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[Champion] Olaf

Forum Index > LoL Strategy
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Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
Last Edited: 2011-09-21 10:39:39
September 21 2011 10:36 GMT
#1
Olaf, The Berserker
[image loading]

+ 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.

+ 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]
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]
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]
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]
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]
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
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

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] + 5x
[image loading]

Then you want to have these items - standard autoattack jungler's core:
[image loading]
[image loading]

Back in the times when HoG used to be buildable from cloth armor + ruby crystal going[image loading] instead of
[image loading]
used to be really good strat for early
[image loading]
.
Nowadays i really don't recommend skipping
[image loading]
, since you want to clear jungle as quickly as possible and also be able to sneak dragon in case enemies didn't ward it/got too many people top.

You want your lategame item build to look like this:
[image loading]
[image loading]
[image loading]
[image loading]
[image loading].
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]
- more armor, some more hp (which will be converted to ad with atma and w) and aoe ms/aspd slow which will make enemy AD carry have really huge problem.
[image loading] isn't bad either if enemies have loads of autoattackers
Sometimes get [image loading] as well, because i consider it to be a really good pick on champs with good sustain, especially since with Olaf the lower hp you get the stronger you are and you can be reaaaly annoying when you "freeze" your hp at about 200
[image loading] More slows! More damage. More hp! Combined with atma and w even more damage!
You can of course replace [image loading] with
[image loading]
if you the need spellblock more than bigger mres boost.

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.
Hexagecz
Profile Joined February 2011
Czech Republic66 Posts
September 21 2011 10:43 GMT
#2
how about get frozen mallet instead of warmog u sacrifice i litte bit of hp for perma slow and dmg also ghost blade suits olaf pretty well
Infestor =(
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
Last Edited: 2011-09-21 10:56:18
September 21 2011 10:55 GMT
#3
Mallet isn't bad replacement for Warmogs, you already have a permaslow with your Q but if you feel like it isn't enough you could grab mallet. Fully stacked warmogs gives you 41 ad with atma + w on, mallet gives you 20 ad from item and 21 ad from atma+w on.
I feel like warmog vs mallet may be more of a matter of preference (more hp vs stacked slows), personally i like to have huge hp pool midgame.
Youmu's is probably one of core solo top Olaf items but i wouldn't recommend it in the jungle since combined with lantern it may delay your tankiness for too long and as Olaf you will be in the heart of combat so you do need the tankiness.
lepshis
Profile Joined January 2009
Lithuania62 Posts
September 21 2011 10:58 GMT
#4
well i think warmogs are better than frozen mallet if u max q first (which is the best way to play olaf imo) since if u play olaf u just have to hit those q if u dont hit them u better not play olaf at all. And more than 500 hp (with max stacked warmogs) is not 'little hp' i'd say.
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
September 21 2011 11:04 GMT
#5
Precisely speaking it's 1370 hp (full stax warmog) vs 700 hp (mallet).


Also i kinda stole thread template from Smash's WW thread since it's goo :x
lepshis
Profile Joined January 2009
Lithuania62 Posts
September 21 2011 11:11 GMT
#6
yah its almost double hp, real huge difference.
Tooplark
Profile Joined October 2008
United States3977 Posts
September 21 2011 13:56 GMT
#7
I don't get Wriggles on Olaf.
Why?
First, you jungle faster at lower hp. Wriggles keeps you at full or nearly full hp. It still speeds up your jungle, but not as much as on most people.
Second, Olaf needs lots of items.
Third, Wriggles stats aren't amazing on him. He certainly doesn't mind, but I'd rather be halfway to warmogs or 3/5 of the way to Ghostblade.
It's mostly a matter of preference, I think, but by the time you get Wriggles jungle isn't that important any more. Brutalizer boosts your damage by so much more.
On Qfirst olaf I love rushing ghostblade.
On Efirst olaf I love rushing atmogs.
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
September 21 2011 14:05 GMT
#8
On September 21 2011 22:56 Tooplark wrote:
I don't get Wriggles on Olaf.
Why?
First, you jungle faster at lower hp. Wriggles keeps you at full or nearly full hp. It still speeds up your jungle, but not as much as on most people.
Second, Olaf needs lots of items.
Third, Wriggles stats aren't amazing on him. He certainly doesn't mind, but I'd rather be halfway to warmogs or 3/5 of the way to Ghostblade.
It's mostly a matter of preference, I think, but by the time you get Wriggles jungle isn't that important any more. Brutalizer boosts your damage by so much more.
On Qfirst olaf I love rushing ghostblade.
On Efirst olaf I love rushing atmogs.

#1 rule of jungle- NEVER sacrifice safety for speed. Playing risky is the number 1 way to throw away a game in the jungle, especially against good players.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
Tooplark
Profile Joined October 2008
United States3977 Posts
Last Edited: 2011-09-21 17:06:36
September 21 2011 17:02 GMT
#9
On September 21 2011 23:05 Two_DoWn wrote:
Show nested quote +
On September 21 2011 22:56 Tooplark wrote:
I don't get Wriggles on Olaf.
Why?
First, you jungle faster at lower hp. Wriggles keeps you at full or nearly full hp. It still speeds up your jungle, but not as much as on most people.
Second, Olaf needs lots of items.
Third, Wriggles stats aren't amazing on him. He certainly doesn't mind, but I'd rather be halfway to warmogs or 3/5 of the way to Ghostblade.
It's mostly a matter of preference, I think, but by the time you get Wriggles jungle isn't that important any more. Brutalizer boosts your damage by so much more.
On Qfirst olaf I love rushing ghostblade.
On Efirst olaf I love rushing atmogs.

#1 rule of jungle- NEVER sacrifice safety for speed. Playing risky is the number 1 way to throw away a game in the jungle, especially against good players.


You're not sacrificing safety for speed by not getting Wriggles.
You're sacrificing a little bit of speed and a lot of safety for having 1.5k gold towards a big item.
Playing risky in jungle is the #1 way to get an advantage if you know what you're doing better than your opponent.

Actually, speed is its own form of safety. If you clear fast enough, they have no time to counterjungle and where you are is also less predictable.
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2011-09-21 19:20:18
September 21 2011 17:41 GMT
#10
On September 21 2011 22:56 Tooplark wrote:
I don't get Wriggles on Olaf.
Why?
First, you jungle faster at lower hp. Wriggles keeps you at full or nearly full hp. It still speeds up your jungle, but not as much as on most people.
Second, Olaf needs lots of items.
Third, Wriggles stats aren't amazing on him. He certainly doesn't mind, but I'd rather be halfway to warmogs or 3/5 of the way to Ghostblade.
It's mostly a matter of preference, I think, but by the time you get Wriggles jungle isn't that important any more. Brutalizer boosts your damage by so much more.
On Qfirst olaf I love rushing ghostblade.
On Efirst olaf I love rushing atmogs.

Not getting Wriggle's pretty much forces you to hog your 2nd blue, as without Wriggle's procs, you need to Q-spam to keep up your jungling speed (as much as the ASpd boost from being low life helps, you still need Q for that fast clearing if you have no Wriggle's). At this point, I HATE being committed to needing your own 2nd blue, because being able to give it away is gamebreaking in so many mid matchups. Wriggle's allows you to keep your speed while conserving mana, which is a huge deal.

It also makes you arguably the fastest jungler for doing Dragon in the game.

On September 21 2011 23:05 Two_DoWn wrote:
#1 rule of jungle- NEVER sacrifice safety for speed. Playing risky is the number 1 way to throw away a game in the jungle, especially against good players.

If that were actually a rule, Warwick would be a much stronger jungle pick than he actually is.
Moderator
dnastyx
Profile Blog Joined January 2009
United States2707 Posts
September 21 2011 18:27 GMT
#11
Do you plan to talk about solo top Olaf?
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
September 21 2011 19:20 GMT
#12
I play solo top olaf. I can write about it later when I have time @_@
GANDHISAUCE
STS17
Profile Joined April 2010
United States1817 Posts
Last Edited: 2011-09-21 21:02:18
September 21 2011 20:21 GMT
#13
Warmogs is stronger than Frozen Mallet because you should be hogging red to begin with. There isn't a huge price difference between the two so usually when you can get one you can get the other. The only time I would say Mallet over Warmogs is if you really don't think you'll be able to charge it fast enough, which should be almost never since your Q lets you clear creep waves pretty quickly
Platinum Level Terran - Take my advice from that perspective
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
September 21 2011 20:22 GMT
#14
On September 22 2011 02:41 TheYango wrote:
Show nested quote +
On September 21 2011 23:05 Two_DoWn wrote:
#1 rule of jungle- NEVER sacrifice safety for speed. Playing risky is the number 1 way to throw away a game in the jungle, especially against good players.

If that were actually a rule, Warwick would be a much stronger jungle pick than he actually is.

Warwick's a really really strong jungle pick.
mogwaismusings.wordpress.com
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2011-09-21 20:36:36
September 21 2011 20:34 GMT
#15
I think if warwick gets fast oracles he's really scary because warwick just needs 6 to threaten a kill on any mid lane and most top/bot lanes but you have to pull off shenanigans with like lane ganks and shit to get it off because people always have wards by the time you're 6.

I also don't think safety in jungle is THAT big a deal. It kinda depends though. It's pretty easy to cv their jungle but if their mid can threaten to kill you just by leaving lane that's another story.

I also think frozen mallet is decent but only if you won't get farmed enough to stack warmogs. If warmogs gets stacked it's so much better than mallet. The damage you lose is more than made up for in Olafs W and atmas and plus, you can always just get a phage.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2011-09-21 20:36:30
September 21 2011 20:34 GMT
#16
On September 22 2011 05:22 Mogwai wrote:
Show nested quote +
On September 22 2011 02:41 TheYango wrote:
On September 21 2011 23:05 Two_DoWn wrote:
#1 rule of jungle- NEVER sacrifice safety for speed. Playing risky is the number 1 way to throw away a game in the jungle, especially against good players.

If that were actually a rule, Warwick would be a much stronger jungle pick than he actually is.

Warwick's a really really strong jungle pick.

He's not ban/firstpick-worthy the way Udyr/LS/Noct/GP are, but this will very quickly get into a discussion that derails this thread. My point was simply that "never give up safety for speed" is hardly a "rule" as TwoDown put it, and there are other factors contributing to the Wriggle's discussion.
Moderator
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
Last Edited: 2011-09-21 20:37:08
September 21 2011 20:36 GMT
#17
Regarding the lantern vs no lantern i feel like even though you CAN jungle without the lantern it really is worth it to pay more gold in order to get more jungling speed. Since your gank's won't be as hard as for example tigerdyr's ones you really should be able to be everywhere without sacrificing jungling speed. Also sometimes you will need to sneak dragon ASAP and lantern speeds it up.
I'd risk saying that out of all the lantern junglers he needs it the least, but it is such an awesome item that i don't like the idea of skipping it.

On September 22 2011 03:27 dnastyx wrote:
Do you plan to talk about solo top Olaf?

Nope, i don't consider myself being experienced enough with solo top Olaf. Will add guides to the OP if someone makes one though.
On September 22 2011 04:20 De4ngus wrote:
I play solo top olaf. I can write about it later when I have time @_@

Yes please, no need to hurry, you can just write in parts, save the WIP in notepad and post once it's done If i don't add it to the OP just PM me and i will
On September 22 2011 05:21 STS17 wrote:

Agreed.
barbsq
Profile Joined November 2009
United States5348 Posts
September 21 2011 20:46 GMT
#18
On September 21 2011 23:05 Two_DoWn wrote:
Show nested quote +
On September 21 2011 22:56 Tooplark wrote:
I don't get Wriggles on Olaf.
Why?
First, you jungle faster at lower hp. Wriggles keeps you at full or nearly full hp. It still speeds up your jungle, but not as much as on most people.
Second, Olaf needs lots of items.
Third, Wriggles stats aren't amazing on him. He certainly doesn't mind, but I'd rather be halfway to warmogs or 3/5 of the way to Ghostblade.
It's mostly a matter of preference, I think, but by the time you get Wriggles jungle isn't that important any more. Brutalizer boosts your damage by so much more.
On Qfirst olaf I love rushing ghostblade.
On Efirst olaf I love rushing atmogs.

#1 rule of jungle- NEVER sacrifice safety for speed. Playing risky is the number 1 way to throw away a game in the jungle, especially against good players.


er, no. not really. there's a balance between the two, that's actually incredibly flexible. An example of a problem case would be yorick, who i can jungle very safely (his e is nuts for sustain), but early levels, it literally takes him forever to clear camps making him a very weak jungle pick and pretty much why i stopped jungling him. Another example, you never take cloth+pots on ww or nunu, kus even tho you will last forever in the jungle, its insanely slow and inefficient.

In any case, the only real point in time where i am really worried about safety is lvls 1-4~6ish depending on the champ. Past that, you're kinda expected to have enough map awarenes/ward coverage to avoid counterjungling for the most part, or in some cases to know when its fine to sacrifice some of your jungle to the other team (i.e. in favor of a gank or dragon, etc.), and wriggles is typically when i'm not so worried about safety anymore and is almost purely a jungle speed item, that happens to provide more sustain and a slick active.

on another note, that wasnt even what rugfeeder was discussing anyways. he was going for slightly less speed for earlier transition into useful midgame items. Pretty different in my eyes. On a somewhat related note, one of the major factors in me not playing jungle loaf anymore was how much i felt gimped by a number of changes over time that eventually led to me feeling forced to take wriggles in order to keep up in speed with other junglers (also why i stopped playing udyr for a while). I haven't really revisited him since then so i have no idea if he still needs it or not.
Look at this guy, constantly diluting himself! (╮°-°)╮┳━┳ ( ╯°□°)╯ ┻━┻
Tooplark
Profile Joined October 2008
United States3977 Posts
September 22 2011 02:59 GMT
#19
basically rugfeeder loves his warmogs and hates his team
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
Hexagecz
Profile Joined February 2011
Czech Republic66 Posts
September 22 2011 06:48 GMT
#20
I dont know it just feels right for me to get frozen and leave red for carry. Also i max w first because olaf is autoattack champ. Getting ghost blade wriggle and starks get with your w hudge lifesteal and more your hit the bigger your as gets. Also armor pen from ghost blade do nicely with ult passive
Infestor =(
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