![[image loading]](http://na.leagueoflegends.com/sites/default/files/game_data/1.0.0.120/content/champion/portraits/2.jpg)
+ Show Spoiler [Patch Notes] +
V1.0.0.125
Base armor increased to 17 from 14.
Reckless Swing: mana cost (50) has been removed.
V1.0.0.115
Fixed a bug where Ragnarok was reducing true damage.
V1.0.0.111
Fixed a bug where Undertow could hit the same target twice.
V1.0.0.110
Fixed a bug where Undertow could not deal damage to the same target within 1 second of the previous hit.
V1.0.0.108
Vicious Strikes:
Base damage reduced to 7/14/21/28/35 from 10/17/24/31/38.
Health scaling increased to 1% from 0.5%.
V1.0.0.107
Undertow now deal physical damage instead of magic damage.
Vicious Strikes
Health scaling changed to 0.5% at all ranks from 0.3/0.6/0.9/1.2/1.5%.
Base damage changed to 10/17/24/31/38 from 12/18/24/30/36.
Ragnarok damage reduction reduced to 20/30/40 from 25/45/65.
V1.0.0.98
Undertow slow increased to 24/28/32/36/40% from 16/22/28/34/40%.
V1.0.0.96
Ragnarok now displays "Cannot be Disabled!" when it blocks a debuff.
Base armor increased to 17 from 14.
Reckless Swing: mana cost (50) has been removed.
V1.0.0.115
Fixed a bug where Ragnarok was reducing true damage.
V1.0.0.111
Fixed a bug where Undertow could hit the same target twice.
V1.0.0.110
Fixed a bug where Undertow could not deal damage to the same target within 1 second of the previous hit.
V1.0.0.108
Vicious Strikes:
Base damage reduced to 7/14/21/28/35 from 10/17/24/31/38.
Health scaling increased to 1% from 0.5%.
V1.0.0.107
Undertow now deal physical damage instead of magic damage.
Vicious Strikes
Health scaling changed to 0.5% at all ranks from 0.3/0.6/0.9/1.2/1.5%.
Base damage changed to 10/17/24/31/38 from 12/18/24/30/36.
Ragnarok damage reduction reduced to 20/30/40 from 25/45/65.
V1.0.0.98
Undertow slow increased to 24/28/32/36/40% from 16/22/28/34/40%.
V1.0.0.96
Ragnarok now displays "Cannot be Disabled!" when it blocks a debuff.
+ Show Spoiler [Stats] +
Health ............ 441 (+93)
Mana ............. 225 (+45)
Damage ......... 54.1 (+3.5)
Attack Speed . 0.694 (+2.7%)
Range ............ 125
Health Regen .. 7.0 (+0.9)
Mana Regen ... 6.5 (+0.575)
Armor ............ 20 (+3)
Magic Res ...... 30 (+1.25)
Mov. Speed .... 320
Abilities:
![[image loading]](http://leaguecraft.com/images/icons/spells/spell_318.jpg)
Passive - Berserker Rage For each 1% of health missing, Olaf's attack speed increases by 1%.
Pretty self-explanatory, sometimes combined with w it lets you "freeze" your hp at low level while killing a low-dps enemy super fast. Olaf's skillset makes him a beast 1v1 and this one is no exception.
![[image loading]](http://leaguecraft.com/images/icons/spells/spell_319.jpg)
Q - Undertow Olaf throws an axe to a target location, dealing (50/90/130/170/210) (+(0.5 per attack damage point)) physical damage to units it passes through and slowing them by (24/28/32/36/40)% for 2.5 seconds.
If Olaf picks up the axe, the ability's cooldown is reduced by 6 seconds.
Cooldown: 10 seconds
Range: 1000
Cost: 55 / 60 / 65 / 70 / 75 mana
This skill is awesome. It makes your early and mid game SUPER strong (and Olaf is a lategame beast so this skill allows you to get there painless). While the ad scaling doesn't seem too high it really has influences your dps output a lot. First of all 40% slow is huuuge, second - picking the axe is sick mechanic and it's one of the things that bad Olafs do wrong. When you are attacking someone make sure to ALWAYS throw the axe in a way that will make it land on enemy's escape path. You want to pick it up when chasing enemy, if enemy isn't running away you just throw it under his feet to pick it up instantly. With 40% cdr you are hitting 210 (0,5 ad scaling) AD once every ~half of a second - that's huge damage output and it's limited only by your mana pool. And it's AOE. Remember - never throw your axe in the direction that you won't head to.
Also Undertow has nice synergy with his ulti's armor pen since it deals physical damage.
![[image loading]](http://leaguecraft.com/images/icons/spells/spell_320.jpg)
W - Vicious Strikes For 6 seconds, Olaf's attack damage is increased by (7/14/21/28/35) (+(0.01 per health point) [1% of maximum Health]) and he gains (9/12/15/18/21)% lifesteal and spell vamp.
Cooldown: 12 seconds
Cost: 40 / 45 / 50 / 55 / 60 mana
Another self-explanatory skill, just like your passive it makes you beast 1v1, giving you bonus ad + half of atma's passive and bonus lifesteal and spellvamp - which combined with your passive lets you "freeze" your hp at low level while killing a low-dps enemy super fast. It also improves your sustain in jungle greatly.
![[image loading]](http://leaguecraft.com/images/icons/spells/spell_321.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.
Cooldown: 8 / 7 / 6 / 5 / 4 seconds
Range: 325
Cost: 40 / 64 / 88 / 112 / 136 health
We love true damage. We, looooove true damage. This skill wrecks squishies and is useful when facing enemies with high armor. If you prefer skilling it over Q you will 3-shot squishies with this skill at lvl 9 (especially since nowadays ad carries go bot = less max hp). This also lets you counter stuff like Alistar's ultimate.
![[image loading]](http://leaguecraft.com/images/icons/spells/spell_322.jpg)
R - Ragnarok Active: For (5/6.5/8) seconds, Olaf is immune to disables and reduces incoming damage by (20/30/40).
Passive: Olaf has (10/20/30) increased armor penetration.
Cooldown: 100 seconds
Cost: 100 / 75 / 50 mana
IMO this is one of the best ultimates in the game, there's so much cool stuff about it and most people seem to underappreciate Ragnarok. It has great synergy with his other skills (this kinda applies to every Olaf's skill).
The passive part - everyone seems to forget about it - 30 arpen combined with arpen reds and quints gives you 55 arpen which means that you will be dealing true damage/close to true damage vs squishies.
The active part - not only is he immune to disable but he gets old feint-like effect. While -40 dmg doesn't seem huge when cait with IE crits you with her passive it still does matter in most of the teamfights and when enemy AD is too busy running away from you to attack you. Immunity to disables makes it impossible for enemy ccbots to peel you from the enemy.
Also this skill not only get stronger with each level but cheaper as well
Guides
While i think solo top Olaf isn't terrible he may have problems vs real sustain beasts, haven't really tried to do it except for smurf games so i'll just describe my way to jungle as Olaf.
Jungle Olaf
Summoner Skills: Ghost + Smite.
Reasoning for summoners:
Ghost - Olaf is one of very few champs i pick ghost on, i think flash olaf COULD work, however Olaf has no ms boost skill (he has no gap closer as well) and i think ghost is really crucial in teamfights for him.
Smite is probably self-explanatory and if they don't change it there will be always the same reasoning for smite, so let me just quote my thoughts on smite from my previous thread: "Well first of all - it does make your jungling faster. It allows you to grab blue lvl 1 with no problem. And the most important part - it prevents buff steals. When you hit 18 level it gives you ~1k damage nuke vs jungle creeps (deals ~700 damage to baron). It is just vital to last hit that Dragon/Baron. If 2 competent teams meet both having a jungler - the one without smite will lose." Note that the smite values are a bit off because back then smite didn't deal true damage.
If you want to play jungler, then 420 + 25 x lvl is the most important equation you need to solve quickly
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When doing dragon/baron ALWAYS have it selected and watch the rate at which hp of the monster drops, once it goes under a breakpoint (for example if you are lvl 16 you wait for baron to drop to 820 hp and hit shift+smite - smartcast - ASAP)
Masteries:
1/8/21 <- click me. I follow the philosophy of "always go utility on jungler if you can". While Olaf could work with offensive setup (21/x/x) - since it speeds jungle up for autoattacking jungler - i really love the reduced CD on summoner spells (like i said Olaf has no ms boost/gap closer so the lower cd of ghost the better), more ms, longer buff duration (most of the time you are going to give your 2./3. blue/red to your carry though), mana regen and cooldowns (even though he is autoattacker Olaf loooves both these stats due to Q)
Runes:
Armor penetration reds
armor yellows
magic resist/lvl blues
armor pen quints.
The armor pen quints + armors combines with your Ragnarok's passive part awesomely well. Armor is here because it helps your jungling and mres/lvl blues are just awesome
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Skill order: R>Q>E>W
Start with QWQE, W is 1 point wonder (for the half-atma and 9% lifesteal/spellvamp) and E isn't necessary for jungling + costs hp so take W at lvl 2. Max Q because if you land it properly you get huge AOE dmg output + it lets you clear waves really fast (REAAALLLY fast) and the slow is good for ganking of course. E>W instead of W>E because W is 1 point wonder and E will still eat huge portion of squishies' hp midgame
Item build:
Start with:
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016143921/leagueoflegends/images/4/46/Cloth_Armor.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091016141734/leagueoflegends/images/e/e2/Health_Potion.gif)
Then you want to have these items - standard autoattack jungler's core:
![[image loading]](http://images3.wikia.nocookie.net/__cb20091016144102/leagueoflegends/images/e/ec/Boots_of_Speed.gif)
![[image loading]](http://images4.wikia.nocookie.net/__cb20110404105137/leagueoflegends/images/f/f5/Wriggle's_Lantern.gif)
Back in the times when HoG used to be buildable from cloth armor + ruby crystal going
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014182716/leagueoflegends/images/c/c7/Heart_of_Gold.gif)
![[image loading]](http://images4.wikia.nocookie.net/__cb20110404105137/leagueoflegends/images/f/f5/Wriggle's_Lantern.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20110404102712/leagueoflegends/images/e/e0/Randuin's_Omen.gif)
Nowadays i really don't recommend skipping
![[image loading]](http://images4.wikia.nocookie.net/__cb20110404105137/leagueoflegends/images/f/f5/Wriggle's_Lantern.gif)
You want your lategame item build to look like this:
![[image loading]](http://images4.wikia.nocookie.net/__cb20110404105137/leagueoflegends/images/f/f5/Wriggle's_Lantern.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014183237/leagueoflegends/images/2/2a/Mercury's_Treads.gif)
![[image loading]](http://images4.wikia.nocookie.net/__cb20091014184304/leagueoflegends/images/9/9b/Warmog's_Armor.gif)
![[image loading]](http://images1.wikia.nocookie.net/__cb20091014170421/leagueoflegends/images/b/b8/Atma's_Impaler.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014182555/leagueoflegends/images/2/2f/Force_of_Nature.gif)
On Olaf I'd recommend finishing warmog before atma - since his w acts like half of atma and his Q and E give him solid damage output.
Last item:
It is really a matter of preferrence, personally i LOVE:
![[image loading]](http://images3.wikia.nocookie.net/__cb20110404102712/leagueoflegends/images/e/e0/Randuin's_Omen.gif)
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014184053/leagueoflegends/images/e/e8/Thornmail.gif)
Sometimes get
![[image loading]](http://images4.wikia.nocookie.net/__cb20091014182649/leagueoflegends/images/0/08/Guardian_Angel.gif)
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![[image loading]](http://images2.wikia.nocookie.net/__cb20091014182618/leagueoflegends/images/e/ea/Frozen_Mallet.gif)
You can of course replace
![[image loading]](http://images3.wikia.nocookie.net/__cb20091014182555/leagueoflegends/images/2/2f/Force_of_Nature.gif)
![[image loading]](http://images2.wikia.nocookie.net/__cb20091014170803/leagueoflegends/images/f/f2/Banshee's_Veil.gif)
Playstyle
You want to jungle (since it's jungling guide of course), preferably start with blue (you can start anywhere if you want to rely on your passive+w but Q spam is what makes your earlygame jungling fast). Ask nicely for a leash, remember to "stack" camp creeps once they aggro on you so you hit all creeps with your axe (practice this in a custom game). Your early ganks are strong in terms of damage output but if the enemy has flash they aren't as good as the ganks from other junglers because you lack a stun and/or gap closer. Still this doesn't mean that if you have the opportunity you shouldn't gank, just burning enemy's flash may (or may not) win give ally huge advantage in the lane and once you land an axe that you can pick your enemy will get dealt a lot of dmg. With Olaf you ideally want to gank a lane where your team has 2 stuns.
Your teamfighting is very strong, if you went atmogs you will be super tanky while at the same time you will output huge damage.
You are very good at rushing enemy carry but you have to be in a good position to do so and be sure that the enemy team won't disengage.
If you ghost+ulti and the enemies will disengage (because for example your team wasn't ready to fight or enemies were in good position, etc) you just did it wrong.
Remember to build tanky, you want to sit on enemy carry and you won't be able to do it with 2k hp and 0 armor/mres - it's the same rule as with most other melee dps, except with Olaf more hp makes you more deadly.
My personal thoughts on Olaf and why is he underplayed nowadays:
Not only do Olaf's skills have awesome synergy with one another (ultimate's armor pen improves his Q awesomely well, W allows you to spellvamp from Q and E as well as gives him incredible sustain at low hp combined with his passive) but they cover one another's weaknesses - earlygame is strong thanks to undertow, his midgame is strong thanks to undertow and E (reckless swing) and his lategame is strong thanks to atmos+w+ult+passive. Olaf's skillset allows him to be strong teamfighter at each stage of the game, W gives you sustain, Q gives you small poke To me he seems like what should be the definition of perfectly balanced melee DPS - reaaally strong and not as easily kited/peeled as nasus/udyr thanks to his ulti but not as OP since he can't jump through half of the battlefield like some blind monks can.
I think the biggest reason why we don't see him too often is because he requires quite a lot of farm AND has no gap closer. Also his ganks aren't that great if the allies you are ganking for don't have too much cc.