Meta, tier list & top-player builds from the China server · live
奥拉夫 · 狂战士 Fighter A
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 21 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Olaf: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Olaf players, captured in-game.
📖 How to play OlafCounted on 22 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
21 of the top 30 players have a public match history; the others keep theirs private.




















































































The toughest lane matchups for Olaf on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Teemo counters Olaf: The blind switches your attacks off and the kiting your legs: axes are not enough if you never reach him.
How to play Olaf into Teemo: Axes on repeat at his heels: the slow stacks up. Then R plus Ghost: during your R his entire control kit is switched off.
→ TeemoWhy Malphite counters Olaf: Armor against your physical damage: not even viking rage melts a mountain.
How to play Olaf into Malphite: Your E's true damage is your only shared language: use it every cooldown. Then ignore him and go wreck the enemy jungle.
→ MalphiteWhy Vayne counters Olaf: She tumbles past the axes and Condemn punishes your only plan — running straight: the berserker chasing the wind.
How to play Olaf into Vayne: R BEFORE her Condemn: it cancels it entirely. Throw axes onto the ground she MUST cross, not at her.
→ VayneWhy Jax counters Olaf: His Counter Strike dodges your attacks but not your axes: true-damage trades against his resets.
How to play Olaf into Jax: Axes and W sustain during his Counter Strike, attacks once it ends. Your true damage keeps pace even late: never concede the duel.
→ JaxWhy Kayle counters Olaf: Before 5 you scythe her down, after 9 she kites you on wings: your R, though, ignores her slows forever.
How to play Olaf into Kayle: Axes, Ghost and R: nobody escapes, not even her. Force fights in her pre-9 purgatory: that is your entire game.
→ KayleThe champions Olaf works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
With no dash and nothing at range, a mobile target simply stays out of your reach: Shadow Dash (E) forces it to walk into you and holds it there. And Stand United (R) brings Shen across the map to wherever you decided to dive.
Ragnarok (R) is immunity, not lockdown: the carry you want never stands still on her own. Call of the Forge God (R) knocks her up along with the whole front line, and Bellows Breath (W) makes her Brittle, so every hit of yours lands heavier.
Your only ranged tool is the Undertow (Q) axe, and when it misses a runner is gone: Fling (E) throws him back at you and Mega Adhesive (W) roots him where he lands, inside the range of your auto-attacks.
Unstoppable Force (R) knocks up half their team and opens the road to the backline you could never reach without a dash; and Ground Slam (E) cuts the attack speed of whoever tries to stop you on the way through.
All Out (R) knocks a carry away from her team and roots her: that is the isolated duel your kit is built to win. With no dash you have to walk there, though, so it only counts if you are already close when he goes.
Your one written weakness is simple: anything that dashes away is gone for good. Unraveled Earth (E) cuts short and stuns every dash across it, and Seismic Shove (W) can throw the fleeing carry straight back at you.
Frozen Tomb (R) freezes the target in place for the seconds you need to unload Reckless Swing (E) and your autos onto it: the way to survive you is to run, and she is the one who takes that option away.
With a Spell Flux (E) mark applied first, Rune Prison (W) becomes a real root instead of a slow: that is the lockdown your kit doesn't bring, on the target that would otherwise kite you for the whole fight.
Command: Shockwave (R) yanks into a single point the team that was peeling away from you: with no dash and no ranged tool that is the only way to get the carry back in reach, and it lands while Ragnarok (R) ignores their crowd control.
Justice Punch (E) into the Shield of Durand (W) taunt chains two crowd-control effects onto the target you buried yourself in; and Hero's Entrance (R) can land on you from half a map away when you go in first and end up alone.
Undertow (Q) only slows if the axe connects, and you throw one at a time: Frost Shot (P) slows on every hit without aiming at anything, and Enchanted Crystal Arrow (R) pins from off-screen the carry you were chasing on foot.
Captive Audience (E) seeds traps along the escape routes: anyone who walks over one is slowed and Deadly Flourish (W) roots them right after. You can never close a gap once it opens, so his job is making sure it never does.
Chain of Corruption (R) roots from screen-wide range and spreads between nearby enemies: if it catches the carry, you can walk over there without anyone moving her. And Hail of Arrows (E) slows the ground you are crossing.
Bladecaller (E) roots for 1.25 seconds anyone carrying three feathers, and she seeds them across any trade without having to land one big skillshot: that is the pin you lack. But she is a carry to protect, and you peel for nobody.
Berserker Rage (P) hands you attack speed exactly when you are about to die, and Concussive Blows (P) counts every single hit: at that rate the target reaches four marks in no time and stays stunned for over a second, with no ultimate spent.
Ragnarok (R) makes you immune to crowd control but hands your team none of it: Leona brings the longest lockdown in the game onto the target you picked, and Eclipse (W) lets her stand in there while you finish it off.
Your passive rewards missing health, so a heal actually dulls Berserker Rage (P) while a shield does not: the empowered Inspire (E) gives you exactly that plus the speed for the last stretch, and Focused Resolve (W) roots whoever restores it.
The Quickness (R) charms everyone standing around him, and a charmed enemy walks toward him instead of away from you: that is the one second in which a mobile carry stays inside your range without you needing a dash.
Nature's Grasp (R) roots a whole formation down a narrow corridor: while they are stuck you walk through their front line, which is the only way you have of getting through it. Then Twisted Advance (W) pins whoever peels off to run.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | A | 51.8% | 1.01% | 2.14% | #15 / 41 |
| Jungle | B | 51.68% | 2.26% | 2.14% | #16 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | A | 51.77% | 1.01% | 2.28% | #15 / 41 |
| Jungle | B | 51.82% | 2.3% | 2.28% | #16 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | A | 51.8% | 1.07% | 2.92% | #13 / 41 |
| Jungle | B | 51.96% | 2.43% | 2.92% | #17 / 42 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | B | 53.49% | 1.3% | 3.45% | #23 / 41 |
| Baron | B | 52.45% | 2.33% | 3.45% | #26 / 39 |
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.
Skill order: E > Q > W
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.
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.