Volibear Build Guide by

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.

League of Legends Build Guide Author

GUNNER BUILD :):):):) .I.

Last updated on December 25, 2012
Like Build on Facebook Tweet This Build Share This Build on Reddit

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 1

Honor Guard

Defense: 29


Utility: 0

Guide Top

Guide Table of Contents

Iorek Byrnison: Your Inexhaustible Ranked Companion


A Note about Synergy: Why this Build Works


Base Stats

Summoner Spells

Recommended Summoner Spell Combinations


Alternate Masteries

Recommended Runes

Alternative Runes


Skilling Sequences

Starting Items

Mid Game Items

Late Game Items

Recommended Builds

Playing 3v3

Playing 5v5

Jungle Route 5v5

Teamfighting: Role of Volibear in a Teamfight

In Depth Laning


Conclusion/Scores (Send Yours In!)

Guide Top

Iorek Byrnison: Your Inexhaustible Ranked Companion

Hey guy’s this is R33s3th3b3ast back for another guide. If you dont remember me I wrote a Fizz guide two weeks ago. I like bubble baths, long walks on the beach and giggle water. Anyway, enough about me how about you? Oops I get lonely sometimes... Without further ado I’m proud to present my ranked jungle build for volibear. A very viable bear
// I do build him as an ODYN'S TANK , but I am working on an AP build as well.

Guide Top


//His damage and survivability is maxed out with the items I advise however this is a personal play style and hasn't been determind by a computer so feel free to change it a bit :) Course I will include situational items.
This build will offer: •A 1400 Elo player’s advice on ranked play
•An aesthetically pleasing guide
•Some good in-depth information
•A Jungle and Lane Build

Apotheosis - For the warding section, Check out Your Tryndamere Resource, by Apotheosis!
JhoiJhoi - For the line dividers, and awesome banner, Check out her Guide to Making Guides
Pink Munn - For help with the calculations :)
Karano77 - For more help with calculations :P

Guide Top

Chosen of the storm: // Volibear heals rapidly for a few seconds when his health drops to a critical level. When he drops below 30% he gains 30% of his max health. This is why he can be built so successfully with flat health, to both tank and deal damage. Eventually the enemy will stop focusing you as well because during a very close duel, the enemy may thinking that hes winning when suddenly you now have more health than him and it will frustrate them to no end. This ability should not be relied on for sustain, however as it does have a rather long cooldown of 120 seconds. Though 30% of your health being regained is nice, since it has an ultimate like cooldown length, think of like Anivia's egg
Rolling Thunder: // Volibear drops to all fours and runs faster if chasing an enemy champion. The first enemy he attacks is knocked into the air. Volibear gains 45% Movement Speed while moving toward enemy champions. Lasts 4 seconds. Volibear's next attack deals an additional 25/50/75/100/125 physical damage and flings the target behind him.

Tips and Tricks

•// This can be used to mess with the enemy positioning and initiate a teamfight in your favor
•// Deals a high amount of damage from level one, and is probably the best move to have when someone is fleeing at level one.
•// Also, a single toss into a tower early game pretty much spells death for many champions, especially those without a blink or flash
•// If you combo this with flash you can pull some very surprising intiations
•// Can be used as an escape mech if an enemy is coming at volibear diagonally
•// Does damage to turrets
Frenzy: // Volibear's repeated attacks grant him additional Attack Speed. Once Volibear has repeatedly attacked four times, he can perform a vicious bite on his target which deals increased damage based on the target's missing health. Passive: Volibear gains 8/11/14/17/20% Attack Speed with each attack. Stacks up to 3 times. Active: When Volibear has 3 stacks of Frenzy, he can bite an enemy to deal 90/140/190/240/290 (+  [20% of bonus Health]) physical damage, increased by 1% for each 1% health the target is missing.
Tips and Tricks

•// Use this when you think you can do enough damage to kill the enemy and it will catch them off guard. Especially because of the late game damage on this ability. This spell is the reason why we will be building those health items and attack speed.
•// Can be used to harass an enemy in lane by getting stacks on minions.
•// The attack speed on this ability will help your farm and jungle.
•// Not really much to remember, just save it against squishies and spam it against tankies.
Majestic Roar: // Volibear lets out a powerful roar that damages and slows enemies. Minions and monsters are feared as well.
Volibear deals 60/95/130/165/200 (+0.6) magic damage to nearby enemies and slow them by 30/35/40/45/50% for 3 seconds. Minions and monsters are feared as well.
Tips and Tricks

•// Majestic Roar basically is an AOE slow against all kind of enemies and is very usefull too initiate or too slow your enemies down.
•// Baiting your enemy into a 1v1 fight with minions can give you an advantage as well, since you can fear the minions stopping them from attacking you as well as regen from your passive.
•// Combo this with rolling thunder to initiate and immediately leave a member of the enemy team at a disadvantage in positioning and health.
•// Use discretion however because aside from rolling thunder (situational) this is your only real escape mech.
Thunder Claws : // Volibear channels the power of the storm causing his attacks to blast his targets with lightning that bounces to other nearby enemies. Volibear channels the storm, causing all basic attacks for 12 seconds to deal 75/115/155 (+0.3) magic damage, which chains to 4 nearby enemies. This pwns late game as you build attack speed and health. The AoE damage combined with your massive health will make you a one man initiator.

Tips and Tricks

•// Use with rolling thunder or majestic roar to safely do some AoE damage.
•// Otherwise wait for someone else to initiate and the enemy team wont notice if you activate this spell and will usually just leave you to auto attack doing 5 times as much damage as you normally would. Instant teamfight win.
•// If there is that one champion running away from the group who is low on life, it is possible to attack an enemy close to you finish him off with the bounces like pyroclasm
Playing 3v3Well,sinsorderstosknowshowstosplaysVolibears3v3syouswillsneedstosknowshows3v3sworkssperiod.
(sorry for awkward spacing, I'm using preventative measures to stop people copy pasting this section of my guide)

Playing 3v3

(sorry for awkward spacing, I'm using preventative measures to stop people copy pasting this section of my guide)

Map Control:
Becausesthesmapsisssossmallsandstheresis onlys3splayers thereswillsbesa lot of ganking and therefore map control all but wins the game for you. Knowing when the enemy at the top is coming bot to gank will save your lives and probably keep the game from snowballing away from you which happens so easily on this map. Also buff control is hugely important. With less people on the team both sides will usually be evenly matched because most of the time the whole team of 3 people will stick together which isnt that hard. Having a buff will give you the extra edge which will cause you to win the first teamfight. From there on it becomes easier and easier to kill the enemy as well as control the jungle.

Getting Gold:
Here its all about First Blood, Ganks, Dragon and Turrets. Each stage offers you a way to gauge how far ahead or behind your team is. There will be practically no solo kills here because chasing is incredibly stupid with enemy teammates so close by and people usually do not overextend until they are winning. If they do they will usually just head into the jungle for a bit and take the buffs. If you miss out on one of the listed forms on acquiring money its not a big deal however remember: GOLD WINS TEAMFIGHTS. Apart from certain OP champs everyone is pretty balanced and because no one will make stupid mistakes here, remember almost all the kills will be from teamfights, even a gank can turn into a teamfight here and half the time an overextended enemy is bait for his other two teammates. This basically means you will not get kills unless you have more gold. I know this may sound silly and applies more to late game than early however it is true and this helps me express the importance of dragon and turret pushes. DO NOT GIVE THESE UP. You need turrets and dragon here to be able to win the game, its not simply about team placement and focusing the squishies, you need better stats to win here most of the time.

Laning here is somewhat passive and somewhat not. Early laning phase should be renamed early ganking phase. Its the only time you will be able to succesfully fight the enemies in 3v2 or 3v1 without things turning into a teamfight, usually. This is the one exception to the gold rule which says you need dragon or turrets before starting a teamfight to ensure your victory. Careful during the lane phase because although you may be harassing your opponent and they are getting low if you try to finish the kills chances are they will run away and if you chase, their team will come for a free kill. This is why I mean it can sometimes be passive. This is not to say dont harass your opponent in lane, Im just saying dont be an idiot and chase them past half for the kill.

Now for Volibear.
As Volibear it is definitely preferable to take the jungle. Because of the nature of 3v3 however, it is viable to take bottom lane. Going bot with a strong CC partner like Annie or Alistar will almost definitely land you both some early kills. The lanes are tighter here and there are less minions. This means that to last hit you will have to be more aggresive. If you end up losing your lane you will be denyed completely or die very soon. Luckily it means harassing is easier because there are less minions. Catch your opponent offguard when the minions have dwindled for the best results. Make sure to watch the map. Gank whenever it is humanly possible. The early laning phase will pass quickly and make sure you do not have to go back more than once but dont worry too much about farming. At lvl 6 your team is going to want to rush dragon. Make sure it is counter warded first, as otherwise you will end up losing a teamfight. Once this is over the two teams will basically end up taking turns pusing lanes and fighting for jungle control. Getting an early sheen will definitely help you win the early jungle fights. What to do at this point is simply push lanes with a partner if possible and take jungle creeps whenever you can. You shine mid-game however because of you ultimate. This will allow you to initiate a 2v2 gank very easily or even a 1v2. Simply open with your fling and CC the target. If you find yourself in a fullout brawl - fight it. With your ultimate and CC your team should have the advantage. The trick is using your amazing mid game damage to win your ganks and push turrets. The gold from these will help you snowball into your items and continue to carry late game. If you are losing these, not to worry, simply play more defensively and continue to control dragon. Volibear is amazing in teamfights here because there will be less CC, you will get focused, you will deal damage and you have AoE damage. As a tanky bruiser with AoE damage and CC you are effectively OP on this map. Just focus on your teammates survival while dealing damage. Basically a few teamfights will decide the game here. These teamfights are usually decided by team gold, e.g dragon control and turret pushes. Make sure to use your mid game potential to gank and get your team fed. Otherwise you will drop off late game and be unable to survive or deal as much damage.

So for a typical ranked 5v5 this is pretty much how your game is - or should go.

1 - Take solotop or jungle. In ranked you should always be jungle or solotop. Mid will leave you low health and gold starved. You should probably be defending your blue buff or ganking theirs. If someone CV's and its clear nothing will happen just return to lane or if you think its not too dangerous, leash for your teammate. Now at lvl 1 its hard to harass with abilities because of minion aggro but take advantage of this and just farm. If your in the jungle start your route however you please. (jungle route is in the section below this one)

2-3 - As a weak early game champ try to avoid conflict. Harass with Frenzy and take your Rolling Thunder in case they start to attack you. If you immediately fling them they will start taking a lot of minion aggro and if you auto attack them it may be possible to zone them out.

4-5 -At this point, make sure you are farming and not too low health. The junglers will start to gank pretty hard at this stage. Also the gold you get here is most of what you will be using on your first trip B so make your time worth it. See if you cant call in a coordinated gank with your jungler. Otherwise just keep farming and dont die. If you are jungling at this point its time to gank. Make sure to check lanes if someone is low health and go help. Otherwise if someone is asking you to gank because there is a good opportunity, change your jungle to the direction of their lane.

6 - Yes you made it! Now you can start your first trip back. If you mess up finishing your gank no matter really. Just means that on your trip back, you will have less gold. At this point you may want to help out the other lanes a bit or check the jungle for buffs. Stealing the enemy jungler's red or blue would be ideal at this point. Dragon too.

7-8 - This point should be some free farm if your opponent is dead. Otherwise make the best with what you have. Jungle control is important here as are ganks. You are going to want to start roaming. With no sustain you will have to B soon. Gank as much as possible though. Rolling thunder is a gift from the god of ganks. Combine with your roar to ensure your teammates a kill. Whichever lane you gank eventually dragon will be killed and maybe a teamfight will break out. Read my other sections for advice during these scenarios. Between jungle control and ganking try to farm. Just level and get gold. From here on out its all about teamfights really. Showtime baby.

8-14 - By this point you should have at least half of your core build. The fun really starts now. Try as hard as you can to initiate onto an enemy and if a teamfight breaks out use your ulti. There is really no stopping the volitrain now as you should be almost indestructible with high damage and be a frustrating target with your passive and heal.

15 - 18 - Now you have your DPS items take jungle buffs and stick with your team until the tank initiates. Q onto the nearest squishy. The section on teamfighting will explain more on what to do here but basically you kill the enemy carries, carry your team to an ace and proceed to win.

Jungle Route 5v5

In 5v5

Start at the wolves camp. Fear them and kill them
Make your way to the blue golem. You may want to activate a health potion early. Make sure you have smite ready. Focus the blue buff and smite him around half health. Hit lvl 2.

Now make your way to the wraith camp and focus the blue one first. Use majestic roar to reduce the damage. Finish the blue wraith with frenzy

Head back to the wolf camp. Hit lvl 3.

Smite should be up or close to it. Go to red buff. Attack the big lizard and then use roar. Should leave you around half health

Head bottom to get the two golems. Hit lvl 4. Now if you want to gank take Q. If you want to continue and maybe raid the enemy jungle take another point in W. This route takes roughly 2:40 minutes. Teamfighting: Role of Volibear in a TeamfightTeamfights: I prefer to go and protect my carries over going for the other teams, but if you can always take down their carries you should be able to go through them pretty quickly. Team fights can be tricky if you aren't the one to initiate. Volibear is an amazing initiator, so use that to your advantage. Soon you will have the enemy team backing off when they see you at the head of your team.

If you are Initiating: Always find a carry to pull into your team with Rolling Thunder. When they turn tail and run toward their team, stop them with a Majestic Roar, and when they're a little over half health use your Frenzy to finish them to lower them the point where your team will secure the kill. If you've noticed that another carry has focused on someone other than yourself, start attacking them and Rolling Thunder again. Basically continue to support your team while dealing your massive damage. If the Rolling Thunder is on CD and you are in a bad situation then Exhaust on the enemy or heal to reduce the damage received by your teammate.

If you are Not Initiating: It's similar to initiating except that you sometimes have to be protecting your carries at the start, and you don't have any way to pull them all off at one time. Just Rolling Thunder one and Exhaust another at the same time to cut your losses and proceed to focus anyone within attack range with your thunder claws.

Your role is basically that of an offtank depending how you build. You can initiate with fling or wait for someone else and just cause a bunch of damage with your ultimate. Either way try not to get nuked down by AP carries as they can shut you down and just stick around dealing damage and supporting your teammates.

In Depth Laning

When your laning you have to consider your zone. This is the amount of space you control through the potential damage you can output and take in that space. Distance of skills will create a larger zone. Volibear has a small zone because he has no ranged nuke spells. Because of Q however, you can control any zone behind the minions. By using Q as soon as someone walks around there and then fearing them if your damage with the minions is great enough, you can control the entire lane. By keeping the enemy afraid of taking damage when they last hit you are denying them gold. Abilities are not everything though. Bushes create a new zone as against AD carries they cant even hit you here. Minions affect the zone because they can deal A LOT of damage if left unchecked. The point of the zone is not to avoid harass but to be able to last hit safely. People will enter your zone if they can tank the damage while safely getting last hits. To make the best use of your zone you need to be able to last hit. This is simply a skill that comes with practice. Last hitting under a tower is an important skill and very easy to do. Melee minion, you let it tank 2 tower shots, and do a single autoattack on it. Ranged minion, you smack him once, the tower shoots, and then you finish it off with an auto attack.

Early Game is Volibear's weakest stage in the game but Volibear is in no way weak Early Game. Volibear has some of the best harass in the game and after level six can solo most enemy champions. Try to last hit as much as you can while harassing the opponent by exchanging blows. Only take as much harass back as you dish out. The reason you can take an equal amount of harass back is because your W does more damage the lower they get. In a fight where the both of you are half health they'll take more damage. Now laning is pretty easy. You get three hits off to proc W then use it on your enemy as early as you can. Don't fight 1v1 yet though, its not in your favor. Hit them with W whenever you can and at level 4 get very aggressive occasionally comboing Rolling Thunder--> Frenzy --> Majestic Roar and maybe two auto attacks. This is great harass and enemies generally will fall back. Often I get first blood at level five, just before ulti's, bursting enemies from just below half health.

HUGE NOTE: Junglers change the zoning hugely. You have to consider the jungler's zone once he enters your lane if he does. Basically this means dont go past half when the jungler is roaming.

Warding - This section is taken from Apotheosis Guide to Tryn with his permission of course :)

Warding is way too over looked by many teams. I'm going to show you how to ward correctly, or at least how my team and I ward. The ward possibilities are obviously endless for 5s. These are the primary areas that you and your team will be warding each and every game.
Order of priority; Use Sight Ward and Vision Ward where necessary:

Baron/Dragon Wards:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!

Note: I would recommend using Vision Ward for these locations, especially Baron mid-late game. If not Vision Ward, then make sure someone, usually the tank, has Oracle's Elixir for discovering enemy wards.

Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.

Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.

Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.

Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.

Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.