This template contains various independently retrievable data items about Olaf in the form of parameter values of a variable template of choice, in a standardized fashion. It is a member of a family of templates, those with names starting with "Data" in Category:Champion data templates.

Champion pages

Olaf Blue Essence 3150 RP 790

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Note that the client rates champions on a scale of 1-3, with champions that feature both None and Low in a particular strength being marked equally. In contrast, this Wikia uses a 0-3 scale for Toughness, Control, Mobility and Utility. Any champions listed as 0 can be considered a 1, officially.Damage - A champion's ability to deal damage.Toughness - A champion's ability to survive being focused.Control - A champion's ability to disable or disrupt enemies.Mobility - A champion's ability to move quickly around the map, blink or dash.Utility - A champion's ability to grant beneficial effects to their allies or to provide vision.Champion attribute overlay.png
Champion attribute segment 2.png
Champion attribute segment 2.png
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Champion attribute segment 1.png
the Berserker
Health: 2178  
Health Regen.: 23.8  
Mana: 1030  
Mana regen: 17.2  
Range: 125  
Attack Damage: 128  
Attack Speed: 1.013  
Armor: 86  
Magic Res.: 53.4  
Move. Speed: 350  
Level 18
Fighter icon.png DiverMelee role.png Melee
Champion style basic attacks active.pngChampion style 30.pngChampion style abilities inactive.png


Parameter Value Description
1 Olaf Necessary: Used for identification.
id {{{id}}} Riot's unique champion id in their API.
disp_name Olaf Name of the champion
Only necessary if the value differs from Olaf.
fullname Full name
ms 350 Movement speed of the champion
range 125 Attack range of the champion
as_base 0.694 The shortened decimal form of base attack speed found in game
as_lvl 2.7 Attack speed per level (do not include the % symbol)
dam_base 68 Base attack damage
dam_lvl 3.5 Attack damage per level
arm_base 35 Base armor
arm_lvl 3 Armor per level
mr_base 32.1 Base magic resistance
mr_lvl 1.25 Magic resistance per level
hp_base 597.24 Base health
hp_lvl 93 Health per level
mp_base 315.6 Base resource bar (100 for fury, heat; 200/400 for energy)
mp_lvl 42 Resource bar per level (0 for fury, heat, or energy)
hp5_base 8.512 Base health regen per 5 seconds
hp5_lvl 0.9 Health regen per 5 seconds per level
mp5_base 7.466 Base resource bar regen per 5 seconds (0 for fury or heat, 50 for energy)
mp5_lvl 0.575 Resource bar regen per 5 seconds per level (0 for fury, heat, or energy)
resource Content of secondary bar, usually a primary resource for abilities, but not vice versa. Also not a champion's resource, which refers to any resource (secondary, etc.). E.g. Mordekaiser has "shield" in resource bar, but his primary resource is "health".
image OlafSquare.png Champion square; ChampionSquare.png
image2 Champion square 2; ChampionSquare.png
title the Berserker Champion title
herotype Fighter Official primary champion role as recommended by Riot
alttype Tank Alternate or complementary role
rangetype Melee Classification of autoattack range type
date 2010-06-09 Release date (YYYY-MM-DD)
patch V1.0.0.87 Released with patch
changes V8.2 Last changed with patch
damage 2 Official damage rating 0-3
toughness 2 Official toughness rating
control 2 Official control rating
mobility 1 Official mobility rating
utility 0 Official utility rating
style 30 Official style rating 0-100
difficulty 2 Official difficulty rating 1-3
adaptivetype physical Adaptive damage default type magic or physical
BE 3150 BE cost
RP 790 RP cost
Skill images Use ; to separate multiple values!
skill_i Berserker Rage I Skill Berserker Rage Berserker Rage
skill_q Undertow Q Skill Undertow Undertow
skill_w Vicious Strikes W Skill Vicious Strikes Vicious Strikes
skill_e Reckless Swing E Skill Reckless Swing Reckless Swing
skill_r Ragnarok R Skill Ragnarok Ragnarok

Throughout the family of templates, fixed names are used for the parameters. (The parameter names are kept short to reduce counts for the post expand include size and the template argument size in cases where these are applicable.) However, not necessarily all parameters have been given a value: some parameters may not be applicable, while for some other parameters the value may just have not been specified yet. The table shows all parameters, and for each the value, if specified.

Derived data

True as_base is 0.69444444444444, rounded to 3 decimal places as 0.694[1]

At level 18, the attack speed is 1.0131944444444

Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Olaf 0.694 0.708 0.722 0.737 0.752 0.769 0.785 0.803 0.821 0.84 0.861 0.879 0.9 0.921 0.943 0.966 0.989 1.013

Retrieval of data items

{{data Olaf|pst2|as_base}}, using parameter selection template Template:Pst2, gives the parameter as_base, etc.

For retrieval of more data items it is more efficient to prepare a template for that, to be used as follows:

{{data Olaf|template name|..|..|..|..}}

so that this data template needs to be called only once.[2] The default template is Template:Champion data, producing this page.

The four parameters are optional, they are passed on to the prepared template as parameters 2-5.

A parameter being undefined or empty typically means the same, see below. {{data ..|pst2|..}} gives the empty string and the text "{{{..}}}", respectively. Therefore an application checking the parameter has to check both. Checking whether a result is equal to e.g. the text "{{{popinc}}}" cannot be done directly with #ifeq in a template which itself has also a parameter with that name, because if that is defined, there would be a comparison with the value instead of the text itself. Instead, it can be checked whether the first character of the result is "{", e.g.: {{#ifeq:{{padleft:|1|{{data {{{continent}}}|pst2|popinc}}}}|{|..|..}}.


In this template system each template contains various properties of a single entity, as opposed to the other common system, where a template contains one property (e.g. population or area) of many entities. Although that other system can be convenient if updates of a property for all these entities become available together, in the case of large-scale use of data on one page that other system can be problematic due to its inefficiency. This is because of the following:

  • There are often more entities than properties, and page counts (or in the case of #switch, average page counts) are proportional to the number of data items in the data template (if they are stored in a linear way, not in a tree, and not stored as unnamed parameters).
  • In the case of large-scale use of data on one page there are usually one or more tables, where an entity forms a row and a property a column, because there are often more entities than properties, and because this way the sorting feature allows sorting entities based on a property. In this template system this allows producing a row with only one call of the data template, making the count not grow faster than proportional to the average number of data items stored per data template, times the number of entities in the table.

The include part of the data template of an entity does not contain a long list of its sub-entities or their properties, because that would make this method inefficient too.

  1. Attack speed
  2. See the first two rows of the first table in m:Help:Array#Summary of counts for template limits.

Until here the documentation is automatically generated by Template:Champion data.

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