Olaf Jungle Build & Guide — Patch 26.18

Tactical Dashboard
Core Abilities
Skill Order
Primary Combo
Core Items
Situational Items
Runes

Precision (long-fight runes): gank fights last 4-6 seconds and Olaf's ult forces him to keep swinging. Conqueror stacks each hit and peaks when Berserker Rage's missing-HP bonus kicks in. Triumph heals on takedown, Alacrity boosts AS, Last Stand pays below 60% HP.
Domination secondary: Treasure Hunter front-loads gold from your first ganks, pulling Stridebreaker timing a minute earlier. Sudden Impact grants 20-80 true damage for 4 seconds after a Flash into a gank, the only blink Olaf has, since Ragnarok is not a dash.
Vs 3+ ability-based CC (Lissandra R, Maokai roots, Sejuani Q), swap Domination for Resolve with Bone Plating (damage reduction on the next 3 hits) and Overgrowth (HP scaling per nearby minion death). You trade snowball for survivability through CC chains R can't cover.
Win Condition
Land R on the enemy carry to walk through every CC chain and finish with E. Rush Stridebreaker by ganking at minute 4-5: Q's slow is one of the best pre-6 gank tools, and Olaf out-trades most junglers at level 3.
Weakness
No real escape: once Q is on cooldown and the target is out of axe range, Olaf walks at base Move Speed with no dash. Pokers chip his clear, kiters run him in circles, assassins burst him before R cleanses anything.
Overview
Olaf is a melee diver / skirmisher (a champion that jumps onto the enemy carry and wins extended 1v1 duels) built around two ideas: he heals more the lower his HP gets (passive Berserker Rage), and his R Ragnarok cleanses every active CC (crowd control: stuns, roots, knockups — anything that locks your character down) and makes him immune to new CC for as long as he keeps swinging. That ult is why Olaf exists in pro draft — he is the answer to enemy teams built on a single hard-engage ultimate (Malphite R, Sejuani R, Lissandra R). Outside of R, he has exactly one piece of mobility: Q, an axe throw he can walk onto to instantly reset the cooldown.
The jungle game plan is straightforward. Clear (kill all the neutral monsters in your half of the jungle) fast — the Q-pickup loop lets Olaf spam Q on every camp without mana issues, and Berserker Rage tops him back up by the time he leaves. Gank (a surprise attack on a lane from the jungle) starting at level 3, where Q's slow is one of the best gank tools pre-6 and his level-3 trade pattern beats most other junglers. From level 6 on, R is a teamfight win button: hold it for the enemy hard-engage, cleanse the chain, walk to the back line (the squishy carries who stand behind their tanks), and E + auto until the carry dies.
Recommended Build
Starting items:
Gustwalker Hatchling (450g) + 1
Health Potion (50g). That is the full 500 gold you start with; the Refillable Potion is a first-back purchase, not a start. The pet quest auto-completes around minute 3-4 once you've done two camps and damaged a champion.
Core items (in order):
Gustwalker Hatchling — pet companion (auto-evolves around minute 3-4 once you have cleared enough camps). The AD-skirmisher pet gives Move Speed out of combat and again the moment you damage a champion, which stacks on top of Q's slow and turns the clear-into-gank transition into a surprise dive (a full-commit attack onto an enemy under their own tower).
Stridebreaker — first legendary item, first big power spike (the moment in the game when your champion becomes much stronger). The active is a short dash that slows everything in a cone — the second gap-closer Olaf is missing. AD, HP and ability haste (a stat that lowers ability cooldowns) all pay off in his kit.
Plated Steelcaps — default boots vs most enemy comps. They reduce damage from basic attacks, which matters in long Berserker Rage trades against marksmen (long-range physical damage carries like Caitlyn or Jinx).
Sterak's Gage — bonus AD scaled on base AD plus a Lifeline shield (an HP-threshold passive: a shield that auto-pops when your HP drops below ~30%). The shield triggers right when Berserker Rage life steal peaks — perfect chemistry.
Black Cleaver — late-core slot, and now the better one. Healing is the stat Olaf needs least: Berserker Rage already gives him life steal that ramps as his HP drops. What he does not have is a way to catch anyone once Q is on cooldown, and Black Cleaver answers exactly that — 3000 gold for 45 attack damage, 400 HP and 20 ability haste. On top of that, every hit of physical damage gives a Fervor Move Speed buff. Melee and ranged champions get different amounts, and melee gets the larger one. Carve strips 6% armor per hit up to five stacks, layering on top of Undertow's own shred.
Situational items:
Mercury's Treads — swap from Steelcaps if the enemy has 3+ hard CC abilities (stuns, roots, fears that lock your character). The boots' tenacity stat reduces the duration of those CC effects after R wears off, so the second engage chain doesn't kite you forever.
Death's Dance — vs teams with two strong physical damage dealers (e.g. Yasuo + Caitlyn): converts the burst AD (high damage in 1-2 seconds, like an assassin combo) you eat into a slow bleed (damage spread over a few seconds instead of all at once), giving you time to reset under R.
Sundered Sky — 3100 gold for 40 attack damage and a heal that was cut once, in Patch 26.16. Buy it only when the enemy has stacked anti-heal (items that cut the healing you receive by 40%) and your passive life steal alone no longer pays back the HP that every E costs you.
Spirit Visage — vs heavy AP comps with sustained magic damage. Adds Magic Resist plus a healing-amp passive that boosts Berserker Rage life steal by 25%, doubling down on Olaf's identity.
Maw of Malmortius — vs AP burst threats (Syndra, Veigar, LeBlanc). The magic shield triggers exactly when an AP threat is mid-combo on you, preventing a one-shot during your R commit.
Boots:
Plated Steelcaps is default. Switch to
Mercury's Treads when the enemy team has more crowd control than basic-attack damage.
Skill order: Max Q first (clearspeed, gank slow, axe-pickup spam). Max W second (Attack Speed for both clear and DPS, plus a bigger shield). Max E last — the true damage scales nicely but the HP cost is brutal in clear, so it stays at rank 1 for a long time. Take R at levels 6, 11, 16.
Runes: Primary Precision with Conqueror, Triumph, Legend: Alacrity, Last Stand. Secondary Domination with Sudden Impact + Treasure Hunter, or Resolve with Bone Plating + Overgrowth if the enemy team chains 3+ ability-based crowd control on you.
Pick into / Counterpicks
Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.
Champions Olaf beats
Chain-CC frostbite tank jungler
Ragnarok cleanses Sejuani's Glacial Prison stun the moment it lands and ignores Permafrost detonation that follows. Olaf walks straight through her CC chain to the back line, and her team has just spent its only engage ultimate on a target it cannot hold.
SejuaniBandage-pull AoE stun tank jungler
Amumu spends his ultimate to hold a team still, but Olaf is the one champion in the fight it cannot hold — Ragnarok clears the stun as it lands and keeps him immune for the rest of the swing chain.
AmumuArmor-stacking taunt tank jungler
Ragnarok cleanses Rammus's Frenzying Taunt the moment it lands, breaking the chain into Soaring Slam knock-up. Undertow strips armor, the exact stat Defensive Ball Curl reflects, and Olaf walks through Powerball slow with R immunity to land Reckless Swing true damage.
RammusSustain frenzy skirmisher without escape
Briar's Head Rush dash commits her into Olaf's Reckless Swing range, where Berserker Rage missing-HP attack speed out-trades her Snack Attack heal. Olaf's Q-pickup loop lets him back away during her Chilling Scream windup and re-enter as soon as it ends.
BriarSustain auto-chain stalker jungler
Warwick scales with attack speed but Berserker Rage's missing-HP attack speed bonus exceeds his Eternal Hunger ramp at low HP. Below 40% HP Olaf out-heals the Jaws of the Beast bite, and Ragnarok breaks the Infinite Duress suppression the moment it starts.
Warwick
Champions that beat Olaf
Long-range javelin kiter jungler
Nidalee's Javelin Toss outranges Undertow from outside Olaf's pickup window, chipping him at full HP where Berserker Rage gives no scaling. Bushwhack traps zone his clear paths, and the Aspect of the Cougar Pounce kites his Reckless Swing range every approach.
NidaleeMark-stacking ranged auto jungler
Kindred's Dance of Arrows triple-dash kites Olaf during every approach, and Mounting Dread slow chains with Wolf's Frenzy ranged autos to chip him at full HP. Lamb's Respite covers the exact window in which Reckless Swing would finish her, so the kill never lands.
KindredIsolation-burst AD assassin jungler
Kha'Zix's Unseen Threat passive plus evolved Taste Their Fear bursts isolated Olaf for 80% HP in two seconds — faster than Ragnarok can cleanse anything meaningful. The evolved Leap takes him out of Reckless Swing range mid-burst, so the finisher never lands.
Kha ZixBrush-leap stealth assassin jungler
Rengar's Unseen Predator empowered leap from bush plus Savagery crit-empowered auto bursts Olaf in two seconds — too fast for Ragnarok to cleanse anything meaningful. Thrill of the Hunt hides a second leap, and Battle Roar clears the Undertow slow before Olaf can close again.
RengarSonic Wave gap-close fighter jungler
Lee Sin's Sonic Wave into Resonating Strike Q-recast gap-closes onto Olaf during the level-3 trade window, and Tempest into Cripple slow combo out-trades Olaf's Reckless Swing HP cost.
Lee Sin
Key matchups
- Lee Sin: Early-fight king who beats you at level 3 if he opens with Q + Smite (the jungler summoner spell). Avoid his red-side jungle until level 4; after Stridebreaker comes online, the math swings into your favor and his W shield doesn't heal as much as your Berserker Rage.
- Warwick: Sustain mirror in the jungle. He scales with Attack Speed; you scale with missing-HP life steal. Don't open at full HP — let him commit Q first, take a bit of damage, then enter Berserker Rage's sweet spot at ~40% HP and out-trade him with E + autos.
- Sejuani: Tank jungler with hard CC. Undertow (Q) already strips part of her armor and Black Cleaver's Carve stacks on top of it, which is what turns chipping her into killing her. Ragnarok (R) is the specific answer to her engage — pop it the instant her Glacial Prison lands and you walk straight out of the chain. Track her ultimate cooldown to time gank pressure.
- Kha'Zix: The classic counterpick (a champion specifically picked to neutralize you in draft) for skirmishers. He isolates and bursts you in 2 seconds (burst = high damage in 1-2 seconds) before R cleanses anything meaningful. Group with your team after level 6 and play around vision (use wards to avoid being surprised); don't solo-invade his side of the jungle.
- Nidalee: She poke-clears with javelins from outside Q range. You can never trade her at full HP. Power-farm your own jungle until level 6, then look for cross-map R ganks where she can't reach to defend — Olaf wins games she has no input in.
Power spikes & win conditions
- Level 3: All three basic abilities online. First gank window (a moment where you can leave the jungle to attack a lane). Q to slow at lane entry, walk in, E for the true-damage chunk, auto with W's bonus AS. Most melee laners are at 40% HP after one rotation.
- Level 6: First R unlocks. Cross-map ganks become a real threat: even an enemy who already used Flash and has no dashes loses the trade once R lets you ignore their main escape CC.
Stridebreaker completion (~ minute 11-13): First dueling spike (the moment you can win 1v1 fights reliably). You out-1v1 most other junglers and most laners you R onto from outside their vision.- Two items + R online (~ minute 18-22): Peak teamfight window. This is the window the Overview describes: hold R for their engage, cleanse the chain, and spend the whole immunity on the carry. R lasts as long as you keep swinging — keep auto-attacking even on minions if you have to keep the immunity active.
Common mistakes
- R'ing on cooldown for damage. R has no damage component. Pressing it just to get the bonus stats wastes the cleanse on nothing. R is a commitment tool — press it for a CC chain you need to walk through, never as a "just in case" stat boost.
- E-spamming in clear. Every E costs a chunk of HP. On a full clear that's 30-40% of your HP bar gone before you've even ganked. Use E only on the last camp's big monster or as a finisher in a gank — never on the small monsters, where the kill will not come from E and you get no HP back.
- Forgetting to walk to the axe. Q's cooldown resets the moment you touch the dropped axe. Without the pickup, Q is a 9-12 second cooldown ability; with the pickup, it's a 1-2 second spam tool. In every clear and every gank, your feet should be walking toward the axe by default.
- Ganking lanes without setup. Olaf's only CC is Q's slow. If the enemy laner has Flash up and the wave is far from your gank entry, Q-slow alone won't lock them in for E range. Wait until the wave is pushing toward your own half of the map, so the enemy laner is standing closer to you than to their tower or for Flash to be down before committing.
- R'ing into a 5-man stacked enemy team. R cleanses CC on Olaf but doesn't fear or knock back the rest of the team. If you walk into 5 enemies with R active, you eat focused fire from all 5; once you stop swinging, R drops and they lock you down. R-engage works only when the enemy is split (frontline ahead, backline behind).
Advanced tip
Practice the Q-walk-Q animation cancel during ganks: throw Q over the lane brush as the enemy walks toward minions, walk forward to pick up the axe while they react, then re-throw Q in the direction they Flash. The full sequence takes under one second and lets you double-Q an enemy who Flashes on the first hit — the second Q lands while they are still in Flash recovery, and the slow chains long enough for E range. The same trick wins teamfights: open R on a CC, throw Q at the back-line carry as you walk in, pick up the axe, re-Q to lock the carry in melee range while R immunity keeps you safe. Test it in a custom game on a target dummy until the rhythm is automatic — the difference between "Olaf misses the gank" and "Olaf solo-kills the laner" is one extra Q in the chain.
Past patches
No previous versions available.