Olaf: The Berserker

Olaf is a champion in League of Legends played in the Top Lane, classified as a Diver (legacy: Fighter/Tank). He uses Mana (316 – 1299.25 at max level), is Melee with 125 attack range, and deals Physical damage. Released June 9, 2010, Olaf is in patch V25.15. The truth about Olaf is uncomfortable for most top laners: if he hits Q and runs at you with R active, you either kill him before he reaches you or you die. There’s no CC to stop him. There’s no kiting him. Ragnarok makes him immune to every stun, root, knockup, and slow in the game. Combined with Ghost, Olaf at 70% MS bonus running through your entire team while CC-immune is the definition of “unstoppable.” His entire kit rewards playing at low HP – passive gives up to 107% bonus AS and 27% lifesteal when nearly dead. Most champions want to stay full HP. Olaf WANTS to be at 30% HP because that’s when he’s at maximum power.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 20)
HP6452985.14
Mana (MP)3161299.25
Attack Damage (AD)68160.43
Armor (AR)35117.59
Magic Resist (MR)3272.31
Movement Speed (MS)350350 (fixed)
Attack Range125 (Melee)125 (fixed)

💡 Key Identity: 68 base AD is one of the HIGHEST in the game for a melee champion. Combined with Q’s 100% bonus AD scaling and E’s 50% AD true damage, Olaf’s raw damage output is elite. 645 base HP scaling to 2985 makes him tanky even without items. 350 MS is fast for a top laner – with Ghost + R MS boost, Olaf reaches 500+ MS while CC-immune. 0.694 base AS + passive’s 107% bonus at low HP = 1.4+ AS without any items. Olaf is a stat-check champion: he runs at you, hits you, and if his stats are higher than yours (they usually are at low HP), you die.

⚔️ Passive: Berserker Rage

INNATE: Olaf gains bonus attack speed and life steal based on his missing health. Maximum values at 70% missing health: up to 50–107.84% bonus AS (based on level) and 8–27.67% life steal (based on level).

ParameterValue
Max Bonus AS50–107.84% (at 70% missing HP, scales with level)
Max Life Steal8–27.67% (at 70% missing HP, scales with level)
ScalingLinear: more missing HP = more AS + life steal
CapMax values reached at 70% missing HP (30% current HP)

⚠️ The Lower HP = Stronger Paradox: This is what makes Olaf uniquely terrifying. Most champions get weaker as they lose HP. Olaf gets STRONGER. At 30% HP (70% missing), he has 107% bonus AS and 27.67% life steal. Combined with W’s 80% bonus AS and items, Olaf at low HP attacks at 2.0+ AS with ~40%+ life steal. He’s literally unkillable in sustained fights because every auto-attack heals enormous amounts while dealing massive DPS. The enemy faces a lose-lose: don’t damage Olaf = he kills you slowly. Damage Olaf to low HP = he kills you FASTER because passive kicks in. The only answer is burst – one-shotting Olaf before life steal kicks in. That’s why burst mages and ranged kiting are his counters.

⚔️ Q: Undertow

Cost: 50 / 55 / 60 / 65 / 70 Mana | Cooldown: 9 seconds | Cast Time: 0.25 | Range: 425–1000 | Width: 180 | Speed: 1600

ACTIVE: Olaf throws an axe, dealing physical damage and slowing enemies hit for 1.5–2.5 seconds (based on distance). Champions hit receive 20% armor reduction for 4 seconds. The axe stays on the ground – picking it up reduces Q’s cooldown to 2.5–0 seconds (based on time elapsed since landing).

ParameterValue
Physical Damage60 / 110 / 160 / 210 / 260 (+ 100% bonus AD)
Slow25 / 30 / 35 / 40 / 45% for 1.5–2.5s
Armor Reduction (Champs)20% for 4 seconds
Axe Pickup CD RefundCD reduced to 2.5–0s (pick up immediately = ~2.5s)
Monster Bonus Damage10 / 25 / 40 / 55 / 70 bonus physical

💡 Pro Tip: Picking up the axe is the SINGLE MOST IMPORTANT mechanic on Olaf. If you pick up the axe immediately after throwing, Q’s CD resets to ~2.5 seconds. That means Q spam every 2.5 seconds = constant slow + 20% armor reduction + 260 (+100% bonus AD) damage. If you DON’T pick up the axe, Q goes on full 9-second CD and Olaf loses his primary damage + slow + armor shred. In lane, ALWAYS throw Q through the enemy AND walk past them to pick it up. Throw Q behind the enemy so the pickup point is between you and them – this forces them to walk toward you to escape (into you) or sideways (you pick up Q and throw again).

⚔️ W: Tough It Out

Cost: 50 Mana | Cooldown: 16 / 15 / 14 / 13 / 12 seconds | Cast Time: NONE

ACTIVE: Olaf gains bonus attack speed for 5 seconds and a shield for 2.5 seconds (capped at 70% missing HP). Resets basic attack timer.

ParameterValue
Bonus AS40 / 50 / 60 / 70 / 80% for 5 seconds
Shield10 / 40 / 70 / 100 / 130 (+ 17.5% missing HP)
Shield Duration2.5 seconds
Shield CapCapped at 70% missing health

⚠️ Low HP = Bigger Shield + More AS: W’s shield scales with missing HP. At 30% HP: shield = 130 + 17.5% of missing HP (which is 70% of max HP). On a 3000 HP Olaf: 130 + 17.5% * 2100 = 130 + 367 = 497 shield. Combined with passive’s 107% AS at the same HP threshold, W’s 80% AS, and 27.67% life steal: Olaf at 30% HP has a ~500 shield absorbing damage while auto-attacking at 2.0+ AS with 40%+ life steal. He heals faster than enemies can damage through the shield. The auto-attack reset is critical for DPS – use W immediately after an auto for an instant double-hit.

⚔️ E: Reckless Swing

Cost: 21 / 34.5 / 48 / 61.5 / 75 (+ 15% AD) HEALTH | Cooldown: 11 / 10 / 9 / 8 / 7 seconds | Cast Time: 0.25–0.175 (scales with bonus AS) | Range: 325

ACTIVE: Olaf strikes the target enemy, dealing TRUE damage. If the target dies, Olaf heals equal to the HP cost. Basic attacks reduce E’s CD by 1 second (2 against monsters).

ParameterValue
True Damage70 / 115 / 160 / 205 / 250 (+ 50% AD)
HP Cost21 / 34.5 / 48 / 61.5 / 75 (+ 15% AD)
CD Reduction (auto)1 second per auto (2 vs monsters)
Kill HealHeals equal to HP cost on kill

💡 Pro Tip: E deals TRUE damage – armor doesn’t reduce it. At max rank with 200 AD: 250 + 100 = 350 true damage. Against a 300-armor Malphite, that’s still 350 damage. This is why tanks CAN’T just stack armor against Olaf – E ignores it completely. The HP cost (75 + 15% AD) actually HELPS Olaf by lowering his HP, activating passive’s AS + lifesteal bonus. Using E to lower your own HP before a fight can be strategically beneficial. With 2.0+ AS at low HP, auto-attacks reduce E’s 7-second CD by 1s each hit. In 5 seconds of attacking: E is ready again. Effective E CD in combat = ~3–4 seconds.

⚔️ R: Ragnarok (Ultimate)

Cost: 100 Mana | Cooldown: 100 / 90 / 80 seconds | Cast Time: NONE

PASSIVE: Olaf gains 10 / 15 / 20 bonus armor and MR.

ACTIVE: Olaf cleanses ALL CC and becomes CC-IMMUNE for 3 seconds. Gains bonus AD and for the first second, bonus MS toward visible enemy champions within 2000 units. Duration extended by up to 2.5 seconds per auto-attack or E cast against champions. 10% increased size.

ParameterValue
Passive Resistances10 / 15 / 20 bonus AR + MR
CC Immunity Duration3 seconds (extendable by 2.5s per hit/E on champs)
Bonus AD10 / 20 / 30 (+ 25% AD)
Bonus MS (1st second)20 / 45 / 70% toward visible enemies within 2000

⚠️ CC-Immune Means NOTHING Stops Him: Ragnarok is the single most powerful anti-CC ability in the game. For 3+ seconds (up to 5.5 seconds with auto-attack extensions), Olaf is immune to: stuns, roots, knockups, knockbacks, silences, suppressions, fears, charms, taunts, polymorphs, airborne, forced actions – literally EVERYTHING. No other champion has a comparable ability. Combined with Ghost + 70% MS toward enemies + 30 (+25% AD) bonus AD: Olaf runs through the entire enemy team, ignoring every CC thrown at him, targeting the backline carry. The ONLY counter to Ragnarok is raw damage output – you can’t CC him, so you must kill him through his passive lifesteal + W shield + Death’s Dance. At level 16 with 200 AD: 30 + 50 = 80 bonus AD during R. That’s a free Pickaxe + Long Sword of AD for pressing one button.

⚔️ The Berserker Paradox: Why Low HP Olaf Is The Scariest Thing in Top Lane

Every other champion in League follows the same rule: HP = survival. Full HP = safe. Low HP = danger. Olaf breaks this rule. Here’s what happens when Olaf reaches 30% HP.

  • 107.84% Bonus Attack Speed (Passive): At 70% missing HP, Olaf’s passive gives maximum AS bonus. Combined with base 0.694 AS, this alone brings him to ~1.44 AS with zero items. Add W’s 80% bonus and items – Olaf hits 2.0+ AS. For reference: most ADCs with full build hit ~1.8 AS. Olaf EXCEEDS that while being melee with 68 base AD.
  • 27.67% Life Steal (Passive): At the same HP threshold. With 200 AD and 2.0 AS at level 18: 200 * 27.67% = 55 HP per auto. At 2.0 AS: 110 HP per second from passive lifesteal alone. Add Conqueror healing (8%), item lifesteal, and W shield – Olaf heals 200–300+ HP per second at low HP. He’s outhealing enemy damage output.
  • E Costs HP = GOOD: Reckless Swing costs 75 + 15% AD health. This LOWERS Olaf’s HP, activating more passive bonus. Using E to get yourself lower HP before the fight escalates = intentionally increasing your own power. No other champion benefits from using abilities that cost their own HP.
  • R Makes Him Unstoppable: At 30% HP with 107% AS, 27% lifesteal, 80% AS from W, and CC immunity from R, the enemy has zero tools to deal with Olaf. They can’t CC him. They can’t outdamage his lifesteal. They can’t escape because of Q slow + Ghost + R MS bonus. The only option is “kill him before passive kicks in” – which requires coordinated burst from multiple champions.
  • The Honest Weakness: Olaf’s power curve is front-loaded. He dominates early-mid game but falls off late. At full build vs full build, ADCs with Grievous Wounds + peel from support/tank can kite Olaf even through R. His R has 80–100s CD – when it’s down, Olaf is a melee champion with no gap closer except Q slow. He’s also completely useless when behind – a 0/3 Olaf can’t run at anyone because he gets burst down before passive activates.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1-6)

  • Level 1 Cheese With Q: Olaf’s level 1 with Q is one of the strongest in the game. Throw Q, pick up axe, throw Q again (2.5s CD). Most top laners can’t match this damage output level 1. Trade at level 1 aggressively, especially if the enemy took a scaling ability.
  • Q Positioning: ALWAYS throw Q BEHIND the enemy so the axe lands past them. Walk forward to pick it up while they’re slowed. This keeps you between the axe and the enemy, allowing immediate rethrow. If you throw Q AT the enemy, the axe lands behind YOU and you can’t pick it up while chasing.
  • Ghost Over Flash: Most Olaf players take Ghost + Flash or Ghost + TP. Ghost synergizes with R’s MS bonus for unstoppable all-ins. Ghost + R = 70% MS toward enemies + Ghost MS = 500+ MS while CC-immune.

Mid Game (Levels 7-13)

  • All-In With R: When R is available, look for all-in opportunities. Ghost + R + Q slow = the enemy cannot escape. Run at the backline carry, ignore all CC, kill them. This is Olaf’s primary mid-game identity.
  • Side Lane Pressure: Olaf is a strong split-pusher. Fast Q waveclear + auto-attack speed + E true damage to towers. Most champions can’t 1v1 Olaf in side lane if he hits Q and picks up axes.
  • Teamfight Flanking: Don’t front-to-back teamfight as Olaf. Flank from the side with Ghost + R. Run directly at the ADC/APC. CC-immune Olaf charging from the side gives the enemy almost no time to react.

Late Game (Level 14+)

  • R Timing Is Critical: In late game, enemies have enough damage to kill Olaf even through lifesteal. Use R to cleanse the FIRST big CC that hits you, then use the immunity window to reach the carry. Don’t R preemptively – wait for them to use CC, THEN R to cleanse it.
  • Accept The Falloff: Olaf falls off in very late game against coordinated teams with Grievous Wounds. This is reality. Win games before 30 minutes. Use your early-mid game dominance to snowball advantages that close the game.
  • Peel Mode: If behind, switch to peeling for your own ADC. Q slow + E true damage on diving enemies is still valuable even from behind.

❌ Common Mistakes and How to Avoid Them

  • Not Picking Up Axes: This is the #1 Olaf mistake. Every missed axe pickup = 9-second Q CD instead of 2.5. That’s 6.5 seconds of lost Q usage (damage, slow, armor shred). Throw Q WHERE YOU’RE GOING TO WALK, not randomly.
  • R Before CC: Using R before the enemy uses CC = wasted R. The enemy just… waits 3–5 seconds for R to expire, THEN CC’s you. Use R REACTIVELY: get hit by CC → R cleanses it → now you’re CC-immune AND the enemy’s CC is on cooldown.
  • Fighting At Full HP: Olaf at 100% HP has 0% bonus AS and 0% lifesteal from passive. He’s a mediocre champion at full HP. Let yourself take some damage before committing to an all-in. E costs HP – use it to intentionally lower HP before the fight escalates.
  • Going In Without Ghost: R’s MS boost lasts only 1 second (the first second). Without Ghost, Olaf reaches the enemy with R MS, but then has no MS after 1 second. Ghost provides sustained MS for the entire chase. Don’t all-in without Ghost available.
  • Ignoring Grievous Wounds: 40% Grievous Wounds cuts Olaf’s lifesteal nearly in half. If the enemy builds Thornmail or Mortal Reminder early, Olaf’s low-HP sustain is significantly weakened. Adjust by building more HP instead of pure damage.

⚙️ Recommended Build and Itemization

Core Items (52%+ WR)

  • Stridebreaker: First item. AD + AS + HP + active slow. The Stridebreaker slow guarantees Q hits and keeps Olaf on top of targets. Essential for sticking to enemies when R MS expires after 1 second.
  • Plated Steelcaps: Armor + auto damage reduction. Olaf takes many autos in extended fights. Steelcaps reduce incoming physical damage for sustained trading.
  • Experimental Hexplate: Grants bonus MS + AS after R activation. THE Olaf synergy item – R gives CC immunity, Hexplate adds MS + AS during R window. Extends the unstoppable run-down.
  • Death’s Dance: Bleed passive delays burst damage. Combined with passive lifesteal at low HP, Death’s Dance converts lethal burst into a bleed that Olaf outheals. 12% max HP heal on takedown keeps him alive for the next target.

Situational Items

  • Sterak’s Gage: Shield on low HP + bonus AD based on base AD (68–160 base = excellent Sterak’s scaling). The shield triggers at exactly the HP threshold where Olaf’s passive is strongest.
  • Sundered Sky: Crit on first attack + HP heal against champions. Synergizes with Olaf’s all-in pattern: first auto crits for burst + heal.
  • Spirit Visage: Amplifies ALL healing by 25%. Passive lifesteal, Conqueror, Death’s Dance – all increased by 25%. Against AP-heavy comps, Spirit Visage turns Olaf into an unkillable drain tank.

Runes

Primary Tree (Precision): Conqueror (keystone), Triumph, Legend: Alacrity, Last Stand

Secondary Tree (Inspiration): Approach Velocity, Biscuit Delivery

Summoner Spells: Flash + Ghost (or Ghost + TP)

Skill Max Order: Q → E → W

💡 Pro Tip: Conqueror stacks in 2–3 seconds on Olaf thanks to Q + auto + E + auto chain. At max stacks: 12–30 AD + 8% healing. Combined with passive’s 27.67% lifesteal = 35%+ total healing at low HP. Last Stand is PERFECT – 10% damage increase below 30% HP. Olaf WANTS to be at 30% HP, so Last Stand is always active during his power window. Approach Velocity gives 15% MS toward impaired enemies – Q slow triggers Approach Velocity for free MS. Ghost + R + Approach Velocity = nobody escapes Olaf.

⚔️ Counter Picks & Matchups

✅ Olaf Counters (Favorable)

1. Nasus

Why: Nasus relies on W (Wither) to slow enemies – Olaf R cleanses and ignores it completely. Nasus needs time to stack Q; Olaf bullies him relentlessly levels 1–6 with Q spam. E true damage ignores Nasus’s armor stacking. Nasus can’t survive Olaf’s early aggression.

2. Sett

Why: Sett’s E (Facebreaker) stun is Sett’s primary CC – Olaf R makes it irrelevant. Sett wants to W (Haymaker) true damage Olaf, but Olaf’s sustained DPS with passive AS at low HP out-trades Sett’s burst. E true damage is unaffected by Sett’s Grit shield.

3. Teemo

Why: Teemo’s Q blind is his primary defense – Olaf R cleanses it. Ghost + R means Olaf runs down Teemo regardless of Teemo’s W movespeed. Q slow catches Teemo. One all-in at level 6 with R = dead Teemo.

❌ Olaf is Countered By

1. Vayne

Why: Vayne’s true damage (Silver Bolts) shreds Olaf regardless of armor or HP. Her E (Condemn) knockback doesn’t matter during R, but her Q tumble + R invisibility lets her kite even CC-immune Olaf. Vayne outscales and outkites Olaf at every stage.

2. Kayle

Why: Kayle’s R (Divine Judgment) makes her untargetable during Olaf’s R window. She waits out Olaf’s R with her own invulnerability, then kites him when CC immunity expires. Post-16 Kayle outscales Olaf completely.

3. Kled

Why: Kled’s Skaarl mechanic gives him effective double HP. Olaf can’t burst through both health bars before Kled remounts. Kled’s E (dash) + Q (pull) stick to Olaf through his MS. Kled’s aggressive all-in matches Olaf’s brawling style and wins through double HP pool.

FAQ

Q: Does Olaf R cleanse suppression (Malzahar R, Skarner R)?

A: Yes. Ragnarok cleanses ALL immobilizing and disabling effects, including suppression. If Malzahar R’s Olaf, pressing R during the suppression cleanses it immediately. This makes Olaf one of the best picks into Malzahar.

Q: Can Olaf die during R from the low HP playstyle?

A: Yes. R gives CC immunity, not damage immunity. If the enemy has enough burst to kill Olaf through his W shield + lifesteal, he dies. This is why Ignite (Grievous Wounds) and burst mages are effective counters.

Q: Does R duration extend infinitely?

A: Each auto or E against a champion extends R by up to 2.5 seconds. So theoretically, if Olaf keeps attacking, R can last 5.5+ seconds. But it’s capped per hit, so realistically 5–6 seconds in a sustained fight.

Q: Is Olaf good in jungle?

A: Viable but C tier (~48.6% WR). Top lane is Olaf’s optimal role. Jungle Olaf has healthy clears with passive + Q + E, but jungle gold/XP is lower than top lane, and Olaf needs items + levels to function.

Q: When does Olaf fall off?A: Around 25–30 minutes against coordinated teams with Grievous Wounds + peel. Olaf’s power is strongest at 1–2 items (Stridebreaker + Hexplate). Close games before full builds if possible.

Champions

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