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(Champion Rework) Olaf, the Berserker

Health 597.24 +93 Attack damage 59.98 +3.5
Health regen. 8.51 +0.9 Attack speed [*] 0.694  (+ 0 +5.9%)
Fury 315.6 +42 Armor 26.04 +3
Magic resist. 32.1 +1.25
Melee 125 Move. speed 350

This is a tentative rework for Olaf, the Berserker. Olaf's been a problem champion for years now: back when he was strong in Season 2, he was really strong, as well as impossible to balance properly, which caused Riot to nerf him so hard that Olafing is still a term used to describe balance changes that completely sink a champion. He then received a rework in Season 3, but those changes were simply done to "fix" him, i.e. remove the aspects of him that made him so snowbally (namely, his personal Atma's Impaler item.png Atma's Impaler passive on his W) and try to make his build options a bit more interesting via an AD ratio to his E. The end result is a champion who, while not expressly unhealthy, feels consistently underwhelming, and who still has a lot of issues affecting his own power: Olaf is a ball of stats, offering little that is unique to him and relying on items instead to make his contribution as a tanky DPS champion, and a huge portion of his kit's strength is shunted into various stat steroids, some of which are redundant (he has 7 different steroids in total). Despite being a champion who thrives in the middle of combat, he has a tough time entering fights, which even the recent movement speed boost on his ult doesn't help too much with, and in general he doesn't have that many options at his disposal to deal with kiting. He also doesn't make too much sense as a mana champion, but mana is the only adequate gate to his on-demand healing, which needs to be on-demand because of his self-damaging E. There's a whole system of internal contradictions in Olaf's kit that are preventing him from truly fulfilling his fantasy as a berserker.

I think the answer here wouldn't be to just try to fix Olaf, but to find a way for him to genuinely fight like a berserker, and do so in a manner that would be completely unique to him. A big reference for this is the Warrior class in World of Warcraft, specifically Fury Warriors, who are all about getting enraged and firing powerful abilities as soon as they can, and I think Olaf would be able to work along a similar paradigm, building up Fury in combat and unleashing it the moment he can do so against his opponents.


Berserker Rage
Berserker Rage

Fury: Olaf generates 5 Fury every half second and 10 Fury every time he lands a basic attack. His basic abilities have no cast time and do not interrupt previous commands, but instead put all of his basic abilities on cooldown.

Berserker Rage: Olaf gains 1% attack speed for every 1% of his missing health. Regaining health only lowers this bonus once he leaves combat.

Ability Details
Berserker Rage is a self-buff.

Additional Information:

This I feel is one stat steroid worth keeping on Olaf, as it meshes really well with his theme as a berserker and allows him to become a lot more powerful in high-risk situations. I also added a specific clause preventing the boost from dropping in combat because having his healing lower his own DPS is a massive case of anti-synergy. Olaf should feel confident that healing himself shouldn't come at a cost to his damage, nor should outside help either.

Along with this, I massively buffed Olaf's attack speed per level to 5.9% from 2.7%, as I feel he should be able to attack pretty quickly as a baseline. I also switched him to a Fury system: the premise to this kit would be that the only true gate to his ability use would be his Fury generation, so he'd be able to use his abilities as soon as he'd have enough of his resource to do so. This is also why I want him to keep his attack speed steroid: since his Fury generation would rely on his autoattacks, attack speed would be the gate to his strength, and so his innate would open up more and more power the lower on health he'd get.

RANGE: 400 / 1000
COST: 50 Fury

Active: Olaf throws an axe in a line to the target location, dealing physical damage to enemies it passes through. Olaf gains bonus movement speed while moving towards enemy champions hit by Undertow in the last second, increasing with their distance from him.

  • Physical Damage: 20 / 40 / 60 / 80 / 100 (+ 100% AD)
Maximum Bonus Movement Speed: 60 / 70 / 80 / 90 / 100%

The axe remains at the target location for up to 3.5 seconds, and Olaf can pick it up to regain 25 Fury. The axe sticks to terrain upon colliding with it.

Ability Details
Undertow is a linear pass-through skill shot.

Additional Information:

As Olaf's primary means of catching up to enemies, Undertow is tremendously underwhelming: its slow is weak, and the ability feels better as poke in lane than as a powerful approach tool. To remedy this, I removed the slow completely, and instead shifted Ragnarok's movement speed boost onto it, allowing Olaf to catch up very quickly to champions he managed to hit with an axe, and thereby encouraging him to go in after landing it. I seriously reduced its early scaling damage, partially because I'm giving his W more instant damage, but also because this ability would have the potential to be cast a lot more frequently, including twice in quick succession. Olaf would start out with less poking power, but would be much more at leisure to turn harass into a trade or all-in.

Vicious Strike
RANGE: 175
COST: 50 Fury
Vicious Strikes

Active: Olaf's next basic attack within 3.5 seconds gains range, deals bonus physical damage and cleaves enemies near the main target for the same damage.

  • Bonus Physical Damage: 10 / 20 / 30 / 40 / 50 (+ 20% AD)

Olaf regains 5% of his missing health for every champion and large monster he hits with Vicious Strike.

Vicious Strike resets Olaf's autoattack timer.

Ability Details
Vicious Strike is an on-hit effect.
  • The triggering attack will apply other on-hit effects and can critically strike as normal.
    • As with most on-hit physical damage, the bonus damage from Vicious Strike will apply life steal.
    • Critical strikes will not interact with the bonus damage from Vicious Strike.
    • Vicious Strike will not trigger against structures.
    • Vicious Strike is negated by Counter Strike.png dodge, Blind icon blind, Riposte.png parry and Aegis Protection.png block.
  • Banshee's Veil item.png Spell shields will block the enhanced autoattack or its splash damage.

Additional Information:

I'm not a fan of the current Vicious Strikes: the attack speed steroid is redundant with respect to Olaf's passive, his life steal is too easy to obtain and use on minions, and the whole ability just has nothing that is too exceptional. I think it could be worth changing the ability to something more instant: I still kept the heal and made it potentially a lot stronger, as I think Olaf should have a certain soft barrier to death when low on health, but I also focused the ability onto a cleaving autoattack reset, which would allow him to farm a little better and catch multiple enemies with this new passive. The advantage to a more immediate effect is that it would allow it to be spammed a lot more often, which is one the overall goals of this rework: Olaf should have access to powerful, spammable abilities that each accomplish a specific function (Q is for CC, W is for healing, E is for extended damage), which would put a lot of emphasis on properly choosing each ability for the right situation.

Reckless Swing
RANGE: 325
COST: 50 Fury
Reckless Swing

Active: Olaf deals true damage to the target enemy, also causing them to take 2.5% increased physical damage for the next 3.5 seconds, refreshed upon receiving damage from him and stacking infinitely.

  • True damage: 30 / 60 / 90 / 120 / 150 (+ 25% AD)
Ability Details
Reckless Swing is a unit-targeted ability.

Additional Information:

I feel Reckless Swing's health cost is generally not that meaningful most of the time, as Olaf tends to naturally build tanky anyways, but when it is it's also counterintuitive, as I feel Olaf isn't about measuring the pros and cons behind any specific ability. Rather, I think the choice here should revolve around which ability to use immediately: Olaf would still be super-spammy overall, but his choice paradigm would be about which ability to use, rather than when to use it. It's also for this reason that I added infinitely stacking damage amplification: with it, Olaf would make a prime contribution to fights by constantly piling on threat against priority targets, and using his own tanky DPS to enhance the amount of damage certain enemies receive.

COOLDOWN: 100 / 90 / 80

Active: Olaf instantly removes all crowd control effects from himself and becomes temporarily immune to them. For the duration, he also generates twice as much Fury from all sources.

  • Duration: 4 / 6 / 8
Ability Details
Ragnarok is a self-buff.

Additional Information:

Over time, Ragnarok's been saddled with a ton of different effects, none of which I feel are that interesting on Olaf, even if they're useful. I feel the core effect, crowd control immunity, is massively powerful, though tricky to handle, and I think that should be enough for it to be the main attraction on his ult. I scaled the duration per rank, and it starts out a little weaker, but I also made it double Olaf's Fury generation: I think this ult is his opportunity to go fully berserk and spam his abilities like crazy, and his CC immunity would allow him to do that unimpeded. He'd be crazy powerful while ulting, but he'd still remain fairly kiteable, so he still wouldn't be able to auto-win with this ult.

What's your opinion on this? What do you think of Olaf now, and what do you think he's lacking in, if anything? How would you go about reworking Olaf? Is the above Fury system healthy and well-adapted for him? Let me know in the comments!

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