
Champion guide
Patch 26.15Olaf
The Berserker
- Fighter
- Jungle
- Top
- Mana
An axe to pick back up, raw damage that ignores armor, and an ultimate that makes crowd control pointless. Olaf doesn't go around problems, he walks through them.
Where these numbers come from
They are pulled from the mode's own files for patch 26.15, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.
Base stats
- Health
- 534+93
- HP regen (per 5s)
- 7.9+0.9
- Mana
- 270+45
- Mana regen (per 5s)
- 7.075+0.575
- Attack damage
- 57.6+3.5
- Attack speed
- 0.694+2.7 %
- Armor
- 24+3
- Magic resist
- 31.25+1.25
- Attack range
- 125
- Move speed
- 350
Abilities
Passive
Berserker Rage
Olaf's Attack Speed increases as his Health decreases.
QUndertow
5 ranks- Cooldown
- 8 s
- Cost
- 55/60/65/70/75 Mana
- Range
- 1,000
- Damage
- 80/125/170/215/260 (+100 % AD bonus)
Olaf throws an axe to a target location, dealing 80/125/170/215/260 (+100 % AD bonus) physical damage to units it passes through and Slowing them by 24/28/32/36/40% decaying over 2.5 seconds. If Olaf picks up the axe, the ability's cooldown is reduced by 4.5 seconds.
WVicious Strikes
5 ranks- Cooldown
- 16 s
- Cost
- 40/45/50/55/60 Mana
- Range
- 700
- Healing
- 7/14/21/28/35 (+1 % max health)
Olaf's attack damage is increased, based on his health, and he gains massive lifesteal and spell vamp.
EReckless Swing
5 ranks- Cooldown
- 9/8/7/6/5 s
- Cost
- No cost
- Range
- 325
- Damage
- 100/160/220/280/340 (+40 % AD bonus)
Olaf ferociously swings his axes, dealing 100/160/220/280/340 (+40 % AD bonus) true damage to his target.
RRagnarok
3 ranks- Cooldown
- 100 s
- Cost
- 100/75/50 Mana
- Range
- 400
Olaf cleanses all Immobilizing and Disabling effects on himself and becomes immune to them the next 6 seconds. During this time, Olaf gains 30/45/60 Armor, 30/45/60 Magic Resist, and 10/20/30 Lethality.
In short
Olaf is a melee fighter who asks one question: can you actually hold him? Ragnarok makes him immune to crowd control, so for its whole duration the answer is no. While he's running he picks Undertow back up to throw it again almost immediately, keeps his target slowed, and hits with a Reckless Swing that armor doesn't reduce.
Berserker Rage inverts the usual logic of a wounded champion: the lower his health bar, the faster he swings. Stack that on Vicious Strikes, which converts his health into attack damage and returns life on every hit, and you get a champion who becomes dangerous at the exact moment he looks dead. The price is a total lack of escape: commit badly and he simply dies.
Strengths and weaknesses
Reckless Swing deals raw damage, which makes him one of the few champions on this roster who doesn't care about enemy Thornmail or Frozen Heart. Ragnarok deletes the entire game plan of most supports and control mages: roots, stuns and slows become wasted buttons. And Undertow, retrieved on the way in, gives him steady lane pressure without draining his mana.
Against that, he's readable. No dash, no leap, no shield. Reckless Swing costs him his own health, so he can genuinely kill himself trying to close a kill. Any composition that keeps him at range and refuses the melee exchange makes him irrelevant, and a well timed blind removes his whole point, since his sustain runs entirely through basic attacks.
Laning phase
Top lane, your early harass is the axe thrown at the edge of your range and then picked up as you step forward: you refund the cooldown and slow your opponent on the way. That cycle wins the lane, not auto attack trades. Never throw Undertow without a plan for retrieving it, or you wait an eternity for nothing.
Vicious Strikes goes on after the trade starts, not before: its lifesteal is what wins a fight you opened from behind. Save Reckless Swing to finish, because you pay for it in health and your health bar is your real resource. Against a ranged opponent, accept farming under tower until your ultimate, you own nothing that closes the gap before it.
Power spikes
Level six changes what the champion is. Ragnarok doesn't add damage, it removes obstacles: from there, an opponent who was relying on a slow to survive has no plan left. Always press it after the first piece of enemy crowd control, never before, or you spend an ultimate for nothing.
The second spike is your first health item. Vicious Strikes turns that health into attack damage, which makes defensive stats offensive on him: Frozen Mallet buys survivability, a permanent slow and damage in one purchase. After that, every item that shreds enemy armor pays double, because basic attacks are the bulk of your output.
Teamfights and positioning
Don't engage first out of habit, arrive second on the target that matters. Your value isn't soaking spells, it's reaching the back of the enemy formation and staying glued to the carry until he falls. Ragnarok exists for precisely that: walking through the wall of crowd control they built and arriving where nobody wants you.
Hold Undertow to catch the target peeling away, not to open. A missed throw on the engage leaves you with no slow at the moment you need it most. And remember Reckless Swing bills you: if you're already low, the basic attack that heals you is worth more than the raw hit that kills you at the same time as your target.