and read the Information contained within:[/color][/size]
[url="http://www.solomid.net/guide/view/35596"]http://www.solomid.net/guide/view/35596[/url]

June 23, 2013 - 06:26 PM #2

@2island Thanks for the feedback. Ill start on those chapters.

June 23, 2013 - 05:33 PM #3

Here's some feedback because you asked for some.



Your missing a team fight chapter and a skill order chapter. You will need both chapters if you want approval.



The "when go pick Olaf" chapter can go in the intro and the ganking chapter can go ether into the jungling section or easy game section.



Other than that, if you put a little more detail in every section besides the matchup section, than it should be a solid guide. (I can't judge of approval worthly though.)



I hope this helps.

February 11, 2013 - 06:09 PM #4

Needs more detail everywhere, its a good basic guide but approved guides need in depth information. Expand your skills sections, add pictures to show range, expand on how to jungle olaf (throwing Q short, health management, etc). Crop your masteries and runes pictures to only show the necessary info. See this guide for more guide writing tips: http://www.solomid.net/guides.php?g=35596-slater-von-j-ger-generic-build-guide

January 20, 2013 - 03:57 AM #5

Going to try some of these ideas ,, some i have not even try. thx