FighterTankGeneral kit and base stats · version 16.19.1
P
Berserker Rage
Olaf gains Attack Speed and Life Steal based on his missing Health.
Passive · no active cost or cooldown
Base statistics
Mana
Health
645
Resource
316
Armor
35
Move speed
350
Attack damage
68
Attack speed
0.72
About this data
Viewing the current patch. If no sample is available yet, you can open an available historical patch.
Editorial plan reviewed for 26.15. This does not establish a review for statistics patch 16.19.
Game plan · Top
Create the route, commit with purpose, convert the fight into map progress
Plan overview
Olaf's whole-game plan is to manufacture a safe route into a sustained fight, then spend that access on map progress. Early, use Q and the wave to create a crash or a favorable lane position; do not confuse Berserker Rage's low-Health power with permission to start from low Health. Mid game, push a side wave before the next objective, then reset and arrive with R, W, mana, and Health for the entry window. When ahead, use the threat of a Q-to-R approach to force two answers while your team takes the opposite side. When behind, stop repeating isolated all-ins: collect safe XP and CS, trade an unavailable objective for a wave or structure, and join fights where your team supplies the first contact. Late, identify whether you are the diver or the peel layer. Enter with allies when R can bypass the key disable; otherwise hold the line and punish the enemy's engage.
Plan by phase
Build the axe route before you build the fight
0:00–14:00, especially the first reset, level or item window, and every wave crash before a move
During the first waves, choose whether the lane is about a controlled crash or a pull toward your side. If Q hits the opponent while your wave is not outnumbered, retrieve it only when the path keeps you out of a bad minion exchange; if the enemy has the larger wave, take the CS and wait for the bounce. Look for an all-in after the opponent spends their escape or when Q lands and E can finish. Crash before every recall or roam. When ahead, use a slow push to make the opponent catch under tower before your next action; when behind, prioritize XP and a safe crash over a forced kill.
Game situations
Lane
Turn Q into lane control, not a blind chase
If the first waves are even and your Q can hit both the opponent and the wave, use the axe to establish a controlled push or a short trade, then pick it up only when the return path does not expose you to a larger enemy wave. If the enemy wave is larger or the axe lands behind them, concede the chase and preserve Health for the next reset. When you have pushed the wave into tower, crash before recalling or moving; an uncrashed roam costs the wave and gives the opponent a free tempo window.
With Olaf
If Olaf has Q access and R available, give him a visible path into the fight rather than starting a distant skirmish that leaves him walking alone. A support or jungler who provides the first slow, root, or damage window lets him retrieve the axe and keep attacking; do not spend every disable before he reaches the target if his R entry is the plan.
If Olaf is ahead in a side lane, group on the opposite side only when the next wave and objective timer make the pressure real. If two enemies answer him, take the exposed tower, camps, or objective; if one answers and Olaf can continue safely, do not collapse into his lane and erase the map pressure by standing beside him.
If Olaf is behind, treat him as a conditional front line rather than a guaranteed solo carry. If he has R and an ally is within follow-up distance, help him reach the first target; if R is down or he is forced to retreat, protect the carry and let him use Q to control the nearest safe target. His value rises when the team gives him a fight he can keep attacking, not when he is sent first into fog.
If an objective is spawning within 60–90 seconds, help Olaf crash the side wave before the team sets vision. If he arrives with Health, mana, and R, he can threaten entry; if he is still pushing when the fight starts, do not wait for a late teleport-like rescue. Take the objective setup with the players already ready and use the side wave as the trade.
If Olaf secures a kill or forces a recall, immediately call the conversion your team can complete: tower damage, a wave, vision, or the objective. If no conversion is available, reset instead of chasing through fog; his extended-fight strength is valuable only when the resulting timer creates map progress.
If the enemy has strong peel, help Olaf approach from a side angle only when the route is warded and the team can follow. If the angle requires him to cross several screens alone, hold the group and make the enemy walk into your formation instead; low-coordination fights reward a simple shared target over a perfect flank.
Identity, strengths and limits
Turn a reachable target into an uninterruptible fight
TOP · DIVER · AXE ACCESS, HEALTH RISK, DISABLE-IMMUNE ENTRY
Olaf is a primary diver who wins by turning access into an extended close-range fight. Undertow gives him a repeatable route: land the axe, reduce the target's Armor and Move Speed, retrieve it, and decide whether the next cycle is worth the Health and position it costs. Berserker Rage makes low Health a conditional combat resource, while Tough It Out supplies a shield and Attack Speed for the critical exchange. Reckless Swing adds true damage but also costs Olaf Health unless it destroys the target. Ragnarok is his defining entry condition: when he can keep attacking, disables cannot stop the activation's protection. He is not an assassin, a blind split-push permission slip, or a champion who should force every low-Health fight; he needs a reachable target, a recoverable axe path, and a map state that rewards committing.
Strengths
Extended duels when Q can be retrieved and the target cannot disengage.
True-damage finishing pressure through E when the target is actually killable.
Conditional resilience from missing-Health Berserker Rage plus W's shield.
Reliable entry against disable-heavy teams while Ragnarok's attack condition is maintained.
Strong side-lane threat that can force multiple answers before an objective.
Limits and risks
Forcing a chase after Q misses or the axe cannot be retrieved safely.
Treating missing Health as automatic strength when no target can be attacked continuously.
Using E in a losing exchange and paying Health without a confirmed finish.
Entering a fight alone because R is available, while allies or the next objective are not ready.
Side-laning deep without R, visible enemy locations, or a wave that forces an answer.
One idea for your next game
For the next game, make every Olaf fight pass one test: can I retrieve Q and keep attacking with a real exit or ally follow-up? If yes, use the axe to build a short route through the target, reserve W for the decisive damage exchange, and hold E for a finish that refunds its Health cost. If no, stop after the first contact, crash the wave, and convert the time into a recall, side pressure, or objective arrival. Your missing-Health Attack Speed and Life Steal create comeback power, but they only matter while you have a target you can safely keep hitting.
An unstoppable force of destruction, the axe-wielding Olaf wants nothing but to die in glorious combat. Hailing from the brutal Freljordian peninsula of Lokfar, he once received a prophecy foretelling his peaceful passing—a coward's fate, and a great insult among his people. Seeking death, and fueled by rage, he rampaged across the land, slaughtering scores of great warriors and legendary beasts in search of any opponent who could stop him. Now a brutal enforcer for the Winter's Claw, he seeks his end in the great wars to come.