As I've said many times over, items are what make
Olaf the anticarry he is. In this section, I'll talk about the item choices and why I picked them.
Spawn
x3: This was a standard start during Season 2, and is still very good now. It is a bit of a gambit, however. Even though it doesn't add any damage like the
Elixir of Fortitude start, it doesn't offer as much sustain as other starts do. This start relies on your ability to dodge harass or be harassing yourself. It isn't optimal unless you're confident.
x5: This is a much safer start than boots, but will only be good against AD top laners. True, most top laners are AD, but against champions like
Malphite or
Shen, the armor is useless. However, the armor is a great counter to
Wukong,
Fiora, or even
Lee Sin. It also offers great sustain against harassers like
Jayce.
x3: This is the sustain start.
Olaf already has great sustain through
Tough It Out, but this start allows him to stay out of range while he regenerates health. While this start offers no stat bonuses, it does allow
Olaf to stay out of some pretty sticky situations. It's a good start if you're planning on freeze-laning as well. It'll makes you less of a target for the enemy jungler.
Early-Mid Game Items
: These boots are amazing on
Olaf. The Tenacity is great when
Ragnarok is on cooldown, and the magic resistance staves off blows from the AP carry. Always get them when you need them, mainly when you start roaming, or earlier if against an AP top.
: Whoever Doran was, he knew what he was doing.
Doran's Blade is a great item. It's adds to
Olaf's already considerable sustain in lane (depending on your ability to stay in melee range, as well as what start you took). The added health is nice, and can be the difference between death and life in many cases. The extra damage also increases your ability to farm and the damage on
Undertow which is sorely needed, since we're not maxing it first.
: Plain health. That's all. It builds into both
Warmog's Armor and
Frozen Mallet, so you'll need to buy two at some point, and it's a great sum of health that is transmuted into attack damage through
Tough It Out. Other than that, there isn't much to be said for
Giant's Belt.
: This item adds a lot to
Olaf's chasing ability. It's a nice slow, albeit an unreliable one, and it builds into
Frozen Mallet, Olaf's utility item. It's nice damage, nice slow, nice health, but only nice. Try to get it before the laning phase ends, rather than afterwards. This thing can net you a kill and save you from one.
: This is a great item that builds into an even better one. This build lacks magic resist, so take
Hexdrinker instead of
Phage should be against an AP top like
Akali or
Diana. It also offers a magic-blocking shield once your health is down to a certain percentage. Builds into an amazing item on
Olaf, and is a must-have once you start roaming with your team.
: As I've said,
Olaf needs items to be effective.
Avarice Blade gives Olaf the ability to gain gold without needing to leave his team, as well as extra gold for killing a unit. It builds into
Atma's Impaler which is a great item if you're stacking health items, but I wouldn't recommend upgrading Avarice until you have all of your health items, as the GP5 is too nice.
Core Items
: Slow, health, damage. Everything
Olaf needs to stay on top of a carry and kill them. Four times over. The slow procs 100% of the times, so should you miss and
Undertow, you should still be able to catch up before they're back to full speed. The health goes into more damage through
Tough It Out, and is just an all-round good item for Olaf. He benefits from everything.
: Another item that
Olaf benefits greatly from.
Maw of Malmortius is a unique item that gives Olaf a passive rather like the passive on
Tryndamere's
Bloodlust. For every 2.5% of health that
Olaf is missing, Maw gives him 1 attack damage. Not great on someone like
Tryndamere, who doesn't have a lot of health, when you have around 4000 health, it's a great passive, especially since
Olaf thrives near death.
Maw of Malmortius also gives flat damage and magic resist, as well as a stronger magic shield.
: 1000 health. There is literally no replacement for this item. 1000 health translates into 25 extra AD between
Tough It Out and
Atma's Impaler alike. 25 AD may not seem like much, but with 4000 health, that's effectively 100 bonus AD. That's something to talk about.
Warmog's Armor also adds sheer survivability to
Olaf, something all melee-rangers need.
:
Olaf is just about the only person I get Atma's on anymore. The armor is nice, especially since this build doesn't emphasize resistances, but the passive on this item is really what makes it shine. It adds AD equal to 1.5% of your total health (15 per 1000 health). This item has great synergy with
Warmog's Armor and
Tough It Out, making it a must-get on
Olaf. It's also cheap as anything.
Late Game Items
: Perhaps the best item to get on
Olaf late game. It gives him the teamfight presence that he so sorely needs, and lifesteal that isn't on a cooldown. It is, however, extremely expensive, and is very much a luxury item. Get it when you're ahead, and perhaps when you're not, but be judicious in buying it.
: Again, a very expensive item for late game. That said, it offers a great deal of attack damage and lifesteal, although for that to be effective, you need to be getting kills, which probably won't be happening if you have a good carry. It also doesn't give you a lot of teamfight presence, which is why I put this under
Ravenous Hydra. However, it is cheaper, and still offers good stats without stacks.
: Very much in the same boat as
Bloodthirster. It's a great item, and with the current health meta, it's even better. However, I must again emphasize that
Olaf is an anticarry. Theoretically, the enemy carry isn't building health, so you shouldn't get this item unless the enemy team is tanky. Even then, the active (if you remember to use it) is great for further chasing, and it does offer attack speed, but that is rather redundant, since you'll be around 50% health anyway.
: Anther great item.
Zephyr offers slew of buffs, chief among them being the cooldown reduction and movement speed. With cooldown reduction, you'll have
Undertow up more often, consequently keeping the enemy carry slowed more often. The movement speed also helps with chasing. The damage is nice, but not great, and the attack speed is, as I said earler, rather redundant. The Tenacity is also a bit of a waste, since you'll have hopefully gotten
Mercury's Treads.
: Another active item, which I'm not a huge fan of. Even then, it offers some nice buffs. The cooldown reduction is good, and the active is a good initiation if you're lacking a hard one. The bonus movement speed will also feed into
Ghost if you activate your summoner after
Youmuu's Ghostblade. The bonus attack speed will give you a nice edge at the beginning of a fight, when you're at full health.
: Since you
are
Olaf, you'll be charging into fights a lot, subsequently dying. This is not good. You're no use to the team dead, barring your dead body being a nice decoration to the lane.
Guardian Angel gives you a second chance to fight, and a second chance to deal more damage again before you die a second time. The extra resistances also allow you to stay alive longer. The one downside is the immensely long cooldown on the revive.
: If the enemy carry is too much for even you, the mighty
Brolaf
, Randuin's is the way to go. The passive is great, since is stunts their damage and lifesteal (effectively), and the armor will help you tank their hits even harder. In my opinion,
Randuin's Omen is the best armor item in the game, because it's the perfect counter-carry item.
: Another really good item, its active is like a split second
Ragnarok. Obviously the active is nothing like
Olaf's ultimate, and you theoretically shouldn't need to use it, it can help you in a skirmish. However,
Maw of Malmortius beats this out, because the active (and I really don't like actives) is rendered more or less irrelevant by
Ragnarok, and Maw offers a shield, as well as more damage when
Olaf's low.
"Runic: This item is like a
Guardian Angel, just with different types of steroids. Instead of giving another life,
Runic Bulwark adds a nice aura that will help your teammates in the fight, and gives more or less the same resistances as
Guardian Angel, but with more health to boot. And more health means more damage.
: This is very, very situational, but there are times with the enemy AP (
Ahri) will be dealing more damage than the carry (sometimes they'll be doing the same). When that happens, magic resist up the wazoo. This will block and offense spell (although if they're smart, they won't waste a good spell on it) and it offers more health and mana. Overall a decent item, but far from necessary.
Enchantments
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Enchantment: Alacrity is my favorite enchantment to choose on Olaf. The flat speed feeds into Ghost, which is always nice, and since most AD and AP carries have slower base speeds, it'll help you stay on top of them, even with speed multipliers like Phantom Dancer. |
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Enchantment: Furor is an enchantment specifically geared towards chasing, and it's a nice speed bonus that's more or less a counterpart to the slow on Frozen Mallet. That said, the movement speed won't be amplified with Ghost as well as Enchantment: Alacrity's movement does.
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Enchantment: Homeguard is more or less for defense. It let's you get back to lane quickly, especially if you took Teleport, but again, it's defensive. Homeguard is geared more towards the late game, where you'll need to get to base and get back to lane as quickly as possible.
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