Volibear Build Guide by shukmeister
| Health | 4448 |
| Health Regen | 38.7 |
| Mana | 760 |
| Mana Regen | 18.7 |
| Armor | 197.19 |
| Magic Resist | 207.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 446.66 |
| Gold Bonus | 0 |
| Attack Damage | 251.95 |
| Attack Speed | 91.07 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 20% |
Recommended Runes
Build
Ability Sequence





Masteries
Introduction

Update: For the WINTERS CLAW! RAWRRRR
Hello Summoners!
My name is shukmeister and welcome to my
Volibear guide! Since day one playing League, Voli stuck out from the crowd as my undoubtedly favorite character. We share a lot in common:
-
- We are both Russian
- We are both furry (hell yea beards)
- We both yell a lot
As the most underappreciated champ in League,
Voli is NOT a tank. Although stacking healh has dual synergy between
Voli is also a very sub-optimal jungler. His clears are slow, he is prone to counter-jungling, and his sustain is unreliable. As a bruiser, Voli belongs in top lane.
This guide will teach you proper Volibear gameplay, mentality, and build structure.
If confused about any terminology, the last chapter explains all the terms used in this guide.
Some example scores:
Mentality

I have dedicated an entire section on mentality because of how important it is to playing
Volibear correctly. Without understanding the purpose behind your kit, you will not be able to harass, lane, and position yourself to full effect.
Many people misunderstand
Volibear and subsequently play him incorrectly. For example, several people have asked me why Voli's ultimate is so useless. They argue that all of his skills have some inherent utility and damage, but that
Thunder Claws is worthless and doesn't work with his kit. I completely disagree.
Thunder Claws is easily his strongest and most important ability, even more so than
Frenzy. It is so important that your build must go out of the way with items that increase its effectiveness.
Voli's ultimate has beastly single target on hit proc damage. At rank 1, this number is 75 magic damage. To put it in perspective, this doubles the damage of each of your hits at lvl. 6. Couple this with a lengthy 12 second duration and factor in the amount of hits you can land in this time span. Fortunately, all of your abilities have synergy dedicated to sticking to an opponent. Once you are landing ultimate empowered swings,
Majestic Roar slows the opponent and
Rolling Thunder helps you keep him in place.
Frenzy's passive will also allow you to hit more times during the duration and an early
Phage will give you even more sticking power.
To top it all off, your ultimate jumps to 3 other enemies! This quadruples the insane damage you already do. Not only does this make you a fearsome laning opponent, but you also have devastating team fight potential.
It is impossible to build resistances against
Volibear, for the damage you deal is split between AD and AP!
In team fights, volibear also acts as an excellent carry defender. Anyone that charges your carry can be flung away and slowed for long enough to be killed. On top of that, you effectively damage the entire enemy team by hitting one champion with
Thunder Claws.
Summoner Spells
Best picks
Flash: The most versatile summoner spell for it can be used offensively, defensively, and to set up ganks. A
Rolling Thunder +
Flash flip combo can also catch an enemy off guard and secure your team a kill.
Ignite: Excellent for securing kills and messing with that pesky
Dr. Mundo.
Viable picks
Runes
| Runes | |||||||||||||||
Greater Mark of Attack Damage 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Movement Speed 3 |
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Reasoning:
Masteries
Reasoning:
These are the masteries I take on the majority of my games. As a melee champion, the new s3 tenacity and slow reduction is huge. With these masteries and the right choice of items, it will be impossible to kite you. The survivability from these masteries also allow me to purchase more offensively oriented items.
Several points in the offensive tree drastically improves your kill potential in lane. The armor penetration works wonders in combination with
Reasoning:
I take these masteries when my team needs more damage over defense. They compliment the aggressive build very nicely and greatly increase the strength of
Abilities

Chosen of the Storm (Passive): An exceptionally strong passive that helps throughout the game. When low on health in lane and playing passively, try to instigate a poke so that you'll proc your passive. It is better to have your passive on cooldown than to waste time waiting for a fight.
Ignite is only a threat in laning phase - as the game progresses, nobody remembers to ignite you, especially during the madness of team fights. If your laning opponent doesn't take
Ignite, god save them.
Instead of thinking that
Ignite counters
Chosen of the Storm, argue that
Chosen of the Storm counters
Ignite!
- Your passive is an excellent heal bait. If the enemy tower dives you, use your abilities to keep him there while you heal up!
- If you're in lane and
Chosen of the Storm procs, back away from your opponent to prevent him from igniting you. - Has awesome synergy with
Spirit Visage and
Hexdrinker
- Q resets your attack timer. This can be used to burst your opponent during trades and to also secure minion kills more easily.
- When combined with proper ward placement, escaping ganks is very easy with the <%> speed boost.
- Avoid initiating with
Rolling Thunder. Instead, initiate trades with an AA -> Q combo, making sure to aim the fling towards your minion wave. - The bonus damage will proc on structures.
Frenzy is your main source of harass, so hit your opponent as often as you can - even if he is at full health. Because of its obscenely long CD, you want to use the ability the moment it becomes available as to not waste time.
- You can quickly build
Frenzy stacks with an AA -> Q combo. - Hold the tilde (~) key down when aiming W at an enemy champion. The tilde key forces your spell to hit champions only, preventing you from accidently hitting a minion (happens so often...).
- Try to get into position for W several seconds before it’s off CD. This ensures your harass is not wasting time. Think ahead and profit!
- Keep an eye on the
timer icon above your abilities. Nothing is worse than loosing your stacks right when
Frenzy comes off CD.
- If you cannot catch an enemy with Q and they’re about to get away, use E to slow them down enough for the fling (this is very situational because it ruins your combo).
- Feared minions loose their unit occlusion. If you are in dire need of a fling and minions are in the way, use
Majestic Roar to fear the wave so you can run through (also situational for same reason as above). - Helpful, but mana costly, way to secure minion kills or push the lane.
- Fear minions when trading in the opponent’s wave to reduce damage taken.
Majestic Roar will fear Shaco’s
Hallucinate,
Mordekaiser minion,
Summon: Tibbers, or any other pet.
- Try to cast your ult when you have 3 stacks of
Frenzy. This will give you more AS with which to smack around your opponents. - Your ult has a .5 cast time. You can use
Majestic Roar during this .5 second period to set yourself up for more hits. - When your ult is on, you can AA -> Q combo for a strong burst of damage.
- Use your ult to farm large minion waves. In late game, when
Thunder Claws is more important for teamfights,
Sunfire Cape and
Majestic Roar work just as well. - Did the enemy champion just escape with barely any health? NO PROBLEM! Use your ult and smack a minion. The lighting with prioritize the champion and chain towards him, giving you the kill! (best feeling ever award).
Openings
Every matchup needs a unique opening to play well against. It is your job to analyze the enemy top laner for weaknesses, strengths, level of aggressiveness, and the threat of the jungler. Depending on your analysis, you must open the game with an item that either counteracts one of his strengths or takes advantage of his weaknesses. Also note the aggressiveness of the jungler. If the threat of a lvl. 2 gank exists (i.e.
Alistar,
Lee Sin), opening
Boots of Speed and leveling
Rolling Thunder first is very wise.
I do not run the aggressive build just because my opponent is a passive laner. Most of your games should open
Boots of Speed for it allows you to zone, be offensive, last hit, run away, and harass - all of which are vital from the start.
Kremlin:
Boots of Speed,
Health Potion x4 ->
Ruby Crystal,
Stinger
It's hard to find situations in which this opening goes wrong. If you are unsure of what to build, stick to the tried and true and go Kremlin -> AS Bruiser.
Defensive:
Aggressive:
Defensive Sustain:
Offensive Sustain:
Triple Ruby:
Indestructible:
Noticed how I purchased 4
Build Descriptions
Volibear is an amazingly versatile character. Although many people tunnel vision into stacking health, Voli can actually be outfitted for any kind of situation. One of the most avant-garde builds I've ran was
The Brutalizer,
Hexdrinker,
Phage and it worked great. In this guide I have included four builds of which I think are especially potent on
Volibear. Depending on your playstyle, team composition, and role, choose the build that fits your needs the best. These builds are just guidelines, however, and should not be substituted for every situation in the game. Understanding the right items at the right time takes patience and game knowledge. My builds focus on a mix of offensive and defensive as to maximize Voli's damage potential while keeping him tanky for melee range.
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AS Bruiser Volibear: My build of choice, it provides you with exceptional early game and scales strongly into late game. You are tanky from the start and will shred enemy teams with the synergy from your attack speed + |
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Pros
- Good mix of defense / offense- Strong in teamfights - Good sustain and CDR - Inexpensive |
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Cons
- Not a tank / initiator- Low resistances - Not the best 1v1 |
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Aggressive Volibear: Take this build when your team is in need of damage over defense or when your lane opponent is a passive champion that needs to be shut down early ( |
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Pros
- Insane damage output- Shuts down passiver laners - Very underestimated - Amazing life steal - |
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Cons
- Less health early game- Almost no CDR - Squishier masteries - No GP10 - Must sell |
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Traditional Volibear: The most common |
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Pros
- Most health- Most resistances - Frenzy hits like a truck - Best 1v1 ability (late game) |
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Cons
- Bad early game- Passive laning - Poor teamfight damage - Little AS - Expensive |
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AP Volibear: This build is not to be taken competitively. It is an experimental/joke setup that, when combined with the right team composition, can melt the entire enemy team in seconds. The reasoning behind this build is the .3 AP ratio on This build is very team composition dependent because you need melee tanks to soak damage and lots of CC to keep the enemy team in place. Good choices are |
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Pros
- Unparalleled teamfight damage- Near max AS - Sweet farming/pushing opower with - Did I say teamfight damage? |
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Cons
- Super squishy- Very team composition dependent - Must be in melee range - Mostly magic damage - Pushes lane when otrading with |
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Peeler Volibear: Although |
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Pros
- High CDR- Maximum amount of CC - Most self healing - Anti health-stacking |
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Cons
- Easily kited- Slower movement speed than other builds - Not a tank / initiator - Not the best 1v1 |
Build Flowchart
Warning: this flowchart is outdated from S2. After I have tested some more, I will make a new one as soon as time allows. Thank you for your patience!
I have included a flowchart detailing my usual in game thought process for build structure. Although this chart is very comprehensive, it does not cover every situation you will find yourself in. Do not blindly follow the arrows, use critical thinking and analyze all factors in each individual game. This is only to be used as a rough outline.

This chart is not to be used without reading the guide and its descriptions. Do not blindly use this flowchart and then downvote because it didn't work.
Laning

Laning as
Volibear revolves around harassing your opponent down until you can secure a kill with his kit's excellent sticking power. I take
Frenzy at lvl. 1 because I begin poking immediately. Every time W is up, I bite the opponent to take away a chunk of his health. By repeating this every 18 seconds , the opponent will soon be weak enough to secure a kill.
If you think you can get the kill, initiate with an AA -> Q combo and pin him down before casting
Frenzy and
Ignite. Once you unlock your ultimate at lvl. 6, this combo is even more powerful and you are practically guaranteed a kill. A
Thunder Claws kill combo is especially potent at lvl. 6 because the 75 magic damage per proc is very strong for that time.
Executing a
Thunder Claws kill combo:
2. Move around his minion wave and position yourself behind the enemy champion (towards his tower). If he begins to back off and run, you're effectively zoning him from CS and this is a bonus either way.
3. Cast and start slashing away at the enemy champion. Try to have three stacks of
4. Regardless of what happens in step 3, your opponent will probably run away at one point. When he does this, use an AA -> Q combo to fling him behind you for more hits.
5. Do not cast
6. By this time, he will be very close to low health. Finish him off with your
7. Congratulations! That wasn't that hard :D
Top lane is a snowball lane, so getting the slightest advantage can have help enormously. This works both ways, however, and you must judge your opponent's strength and aggressiveness as to not give him kills as well. Play passively if needed, loosing a few cs is much better than loosing a life.
If you are being constantly harassed, pop potions to stay above 50% health. It is sometimes important to save
Every day I see
Depending on the situation, the timing of
- When trying to escape someone without a gap closer, spam E while the enemy champion is in mid air. This will prevent them from catching up to you with the distance + slow.
- When trading, aim your fling towards your own minion wave. If your opponent takes minion aggro, E him the moment he touches the ground. If you slow your opponent earlier, you will be wasting slow time and he will receive less minion wave hits.
- When setting up a kill with your ultimate, space your cc out to maximize the amount of ult procs you can land. Follow your Q up with E several seconds after the enemy is thrown. The best timing is when he passes you again on the way back to his tower.
- If you are running towards someone with
Rolling Thunder and you aren't reaching them, use
Majestic Roar to slow them enough for the flip.
Team Fights

When mid and late game come around, skirmishes and team fights will become more common. As a peeler,
Volibear is best suited as a carry escort. As assassins come rushing through your defensive line, you are there to fling and slow them before they can do any damage. The one problem with this, however, is that you will sometimes be too far away to chain lightning towards your opponents with your ultimate. In these situations, it is vital to position yourself so that you can damage as many people as possible while still being near your carry. Sometimes I hang back to deflect the first assassin, and then run forward to auto attack the enemy team while my primary abilities are on CD.
Important: You do not need to hit the enemy carries to do damage to them!
Thunder Claws prioritizes champions, so slashing away at the enemy tank will also proc damage to most of the enemy team.
Items
I have included a list of good items and explanations. Your build should never be static and must change depending on your team's composition, the opponent's composition, and the situation in your lane.
Each of the items listed are, in some way, viable to Volibear. If I do not list an item, it is because I find it unnecessary and should not be taken over the items below.
Boots:
Boots of Swiftness: My boots of choice for most of my games. The synergy of this and
Relentless
, combined with the tenacity of
Zephyr, will make you practically immune to CC. You will also be much faster than the majority of your opponents. With
Greater Quintessence of Movement Speed, you will be hovering around a solid 440 movement speed. I get this very late because
Zephyr provides more than enough movement speed for most of the game.
Mercury's Treads: Excellent boots for any situation. The tenacity from these and
Tenacious
help you enormously as a melee character, and the MR allows you to survive mage dominated mid game. Always a good pick if you're not building
Zephyr.
Ninja Tabi: Good against strong early game AD champions. I almost always sell it for a Merc Treads later in the game.
General Volibear:
Philosopher's Stone: A good item for when you are loosing your lane hard and being zoned from CS. The regen lets you stay in lane longer and the bonus income will help you get back in the game.
Doran's Shield: Excellent buy for countering strong early game AD opponents. The bonus health works great against no sustain characters like
Darius and
Riven, for each
Frenzy bite will do even more damage.
Zephyr: This is hands down the best S3 replacement for
Ionic Spark. Although it does not have as strong of a synergy, the bonus movement speed and tenacity allow you to keep up with your opponents and thus land more
Thunder Claws hits. As the new primary Volibear attack speed item, I highly advise picking it up in every game. The movement speed boost also allows me to save tier 2 boots until much later in the game.
Blade of the Ruined King: When your opponent's are stacking health, use this as a substitute for
Zephyr Your target shifts from carries to tanks when you build BOTRK, so you must prioritize the high health champions attacking your own carries. Build two
Daggers early and then chose between
Zephyr and
Blade of the Ruined King depending on how the game is going.
Wit's End: A very good item, albeit situational. If you are having a really rough time against AP, substitute
Zephyr for this. This item adds a hefty stack of MR - making you noticeably tankier. I usually pick
Maw of Malmortius instead because of the shield synergy with your
Chosen of the Storm.
Sunfire Cape: An incredible item for any situation. I frequently swap this over
Frozen Mallet because my team needs me to be much tankier and the armor is too good to pass up.
Locket of the Iron Solari: A good choice if your jungler/support doesn't have one. It's always advisable to have at least one on the team, although more never hurts. Has fun synergy with
Hexdrinker - just pop the Locket active when you're low on health and laugh as you heal behind two shields!
Guardian Angel: By end game, you will be rocking a large health pool regardless of build. GA makes each point of health more effective, and as a melee character you are also always at risk of being bursted. Bonus: your passive continues healing you through the revival.
Runic Bulwark : This awesome item not only gives you a 55 MR bonus and a ton of health, but also benefits your entire team. It also has a gradual build path, so that you can spend money on the item only when needed. Always communicate with your teammates so that only one person on the team builds an
Aegis of the Legion or
Runic Bulwark.
Randuin's Omen: If you have a leftover
Cloth Armor from early game laning, this item is an excellent investment that will aid your entire team. Choose this item over
Frozen Heart when you need health over CDR.
Frozen Heart: If you really need armor in any particular game, this is the item to go for. CDR and a hefty defensive boost will make you that much stronger against AD.
Aggressive Volibear:
Doran's Blade: Takes these if you need to get the upper hand early. The health also benefits your offensive ability, for you will hit harder with
Frenzy as well.
Hexdrinker: Excellent item when going up against ranged AP (
Kennen,
Vladimir). The Hexdrinker shield procs at the same time as your passive, effectively preventing you from being bursted down. Works well with the agressive build.
Frozen Mallet: More sticking potential means more hits wit your ult. Excellent synergy with health and a nice AD boost as well. I prefer FM over Rylai's because
Phage is an excellent item to build out of. On the other hand,
Rylai's Crystal Scepter does not provide a slow until its complete, and Voli needs that sticking power for
Thunder Claws.
Traditional Volibear:
Warmog's Armor: Although Warmogs is statistically the most bought item on
Volibear, I am an ardent non-believer. Warmogs is not only expensive, but also ruins your early game with poor sustain and no offensive stats. Although s3 warmogs is much more cost-efficient, you won't be able to secure kills without the offensive stats. If you want to play traditional Voli, however, by all means go for it.
Atma's Impaler: Very strong synergy with the traditional build's health stacking. This item has the solid mix of offense and defense we need in our items.
Phantom Dancer: Awesome synergy with
Atma's Impaler critical strike chance and excellent AS boost for your ult and W. You’ll be critical striking people into the ground with PD. The choice between FoN or PD as your 5th traditional build item is largely dependent on your team comp and the enemy’s. I usually opt for PD regardless, but special cases do exist.
Spirit Visage: A strong pick if you want to specifically mix CDR and MR. Although I opt for
Runic Bulwark when I need MR, the CDR of
Spirit Visage is perfect for the peeler build, in which CC is very important. Has excellent synergy with the healing from
Warmog's Armor and
Blade of the Ruined King.
AP Volibear:
Nashor's Tooth: I get a lot of flame for this, but Nashor’s is my favorite item in the game. Very few champions can benefit from every stat it gives, but one of the few is AP Voli. The AS and AP will make your ult a wrecking ball of death in teamfights. CDR will keep your ult up more often, and as your primary damage source this is invaluable.
Catalyst the Protector: Gives you the health and sustain needed to farm top lane. The mana boost synergizes well with the higher cost of
Majestic Roar harass.
Liandry's Torment: Fun but expensive. Dreamscholar tested the item and found that his magic damage skyrocketed because of the teamfight damage. He also swapped
Sunfire Cape for
Randuin's Omen in his build so that the double damage would proc more often. Fun build to try out, although leaves you more susceptible to burst than usual.
Rod of Ages: Helps you get tanky enough to enter the fray. Be cautious, however, for you will still be far too squishy to engage without support. When playing AP Voli, team cooperation is key to staying alive.
Rylai's Crystal Scepter: This item boosts the potency of your ult by a metric ****-ton. The health also has nice synergy, though not as much as
Frozen Mallet. With Rylai's,
Thunder Claws will slow the entire team with each proc. 'Nuff said.
Twin Shadows: Very cheap, very strong. I love grabbing this item as an end-game ult damage boost for my bruiser build. If my team is low on magic damage and I need a little MR, this item fits the bill perfectly. Awesome kit synergy with the active and passive speed boost.
| ooZeke's Herald |
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Wriggle's Lantern |
Early game laning items are designed to give damage, defense, sustain, and utiliy. While Wriggle's is the choice item for most solo top bruisers, Zeke's outclasses it in every respect when used on Volibear. Here’s a comparison of the stats:
| Health - 250 | ooooooooooo | Armor - 30 |
This is the big one, Voli has two scaling abilities with health. Although armor helps against AD damage in trades, health scales with both your passive and W – effectively giving you triple synergy compared to wriggle’s defensive stat.
| Attack Speed - 20% | ooooooooooo | Attack Damage - 23 |
AS is a key stat for Voli because of its synergy with his kit. While AD helps a little with last hitting and trades, AS helps you to gain
| Life Steal – 12% | ooooooooooo | Life Steal – 12% |
Well damn.
| Cooldown Reduction – 15% | ooooooooooo | Minion damage proc – 425 |
One of Volibear’s biggest setbacks is his ridiculously long cooldowns. By investing in CDR, you will be able to harass with your full combo more often. In comparison, the bonus minion damage proc from wriggle’s will allow you to split push more effectively. However, Voli’s ult + E + Ionic Spark make his split pushing ability already exceptional. He doesn’t need the single target bonus damage proc. If you want to get really in depth, the CDR will also allow you to ult more often – and thus split push more often!
| Aura - AS + life steal | ooooooooooo | Sight Ward - 3 min CD |
As an added bonus, your teammates gain
Matchups

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Darius: The almighty king of executes. If you're not careful, he will completely bypass your passive with Recommended Items: Open |
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Elise: Very brutal matchup, for her range and early game damage makes her a strong counter to Voli. She will continuously come on top in early level trades. Your best bet is to call in ganks while her Recommended Items: |
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:D |
Gangplank: A relatively easy matchup if you can survive his early poke damage. Many GP's run Recommended Items: Open |
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Garen: A difficult matchup to play against, for his early game damage output is very high. Try to harass him every with an AA or combo every 9 seconds, as to keep his passive from activating. If you want to trade, engage him when Recommended Items: Open |
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Irelia: Voli counters her quite nicely, but only early. Irelia has very strong lvl. 9 trading because of her true damage. Keep the pressure on and prevent her from passively healing up with Recommended Items: AS Bruiser |
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Jarvan IV: Very strong early damage and good poke. As long as his mana permits, he'll be constantly harassing you. His passive does %health, so stacking Recommended Items: Open |
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Jax: With each passing level, Jax becomes exponentially more powerful. This is why it is imperative to bring the hurt on early. Use your disruption and flings to initiate trades and prevent him from farming. If he uses Recommended Items: |
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Kha'Zix: Most Kha'Zix players focus on damage items, making him a very squishy bug. Additionally, his jump is also a mediocre distance pre-evolution. Always stay near your minions so that you don't get 'isolated,' and use your CC to lock him down in trades. Save your Recommended Items: AS Bruiser |
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Malphite: This dude counters AS champions, and you definitely fall in that category. However, Malph loves stacking armor - and that won't help him against your ultimate. Don't use the aggressive build against him. Make sure you deplete Recommended Items: AS Bruiser |
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Nasus: Stopping this guy at all costs should be a time priority. No matter what you throw at him, he'll just ignore you and farm his Recommended Items: |
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Olaf: This viking is one hell of an opponent. Your W outranges Recommended Items: AS Bruiser |
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Pantheon: Start passively for he has strong early game damage. Recommended Items: Open |
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Rengar: Be careful of his lvl. 1 Recommended Items: Open |
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Renekton: His early game harass is very annoying, although resistances help against it. At lvl. 3 he gets his dash in, stun, dash out combo. Make sure you are in your minion wave when he dashes, so that he'll take aggro. When he tries to dash out, flip him back into your wave for extra damage. Recommended Items: Open |
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Riven: Very strong early game AD champion. She can quickly snowball out of hand, so take precautions as to not give her kills. Your abilities counter her mobility quite nicely. Her weakness is her lack of sustain, which makes landing Recommended Items: Open |
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Rumble: One of the biggest lane bullies in the game. This dude brings the hurt and he brings a lot of it. He has a weak escape, however, so your best bet is to call in ganks early. Play passive early game and go in for the kill lvl. 4+. If you time Recommended Items: |
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Shen: The most commonly banned top laner at the moment, and for good reason. He has sustain, poke, damage mitigation, a dash, and global presence - all in one kit! If you see him teleporting with Recommended Items: AS Bruiser |
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Singed: A very strange champion to go against. He quickly gets tanky with items so shut him down early. You can prevent him from farming by flinging him out of your minions. When trading, keep him from running away by using your disruption and an early Recommended Items: |
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Teemo: I would rather uninstall the game than play against this little ****er. He’ll just kite you all day and make you cry for hours. Even if you level your Q, he’ll just make you run into Recommended Items: Shoot yourself. Rush |
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Vladimir: Although Recommended Items: |
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Yorick: Chauster once said, "If you want to win lane vs yorick just start regrowth pendant, go tp flash, and go regen quints with mr blues and yellow armor." I honestly don't know anything that works against this monster, so I'd highly recommend trying this out. If you don't have the runes available, use the aggressive build with Recommended Items: Open |
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:D |
Zed: His high mobility and damage can be shut down with proper itemization. Zed thrives off of long games, but his weakness is his early laning. Long cooldowns, combined with high energy costs is his downfall. Try to kill him early when he burned Recommended Items: AS Bruiser |
Volty's Response
Volty, game designer at Riot and the creator of Volibear, personally responded to a post I made on the League of Legends forums!
The post was about the possibility of gameplay changes for Volibear, which I heavily argued against. My argument was that the problem is not that Voli's kit is subpar, but that everyone is playing him incorrectly.
Link to the page: http://na.leagueoflegends.com/board/showthread.php?p=32684845#32684845
Here's the response:

Future Plans
Here is a list of the upcoming changes for this guide. Stay tuned for updates!
Also, please comment with any recommendations or changes you would like to see.
Planned:
- Warding section
- Gameplay videos
- Updating laning section with kill combo pictures
- New S3 flow chart
Conclusion
Thank you for reading my guide! A lot of time and effort went into making an informative guide for all the experienced and aspiring
Volibear players out there.
Voli is an easy character to learn, but mastering him takes dedication. Understanding a champion's capabilities is half of the learning process. Only practice can give you the experience necessary to truly dominate any opponent or situation.
With your help, hopefully we can make Volibear ‘viable’ once again.
If you are going to down vote, please let me know why and I'll do my best to improve the guide in any way. Any advice, comments, or criticism is greatly appreciated.
Good luck and have fun!
- shukmeister
Changelog
8/27/2012:
- Added changelog
- Added conclusion
- Colored terms
8/28/2012:
- Added more matchups
8/30/2012:
- Added
Randuin's Omen,
Philosopher's Stone,
o
Doran's Shield, and
The Black Cleaver to items
- Created 'boots' subsection
- Added
Greater Seal of Scaling Health to runes
- Fixed grammatical issues
9/13/2012:
- Fixed
Thunder Claws subsection
- Fixed grammatical and aesthetic issues
- Added
Sunfire Cape to items
- Updated AP Volibear description
- Added build flowchart section
9/14/2012:
- Updated and alphabetized matchups
10/3/2012:
- Added match history scores
- Added another video
10/29/2012:
- Added more match history scores
12/26/2012:
- First round of S3 editing
1/12/2013:
- Added volty response section
- Added future plans section
2/16/2013:
- Moved
Boots of Swiftness to later in the build
2/19/2013:
- Fixed defensive sustain opening
3/28/2013:
- Removed
The Black Cleaver from viable items
- Added
Twin Shadows,
Blade of the Ruined King,
Locket of the Iron Solari, and
Liandry's Torment
- Reorganized and updated items section
- Added new 'Peeler' build
- Redefined search terms
- Added
Greater Mark of Hybrid Penetration
- Added more matchups
Terms
AA – auto attack
AD – attack damage
AOE – area of effect
AP – ability power
ARAM – all random all mid
AS – attack speed
CD - cooldown
CDR – cooldown reduction
CS – creep score
GP10 – gold per 10 seconds
HP – hit points
LVL – level
MR - magic resistance
OOM - out of mana
Peeler - keeps enemies off the carry
Regen - regeneration
T2 – tier 2
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