Olaf's Attack Speed is increased by 1% for each 1% of his Health he is missing.
Olaf throws an axe to target location, dealing 80/125/170/215/260 (+100% bonus Attack Damage) physical damage to units it passes through and slowing them by 29/33/37/41/45% for up to 2.5 seconds. The further the Axe flies, the longer the slow lasts, but it is never less than 1.5 second.If Olaf picks up the axe, the ability's cooldown is reduced by 4.5 seconds.
For 6 seconds, Olaf gains 14/16/18/20/22% Life Steal and his Attack Speed is increased by 55/65/75/85/95%.During this time, Olaf also receives 1% increased healing from all sources for every 2% of Health he is missing.
Olaf ferociously swings his axes, dealing 70/115/160/205/250 (+50% Attack Damage) true damage to his target. This ability's cost is equal to 30% of the total damage dealt, but the cost is refunded if it kills the target.Basic attacks lower the cooldown of Reckless Swing by 1 second.
Passive: Olaf gains 20/30/40 Armor and 20/30/40 Magic Resist.Active: Olaf removes all disables from himself and becomes immune to them for the next 6 seconds. Olaf also receives a 20/45/70% Movement Speed bonus towards enemy champions for 1 second. During this time, Olaf loses the passive portion of Ragnarok and gains (15/20/25 + 30% of his Total Attack Damage) Attack Damage
Become a legendImproved attacks and sustained damage
This graphic breaks down the different types of damages this champion generally deals. You have to take into consideration that this doesn't strictly tells you that a champion is purely AD (Attack Damage) or AP (Ability Power). There are hybrid champions with abilities that does AD AND AP damage. Some champions use items as part of their core builds which makes hybrid damage too, which is included in this graphic.
The Damage Taken information though depends on the enemy team composition and doesn't give you that much information about a champion. It's here just because we have that data.
This graphic shows you the average amount of minions a champion generally kills per minute at different times. It's a common pattern that due to the game nature at later phases of the game this statistic tends to decrease.
This graphic shows you the average difference between the amount of minions a champion generally kills per minute versus the same statistic of the champion's enemy laner. This can give you an idea wether some matchups are harder for a champion in terms of keeping up with the farming.
A negative value means that the champion tends to have a farming disadvantage against their opponents. This doesn't limit the farming to the original lane. A positive value means that the champion tends to have a farming advantage against their opponents. This doesn't limit the farming to the original lane.
This graphic shows you the average difference between the amount of damage a champion generally takes versus the same statistic of the champion's enemy laner
A negative value means that the champion tends to take less damage than his opponent. This include damage received from all sources. A positive value means that the champion tends to take more damage than his opponent. This include damage received from all sources.
This graphic shows you the average amount of damage a champion generally takes at different frame times of the game.
This graphic shows you the average amount of gold a champion generally earns at different frame times of the game. This includes minion kills, champion kills, assitances and objectives.
This graphic shows you the average difference between the amount of experience a champion generally earns versus the same statistic of the champion's enemy laner.
A negative value means that the champion tends to earn less experience than his opponent. This include experience from all sources. A positive value means that the champion tends to earn more experience than his opponent. This include experience from all sources.
This graphic shows you the average amount of experience a champion generally earns at different frame times of the game.
This statistic shows you a list of a set of three items that are usually bought for this champion and the frequency on which these items are bought. This usually varies depending on the matchup and enemy team composition.
This statistic shows you a list of the most frequent boots that players buy for this champion.
This statistic shows you a list of starting items that players buy for this champion. This usually varies depending on the matchup and the players play-style.
This statistic shows you the most frequent Trinkets that are found for this champion at the end of the game. This means that the Trinket that players use / buy at the early phases of the game may be different from the Trinket at the later phases.
This statistic shows you a list of items that players usually buy on their first back to base.
This statistic shows you a list of items that players usually buy on their first back to base when they have a gold advantage over their enemy laner. This includes kills, assistances and objectives.
This statistic shows you a list of items that players usually buy on their first back to base when they have a gold disadvantage over their enemy laner. This includes kills, assistances and objectives.
This statistics shows you the most frequent Summoners Spells that players use for this champion. It generally depends on matchups and enemy team composition.
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