Volibear Build Guide by M4st3rf001
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
VS Heavy AD Team
VS Heavy AP Team
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.
Volibear has enough mobility to engage properly, enough burst to kill a weekened enemy, and a strong enough passive to flee a fight and live unless focused. Building to counter a team or a specific champ that is powerful on the team Volibear can 1v1 any of the champs on the opposing team. Built and played properly he can engage and kill an enemy while 3v1 and still manage to get out of the fight and back to saftey. His passive makes him great bait to draw and engagement similar but not as powerful as Mundos/Singed ults. He is a fun champ to play and a powerful tank.
HP runes assist with increasing dmg from bite along with overall health with is needed by all tanks. The armor pen marks help because of the physical dmg his bite causes although attack speed marks can assist in getting the bite quicker.
Tank masteries for obvious reasons, slows can be used to kite him and either cause him to lose the stacks and not be able to bite once he catches someone or just cause him to lose the targets as they try to get away.
Pros / Cons
Suprising early game burst with the bite
Decent AOE DMG from Ult
A Toss back to split teams and make people eat turret dmg for longer
A good ignite or heal countering item use will screw passive
Blind/Kiting can screw up building 3 stacks needed to Bite
Cooldown dependant on damage
Dependant on other champs being risky early game for kills
Even early game Volibear can successfully tower dive to score a kill or just scare someone out of lane. If the person you are tower diving has a taunt, grab, slow or anything like that of course you risk a lot but most people don't expect you to do it so they won't react fast enough. First off, you want the champ to be low for obvious reasons, 1/3 haelth or under should be low enough. Secondly you will need some health yourself to survive the two to three hits you will take, thirdly you will need mana for moves. The key to turret diving early is timing Volibears Q and W. You will want your W charged up before you are diving under turret. The point is to charge in, BITE them and leave. Timing it correctly you can use your charge to close the gap and bite them without actually hitting them with the Q, Rolling Thunder. So you have a speed boost moving into and out of the turret and if the champion is under 50% health then at least a 50% increase on your W, FRENZY bite. So at level 3 you can bite them for 250+ dmg and if they came into lane like normal with boots then you just killed them. If you made it out with only gettign hit once you should be safe to be in lane still, twice means it may be a good time to teleport and three times means you prolly got screwed by the turret and are already shopping.
Work In Progress
Explaining reasoning behind items and etc still a work in progress so any questions just ask