
Scorchclaw Pup
450 doubloonsProvides a Smite upgrade and damage plus a slowing burn after th' companion be fully grown.
Game patch, matey 26.21Data Dragon 16.21.1
Arrr, reference patch 16.20.1
Olaf has a reviewed secondary role here. It be less common aboard than th' primary roles, but it has a recognisable role-specific course.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, normal Draft · Jungle
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Provides a Smite upgrade and damage plus a slowing burn after th' companion be fully grown.

Adds hull, haste and a flexible first aboard fighting power spike.

Reduces pressure from physical attacks during ganks and prize fights.

Shreds armour during extended fights after yer first aboard gear.

Adds temporary durability when ye commit to a physical-damage fight.

Adds a revive after th' damage core be established.

Adds a large hull pool and out-o'-combat recovery after enough bonus hull be already established.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.
Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.
Arrr, runes and summoner spells
Reach th' fight wit' control available and absorb th' first aboard response.
Smite be part o' Jungle companion progression and prize security. Th' movement or combat spell beside it be th' adjustable slot.
Ghost can fit sustained access; Flash can fit one immediate reposition. Use th' champion's course and intended fights to choose.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishOlaf gains Attack Speed and Life Steal based on his missing Health.

Arrr, what it doesThe axe hurts and slows foes and strips champions' armor, matey. Picking it up refunds cooldown by elapsed time; an instant reset be no guarantee.
Practical bearingsFetch the axe only when safe, matey; check the cooldown left before throwing again.

Arrr, what it doesEnglishOlaf's Attack Speed is increased and he gains a Shield.

Arrr, what it doesEnglishOlaf attacks with such force that it deals true damage to his target and himself, refunding the Health cost if he destroys the target.
Spends yer health, arr! Check the current ability tooltip fer the health amount and any extra resource cost.

Arrr, what it doesEnglishOlaf passively gains increased armor and magic resist. He can activate this ability to become immune to disables for as long as he keeps attacking.
Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Take efficient camps betwixt plays so a lead does nay disappear into repeated awaiting.
Use course priority afore invading or starting an prize, and leave when nigh th' ship lanes cannae move.
Enter through controlled vision and keep a course out; a taking th' victory Jungler still loses a shutdown when isolated.
Track opposing camps and course states instead o' forcing th' first aboard visible target.
Trade sides o' th' sea chart when contesting would require weaker lanes to move first aboard.
Save fit fer th' captain's eye control fer th' foe who threatens yer carries or prize access.
Course through known territory and lend a hand lanes only when th' foe be genuinely vulnerable.
Cross-sea chart rather than arriving late to a lost prize, then restore defensive vision wit' an ally.
Play 'round th' strongest teammate and make th' foe commit into yer control.
Pings, movement and prizes
Link each clear th' deck to th' next aboard informed decision. Pings should tell lanes where ye be pathing and whether th' crew be contesting or trading an prize.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
Decide which camps lead toward th' prize and ping th' nigh th' ship lanes afore they spend th' wave or recall timing.
Confirm which nigh th' ship lanes can move first aboard. Do nay convert an isolated prize marker into a forced fight.
Move wit' a teammate, sweep one entrance and keep Smite available afore committing damage to th' prize.
Call whether th' crew be finishing, fighting or leaving. Mixed decisions be more booty perilous than either clear th' deck choice.
Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.
Use th' chart
Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.