Season 5 Olaf Jungle tips plz?

TheSkullSplitter·9/28/2015, 9:15:53 AM·2 votes·1,178 views

Hello Summoners, I have bought Olaf a while ago,but it wasn’t until today that I started to get interested in him. This Interest was created after watching an enemy Olaf destroy my team’s Riven top,then 1v3ing my team’s Kalista,Maokai and Vel’Koz. I knew he was a good and solid pick,but I just never knew how OP he was until now. I really want to start maining Olaf jg as jg is my main role. (For those of you who do not know what jg is it is an abbreviation for Jungler) Can someone tell me the order of jungle camps I should clear? And how to gapclose better with him? I played Olaf in a custom game,but I just could not gapclose well if my Ghost or Youmuu’s was on cooldown. Most importantly,can you give me a Olaf build? I want a tanky dps build. I was currently thinking of this build:Frozen Mallet,Last Whisper,Spirit Visage,Ravenous Hydra,Thornmail,Frozen Heart. ( I was thinking about substituting the Frozen Heart for a Merc’s Treads with the HomeGuard enchantment)

Ok So your thoughts? I would like it if you could give me a full build list.

Thank you

23 Comments

LmaoKnight9/28/2015, 12:13:31 PM2 votes

of course he needs boots, that's his only mobility

ManDude9/28/2015, 12:49:57 PM2 votes

I generally go Trailblazer into Cinderhulk. Olaf has enough early game damage, you want early game tankiness so you can live to do it.

But yes, you need boots. I grab them after my machete upgrade. You're gonna want either Merc's or Tabi depending on the enemy's comp. The other boots don't give you anything useful.

After getting Cinderhulk, go for a Ravenous Hydra or Cleaver if you're ahead, or a Visage/Rabduin's if you're behind. Ultimately the goal is to become a giant HP/healing machine who never needs downtime after a fight. Trailblazer, Hydra and Visage all synergize with your W's bonus healing, so you can go from zero to almost full from a chicken camp with a full build.

Start with Q, then W, then E. I max E for early burst from there and then W, but it's basically preference.

Don't ever build Devourer on Olaf. It's a waste of his amazing early game.

Edit - also, practice throwing your Qs around in a bot game or something. The right way to do it is to throw them far enough to hit the guy, but not too far so you can't catch them while chasing. Proper axe juggling is the key to playing Olaf.

KMannnnn19/28/2015, 3:16:06 PM2 votes

I main Olaf in Top Lane, but I do jungle him on occasion, and when I do, my build is usually something like item 3709 item 3071 item 3800 and then boots of choice and whatever defense you need besides.

Important to note with Olaf is that your primary job is to dive backline squishies, and with your natural steroids and base damages, you don't really need to build that much offence to do that. However, if the backline is highly mobile (see:Vayne ,Kalista ), it is often better to build more damage and focus on objective control and split pushing, since Olaf is a fairly powerful mid-late game duelist.

Jotunheimr9/28/2015, 5:09:46 PM2 votes

First off, I wouldn't say Olaf is OP. As a full tank, Olaf does not do signifigant damage unless you have at least Dead Man's and Titanic. My stats with Olaf have not been as good recently since playing him top lane. I used to play him in the nungle about a month ago, and tended to score triples and quadras. I built skirmishers(cinderhulk), ravenous, bloodthirtster, BoRK, ninka tabi/boots of swiftness, and warmogs/dead man's. I used to get niceeee triples with this.

I tend to milk lifesteal on Olaf with a bunch of lifesteal items. My original build for lane was Ravenous, Bloodthirster, BoRK, BoS, Youmuus, and Warmogs/Zephyr. If you don't fall behind and play smart, you're pushing power is amazing. You do a crap load of damage quickly. Your lifesteal plus w is thru the roof, so you have heavy sustain. Escape with low health? Take a jungle camp to regenerate in a few seconds. This build is not reccomened for ranked, as you are hella squishy. Lifesteal is your tank. Only ult in the right situations.

Gap closer: boots, dead man's, ghost and ult means you are one fast dude for a short period. Zephyr also helps, as well as Righteous Glory if you build it.

YOU CAN NORMALLY GET FIRST BLOOD WITH OLAF WITH GHOST, spam q with tact, and a long sword/dorans blade(running either ad or lifesteal quints) than farm asap if top lane. Know when to fight and when to fall back. Don't don't die a few times, or Olaf becomes useless.

SaltyKracka9/28/2015, 2:39:51 PM2 votes

Don't play him in the jungle.

Bijorn9/28/2015, 11:46:33 AM1 votes

Check out theoddone he plays a decent amount of olaf jungle. You can get most if not all the info you need from his streams/videos :)

https://www.youtube.com/watch?v=3Z8OBpVrpNg

Smitemuffin9/28/2015, 12:25:32 PM1 votes

Boots are a must. Flat speed buffs get multiplied in % ones like summoner 6, which you need to have.

Buy either item 3710 or item 3718 . Devourer is also necessary. Some will argue, but you MUST have a high clear speed because Olaf is EXTREMELY item-dependent, and if you spam spells to clear, you'll be out of mana for ganks. Sating it also doubles the cooldown reduction of your E on every other hit, plus it's attack speed. THIS IS AN OLAF ITEM GIVEN BY THE RITO GODS. After Devourer, get item 3022 . Your ult grants passive defensive stata, so your best option overall is getting hp and Mallet is a hell of a lot of HP. From there, get whwhatever resistance items you deem necessary. Randuins and Visage are great, Thornmail is awesome where applicable.

If you want to gank over-extending lanes, max Q first. If you have pushing lanes, you'll need to dive so max E first so you can run in, nuke somebody and get out Whichever you max first, follow by maxing the other

In teamfights, play Olaf like an angry, axe-wielding freight train. You're just going down the tracks, it's their carries fault for being in front of you. It's also their fault that you're chasing them: they COULD always just stay on their nexus, after all.

Also: Olaf DOES NOT PEEL. So you want him for team comps that play aggressively and dive. You protect your ADC by being the biggest threat on the team.

Good luck and Happy Headhunting!

Smitemuffin9/28/2015, 2:53:25 PM1 votes

Also, one of the best reasons to go item 3718 > item 3022 is that you can now just grab item 1031 then get item 3211 for a item 3065 . You'll have everything you need and you'll have it fast. Chain vest can be either item 3075 (which is really cheap, so great on junglers) or item 3068 if you want hp (I never get this, I like thornmail). You CAN also build into item 3742 , which is way more fun than Sunfire.

Humbe089/28/2015, 3:08:12 PM1 votes

Hi, I started picking Olaf in the jungle recently, and have been trying some different runes/masteries set ups in the past week.

So far what has worked for me in Gold V division is:

Smite and Ghost on summoner spells.

Runes

9x attack damage reds 9x armor yellows 3x flat magic resist blues 6x flat cd blues

Total Stats: 4 Magic Resist 15 Physical damage 9 Armor 5% CD

Masteries 21/9/0

Offense Tree 1 pt Double-Edged sword 4 pts Sorcery 1 pt Butcher 3 pts Brute Force 1 pt Expose weakness 1 pt Spell Weaving 1 pt Martial Mastery 3 pts Executioner 1 pt Blade Weaving 1 pt Dangerous Game 3 pts Devastating Strikes 1 pt Havoc

Defense Tree 2pts Block 2 pts Tough Skin 1 pt Unyielding 3 pts Veteran's Scars 1 pt Juggernaut

With this set up you'll start the game with roughly 80 ad and 10% cd, along decent tankyness. My usual jungle route starts with Krugs or Gromp, depending on wich one is closer to my bot lane, after that i do a full clear, ie. If im Blue side, I'll start Krugs, then red, raptors, wolves, blue and gromp, and back to base. After this full clear, you'll be lvl 4, and be able to buy your upgraded machete (I used to go chilling smite, but have had better results recently with the skirmisher one (red one) ).

As for skills, you can start Q or W. Personally, if I know im not gonna be invaded at lvl 1, I start W, since you end up killing the first camp roughly at the same time if you had started Q, with the exception that starting with W, you'll have more mana, since you'll only use it once for the first camp. I max always Q first, for faster clears (Olaf has one of the fastest clears along the likes of shyvana), then I max E second, and leave W for last, since it's a one point wonder skill.

One thing to notice with the way I run him, is that on the first clear I dont use pots at all. The lower hp you have, the faster you'll clear with your aa's + Q. The only exception for this is when I'm facing a champion that's generally good at counter jungling this early in the game, such as Evelyn, Lee Sin, J4 and so.

After the first full clear, I get the upgraded machete, basic boots and 2 hp pots. With this, I solo drag at lvl 4 if I know the enemy jungler wont be around the area. I start drag around the 5 min mark, and get it by the 5:27-5:30 mark. You'll only need 3 out of the 4 hp pots you'll have (in case you didnt used any pots on your first clear) and your smite. Since your W enhances all the healing effects from all sources whenever it's up, it affects your hp pots as well, making it possible for Olaf to do drag this early. You'll end up with around 280 hp by the time you kill dragon, and will have an extra pot on your pocket. From here, you can either go back and heal, use your pot and gank mid or bot, or simply power farm your jungle camps until you see an opportunity.

My general build order is:

*Upgraded machete (skirmisher as of late) + basic boots on the first trip back to base. *Finish cynderhulk *Sightstone (basic one) *Black cleaver, starting with Phage *Finish Ninja Tabi boots (mid game i go for distortion enchantment, for the lower CD on ghost) (90% of my games i get this, unless the enemy tram has +3 ap champs) *Deadman's plate, starting with Giant's belt most of the time, to make use of Cynderhulk's passive. *Spirit Visage, starting with Spectre's Cowl for the magic resist. **If the game drags up to this point, I'll sell my Sightstone, and get one of the following items depending on the situation: --Titanic Hydra if im surviving teamfights long enough after I dive to the backline of the enemy team, in order to increase my damage and have more hp. --Randium's Omen if the adc carry/carries of the enemy team are killing me too quickly. -- Sterak's Gage if the APC of the enemy team is blowing me too fast while diving. -- ZZ'Rot portal if I just wanna get tankier overall, and my team doesnt need the extra damage I could bring with Titanic Hydra.

As for elixirs, I always go with the Elixir of Wrath, the offensive one for AD champs. Aside of the extra ad it brings, what I really value from this item is the 10% heal from all AD damage you do, this includes your Q, and not so sure, but probably from your E's true damage as well. Paired with your W active, and you'll have more than enough life steal to survive a longer, compared to getting a Ravenous Hydra in your build and losing hp or other stats from other items imo (this is why I preffer Titanic over Raveous in case I wanna go for one of the 2 Hydra choices.

Lastly, regarding the upgrades from machete, I ran 3 or 4 times Trailblazer on my build, but whenever i ganked , I felt I was lacking a key spell on my playstyle, be it the additional slow from chilling smite, or the 20% damage reduction AND true damage via physical attacks with the Skirmisher one, so this geared me towards picking either the chilling smite of the skirmisher one, and leave behind the trailblazer choice.

As to wich one pick (chilling or skirmisher), as of late, I've found out that the Skirmisher one fits better my playstyle for the following reasons. Early game, your ganks are devastating, even with just the skirmisher smite + boots. Your Q will deal considerable damage on any squishy enemy, be it the enemy mid laner or bot lane + your E's true damage, add on top of that that you'll get 20% reduced damage from all sources from the marked enemy, plus the extra true damage you may get from landing 1 or 2 aa's during the gank. The 20% damage reduction will have a bigger impact mid-late game when the enemy carries start doing more damage to you, and bring some armor or magic penetration on their kits.

I left the chilling smite out of my build, mainly because the slows no longer stack, and your primary and only real way to gank, is via landing your Q on the target, and then follow up with a second one, and land some E's and aa's, along a third Q, if the enemy last this long. Some ppl may argue that the chilling smite lets your prepare to land your Q easier, since the target will be slowed already, but in all honesty, once you get the hang out of Olaf's kit, the distance and speed travel of your Axes, you wont need the chilling smite anymore. Add to that the fact that you will be running ghost (at least I do), along Deadman's plate, and you'll have plenty of speed to catch your axe quickly, in case you missed it, and throw it again if you see the opportunity. Worst case scenario, the enemy burned flash, and it has higher CD compared to Ghost, so it's a win in my book.

Hope I may had been of some help, and keep practicing Olaf in normals before you take him to ranked =)

Regards!

Sirsir9/28/2015, 5:39:11 PM1 votes

Well I haven't played him since the Jugg updates new items but

Tank item 3748 item 3111 item 3742 item 3800 item 3102 item 3053

Bruiser item 3153 item 3111 item 3742 item 3074 item 3143 item 3065

First build is entirely reliant on Titanic and your W for damage, whereas the second is reliant on Lifesteal to stay tanky. Glory or BotRK are used for gapclosing

EDIT: Oops, jungleing. Replace Steraks or Randuins with Cinderhulk and put it at the front of the line.

Vincent Lucius9/28/2015, 6:47:26 PM

As of late Olaf is my safety pick in the top lane. Other people seem to have the jungle paths and runes down, so I'll just say that whenever I need to get to the carries as Olaf and I don't have my ghost up Olaf's ult gives him a good burst of speed for about half a second if you're running at enemies. That alone isn't enough to get you on top of someone, though. To do that you have to set up a chase by landing an axe. The slow is enough that you can catch up anyway and your ult seals the deal nicely. Any slows they try to use will be pretty much pointless and stuns will just make them stop to cast and make it easy to hit them. As long as you keep hitting them with your Q and running over the axe you can stick to them long enough to kill them(squishy people tend to die pretty fast, though. One or two axes, an E should absolutely chunk them and a few auto attacks.)

In team fights it depends on how things are going. It's preferable for someone else to engage and in the confusion of the fight you should be able to make it into the backline to wreck face and remove some of their damage.

The big thing is landing the axes, though. You can keep up with just about anyone as long as they don't have a jump or a dash that'll get them over a ledge or under their tower.