How to win the jungle race as Locke against Olaf · Matchup data reviewed on patch 26.15
Read from Locke's seat: the race windows this plan plays for against Olaf.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Danger — Avoid Olaf | Hard no-contest for Locke at level 1: Undertow (Q) spam clears fast and chunks anyone who contests their buff, and Undertow slows and Reckless Swing true damage win every extended exchange. Keep a wall or camp between you and the axe line and never fight inside his slow. Path opposite, ward your entrances, and let the clock carry you to your own spike. |
| Level 2 Skirmish | Danger — Avoid Olaf | Undertow slows and Reckless Swing true damage win every extended exchange. Vicious Strikes (W) sustain means they leave every camp healthier than they do on top of that, so level 2 is a straight stat check Locke loses — keep a wall or camp between you and the axe line and never fight inside his slow, and give the river vision-line respect. |
| Level 3 Route | Danger — Avoid Olaf | Olaf out-classes you at the opening scuttle — full Q-W-E with Reckless Swing true damage means nobody on the roster out-brawls this, and Undertow slows and Reckless Swing true damage win every extended exchange. Give up the level-3 river fight, full-clear away from them, and trade map pressure instead of health. |
| Levels 4-5 Macro | Danger — Avoid Olaf | This is a no-contest window: he spends 4-5 invading — Undertow slows and a full health bar make your jungle his second one, and you have nothing that answers it. Full-clear the far side and let the objective timers carry you. |
| Level 6 Breakpoint | Respect Olaf's R | Ragnarok makes him immune to every form of crowd control while he runs you down — Locke loses the straight post-6 duel. Kite out the ult's duration before committing — he has no gap-closer once it ends, and shift your pressure to the side of the map Ragnarok is not on. |
| First Item Spike | Lich Bane / Shadowflame Spike | Lich Bane turns every blink-consume into a Spellblade chunk and Shadowflame sharpens the low-HP crunch. This is your strongest duel window of the game — cash it on a pick, not a coin-flip. Olaf's first item is a large jump — the true damage plus lifesteal turns extended fights into ones he simply does not lose. |
| 2+ Items Scaling | Even Scaling — Prep Decides | Late game you are a cleanup engine, not a frontliner: enter second, blink the marked kill, and chain E resets. Every sealed soul permanently raises the totem floor — your scaling is the seal count. |
Start Red with a leash and Q the camp from max nail range — W’s grey-health refund keeps the clear honest, but full clears cost real HP, so path toward a healthy scuttle, not a fight. Olaf clears very fast with Undertow resets and leaves camps healthier than he entered them, so he is always available to fight.
Ranked by the race windows in Locke's plans — the jungle race carries no win-rate sample.
The full Locke vs Olaf report continues with scuttle & dragon rules, invade windows and safety boundaries, the top-side objective fight, macro rotations and the win condition — plus the live enemy-jungle tracker that shows their start, clear and gank timers in game.
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Olaf pressures 5 of the 7 windows in this race — survive the early game and scale into your windows.
Not exactly — Olaf pressures 5 of the 7 windows, so Locke is playing catch-up and has to lean on the map.
Playing the other side? Olaf vs Locke guide →
All Locke jungle matchups →
More Locke jungle matchups: vs Nidalee · vs Nocturne · vs Nunu & Willump · vs Qiyana · vs Rammus · vs Rek'Sai