How to Carrybear in Jung
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Threats to Volibear with this build
|Rengar||Avoid him early and ward your blue and red jungles. Mid to late game you can adopt him as your little kitty cat.|
Hi guys, and welcome to my 1st guide in mobafire. This is about Volibear. hope you enjoy it and find it useful. Feel free to leave comments
Volibear is one of the most underrated champions in League of legends. You rarely see people pick him up. If you're ever solo queuing and really tired of not winning a game, this is your solution. He's one of the most scariest tanks in the game damage wise. He can literally make the ADC'S health bar disappear in a blink of an eye. Please read more about this guide down below to get an idea about Volibear.
Here you got some highlights from our favourite bear:
Pros and Cons of Volibear
- Amazing tank with the possibility of surviving any engage due to his passive
- Puts out a surprising amount of dmg cause of W and R
- Scales with HP (stupidly how the tankier you get the more dmg you do)
- Can 1v1 every popular jungler
- Great CC
- Is a talking bear O_o
- Can be kited fairly easy without the right items
- Will get destroyed if ignited
- Attack speed debuffs will crush you
Jungler Masteries: Cunning (12)
Wanderer // To increase Volibear's movement speed for fast ganking and a better execution of your Rolling Thunder.
Runic Affinity // Basically so you can get blue and red buff a little bit longer in case you wanted to continuously gank and farm for a while.
Merciless // Just to make sure you secure that kill with your big bear bite.
Dangerous Game // For sustain after a fight. You want that little health and mana you spent to return to you.
Jungler Masteries: Resolve (18)
Unyielding // Grants you that extra armor that you want in your early levels for jungling. That extra 5% armor and magic resist will come in handy for early ganks as well.
Explorer // Really good mastery choice for junglers since you move faster (+15 movement speed) in the river and when you're in bushes (if you're escaping with low health).
Runic Armor // This really buffs Volibear's Chosen of the Storm passive along with Warmog's Armor and Spirit Visage.
Perseverance // This mastery makes Chosen of the Storm heals you so much faster. Which means you don't have to worry if you're being damaged and fast in a team fight.
Legendary Guardian // Just adds some more tankiness to your build to slap it on your enemies's faces.
Strength Of The Ages // Every time you kill a large monster or a siege minion you gain 20 and 10 permanent health. A max of 300 health can be added to your health bar. You know what that means right? Yes you do..
COOL OP RUNES:
x9 marks of attack speed
x9 seals of armor
x9 glyphs of scaling magic resist
x3 quints of attack speed
Frenzy The Weaker They Get The Harder You Bite From the Jungler's aspect: I would really max this ability first since it's my main source of damage. Remember, after getting 3 stacks of basic attack on an enemy champion or monster, you gain stacks of frenzy which you can activate to bite your enemy. This ability does 80/125/170/215/260 PLUS 15% of your your bonus health as physical damage PLUS each 1% of missing health they have, you gain 1% increased damage.
From the Support's aspect: I max this ability last, because I really don't want to get some kills and get flamed on all day from low try hard ADCs I get to play with.
Rolling Thunder Too Bad You're Not Fast Enough From the Jungler's aspect: I max this second. The reason being is that every time you upgrade this ability, your movement speed and damage increase. So as a jungler, you would want to get a successful gank by surprising your enemy with a fast running polar bear looking for kills. Rolling Thunder gives you 15% movement speed, and if you're approaching a visible enemy champion the movement speed bonus is increased to 30%/35%/40%/45%/50%.
Majestic Roar Feeling heavy? From the Jungler's aspect: OK, whenever I play Volibear I max this ability last, unless I need the extra damage or the enemy team aren't mobile and fast, then I'd max it second instead of Rolling Thunder. Again, it all depends on your play style. This ability gives more damage than Rolling Thunder and an increased slow debuff for the enemies as you upgrade it. 60/105/150/195/240 + 60% of your ability power (which you don't have since you're going for a full tank build) as magic damage. Also, it will slow the enemies 30/35/40/45/50% for 3 seconds. I upgrade it first on level 1 because I want to fear the monsters and avoiding the damage they do.
Junglering With Volibear
In each side of the map we have a a red side jungle and blue side jungle.
The blue side jungle has 3 camps:
The Blue Sentinel Camp (the blue buff)
The Gromp Camp (big ugly toad)
The Greater Murk Wolf Camp (the weird 2 headed wolf]
Also, the red side jungle has 3 camps:
The Red Brambleback Camp (the red buff)
The Crimson Raptor Camp (the birdy with her chicks)
The Ancient Krug Camp (the angry rocks)
And obviously there is a river that separates both team's jungles. It has a monster (which is kind of friendly and innocent to be honest) which is called the Rift Scuttler.
In this river there are 3 huge monsters:
The Rift Herald (located on the top between red team's red and blue team's blue)
The Dragon (located on the bottom side between red team's blue and blue team's red)
Baron Nashor (Takes the Rift Herald's place after killing it)
Smite and Buffs:
The Smite is a summoner spell that deals a specific true damage to the monsters that are located in the jungle or river. When using Smite on great monsters (other than the blue sentinel, the red bramble back, and the epic river monsters) you will be granted a specific buff or a special "trinket".
Let's talk about what each monster grants your as a reward for just simply smiting it:
The Blue Sentinel Camp: Will restore your mana (25% of your maximum mana) instantly upon smiting it.
The Gromp Camp: Gift of the Toadstool buff. For 90 seconds poisons any unit (including champions) that attack you: dealing 10 + (5% of bonus health) magic damage over 3 seconds.
The Greater Murk Wolf Camp: Will summon a nature spirit that grants sight over the nearby crossroads for 95 seconds. Whenever an enemy champion comes in range of the nature spirit, it will chase them for a short duration (basically a moving vision ward).
The Red Brambleback Camp: Will restore a large amount of health instantly (20% of your maximum health) instantly upon smiting it.
The Crimson Raptor Camp: Razor Sharp. For 90 seconds, will grant you true sight for 10 seconds the next time you are spotted by an enemy ward (you can see wards placed by enemy team).
The Ancient Krug Camp: Gift of Heavy Hands. For 90 seconds, every 6th basic attack to stun minions and monsters. Additionally, you can attack a tower to expend the buff early - dealing a large amount of bonus true damage (65 + 15 x level).
Now how about we discuss the buffs you get killing Epic Large monsters?:
The Blue Sentinel Camp: Crest of Insight buff. Will grant you regen of 5 flat mana (or energy) and 0.5% of your maximum mana (or energy) per second, you'll have 10% cooldown reduction on your abilities and also receive 2 ability power per level.
The Red Brambleback Camp: Crest of Cinders. Physical attacks apply a debuff that slows the target's movement speed by 8 / 16 / 24% (5 / 10 / 15% for ranged attacks) for 3 seconds and a DoT that deals 5-56 bonus true damage twice. Also heals buff holder by 1% of their maximum health per 5 seconds.
When the buffs holder is slain, the buffs will move to the slayer.
The Rift Herald: Doom's Eve buff. For 120 seconds, the buff holder will receive 10% increased damage, 40% movement speed, and reduced recall time. Minions near by receive 100% range, and 40% attack speed.
The Dragon: Dragon Slayer. The first four stacks of Dragon Slayer are permanent, while the 5th stack only lasts 180 seconds or until death.
DRAGON'S MIGHT: +6% attack damage and ability power
DRAGON'S WRATH: +15% damage to towers and buildings
DRAGON'S FLIGHT: +5% movement speed
DRAGON'S DOMINANCE: +15% damage to minions and monsters
ASPECT OF THE DRAGON: Doubles all previous bonuses and your attacks burn for 150 true damage over 5 seconds. This stack only lasts 180 seconds or until death.
Baron Nashor: Hand of Baron. Grants up to 40 attack damage and ability power (scales with game time), reduced recall time.
Increase speed to match 90% of average movement speed of nearby champions, capped at 500 movement speed
Gain resistance to slow effects
Non-super minions have 75% damage reduction versus area of effect, damage over time, and persistent effects
Gain +50% movement speed when within 800 units of enemy minions or turrets
+75 attack range
+75% damage reduction versus champions and minions
+30% damage reduction versus turrets (similar to cannon minions)
+20 attack damage
+50% missile speed
+100 attack range
-Cannon minions (beyond turret range):
+600 attack range
+50 attack damage, but attack speed is halved
Attacks are now Area of Effect (200 range) and deal double damage to turrets
+25% attack speed
Gain +50% movement speed when within 800 units of enemy minion or turret
Basic Jungling Route ( for beginners )
Here you have a picture from internet, showing you a quite cool junglering route