How to play Olaf — Wild Rift guide, combos & tips
Olaf, Wild Rift's Berserker, is a physical-damage Fighter who gets more dangerous exactly when he should be dying: Berserker Rage converts missing health into stacking attack speed and physical vamp, capping out around 70% HP lost. He fights through problems instead of around them — Undertow slows and armor-shreds a target, Reckless Swing hits for true damage no matter what the enemy builds, and Ragnarok grants outright immunity to crowd control so he can walk into a lockdown and walk back out with a kill. He's less a teamfight tank and more a duelist who wants isolated 1v1s, side-lane skirmishes, and the freedom to dive one priority target without anything sticking to him.
Strengths
- Berserker Rage scales purely off missing health, so a low-HP Olaf isn't a dying Olaf — he's often at his highest attack speed and physical vamp right when a fight looks lost.
- Reckless Swing deals true damage regardless of build, and Undertow shreds 20% armor on top of it, so stacking resistances alone never fully answers him.
- Ragnarok grants full crowd-control immunity and extends its own duration every time he lands an auto-attack or Reckless Swing on a champion, letting him eat a lockdown combo and still finish the dive.
- Constant cooldown refunds — autos cut down Reckless Swing, picking his own axe back up cuts down Undertow — give him unusually strong uptime in long skirmishes and side-lane split-pushing.
Weaknesses
- No dash and no ranged tool besides the Undertow axe throw, so a kiting or mobile target can simply stay out of his effective range once he closes and doesn't land the follow-up.
- Blind effects shut off the auto-attack-and-vamp engine his whole kit runs on, and heavy armor stacking still meaningfully softens everything outside Reckless Swing's true damage.
- He carries no hard crowd control of his own — Ragnarok is immunity, not a lockdown — so he can't pin a target down for his team and lives or dies purely on his own stickiness.
- Early levels are his softest window: before Ragnarok comes online at 5 he has no answer to a coordinated gank or a hard engage, so overextending pre-5 is how most Olafs lose the lane.
Combos
- Undertow → Reckless Swing → auto-attacks — the slow keeps the target from just walking off, and the 20% armor shred behind it makes the true-damage E and every auto after it hit harder.
- Tough It Out → auto-attack → Reckless Swing — pop the attack speed and shield before you commit to a trade, so even a fight that gets returned still leaves you ahead on health.
- Ragnarok → Reckless Swing (or auto) on the target → keep attacking — landing hits on a champion refreshes Ragnarok back to 2.5 seconds, so weaving damage in keeps the CC immunity and bonus move speed alive for the whole chase.
- Low-HP all-in — once Berserker Rage is near its cap, turning to fight instead of disengaging is frequently the stronger read; bait the 'finishing blow' and punish whoever throws it.
Skill order: E > Q > W
Early game
Lead every trade with Undertow so the slow and 20% armor shred are live before Reckless Swing lands — since the true damage doesn't care what the enemy is building, that combo alone wins most early exchanges. Always walk back for the axe you just threw when it's safe to do so; the cooldown refund on Undertow is a bigger part of Olaf's early trading pattern and wave clear than it looks. Play patient before level 5 — without Ragnarok's immunity or a real escape, a bad read into a gank or a hard engage is how the lane gets lost. Once Ragnarok comes online, start looking for isolated river skirmishes or side-lane duels where nothing can lock you down long enough to punish the dive.
Mid & late game — teamfighting
Olaf isn't there to tank the frontline or peel for teammates — his job from the mid game on is finding the backline carry and refusing to let anything stop the dive. Hold Ragnarok for the moment the enemy actually tries to lock you down rather than popping it to initiate; the CC immunity exists specifically to turn their control combo into nothing, and the bonus move speed toward champions right after casting helps close the last bit of distance. Once you're on the target, keep landing autos or Reckless Swing on champions to keep refreshing Ragnarok's duration, and commit fully — Death's Dance and Force of Nature exist in his build precisely so he can shrug off damage on the way through the frontline. Pick the squishiest reachable target over the tanky one every time; his true damage and sustain want a fight that ends fast, not one he has to out-tank.
Pro tips
- Always route back for your own thrown axe when it's safe — the 4.5-second cooldown refund on Undertow adds up over a lane phase and a fight alike.
- Hold Ragnarok reactively instead of using it to start the engage — it's worth far more canceling an incoming stun or root than spent pre-emptively.
- Build reactively into whatever's punishing you: Death's Dance answers burst and DoT physical damage, Force of Nature answers AP burst while adding mobility, Trinity Force is close to a mandatory first item for the attack speed and damage spike it feeds into his passive, and Zeke's Convergence pays off when you're grouped with a marksman so your dive also empowers their follow-up damage.