

Olaf
The Berserker
How this differs from the live game
- Vicious Strikes (W) grants Attack Damage, Lifesteal and Spell Vamp
- Reckless Swing (E) does not heal the health cost
Build
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Attack DamageQuint
- Attack Damage +15.75
- Armor +9.00
- Magic Resist +12.60
Flat attack damage marks and quints improve last-hitting and directly increase Undertow's bonus AD damage. Armor seals and magic resist glyphs are the standard top-lane defensive base; swap glyphs to scaling MR only into weak early magic damage.
This is a valid 21/9/0 bruiser page: offense reaches Sunder and Executioner legally, while defense keeps the efficient early health and resistance points. The extra offense filler is only there to unlock Olaf's important damage masteries cleanly.
Skill order
ultimate at 6, 11 and 16Berserker Rage
- Undertow (Q) takes points at levels 1, 3, 5, 7, 9.
- Vicious Strikes (W) takes points at levels 4, 14, 15, 17, 18.
- Reckless Swing (E) takes points at levels 2, 8, 10, 12, 13.
- Ragnarok (R) takes points at levels 6, 11, 16.
Max Q first for lane control, chase, and wave pressure, then E for reliable true-damage dueling. Early W at level 4 gives sustain and all-in power once trades get extended.
Alternative — Max E before Q into short melee lanes where you cannot repeatedly pick up axes and need point-click true damage to control trades.
Why these items
Openingsall within the 475 starting gold
Flask sustain start — Use into poke, mana-taxing lanes, or matchups where you expect repeated short trades before first recall.
Doran's Shield start — Use into basic-attack harass or physical top laners where the block and health regen let you survive lane cleanly.
Doran's Blade start — Use when you can fight early and want maximum level-one combat stats instead of extra sustain.
Corein buy order
1The Brutalizer1,337gThe Brutalizer gives Olaf early AD, cooldown reduction, and lethality for stronger axes and all-ins.
2The Black Cleaver3,000gThe Black Cleaver is the natural upgrade path, adding health and armor shred while keeping cooldown reduction.
3Spirit Visage2,750gSpirit Visage boosts Olaf's lifesteal, spell vamp, health regen, and magic durability, matching his extended-fight style.
Situationalonly when the game asks for it

Ninja Tabi1,000gBuy Ninja Tabi instead of Mercury's Treads against heavy physical damage or basic-attack top/jungle pressure.

Maw of Malmortius3,200gBuy Maw of Malmortius when burst magic damage is the main threat and you still need AD.

Warmog's Armor3,000gBuy Warmog's Armor when you need raw health against mixed damage and already have enough resistances.

Last Whisper2,300gBuy Last Whisper when enemy armor stacking makes your physical damage fall off.

Quicksilver Sash1,550gBuy Quicksilver Sash if suppression or a critical debuff must be removed before you can use Ragnarok effectively.
One build, written by a player. Newest first.
Write a Olaf buildBuild
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Scaling Magic ResistGlyph
x3Quintessence of Attack DamageQuint
- Attack Damage +15.75
- Armor +9.00
- Scaling Magic Resist +1.80
Not the author's. This is a 21/9 offensive bruiser page for the author's AD marks/quints and Brutalizer into Black Cleaver path, taking armor penetration, lethality and execute damage while using the 9 Defense points to support top-lane trading with Cloth Armor start and later Warmog's Armor. Inferred from the build and text they did publish.
Skill order
ultimate at 6, 11 and 16Berserker Rage
- Undertow (Q) takes points at levels 1, 4, 5, 7, 9.
- Vicious Strikes (W) takes points at levels 3, 14, 15, 17, 18.
- Reckless Swing (E) takes points at levels 2, 8, 10, 12, 13.
- Ragnarok (R) takes points at levels 6, 11, 16.
Not the author's. Max Undertow first for the lane control and chase pattern implied by Ghost, Brutalizer and Black Cleaver, then Reckless Swing for reliable true-damage trades before finishing Vicious Strikes. Inferred from the build and text they did publish.
Why these items
Openingsall within the 475 starting gold
Starting items — The opening as the guide publishes it.
Corein buy order
1Doran's Blade475g
2The Brutalizer1,337g
3Boots of Speed325g
4Giant's Belt1,000g
5The Black Cleaver3,000g
6Warmog's Armor3,000g
Situationalonly when the game asks for it

Ninja Tabi1,000g

Mercury's Treads1,200g

Ionian Boots of Lucidity1,000g

Maw of Malmortius3,200g

The Bloodthirster3,200g

Trinity Force3,628g

Youmuu's Ghostblade2,700g

Ravenous Hydra3,300g
Notes
the author's own wordsOlaf: Beatdown City — rated 9.2/10 from 37 votes on MOBAFire.
What the guide does not publish: the guide never fills in an ability sequence.
Build by The Golden Monkey, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/olaf-beatdown-city-322886).
Abilities
per rankBerserker Rage
Olaf's Attack Speed increases as his Health decreases.
Undertow5 ranks
Olaf throws an axe into the ground at a target location, dealing damage to units it passes through and slowing their movement speed. If Olaf picks up the axe, the ability's cooldown is reduced.
- Damage
- 80 / 125 / 170 / 215 / 260 + 100% bonus AD
- Cooldown
- 8s
- Cost
- 55 / 60 / 65 / 70 / 75 Mana
- Range
- 1000
Vicious Strikes5 ranks
Olaf's attack damage is increased, based on his health, and he gains massive lifesteal and spell vamp.
- Cooldown
- 12s
- Cost
- 40 / 45 / 50 / 55 / 60 Mana
- Range
- 700
Reckless Swing5 ranks
Olaf attacks with such force that it deals true damage to his target and himself.
- Damage
- 100 / 160 / 220 / 280 / 340
- Cooldown
- 9 / 8 / 7 / 6 / 5s
- Cost
- Health
- Range
- 325
Ragnarok3 ranks
Olaf temporarily becomes immune to disables and gains bonus Armor, Magic Resist, and Lethality.
- Cooldown
- 100s
- Cost
- 100 / 75 / 50 Mana
- Range
- 400
Matchup against
62 champions, one-on-one
AhriEven
Olaf can run through Charm with Ragnarok and kill Ahri if he reaches her, but Spirit Rush gives her enough spacing that the duel is decided by whether Olaf forces her dashes before committing.
Watch for Spirit Rush: it creates three separate gaps, wasting Ragnarok duration and denying repeated Reckless Swing range.
How to beat
Hold axe range rather than walking straight through the lane, and use Undertow to make Ahri spend Spirit Rush charges defensively. Do not ult just for Charm unless you can immediately keep picking up axes and stay on top of her. Commit after one or two dashes are gone, then chain Undertow slows into Reckless Swing.
Later Finished builds make Ahri harder to pin in open space, while Olaf remains better if the fight starts in a side lane or jungle corridor. In teamfights, Ragnarok lets Olaf ignore Charm and dive her backline, but he must not burn the whole ult chasing Spirit Rush into fog.
- Stand off the minion line so Orb of Deception cannot hit both directions for free.
- Charm is less scary during Ragnarok, but the time lost before you ult still matters.
- Force Spirit Rush sideways with Undertow angles, then cut off her return path.
- If she uses Spirit Rush aggressively, turn immediately before the second dash resets the spacing.

AkaliFavoured
Olaf's true damage, sustained lifesteal, and disable immunity make Akali's short melee burst hard to convert unless she can repeatedly drop target in Twilight Shroud.
Watch for Twilight Shroud: it denies clean auto attacks and can stall Undertow pickup loops while Akali waits for Shadow Dance charges.
How to beat
Fight her outside the shroud edge and keep axes landing where you can retrieve them without walking blind through the smoke. Save Ragnarok for the moment she commits with Shadow Dance chains, not for the first Mark of the Assassin. Once she is visible and in melee, Reckless Swing trades better than her rotation.
Later Olaf keeps the side-lane advantage if he has enough durability to live through her first mark proc. In teamfights Akali is better at reaching carries, so Olaf should either reveal her path with axes or force her to duel him before she gets a reset-style cleanup.
- Do not chase deep into Twilight Shroud without an axe already placed through it.
- If Mark of the Assassin is on you, back up until the proc window is awkward for her.
- Ragnarok denies any peel around her, but it does not reveal her in shroud.
- Low-health Olaf is dangerous here because Berserker Rage and Vicious Strikes punish her all-in.

AlistarFavoured
Alistar can interrupt and displace Olaf, but he lacks enough sustained damage to beat Olaf through Vicious Strikes and Reckless Swing in a straight duel.
Watch for Unbreakable Will: it sharply reduces Olaf's physical damage window and can make an early all-in wasteful.
How to beat
Let Alistar use Pulverize or Headbutt for spacing, then re-enter with Undertow instead of chasing during his full combo. If he ults, keep him slowed and wait out the damage reduction before spending repeated Reckless Swings. Ragnarok is mainly to stop his crowd control from buying escape time.
Later Olaf wins the side lane unless Alistar is only trying to disengage. In teamfights, Alistar's peel is valuable, so Olaf should ult through Headbutt/Pulverize and attack higher-value targets rather than spending the whole fight on the cow.
- Do not dump your full damage into Unbreakable Will unless he is already trapped.
- Ragnarok turns his combo from peel into mostly displacement timing.
- Axe behind him after Headbutt so the chase resumes immediately.
- If he is support-built, the duel is slow but heavily Olaf-favored.

AmumuFavoured
Amumu is durable and punishes long contact with Despair, but Olaf ignores his stun windows and wins the melee damage race with true damage and healing.
Watch for Despair: it drains Olaf by maximum health during extended hugs and makes a lazy tank slap-fight worse than it looks.
How to beat
Do not stand still trading autos forever; use Undertow resets to keep him slowed while spacing out his sustained aura damage when needed. Ragnarok through Bandage Toss or Curse of the Sad Mummy if those spells would stop your kill window. Once his major crowd control is spent, stay in melee and force repeated Reckless Swing trades.
Later Olaf still wins most isolated side-lane duels, especially if Amumu is built as a teamfight tank. In 5v5s Amumu's ultimate is more important than the duel, so Olaf should either force Ragnarok before the engage lands or bypass him to pressure carries.
- Sidestep Bandage Toss before ulting if possible; saving Ragnarok gives you a cleaner kill.
- Short resets outside Despair range matter more as both health bars get larger.
- Do not let Curse of the Sad Mummy freeze you while his team arrives.
- Amumu's armor reduction does not stop Reckless Swing true damage.

AniviaUnfavoured
Anivia's wall, slow field, stun, and egg make it difficult for Olaf to finish her before he is kited through multiple spell rotations.
Watch for Crystallize: it blocks Olaf's direct chase path and can waste most of Ragnarok while Anivia keeps Glacial Storm between you.
How to beat
Approach from angles where a wall cannot fully cut you off, and force Flash Frost before turning Ragnarok on. Keep Undertow aimed past her so every pickup advances your chase. Commit only when she has used wall or stun, because killing the egg after a bad chase is usually impossible.
Later Anivia becomes much better in teamfights and around terrain, while Olaf only threatens her from flank angles or in long lanes without a wall trap. In side lane Olaf can win if he starts close and has Ragnarok for the first control chain, but Anivia's egg often turns a narrow kill into a reset for her team.
- Do not ult before Crystallize unless you are already beside her.
- Throw axes through the egg's escape side so the second kill is possible.
- Glacial Storm makes straight-line chasing too expensive without axe hits.
- Banshee's Veil blocking Flash Frost can create the one real engage window.

AnnieEven
Olaf can ignore Annie's stun with Ragnarok and kill her if he survives the Tibbers burst, but her point-and-click damage can remove too much health before he starts healing.
Watch for Summon: Tibbers: the stun-burst window frontloads damage and adds a body that keeps burning Olaf during the chase.
How to beat
Track Pyromania stacks and do not give her a free stun combo before you are ready to ult forward. If she holds stun, Ragnarok as you commit so Tibbers cannot lock you out of lifesteal and Reckless Swing. After the burst is spent, keep axes tight and finish quickly before a second spell rotation.
Later Annie's teamfight engage scales better than her duel, while Olaf's job is to make that stun fail by ulting through it. In side lane he can kill her from close range, but if she sees him coming with Flash and stun ready the fight remains dangerous.
- Count Pyromania before walking into her cast range.
- Do not waste autos into Molten Shield if Tibbers burst is still available and you cannot finish.
- Ragnarok should cover the stun, not the cleanup after you are already low.
- A spell shield against her first stun can decide the duel outright.

AsheFavoured
Ashe depends on slows and Enchanted Crystal Arrow to keep distance, and Ragnarok removes the control she needs to stop Olaf's axe chase.
Watch for Frost Shot: repeated basic-attack slows can kite Olaf forever if Ragnarok is down or wasted early.
How to beat
Stay at Undertow range until an axe lands, then chase through the pickup path rather than running directly at her. Save Ragnarok for Enchanted Crystal Arrow or the moment you are in sustained Frost Shot range and can force melee. Once you touch her, keep axes short so she cannot rebuild space between autos.
Later Olaf remains favored in the side lane if he can force the fight without walking through a full lane of slows. Ashe is more valuable in teamfights, so Olaf should flank or ult through arrow to make her spend damage time running instead of free-hitting.
- Do not start the all-in without landing Undertow first.
- Ragnarok completely changes Enchanted Crystal Arrow from a stop button into wasted time.
- Boots of Swiftness are unusually valuable if the fight is mostly Frost Shot kiting.
- Cut off her retreat path with axes instead of throwing them max range every time.

BlitzcrankFavoured
Blitzcrank can interrupt Olaf once, but he has too little sustained damage to beat Olaf after Ragnarok removes the knockup and grab control.
Watch for Power Fist: the knockup breaks Olaf's attack rhythm and can buy time for Mana Barrier to absorb the finishing burst.
How to beat
Do not panic if Rocket Grab lands; Blitzcrank often pulls Olaf into the range he wants. Use Ragnarok after Power Fist or when Static Field plus knockup would stop your lifesteal window. Keep fighting through Mana Barrier with Reckless Swing, since the shield does not answer true damage pressure well enough.
Later Olaf wins the duel, but Blitzcrank's real value is catching someone else before the fight starts. In teamfights, Olaf should not chase Blitzcrank unless the backline is unreachable; ult through his disruption and punish the carries he is protecting.
- Being grabbed is not automatically bad if your ultimate is ready.
- Wait out Mana Barrier only if he is escaping; otherwise keep true-damaging through it.
- Short axes stop Overdrive from turning into a clean disengage.
- Static Field silence matters mostly before Ragnarok is active.

BrandEven
Brand can burn Olaf down with percent-health magic damage before Olaf reaches him, but he dies quickly if Olaf dodges one key spell and keeps axe contact.
Watch for Sear: when Brand has Blaze on Olaf, Sear's stun denies the chase and sets up the rest of his combo.
How to beat
Avoid walking through Pillar of Flame just to land the first axe; make Brand spend Conflagration or Pillar before you commit. If Blaze is on you and Sear is available, either sidestep it or use Ragnarok as the engage begins. Once Sear misses or is ignored by Ragnarok, stay glued to him and end the fight before passive burn and Pyroclasm finish you.
Later Brand is far stronger in clustered teamfights than isolated duels, especially if Pyroclasm can bounce. Olaf should attack him from a flank, use Ragnarok for the stun window, and avoid taking a full combo before he has lifesteal uptime.
- Do not duel Brand inside your own minion wave when Pyroclasm is ready.
- Sear is only a stun if Blaze is already on you, so watch the setup spell.
- Hexdrinker is strongest before Brand has enough damage to burn through the shield anyway.
- Undertow after Pillar of Flame forces him to choose between dodging and finishing his combo.

Cho'GathEven
Olaf's true damage lets him cut through Cho'Gath's tank stats, but Feast and silence make the low-health Berserker Rage window dangerous.
Watch for Feast: its true damage executes Olaf at the exact health range where Olaf wants to keep fighting.
How to beat
Do not greed at low health just because Vicious Strikes is active; track whether Feast is available before extending. Bait Rupture with side movement, then use Ragnarok if Feral Scream or the knockup would stop your finishing sequence. Take short, repeated trades with Reckless Swing rather than letting Cho line up silence into Feast for the execute.
Later The side-lane duel stays close: Olaf has better sustained threat, Cho'Gath has a stronger execute and more health. In teamfights Cho brings area control, so Olaf should avoid spending Ragnarok on the tank unless killing him opens the fight immediately.
- Feast punishes Olaf's normal low-health comfort zone.
- Ragnarok does not stop Feast damage, so do not treat ult as an execute answer.
- Sidestep Rupture before committing; getting popped up wastes your axe timing.
- Reckless Swing is your best way to ignore his growing health pool.

CorkiUnfavoured
Corki's mixed damage, armor shred, Valkyrie escape, and constant missile poke make him difficult for Olaf to catch and hard to itemize against cleanly.
Watch for Valkyrie: it resets the fight distance and leaves a damage trail that punishes Olaf for chasing in a straight line.
How to beat
Hold Undertow range and force Valkyrie before using Ragnarok for the real chase. Do not run through the full Valkyrie trail unless the kill is guaranteed; cut around it and keep axes landing behind his escape line. Commit when Gatling Gun is down or angled poorly, because armor shred makes his follow-up autos much more punishing.
Later Corki generally controls finished-build duels in open ground if he preserves Valkyrie, while Olaf wins only from fog, flank, or close starting distance. In teamfights Olaf should force Corki's escape early, then either continue with Ragnarok if axes connect or switch targets instead of being kited through missiles.
- Valkyrie is the cooldown that matters; do not ult before it unless he is already trapped.
- Step out of Gatling Gun's cone rather than trading into the armor shred.
- Mixed damage makes single-resist stacking less reliable than health plus one key defense.
- Axe pickup paths should avoid his fire trail whenever possible.

Dr. MundoEven
Both champions want an extended low-health brawl, with Olaf bringing true damage and lifesteal while Mundo brings regeneration, cleaver slows, and a huge Sadism reset.
Watch for Sadism: it reverses the health race and can make Olaf's first all-in fail after Olaf has already spent health on Reckless Swing.
How to beat
Do not commit your whole health bar into Mundo while Sadism is unused unless you have enough damage to finish through it. Dodge or sidestep Infected Cleaver before chasing, then use Undertow slows to keep him from simply walking out during his ultimate. If Sadism starts early, kite briefly with axes and re-engage as the regeneration window ends.
Later The side lane becomes a long stat check that depends heavily on anti-heal and whether Olaf can keep axes landing through cleavers. In teamfights Mundo is harder to remove, so Olaf usually gets more value diving past him unless Executioner's Calling is needed to keep him from overrunning the fight.
- Executioner's Calling is the specific purchase that changes this duel.
- Do not let repeated Infected Cleavers decide the fight before melee starts.
- Reckless Swing helps against health stacking, but its self-damage makes Sadism timing dangerous.
- If Mundo ults to disengage, keep the axe chain going rather than matching with Ragnarok immediately.

EvelynnFavoured
Evelynn's burst and stealth approach are dangerous, but once revealed in melee she cannot outlast Olaf's true damage and sustain.
Watch for Agony's Embrace: the opening slow and damage can let Evelynn frontload her combo and leave before Olaf fully connects.
How to beat
Keep enough health that her first Ravage combo cannot force you out before Vicious Strikes matters. When she appears, throw Undertow through her retreat path and use Ragnarok only if the slow would stop you from staying in range. If she fails to disengage after the first burst, Olaf wins the continued fight.
Later Olaf wins isolated duels, but Evelynn rarely has to take fair ones and is better at starting on carries. In teamfights Olaf should use axes and positioning to mark her exit path, then either peel her off allies or dive if she spends Agony's Embrace elsewhere.
- Respect the first hit from camouflage; the duel is easiest after she has shown herself.
- Throw Undertow behind Evelynn, not at where she appeared.
- Ragnarok is for sticking through Agony's Embrace slow, not for panic after she has left range.
- Magic resistance matters more than armor against her usual damage pattern.

EzrealUnfavoured
Ezreal can kite Olaf with Mystic Shot cooldown resets and Arcane Shift, and his attack-speed debuff weakens Olaf's chase damage during the window Olaf needs to close.
Watch for Arcane Shift: it breaks melee contact after Olaf commits and lets Ezreal resume Mystic Shot spacing.
How to beat
Do not burn Ragnarok just to start the chase; first force Arcane Shift with Undertow pressure. Approach from fog or a side angle so his shift has fewer clean directions, then ult once he has used it or once an axe slow guarantees follow-up. If Essence Flux hits, wait a beat before fully committing because the attack-speed reduction cuts into your low-health DPS.
Later Ezreal is favored in open side-lane space when Arcane Shift is available, while Olaf wins from close starts or terrain traps. In teamfights Olaf should make Ezreal shift defensively, then decide quickly whether the chase is still realistic before Ragnarok expires.
- Arcane Shift is the real escape; Mystic Shot poke is the tax you pay to reach it.
- Avoid letting Essence Flux land right before your all-in.
- Throw axes where Ezreal wants to shift, not only at his current position.
- Banshee's Veil can block the first spell that would start his kite pattern.

FiddlesticksFavoured
Fiddlesticks relies on fear and Drain channel time, both of which Olaf can break through or outdamage once Ragnarok is active.
Watch for Drain: if Olaf lets the channel run uncontested before committing, Fiddlesticks can erase the damage race and heal through the first trade.
How to beat
Do not let Terrify force you to eat a full Drain before ulting; Ragnarok as you enter the decisive melee window. Save Reckless Swing and autos to punish Drain channeling rather than chasing randomly through Dark Wind silence. If Crowstorm starts from fog, walk out until the burst edge passes, then re-enter with axes if he has no fear control left.
Later Olaf wins the duel, but Fiddlesticks wins games through ambush ultimates and fear on priority targets. In teamfights Olaf should either interrupt his positioning before Crowstorm or ult through the fear and make Fiddlesticks spend the channel defensively.
- Ragnarok turns Terrify from a duel-winner into a wasted cooldown.
- Do not stand in Crowstorm longer than needed just to finish a low-value kill.
- Drain is the spell to punish with immediate melee pressure.
- Dark Wind silence only stops you before Ragnarok; plan the engage around that.

GangplankEven
Gangplank can poke and cleanse Undertow slow with Remove Scurvy, but Olaf's sustained melee damage wins if he forces the fight after the cleanse is down.
Watch for Remove Scurvy: it clears Undertow's slow and heals, breaking Olaf's first catch attempt.
How to beat
Use the first Undertow to draw Remove Scurvy rather than treating it as the kill signal. Once W is down, keep axes short and stay in melee where Reckless Swing beats Parrrley trades. Ragnarok is best used to ignore Cannon Barrage's slow or any team peel, not just for the one-on-one opener.
Later The side lane remains close, with Gangplank scaling into stronger crit-like burst and global pressure while Olaf keeps the better committed all-in. In teamfights Gangplank contributes Cannon Barrage from range, so Olaf should force him to spend Remove Scurvy defensively before chasing or simply dive higher-value carries.
- Do not chase max-range after he cleanses the first axe slow.
- Parrrley poke matters less if you can force an immediate extended fight.
- Cannon Barrage's slow is a valid Ragnarok trigger when it would deny your axe pickups.
- Armor is useful, but the matchup is mostly about Remove Scurvy timing.

GarenEven
Olaf can beat Garen in an extended axe-and-true-damage fight, but Garen wins if he disengages repeatedly with Perseverance and holds Demacian Justice for Olaf's low-health all-in window.
Watch for Demacian Justice executes Olaf when he is trying to abuse Berserker Rage and Vicious Strikes at low health.
How to beat
Keep tagging Garen with Undertow so Perseverance never turns the lane into free resets. Do not dump Reckless Swing into Courage's defensive window if you can wait it out, then commit once Decisive Strike has already been used to break the slow. If you are both low, finish decisively or back out before Demacian Justice becomes lethal.
Later Finished builds make the side lane close: Olaf has better sustained DPS and true damage, while Garen has the cleaner execute. In teamfights Olaf should not waste Ragnarok just to chase Garen; dive past him unless he is the isolated frontliner.
- A short Undertow poke is enough to stop Perseverance from resetting the trade.
- Garen can cleanse Undertow's slow with Decisive Strike, so force that before chasing.
- Your best all-in starts after Judgment ends, not while you are eating its full duration.
- Respect the execute when using low-health lifesteal as your win condition.

GragasEven
Olaf wins if he sticks through Gragas's slows and displacement, but Gragas can kite the duel and deny the final axes with Body Slam and Explosive Cask.
Watch for Explosive Cask knocks Olaf out of melee range and can end the all-in after Ragnarok is down.
How to beat
Hold mid range where Undertow threatens him but Body Slam cannot freely start and escape at the same time. Bait Body Slam, pick up the axe, then activate Ragnarok for the real chase so Barrel Roll and the knockback do not decide the fight. If he uses Explosive Cask early, immediately re-enter with axe slows before Happy Hour heals the poke back.
Later Gragas is more useful in grouped fights because Explosive Cask can split your backline, while Olaf is the stronger straight side-lane duelist if he can keep axes landing. Build enough magic resistance to ignore his poke, then use Ragnarok to force him away from carries rather than chasing through the whole team.
- Do not run in a straight line through a charged Barrel Roll unless Ragnarok is active.
- If Body Slam misses, Gragas has no clean answer to repeated Undertow pickups.
- Explosive Cask can throw you away from a kill even while you are immune to disables if Ragnarok is not timed for the engage.
- Short trades favor Gragas's Happy Hour; extended trades favor Olaf.

HeimerdingerUnfavoured
Heimerdinger's turret nest and blind punish Olaf for walking in, and Olaf only wins if he enters after grenade is down and quickly removes the setup.
Watch for CH-1 Concussion Grenade stuns on the center hit and blinds nearby, taking away Olaf's melee follow-up inside the turret zone.
How to beat
Do not duel him inside multiple H-28G Evolution Turrets unless you have already cleared them with Undertow. Hold outside rocket range, bait CH-1 Concussion Grenade, then run through with Ragnarok and kill Heimer rather than splitting damage across turrets. If grenade is still available, the blind-stun swing usually makes the all-in fail.
Later Heimer is not looking for honest side-lane duels; he wants sieges and objective traps where Olaf must walk through turrets. Late Olaf should flank with Ragnarok from fog, because charging straight into prepared turrets wastes too much health before he reaches Heimer.
- Axe through the turret line before committing so W lifesteal is not spent tanking machines.
- If grenade lands before Ragnarok, wait out the blind instead of forcing autos into it.
- Heimer is much easier to kill while moving between nests than while standing in one.
- Do not chase him past fresh turret charges unless the grenade is down.

JannaFavoured
In a pure 1v1 Janna lacks damage to kill Olaf, but she can make the kill take forever with knock-up, shield, speed, and Monsoon disengage.
Watch for Monsoon knocks Olaf away and resets the distance after he has committed Ragnarok or Ghost-style chase.
How to beat
Use Undertow to force Zephyr or Howling Gale before you spend Ragnarok. Once Monsoon is down, keep picking up axes and stay close enough that Eye Of The Storm cannot simply outlast your damage. This is not a common duel; in real games you meet her when she is peeling someone more dangerous.
Later Janna does not side-lane against Olaf, but she is excellent at stopping his teamfight dive. Olaf should either force Monsoon early for his team or change targets after the knockback instead of tunneling through repeated shields.
- Do not Ragnarok just for Howling Gale if Monsoon is still ready.
- Undertow after Monsoon matters more than the first axe before it.
- Her shield can make a low-health target survive one Reckless Swing, so account for it.
- If she is alone with no turret nearby, she should be forced to run, not fight.

Jarvan IVFavoured
Jarvan's armor shred and burst are real, but Olaf's true damage and sustained low-health fighting beat him once the flag-drag engage is spent.
Watch for Dragon Strike after Demacian Standard lowers Olaf's armor and knocks him up, giving Jarvan the first clean burst window.
How to beat
Stand off the line between Jarvan and Demacian Standard so the knock-up is not free. If he uses the combo to enter, answer with Undertow, Vicious Strikes, and Reckless Swing while he has no escape pattern left. Ragnarok makes Cataclysm much less scary because the arena does not stop Olaf from winning the melee DPS check.
Later Olaf is favored in the side lane unless Jarvan is far ahead or building very tanky. Jarvan brings stronger engage to teamfights, so Olaf should use Ragnarok to ignore Cataclysm chaos and threaten the carries Jarvan is trying to protect.
- Do not let Martial Cadence be the first hit of every short trade for free.
- Sidestep the flag-drag line before throwing Undertow, then punish the cooldown.
- Cataclysm can trap your team, but it rarely saves Jarvan from you in a duel.
- Reckless Swing cuts through Demacian Standard's armor value.

JaxUnfavoured
Jax outscales the melee duel because Counter Strike denies Olaf's autos while Grandmaster's Might stacks through the extended fight Olaf normally wants.
Watch for Counter Strike dodges Olaf's basic attacks and can stun, wasting Vicious Strikes and flipping the all-in.
How to beat
Do not activate Vicious Strikes into Counter Strike unless you are using the time to reposition and throw axes. Kite backward with Undertow while Counter Strike runs, then re-enter with Reckless Swing as soon as the stun window is gone. You need to win before Jax gets repeated Grandmaster's Might attack-speed stacks; long stationary brawls favor him.
Later Finished Jax is the better side-lane duelist and will eventually force Olaf away from isolated farm. Olaf is usually more reliable diving teamfights with Ragnarok, so group or force fights before Jax turns every side wave into a losing duel.
- Reckless Swing still matters during Counter Strike because Jax's dodge does not answer true damage.
- If Jax holds Leap Strike, keep an axe behind his retreat path rather than under your feet.
- Never count lifesteal during Counter Strike as real sustain; your autos are not landing.
- Short axe trades are better than committing into his full dodge-stun cycle.

KarthusFavoured
Olaf can run Karthus down through Wall of Pain with Ragnarok, but he must leave enough health to survive Defile, Lay Waste spam, and Death Defied afterward.
Watch for Death Defied lets Karthus keep casting after dying, punishing Olaf for finishing the kill at low health.
How to beat
Use Undertow from an angle so Karthus has to choose between dodging axes and landing isolated Lay Waste. Activate Ragnarok for Wall of Pain and commit only when you can stay on top of him through Defile. After the kill, immediately walk out of his corpse zone and save health for Requiem if it is available.
Later Olaf still wins the isolated duel if he reaches Karthus, but Karthus is much stronger in clustered teamfights and can trade his life for huge damage. Late Olaf should flank, kill him quickly, and then exit Death Defied range instead of celebrating inside the passive.
- Ragnarok is best used for Wall of Pain, not after you are already slowed and chunked.
- Do not chase in a straight line that gives him repeated easy Lay Waste placements.
- Death Defied can kill you after you technically won the duel.
- Magic resistance changes this matchup more than armor or damage.

KassadinFavoured
Kassadin can silence and blink away, but Olaf's main duel damage is physical and true, and repeated Undertow catches him when Riftwalk is forced defensively.
Watch for Riftwalk resets the spacing and lets Kassadin avoid the melee portion of Olaf's damage.
How to beat
Hold Undertow until after Riftwalk if he is already in blink range; throwing first lets him dodge and punish with Null Sphere. Once he spends Riftwalk forward or sideways, activate Ragnarok and run him down through the silence window. Keep the fight extended, because Kassadin wants short spell trades and mana-efficient escapes.
Later Kassadin becomes harder to pin in side lanes as Riftwalk cooldown and mana pool improve, but he still dislikes a committed Olaf if caught without space. In teamfights Olaf should pressure Kassadin before he gets free backline angles, but avoid chasing him so far that the real carries are untouched.
- Null Sphere silence is annoying, but it does not stop autos already in motion.
- Save one Undertow for the spot where Riftwalk lands, not where Kassadin started.
- His passive does little against Reckless Swing and your physical hits.
- If he stacks Riftwalk damage, disengage briefly and make him pay the mana cost.

KatarinaFavoured
Olaf's sustained melee damage and Ragnarok let him ignore Katarina's reset-style cleanup pattern in a straight duel.
Watch for Death Lotus deals heavy damage if Olaf lets Katarina channel while he is out of melee control range.
How to beat
Keep close enough that Shunpo cannot create a clean channel distance, and hold Reckless Swing for when she commits rather than wasting it on poke. Ragnarok is mostly for ensuring slows or incidental control do not stop you from reaching her during Death Lotus. If she Shunpos aggressively, she has committed to Olaf's preferred range.
Later Katarina is far more dangerous in teamfights where Voracity can reset off weak targets. Olaf should mark her flank path and force her to use Death Lotus defensively or after Ragnarok has already put him on top of her.
- Do not throw Undertow past her before Shunpo; keep the axe path where she will land.
- If Death Lotus starts, run into her rather than away unless you are already lethal.
- Katarina's damage reduction from Shunpo does not stop Reckless Swing from being valuable.
- She wants cleanup health bars; do not give her a low-health extended chase through your team.

KayleUnfavoured
Kayle can kite Olaf with Reckoning and Divine Blessing while Righteous Fury hits from range, then deny his finishing burst with Intervention.
Watch for Intervention makes Kayle immune during Olaf's kill window, wasting Reckless Swing and the last seconds of Ragnarok.
How to beat
Do not all-in from maximum Righteous Fury range; first land Undertow and force Reckoning or Divine Blessing. When Intervention is available, keep swinging only enough to hold position, then spend Reckless Swing after the invulnerability ends. If she uses Righteous Fury to harass with no slow ready, that is your best window to run her down.
Later Finished Kayle is usually the better side-lane threat because she can kite, DPS, and deny lethal damage. Olaf's teamfight job is to force Intervention on Kayle or a carry early, then swap targets once the immunity has burned.
- Ragnarok stops the slow problem, but it does not solve Intervention.
- Save Reckless Swing until after Intervention whenever possible.
- Undertow pickups are mandatory; one missed axe lets Kayle reset to ranged autos.
- Boots of Swiftness are valuable because her duel is built around repeated slows and speed gaps.

KennenUnfavoured
Kennen's range, speed, and repeated Mark of the Storm stuns let him kite Olaf unless Olaf times Ragnarok for the all-in and lands multiple axes.
Watch for Slicing Maelstrom stacks Mark of the Storm rapidly and can stun Olaf while dealing enough damage to win the close-range fight.
How to beat
Avoid eating free Thundering Shuriken poke before the duel starts; you need health to survive the Maelstrom zone. Bait Lightning Rush or a Mark stack pattern, then activate Ragnarok as you enter so the stun chain cannot stop your axes and autos. If Ragnarok ends before Kennen dies, back away rather than letting him rebuild marks for a second stun.
Later Kennen is much stronger in grouped fights because Slicing Maelstrom can decide an entire engage. Olaf can still threaten him in a side lane with magic resistance and clean axes, but in teamfights he should either force Kennen's ultimate early or dive a different carry after it is spent.
- Track your Mark count; entering at two marks without Ragnarok ready is asking to be stunned.
- Lightning Rush is both his escape and his safe engage, so punish it when it ends.
- Do not stand in Slicing Maelstrom after Ragnarok expires.
- A missed Undertow usually means Kennen gets to reset the range completely.

Kog'MawEven
Olaf destroys Kog'Maw if he reaches melee, but Bio-Arcane Barrage and Void Ooze give Kog'Maw enough range and percent-health damage to win clean kites.
Watch for Bio-Arcane Barrage extends Kog'Maw's range and deals percent maximum-health magic damage, shredding Olaf before he can lifesteal in melee.
How to beat
Do not start the all-in while Bio-Arcane Barrage is fresh unless you have already landed Undertow. Use Ragnarok to ignore Void Ooze's slow and commit from fog or a flank, not from open lane where Living Artillery tracks your approach. Once in melee, stay glued with axe pickups because even one gap lets Kog'Maw restart the percent-health barrage.
Later Kog'Maw becomes a premier teamfight carry and can melt Olaf if protected, while Olaf remains favored only in isolated catches. Late Olaf should flank around vision, force Kog'Maw to kite backward, and accept trading his own health if it removes the carry from the fight.
- Ragnarok should cover Void Ooze, not just the final few steps of the chase.
- If Bio-Arcane Barrage expires during the chase, immediately re-engage before it returns.
- Do not stand near Icathian Surprise after the kill when you are low from the dive.
- Magic resistance is more important than stacking armor against his W damage.

Lee SinEven
Lee Sin can burst and reposition around Olaf, but Olaf wins longer fights if he survives the Q execute window and keeps axes landing after Dragon's Rage.
Watch for Sonic Wave / Resonating Strike deals the decisive execute damage when Olaf is low and trying to turn with Berserker Rage.
How to beat
Do not give Lee Sin a clean second Q at low health; step behind minions or force him to use it early. If Dragon's Rage kicks you away, throw Undertow along the retreat line and re-enter only if Vicious Strikes is still giving value. The fight favors Olaf after Lee has spent Safeguard and Resonating Strike, because Lee's cooldown cycle is weaker in a pure extended brawl.
Later Olaf usually beats Lee Sin in a committed side-lane duel, but Lee offers better picks and displacement in teamfights. Use Ragnarok to prevent his kick setup from peeling you off carries, and do not chase Lee if he is just buying time with wards and Safeguard targets.
- Lee wants you low before Resonating Strike; do not treat low health as automatically winning.
- If he misses Sonic Wave, force the trade immediately.
- Dragon's Rage can deny your W uptime by kicking you out of auto range.
- Reckless Swing helps finish him through Safeguard's shield timing.

LeonaFavoured
Leona has enough crowd control to delay Olaf, but she lacks solo damage and Ragnarok removes the main thing she brings to the duel.
Watch for Shield of Daybreak chains with Zenith Blade and Solar Flare to stall Olaf's damage window until help arrives.
How to beat
In the isolated duel, wait for Eclipse to be used or about to expire before committing hard, because her resists are the only thing stretching the fight. Ragnarok through her stun chain and keep using Reckless Swing; she cannot match your sustained damage alone. In real games, assume she is never alone and treat her engage as a signal that another damage dealer is nearby.
Later Leona does not side-lane into Olaf, but she is a strong teamfight initiator and peel support. Olaf should ignore her unless she is caught without allies, using Ragnarok to pass through her control and reach the carry she is enabling.
- Do not spend all your burst into Eclipse if you can wait one more second.
- Her Sunlight passive is not threatening unless an ally is there to trigger it.
- Ragnarok turns her full CC chain into mostly delay, not danger.
- If she Zenith Blades to you alone, she has brought herself into Olaf's range.

LuluEven
Olaf wins if he forces a long melee chase, but Lulu's Glitterlance, Whimsy, shield, and Wild Growth can deny the kill long enough for him to run out of uptime.
Watch for Whimsy removes Olaf's ability to attack or chase during the key commit window unless Ragnarok is active.
How to beat
Bait Glitterlance with lateral movement, then hold Undertow for after Whimsy or Wild Growth changes the spacing. Use Ragnarok for the polymorph/slow sequence and keep enough damage for after Wild Growth's bonus health lands. If she has all cooldowns, expect the first engage to be a cooldown trade rather than a kill.
Later Lulu rarely takes the side-lane duel, but her late-game value is enormous when attached to a hypercarry. Olaf should force Wild Growth onto herself or the first target, then either continue if Ragnarok is still running or reset and re-enter after her peel is down.
- Do not use Reckless Swing into Wild Growth if it will not actually threaten lethal afterward.
- Whimsy is the cooldown that decides whether you get to play the melee fight.
- Axe after the knock-up from Wild Growth so she cannot walk out for free.
- Her shield makes one big true-damage hit less decisive than it looks.

LuxEven
Lux wins from range with bind and slow zones, but Olaf wins if Ragnarok covers Light Binding and he reaches her before she completes the burst rotation.
Watch for Light Binding roots Olaf long enough for Lux to layer Lucent Singularity and Finales Funkeln from safe range.
How to beat
Approach diagonally and avoid starting the fight through a minion line where Light Binding can tag you second. Once Light Binding is used or Ragnarok is ready to ignore it, commit with Undertow and keep the axe path short so she cannot kite through Lucent Singularity. If she shields the first damage, keep chasing rather than wasting Reckless Swing before Prismatic Barrier returns.
Later Lux is much stronger in grouped poke and siege scenarios, while Olaf wins the isolated duel if he reaches her with Ragnarok. Late Olaf should flank instead of front-charging through bindings, forcing Lux to cast defensively before she can combo the backline.
- Ragnarok for Light Binding is the matchup's cleanest engage timing.
- Do not stand inside Lucent Singularity while waiting to pick up an axe.
- Her shield can double-pass, so delay lethal Reckless Swing until it is gone if possible.
- If Finales Funkeln is used on the wave or another target, you can take a much lower-health all-in.

MalphiteFavoured
Olaf's true damage and Ragnarok let him ignore most of Malphite's armor-stacking and crowd control, as long as he does not waste time hitting Granite Shield for free.
Watch for Ground Slam reduces your Attack Speed and cuts into the low-health DPS that usually wins Olaf duels.
How to beat
Hold enough range that Malphite has to spend Seismic Shard to start, then answer with Undertow rather than chasing through the stolen movement speed. If he uses Ground Slam early, turn on W and force the extended trade with Reckless Swing; pop Ragnarok only when Unstoppable Force would stop your finish or escape.
Later Olaf still wins the side lane because Malphite cannot itemize out of Reckless Swing, but Malphite's teamfight engage is much cleaner. Split him away from grouped fights or flank after Unstoppable Force is used.
- Do not throw axes into Granite Shield poke unless you can immediately pick them up and keep trading.
- Reckless Swing is your best way to punish armor buys; save it for after his shield is gone when possible.
- If Malphite ults defensively, Ragnarok lets you keep walking at him instead of losing the chase.

MalzaharEven
Olaf can run Malzahar down when Ragnarok is available, but without it he can be kited through silence, Voidling damage, Null Zone, and Nether Grasp.
Watch for Nether Grasp suppresses you in Null Zone and removes your ability to finish the all-in unless Ragnarok or Quicksilver Sash answers it.
How to beat
Do not start the duel after eating Malefic Visions for free; wait for it to be on minions or force him to use Call of the Void before you commit. With Ragnarok up, walk through Nether Grasp and keep the axe chain short so he cannot reset distance. Without Ragnarok, you need Quicksilver Sash or you must disengage before he gets a clean suppression angle.
Later Malzahar is more useful in grouped picks because suppressing one target creates an easy focus call, while Olaf is better in a side lane with ultimate available. Track Nether Grasp and either split against him with QSS/Ragnarok ready or enter fights from the side after his silence is down.
- Ragnarok before Nether Grasp starts if you are already in range; waiting too long can strand you in Null Zone.
- Kill or sidestep Voidlings during short trades so Malefic Visions does not become free extra damage.
- A short axe pickup path matters more than max-range Q; Malzahar dies if he cannot create one clean gap.

Master YiEven
The duel is a damage race where Olaf's true damage and lifesteal fight Yi's sustained autos, Alpha Strike dodge timing, and Meditate stall.
Watch for Alpha Strike can dodge Undertow or Reckless Swing timing and keeps Yi attached while Highlander ignores your slow.
How to beat
Do not rely on Undertow slow after Highlander; use the axe mainly for damage and pickup tempo. Try to bait Alpha Strike before committing Reckless Swing, then activate Vicious Strikes and stand your ground while low health boosts Berserker Rage. If he uses Meditate, hold E until the channel ends or use it as the interrupting damage window if he is low enough to die.
Later Finished Yi can outscale the pure right-click duel if he gets uninterrupted autos, but Olaf is better at forcing messy fights through crowd control. In side lane, fight before he has room to reset with Highlander; in teamfights, mark him when he enters rather than chasing him first.
- Highlander makes Undertow's slow irrelevant, so axe placement is about pickup speed, not peel.
- Do not throw Reckless Swing into Alpha Strike's untargetable window.
- If Yi opens with Meditate to bait cooldowns, wait it out and restart the trade with axe in hand.

Miss FortuneFavoured
Miss Fortune's damage is dangerous at range, but Olaf's axes and Ragnarok deny her slow and channel once he gets a direct engage.
Watch for Bullet Time can erase your approach if you run straight through the cone before using Ragnarok or breaking line.
How to beat
Hold outside Double Up angles by not standing behind low minions, then use Undertow to break Strut and force her to spend Make It Rain. Once her slow or Bullet Time starts, Ragnarok and walk through it, picking up axes at short range so she cannot kite between casts. Do not chase in a long lane without the first axe hit.
Later Miss Fortune wins front-to-back teamfights if she channels freely, while Olaf wins the isolated side-lane duel. Your job late is to flank or threaten her ultimate channel, not to hit the closest tank while Bullet Time fires.
- A single axe hit turns off Strut and makes the second axe much easier.
- Ragnarok through Make It Rain rather than letting the slow waste your whole engage.
- Never line up behind a minion for Double Up before you plan to all-in.

MorganaFavoured
Ragnarok removes the threat of Dark Binding and Soul Shackles, and Morgana does not have enough sustained damage to beat Olaf in melee.
Watch for Dark Binding buys enough time for Tormented Soil and Soul Shackles to turn a bad approach into a lost trade when Ragnarok is down.
How to beat
Pressure with axes until she uses Dark Binding, then close immediately; if she holds it, activate Ragnarok once you are committing through binding or Soul Shackles range. Black Shield blocks the slow but not your physical damage or Reckless Swing, so do not wait for it to expire if you are already on top of her. Step out of Tormented Soil during short trades instead of donating free spell-vamp value.
Later Morgana is a stronger grouped champion because Black Shield and binding picks protect carries, but she still cannot side-lane into Olaf with ultimate ready. In fights, use Ragnarok to ignore her peel and force her to shield someone other than the true target.
- Black Shield does not stop Reckless Swing's true damage.
- If Soul Shackles attaches before Ragnarok, ult and leave or finish before the second hit matters.
- Do not chase through Tormented Soil while she is already out of axe pickup range.

NasusEven
Olaf wins early and mid duels with true damage and axe uptime, but stacked Siphoning Strike plus Wither can outlast him if Nasus reaches a finished side-lane state.
Watch for Wither cuts your movement and Attack Speed over time, making it hard to keep axe pickups and lifesteal through the duel.
How to beat
Fight him before Fury of the Sands is fully ticking and before Wither ramps; use Ragnarok to ignore the slow during the real all-in, not for the first tap trade. Keep Undertow behind him so every pickup advances the chase, and do not stand in Spirit Fire during the opening seconds. If his ultimate is active and your W is not, back out and restart after it ends.
Later A farmed Nasus can become the better side-lane stat check, while Olaf is more reliable at reaching priority targets in teamfights. Late, do not handshake endless side duels into Fury of the Sands unless you know his Q stacks are manageable; force rotations or fight around your backline access.
- Ragnarok denies Wither's duel swing, but only for its duration; do not ult too early.
- Reckless Swing helps bypass his armor, so health and lifesteal are bigger problems than resistances.
- Leave Spirit Fire before committing W, or your lifesteal race gets much worse.

NidaleeEven
Olaf wins if he pins Nidalee with repeated axes, but she can avoid the honest duel with brush speed, heals, traps, and long-range spears.
Watch for Javelin Toss chunks you before the fight starts and forces Olaf to all-in from a health deficit.
How to beat
Do not start after eating a long spear; reset the angle and force her to dodge Undertow instead. Keep axes short and slightly behind her cougar escape path, and punish cougar form after Pounce is used because she has fewer ranged tools to disengage. If she plays only at max range, the correct play is to deny space and farm, not chase forever through brush.
Later Nidalee is better at poke and siege, while Olaf is better in the committed side-lane fight once he closes. In teamfights, enter from fog or a flank so she cannot soften you with spears before Ragnarok matters.
- Brush control matters more here than usual because Prowl changes whether your second axe connects.
- Bushwhack's resistance shred makes even a short cougar trade dangerous; do not fight on a trap mark.
- If she heals before cougar form, that is often your window to force the next axe chain.

Nunu & WillumpFavoured
Nunu can slow and sustain, but he lacks the damage to beat Olaf through Vicious Strikes and Reckless Swing in a straight duel.
Watch for Ice Blast reduces your Movement and Attack Speed, delaying axe pickups and stretching the fight until Nunu can walk away.
How to beat
Accept that the first Ice Blast will land, then use Undertow to keep him in melee range instead of chasing blindly. Save Ragnarok for Absolute Zero or the moment repeated slows would deny your finish. Since Consume does not work on champions, force the duel away from minion or monster sustain when possible.
Later Nunu is a teamfight and objective support, not a side-lane duelist; Olaf beats him alone but Nunu's value is Blood Boil and Absolute Zero setup. Late, ignore him unless he is channeling in your team or blocking your path to a carry.
- Fight away from jungle camps so Consume cannot reset his health mid-chase.
- Ragnarok lets you walk out of Absolute Zero or keep hitting if he channels too close.
- Do not overvalue MR only for Nunu; the matchup is usually solved by staying attached.

PantheonEven
Pantheon can win short trades with block, stun, and Heartseeker, but Olaf wins extended fights once the shield is down and Reckless Swing keeps landing.
Watch for Aegis Protection blocks an auto or axe-followup attack and lets Pantheon frontload a trade before Olaf's sustain starts.
How to beat
Do not open with your most important auto into Aegis Protection; break it with a light hit or axe damage, then commit after Aegis of Zeonia is used. Ragnarok can deny the stun during an all-in, but if you cast it too early Pantheon can simply back out after Spear Shot. Stay close enough that Heartseeker Strike cannot be used as free cone damage while you are unable to answer.
Later Olaf becomes better in the side lane if he survives Pantheon's burst pattern, while Pantheon is stronger at joining fights with Grand Skyfall. Match his push when possible and punish him after he lands, because his duel tools are worse once the engage cooldowns are spent.
- Track Aegis Protection before using a Spellblade-style auto if you have one.
- Ragnarok is best used as he jumps with Aegis of Zeonia, not after the stun has already bought space.
- If Heartseeker Strike is pointed the wrong way after your sidestep, that is your clean commit window.

RammusUnfavoured
Rammus punishes Olaf's auto-heavy low-health fighting with Taunt, Defensive Ball Curl, armor scaling, and return damage, while Reckless Swing alone is not enough to win cleanly.
Watch for Defensive Ball Curl returns damage while massively increasing defenses, making your Vicious Strikes auto window hurt you as much as him.
How to beat
Do not full-send into Defensive Ball Curl; kite back with Undertow until it drops, then re-enter with E and autos. Save Ragnarok for Puncturing Taunt if you are forced to fight during his engage, but remember it does not remove the reflected damage problem. If he curls and Tremors under you, leave the zone and restart rather than proving you can hit him.
Later Rammus is still hard for Olaf to side-lane kill when armor-stacked, and he can be more valuable in teamfights by locking down your carries. Late, ignore him unless his taunt is the only thing stopping your backline access; force him to waste Curl before you commit.
- Ragnarok beats the taunt, not Defensive Ball Curl's return damage.
- Reckless Swing is your real damage source; do not judge the fight by early autos into Curl.
- If Powerball is down, Rammus has a much harder time forcing you to fight on his timing.

RyzeUnfavoured
Ryze's repeated roots, spell cycling, spell vamp ultimate, and magic burst can kill Olaf before he gets enough uninterrupted melee time unless Olaf has ultimate and MR ready.
Watch for Rune Prison stops your chase and lets Ryze unload Overload and Spell Flux rotations while stepping out of axe pickup paths.
How to beat
Do not walk at Ryze from max range without an axe hit; he will root and reset the spacing. Force Rune Prison, then use Ragnarok for the next rotation and close with short Undertow pickups. If Desperate Power is active and you are not already on top of him, wait it out because his spell vamp and movement speed swing the duel.
Later Ryze scales into the stronger finished duel if he has room to kite and cycle spells, while Olaf is still better at ignoring frontline control in chaotic fights. Late, flank him with Ragnarok rather than approaching through his team in a straight line.
- Ragnarok should cover multiple Ryze casts, not just the first Rune Prison.
- Do not fight inside a minion wave when Desperate Power makes every spell splash and heal.
- Early Hexdrinker changes the all-in math more than extra armor or damage.

ShacoFavoured
Shaco can avoid and annoy Olaf, but in a fair reveal-and-fight duel he lacks the sustained damage to beat Olaf through axes, W, and true damage.
Watch for Jack In The Box fears you during the chase and gives Shaco the time to Backstab or escape after Deceive.
How to beat
Do not chase blindly into boxes; sweep the path with minions or angle around obvious trap pockets before committing. Hold Undertow until after Deceive if possible, then throw it toward his exit path rather than at the clone pile. When Hallucinate is used, identify the real Shaco by movement and damage taken before spending Reckless Swing.
Later Shaco rarely wants the honest side-lane duel; he wants picks, boxes, and split pressure. Olaf should shove him off towers when revealed, then group or shadow lanes so Shaco cannot turn the map into isolated traps.
- Ragnarok can ignore box fear, but using it just for one box often lets Shaco leave afterward.
- Do not Reckless Swing the clone unless the real Shaco is already out of reach.
- Axes thrown behind Shaco after Deceive catch his escape better than axes thrown at his last visible spot.

ShenFavoured
Shen is hard to kill quickly, but Olaf wins the extended duel because Ragnarok ignores taunt and Reckless Swing cuts through his tank stats.
Watch for Shadow Dash taunts you out of axe pickup tempo and can turn your chase into a disengage or tower drag.
How to beat
Trade until Feint is used, then wait out the shield before committing Reckless Swing if you can. Save Ragnarok for Shadow Dash during the real all-in, especially if Shen is trying to pull you under tower or escape through minions. Keep the fight long; Shen's damage pattern is steady but not high enough to beat W plus Berserker Rage.
Later Shen's global ultimate makes him more influential than Olaf when teams are split, even though he loses the direct side-lane duel. Push him in, threaten interrupts or tower damage, and be ready to punish the lane if he leaves with Stand United.
- Do not spend your strongest burst into Feint unless it secures the kill.
- Ragnarok can turn Shadow Dash from a disengage into Shen's death timer.
- If Shen channels Stand United near you, axe slow and body pressure can force a costly choice even when you cannot stop the shield itself.

SingedEven
Olaf can beat Singed if he keeps the fight short and direct, but Singed wins when Olaf chases through Poison Trail, Mega Adhesive, and Insanity Potion for too long.
Watch for Fling puts you behind Singed into Poison Trail and breaks your clean axe pickup path.
How to beat
Do not follow Singed in a straight line through poison; cut angles and throw Undertow where he must run, not where he is. Use Ragnarok when Mega Adhesive plus Fling would deny the all-in, then commit only if you can keep hitting without crossing a full poison trail. If Insanity Potion is active and he is not trapped, let him run and restart after it fades.
Later Singed is often more useful by proxying, soaking pressure, and disrupting teamfights, while Olaf wins only the moments where Singed is forced to stand and fight. Late, push waves and punish his pathing, but do not spend your whole ultimate chasing him away from the real fight.
- The matchup is lost by chasing, not by lacking damage.
- Fling can make your axe land in the wrong direction; place it along the escape route before he reaches you.
- If Singed ults only to run, take the wave or objective instead of burning everything after him.

SionEven
Olaf can ignore Cryptic Gaze with Ragnarok and deal true damage through Sion's bulk, but Cannibalism can outheal him if the fight becomes a pure auto-attack race.
Watch for Cannibalism gives Sion heavy lifesteal during the exact window Olaf wants to brawl at low health.
How to beat
Bait Death's Caress first and do not donate Reckless Swing into the shield unless you are breaking it for an immediate kill. Use Ragnarok to deny Cryptic Gaze when you commit, then kite with Undertow if Cannibalism is active rather than standing still in his lifesteal window. Re-enter after the ultimate expires or when Executioner's Calling is applied.
Later Finished Sion can become a serious side-lane drain tank, while Olaf is better at forcing through control in teamfights. Late, bring healing reduction if you must match him and avoid long isolated fights while Cannibalism is running.
- Death's Caress can waste your burst; force it to pop or expire before the real trade.
- Ragnarok should answer Cryptic Gaze, not be spent just to move faster at him.
- Executioner's Calling matters here because Sion's ultimate changes the duel more than his stun does.

SivirFavoured
Sivir can block one axe and kite briefly, but Olaf overwhelms her once Spell Shield is down and Ragnarok denies her slow-free disengage plan.
Watch for Spell Shield blocks Undertow and can turn your only catch tool into mana and distance for Sivir.
How to beat
Pop Spell Shield with a close axe only when you can pick it up quickly, or pressure with movement until she shields early. Once it is down, chain Undertow behind her and use Ragnarok if On The Hunt gives her enough speed to kite your second axe. Avoid eating both passes of Boomerang Blade before the all-in.
Later Sivir is far stronger in grouped fights because On The Hunt and Ricochet enable her whole team, but she should still lose the isolated duel if Olaf reaches her. Late, flank instead of front-chasing through her team speed boost.
- Do not throw your first max-range axe into Spell Shield unless missing the engage is acceptable.
- Axe slightly behind Sivir after On The Hunt; she wants to run in a straight line.
- Step sideways after committing so Boomerang Blade does not hit both ways during your chase.

SkarnerFavoured
Olaf wins the honest melee duel because Ragnarok denies Impale and Reckless Swing ignores Skarner's armor and shield cycling.
Watch for Crystalline Exoskeleton: the shield gives Skarner the speed to stay attached or disengage before you can keep axes landing.
How to beat
Fight him inside axe pickup range and do not burn Ragnarok before Impale is committed or the chase is already won. Break Crystalline Exoskeleton with Q and autos, then keep him slowed so his Energize resets do not turn into a long, even brawl.
Later Olaf remains the stronger side-lane duelist if he saves Ragnarok for Impale, while Skarner is more valuable as a pick tool in grouped fights. In teamfights, ignore the suppression threat while Ragnarok is up and force past him toward carries.
- Do not let him kite backward with W still shielded; hit the shield first, then chase.
- Ragnarok makes Impale a wasted cooldown if you hold it.
- Reckless Swing is your cleanest damage through Shatter-like armor stacking from tank items.
- If he misses Fracture, he has no ranged way to stop repeated axe pickups.

SonaFavoured
Sona can poke and speed herself up, but she is too fragile to survive Olaf once Undertow connects and Ragnarok removes Crescendo.
Watch for Crescendo: it stops your first engage if Ragnarok is down or mistimed.
How to beat
Approach from fog or behind minions until you can land Undertow at max range, then pick up the axe and keep the chase short. If she holds Crescendo, activate Ragnarok as you commit so she cannot reset the fight with the stun.
Later Sona should not side-lane against Olaf, but her teamfight auras and Crescendo matter more than the duel. Olaf's job is to flank or force her ultimate onto himself while immune, then run through to the backline.
- Her Power Chord damage reduction matters only if she tags you before your burst window.
- Do not chase through repeated Song of Celerity speed unless your axe slow is already on her.
- Ragnarok through Crescendo turns her biggest peel spell into nothing.
- One missed axe usually lets her disengage completely.

SorakaFavoured
Soraka can silence and heal, but she lacks the damage and mobility to stop Olaf from walking her down after one axe slow.
Watch for Infuse: the silence delays Undertow or Reckless Swing long enough for Soraka to create space or receive help.
How to beat
Start with Undertow rather than walking into silence range for free. Once Infuse is used, commit with repeated axe pickups and Reckless Swing, saving Ragnarok only if the silence timing would deny your kill window in a larger skirmish.
Later Soraka never wants the side-lane duel, but Wish and Astral Blessing can swing the teamfight around whoever Olaf dives. Force her cooldowns early, then either finish her or swap to the carry she is trying to protect.
- Her Astral Blessing armor does not reduce Reckless Swing.
- Infuse cannot stop your basic attacks, but it can stop the axe chain that keeps her in range.
- Wish makes the last hit take longer; do not leave without confirming the kill.
- Starcall only becomes relevant if you stand near her for too long without finishing.

TaricFavoured
Taric is durable and can stun, but Olaf's true damage and Ragnarok let him win extended melee trades through Shatter and Dazzle.
Watch for Dazzle: it interrupts the chase and gives Taric time to heal or walk back under help.
How to beat
Trade into him after he uses Dazzle or when Ragnarok is ready to ignore it. Stay close enough that Undertow can be picked up immediately, because Taric's only real chance is stretching the duel with Imbue and armor aura.
Later Olaf wins the side lane, while Taric contributes more by stunning and armoring allies in grouped fights. In teamfights, do not waste too much time on him unless he is isolated; use Ragnarok to pass Dazzle and reach carries.
- Shatter armor does not protect him from Reckless Swing.
- If Dazzle is down, he cannot stop axe pickup chains.
- Executioner's Calling is only worthwhile if his heals are actually extending fights.
- Do not judge the duel by burst; Taric loses once his first rotation is gone.

TeemoUnfavoured
Teemo can blind Olaf's autos, kite with Move Quick, and turn the chase path into mushroom damage before Olaf ever gets a clean melee window.
Watch for Blinding Dart: it removes your auto-attack damage during the window where you need to stick after landing Undertow.
How to beat
Do not start the all-in through unknown mushroom ground; sweep the path mentally from minion movement and force him toward cleared space. Bait Blinding Dart with a short forward step, then commit after it is used, relying on Undertow and Reckless Swing while the blind expires.
Later Teemo becomes harder to chase in side lanes once mushrooms cover exits, but Olaf can still kill him if he catches him in open ground. In teamfights, Olaf should avoid entering through trapped flanks unless Ragnarok and health are enough to absorb the poison path.
- Mercury's Treads does not reduce blind, but the magic resist helps against poison and mushrooms.
- Boots of Swiftness helps keep axe chains alive through mushroom and Move Quick spacing.
- Reckless Swing still lands while blinded.
- If Teemo saves Move Quick until after your axe misses, the fight is over.

TristanaUnfavoured
Tristana's Rocket Jump and Buster Shot give her two clean disengages, so Olaf only wins if he lands repeated axes after those cooldowns are forced.
Watch for Buster Shot: it knocks Olaf out of melee range after he has already spent the movement to get in.
How to beat
Hold a diagonal chase line so Rocket Jump's landing spot is still in Undertow range, and do not use Ragnarok just to start from too far away. Commit only after Rocket Jump or Buster Shot is forced; if both are up, she can reset the duel even after a good axe.
Later Tristana outscales the side-lane spacing battle as her range grows, and she is far stronger in front-to-back teamfights if protected. Olaf needs flank angles, not straight runs through her team, and must make her spend jump defensively before he is kited out.
- Throw Undertow at her landing spot, not where she starts Rocket Jump.
- Buster Shot can waste your Vicious Strikes window by pushing you out.
- Ragnarok does not stop knockback in this ruleset unless the disable immunity is already active before the effect.
- If she uses Rocket Jump aggressively, punish immediately; that is her escape.

TryndamereEven
Olaf controls the early and mid duel with true damage and slows, but Tryndamere can outlast lethal damage with Undying Rage and win if Olaf mismanages the final seconds.
Watch for Undying Rage: it denies the kill while Tryndamere keeps critting at low health.
How to beat
Trade hard before his Fury is full, then kite his Undying Rage with Undertow slows instead of standing still and racing crits. Save Reckless Swing until after the invulnerability ends unless you need it to force the ultimate.
Later Tryndamere becomes the more dangerous split-pusher if he can choose long lanes and full Fury starts, while Olaf is more direct in teamfight disruption. Match him only with vision and room to kite his ultimate timer, then group if he cannot be cleanly killed.
- Do not Reckless Swing into Undying Rage unless it forces the cast.
- Mocking Shout cuts your attack damage, but not Reckless Swing true damage.
- Frozen Heart and Randuin's both heavily reduce his crit DPS window.
- Axe backward during Undying Rage so he has to choose between chasing and surviving.

Twisted FateFavoured
Twisted Fate can stun and poke, but Olaf runs through Gold Card with Ragnarok and kills him quickly once Undertow lands.
Watch for Pick A Card: Gold Card buys the space TF needs to kite or escape before Olaf reaches melee.
How to beat
Pressure from the side so Wild Cards cannot safely soften you before the engage. When Gold Card is locked, either wait it out from axe range or activate Ragnarok and force the fight immediately.
Later TF avoids side-lane duels by using Destiny and Gate to create numbers elsewhere, but he loses if Olaf actually catches him. In teamfights, Olaf can ignore Gold Card during Ragnarok and make TF play defensively instead of selecting targets freely.
- Do not chase a visible Gate channel if it pulls you away from the real fight.
- Ragnarok through Gold Card is the matchup's main punish.
- Wild Cards matter only if you eat several before engaging.
- Banshee's Veil can block the first card when Ragnarok is not available.

TwitchUnfavoured
Twitch wins if he opens from Ambush with space and stacks Deadly Venom before Olaf can force melee, but Olaf kills him fast if an axe reveals the chase angle.
Watch for Ambush: it lets Twitch choose the start of the duel and begin with free poison stacks.
How to beat
Do not walk into unwarded side lanes at half health, because that gives Twitch the opener he wants. If he appears, throw Undertow immediately to cut off his retreat, then commit with Ragnarok only when Venom Cask's slow or his team would otherwise stop the chase.
Later Twitch is much stronger in grouped fights with Spray and Pray if Olaf enters from the front. Olaf needs vision control and flank timing; in side lane, he wins only when Twitch's stealth opener is denied or survived.
- Venom Cask slow is often what keeps you from reaching him before Expunge.
- Randuin's active after he reveals can decide the duel.
- A ward item matters more in this matchup than another small stat purchase.
- Do not keep fighting at low health with max poison stacks unless you can finish immediately.

VayneUnfavoured
Vayne's Tumble, Condemn, and Silver Bolts punish Olaf's low-mobility chase pattern, especially once Final Hour adds stealth and speed.
Watch for Condemn: it knocks Olaf out of melee range and can stun him against terrain, ending the all-in.
How to beat
Fight away from walls and throw Undertow where Tumble wants to go, not directly at her current position. Do not fully commit until Condemn is used or Ragnarok can cover the crowd-control part; if she still has Final Hour and open space, back off rather than donate a long chase.
Later Vayne is one of the worst finished side-lane marksmen for Olaf because true damage shreds health stacking and invisibility breaks targeting. In teamfights, Olaf must enter from fog or after Condemn is down, otherwise he should zone her path instead of chasing forever.
- Never duel her next to a wall if Condemn is ready.
- Frozen Heart hurts her sustained damage more than raw health does.
- Her Silver Bolts makes Warmog-style health stacking less reliable.
- Undertow landing after Tumble is the only way to keep the fight honest.

VeigarEven
Olaf destroys Veigar if he reaches him with Ragnarok, but Event Horizon and burst make the approach dangerous when Olaf is not already committed.
Watch for Event Horizon: it walls off Olaf's path and stuns him if he crosses the edge before Ragnarok is active.
How to beat
Hold Ragnarok for the cage, not for the first Baleful Strike. Once Event Horizon appears, activate Ragnarok and run through immediately; if Ragnarok is down, stay outside the ring and use Undertow rather than forcing a stunned entry.
Later Veigar's burst becomes lethal to squishier targets, but Olaf's AP ratio gives Primordial Burst less bonus value against him than against mages. Olaf wins the side duel with ultimate up, while in teamfights he should force Veigar to cage defensively and stop him from free-casting.
- Ragnarok must be active before crossing Event Horizon's edge.
- Hexdrinker can save you from the Q-W-R burst pattern.
- Dark Matter is avoidable unless cage or slow fixes you in place.
- Veigar is much easier to kill after he spends Event Horizon on someone else.

WarwickFavoured
Olaf beats Warwick because Ragnarok answers Infinite Duress and Reckless Swing cuts through Warwick's sustain race.
Watch for Infinite Duress: it suppresses Olaf and gives Warwick a guaranteed damage-and-heal window if Ragnarok is unavailable.
How to beat
Take the melee duel confidently, but do not waste Ragnarok before Warwick commits Infinite Duress. Use Undertow to prevent him from resetting with Blood Scent movement, and keep Vicious Strikes for the point where both champions are low and sustain matters most.
Later Olaf remains favored in the side lane if he can deny Infinite Duress, while Warwick is more useful at locking down a priority target in grouped fights. In teamfights, Olaf can absorb or ignore the suppression and keep moving, but should not let Warwick freely ult a carry.
- Ragnarok turns Infinite Duress from a duel-winning spell into a failed engage.
- Executioner's Calling is strong if Hungering Strike and passive healing are extending the fight.
- Do not panic when low; Berserker Rage and Vicious Strikes are your best window.
- Warwick cannot kite repeated Undertow hits well.

WukongEven
Olaf wins extended contact with true damage, but Wukong can trade in bursts, drop target with Decoy, and use Cyclone to disrupt the chase.
Watch for Decoy: it breaks Olaf's target access and can waste Reckless Swing or the axe pickup path.
How to beat
Do not throw Reckless Swing the moment Wukong steps in; wait until after Decoy or confirm the real body by movement. Keep Undertow slightly behind him after Nimbus Strike so his retreat path stays slowed, then use Ragnarok when Cyclone would otherwise knock you up and end your uptime.
Later Olaf is stronger in a pure side-lane slugfest if he tracks Decoy, while Wukong usually brings the better teamfight knockup. In grouped fights, Olaf should either force Wukong's Cyclone onto himself during Ragnarok or ignore him and pressure the backline.
- If he uses Nimbus Strike to enter, his escape is mostly Decoy and footwork.
- Cyclone is much less useful against a Ragnarok Olaf than against your carries.
- Do not chase the clone; watch which body keeps pathing after the brief pause.
- Crushing Blow's armor reduction does not affect Reckless Swing.

ZileanEven
Zilean rarely wants the duel, but Time Warp and Chronoshift can deny Olaf's kill window unless Olaf saves Ragnarok and axes for the second chase.
Watch for Chronoshift: it makes the first kill attempt fail and forces Olaf to win the fight again after the revive.
How to beat
Use Undertow to force Time Warp defensively, then decide whether Ragnarok is needed to keep contact through the slow. Do not spend every cooldown into Chronoshift if he casts it early; wait out the mark, then re-engage as he revives or as it expires.
Later Zilean should not side-lane into Olaf, but his teamfight value rises because Chronoshift can undo Olaf's dive target. Olaf must either force the revive on Zilean himself or swap targets until the ultimate is down.
- Ragnarok ignores Time Warp's slow, but only for the window you can actually reach him.
- Do not stand on minions when Time Bomb is about to pop.
- Chronoshift rewards patience; stop attacking if the mark is about to expire and no kill is needed.
- His 600 range means missed axes usually end the chase.
No champion by that name.
18- Attack damage
- 272.8
- Ability power
- 0
- Armor
- 210
- Magic resist
- 187.1
- Attack speed
- 1.040
- Cooldown reduction
- 30%
- Critical strike chance
- 0%
- Move speed
- 395

Click an item to leave it out of the numbers.
Resources
- Health
- 3,353
- Health regen
- 42.2 / 5s
- Mana
- 1,035
- Resource regen
- 16.85 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 205%
- Life steal
- 12%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 8%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QUndertowrank 5/5
- Damage
- 424
EReckless Swingrank 5/5
- Damage
- 347
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.040
- Average hit
- 278.3
- Normal hit
- 278.3
- Critical hit
- 570.4
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 34.7 / s
- Time to kill
- 3.5s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 117.1
- Ability power
- 0
- Armor
- 75
- Magic resist
- 52.5
- Attack speed
- 1.013
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 350
Resources
- Health
- 2,115
- Health regen
- 23.2 / 5s
- Mana
- 1,035
- Resource regen
- 16.85 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QUndertowrank 5/5
- Damage
- 260
EReckless Swingrank 5/5
- Damage
- 340
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.013
- Average hit
- 117.1
- Normal hit
- 117.1
- Critical hit
- 234.2
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 8.4s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 197.8
- Ability power
- 30
- Armor
- 210
- Magic resist
- 208.9
- Attack speed
- 1.040
- Cooldown reduction
- 40%
- Critical strike chance
- 0%
- Move speed
- 395
Click an item to leave it out of the numbers.
Resources
- Health
- 3,743
- Health regen
- 37.2 / 5s
- Mana
- 1,535
- Resource regen
- 16.85 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 8%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QUndertowrank 5/5
- Damage
- 348
EReckless Swingrank 5/5
- Damage
- 347
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.040
- Average hit
- 201.8
- Normal hit
- 201.8
- Critical hit
- 403.5
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 4.8s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.