Short-throw the first Q for the pickup loop—if the axe lands close enough to step through and throw again, Olaf keeps the chase attached; if it lands too far away, the whole pattern starts falling apart
Treat your health bar like part of the first clear and look for runway fights in river, Scuttle, and extended lanes, because Olaf gets paid when low-HP passive plus repeated axes can keep running, not in one-touch tower angles or blind CC checks
Press R when the body-block starts—the tank steps in, the support peels, the CC is about to land—and then make the kill break something permanent, because Olaf's best leads are the ones that stay attached long enough to crack the map open
Press R when someone is about to be the reason you lose contact, not when you first see the fight. If you are still closing distance, hold it and keep the chase honest with a short Q you can pick up. The good Olaf ult is the one that starts as the support steps in front, the tank turns to body-block, or the root/stun is about to land. That timing gives you the full refresh window while you are already autoing and weaving E. If you ult too early, you spend too much of the spell on running and the fight gets room to reset.
Olaf gains Attack Speed and Life Steal based on his missing Health.
Olaf throws an axe into the ground at a target location, dealing damage to enemies it passes through and reducing their Armor and Move Speed. If Olaf picks up the axe, the ability's cooldown is reset.
Olaf's Attack Speed is increased and he gains a Shield.
Olaf attacks with such force that it deals true damage to his target and himself, refunding the Health cost if he destroys the target.
Olaf passively gains increased armor and magic resist. He can activate this ability to become immune to disables for as long as he keeps attacking.