Olaf Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Olaf Jungle

Olaf Jungle Guide

Updated for Patch 7.3E
S Tier

Olaf Jungle Wild Rift overview and best build snapshot

How to play

  • Pick up your axe while chasing Throw your 1st ability along your chase route. Walking over the axe reduces its cooldown so you can throw it again.

  • Take early fights with nearby support You are strong in longer fights, but avoid running into an enemy team on your own.

  • Use your ultimate to keep moving Break through stuns and slows to reach a key target while your teammates follow.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • True damage and built-in sustain let him win scuttle fights, invades, and most early 1v1s by force.
  • His ultimate ignores all crowd control, so lockdown that stops other divers cannot keep him off the backline.
  • A fast clear plus the slow on his axes give him strong ganks and early objective pressure.

Weaknesses

  • Melee with no dash, so slows and kiting shut him down once his ult is spent.
  • Scales worse than the carries and tanks he beats early, so long games work against him.
  • His threat is obvious, so teams can wait out his ult window and collapse after it ends.
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Olaf Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Olaf Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage. His passive already gives him more attack speed the lower his health drops.

BOOTS

Armored Advance

Armor and health, which let him commit to the extended fights his passive rewards him for being low in.

CORE BUILD

Trinity Force

Spellblade triggers on the attack after his Q (1st), which speeds up his clear. The move speed also helps him reach the target his slow is meant to catch.

Zeke's Convergence

His ultimate is a fixed cast he uses to commit, and this turns that same cast into a blizzard on whoever he charged into.

Death's Dance

Spreads burst damage out over a few seconds, which suits a champion deliberately living at low health for the attack speed.

Experimental Hexplate

Ultimate haste. His ultimate is his engage and his only answer to crowd control, so more of them is more fights he can commit to.

Amaranth's Twinguard

Build this when you are fighting in the middle of the enemy team and need both armor and magic resist. His ultimate walks him there ignoring crowd control.

SITUATIONAL ITEMS

Spear of Shojin

Ability haste means more axes, which is his slow uptime and the true damage swing he chases with.

Sundered Sky

After Undertow (1st) slows the target, Olaf can cash in the first-hit crit and heal immediately; the sustain is especially valuable while he stays low and keeps attacking through Ragnarok (Ult).

Mortal Reminder

Build this against armor stackers or enemies who heal, since he has to win by attrition.

Serpent's Fang

Build this when the enemy has shields, since his E (3rd) already ignores resistances but not shields.

Chainlaced Crushers

Boot swap against heavy magic damage and crowd control, for the stretches when his ultimate is down.

Maw of Malmortius

Build this against heavy magic burst, since his ultimate answers crowd control but not damage.

Sterak's Gage

Replace Experimental Hexplate when Olaf needs a burst shield to keep attacking at low health; buy it for survival rather than extra Tenacity during his ultimate. Health, permanent Tenacity, and a bonus-Health Lifeline shield help you survive the return damage. Choose this or Maw of Malmortius for your Lifeline slot.

Black Cleaver

Replace Zeke's Convergence when Olaf can repeatedly hit armored targets and help allied physical carries damage them. Health and haste support longer fights, while repeated physical damage reduces Armor for your whole team.

Force of Nature

Replace Death's Dance against sustained magic damage that Olaf must run through to stay in attack range. Repeated champion magic damage stacks extra Magic Resistance and movement speed, making it a sustained-magic-damage answer.

Randuin's Omen

Replace Zeke's Convergence when crit carries win the damage race despite Olaf reaching them. Reduces physical critical-strike damage, so prioritize it against fed crit carries rather than purely on-hit damage.

Chempunk Chainsword

Replace Zeke's Convergence when Olaf must cut enemy healing while continuing his physical attacks and axe throws. Physical damage applies Grievous Wounds while Health and haste suit a bruiser. Buy Executioner's Calling first if healing is urgent, then finish after your early core.

RUNES

KEYSTONE

Phase Rush

Undertow (1st), Reckless Swing (3rd), and a basic attack are three quick hits. Reckless Swing (3rd) closes the gap with a short targeted dash, and Phase Rush helps Olaf remain in range after that first contact.

PRIMARY

Triumph

His fights are committed brawls, so refunding health on a takedown lets him keep going into the next one.

Last Stand

His passive already rewards him for being low, so a rune that pays in the same window compounds directly.

Legend: Alacrity

Attack speed stacks on top of Berserker Rage (Passive) as Olaf's health drops, increasing his basic-attack output and passive healing. Undertow (1st) and Reckless Swing (3rd) remain important ability damage, so attacks are not literally his entire damage profile.

SECONDARY

Nimbus Cloak

Move speed after a summoner spell extends Olaf's chase beyond Reckless Swing's (3rd) short targeted dash and helps him keep collecting Undertow (1st) axes.

SITUATIONAL RUNES

Conqueror

Take this over Phase Rush when winning the extended brawl matters more than reaching it.

Overgrowth

Take this over Nimbus Cloak when the enemy composition can focus Olaf after he engages and extra durability matters more than approach speed.

Legend: Haste

Take this over Legend: Alacrity against durable opponents when repeated ability casts matter more than extra attack speed. Shorter Reckless Swing (3rd) and Tough It Out (2nd) cooldowns help Olaf repeat his damage and protection through an extended duel.

SUMMONER SPELLS

MAIN SPELLS

Ghost

Ghost

Ghost supplies the sustained movement speed that Reckless Swing's (3rd) short targeted dash cannot. Combined with Ragnarok's (Ult) crowd-control immunity and repeated Undertow (1st) slows, it helps Olaf stay on a target after reaching them.

Smite

Smite

You are playing Jungle, you always take Smite. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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Olaf Jungle Wild Rift matchups and counters

Wild Rift matchup guide for Olaf Jungle, covering favorable lanes and difficult counters to prepare for in ranked.

Olaf Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Olaf Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Your first clear is fast, so turn that into pressure the slow scalers cannot match. Path toward a scuttle you plan to fight over, because repeated Undertow (1st) axes, low-health physical vamp, and Reckless Swing's (3rd) true damage make Olaf a strong early duelist. Once the clear is done, land Undertow's (1st) slow and armor reduction before using Reckless Swing (3rd) to close the last short gap; Tough It Out (2nd) is not the source of his slow. Invade junglers with weak clears and take their camps, and do not be afraid to turn a counter-gank around, since your low-health passive means fights that start badly often still end well. The early game is your strongest phase, so use all of it.

Mid / Late Game

Levels 9+
Olaf can take early objectives quickly, but the surrounding lane control still decides whether he should. Use Ragnarok (Ult) to ignore control during the pit fight rather than assuming it protects against damage, and trade for the opposite objective when your lanes cannot contest safely. Between objectives, hunt the enemy jungler in their own camps, keep ganking lanes that can follow up your slow, and take every skirmish you can while your power still peaks. Late game you stop being the duelist and become the diver aimed at the enemy backline. Your 1v1 starts losing to scaled hypercarries and full tanks, so stop looking for fair fights in the side jungle. Baron fights suit you: your sustain lets you control the pit, and your ult makes you almost impossible to peel off the objective or off their carry once you commit. Build some durability so you survive the walk in, then trust your true damage, which ignores armor but still has to chew through shields, once you reach the target. Group, find the flank, and use your lead to end the game before enemy scaling catches up.

Teamfights

5v5 Combat
Your job in a fight is simple: turn on Ragnarok (Ult) and walk straight at the enemy carry, immune to every stun and root they use to save it. If you can, wait until their key crowd control is spent elsewhere, then cross the gap. Throw an axe to slow the target before you reach it so it cannot slip away, and let your passive speed up your attacks as your health drops. Do not burn your ult just to start the walk if a slow or an approach through fog gets you there clean; save the immunity for the moment they actually try to lock you down.
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