Volibear Build Guide by Rys Aberdeen
| Health | 4533.8 |
| Health Regen | 83.7 |
| Mana | 760 |
| Mana Regen | 28.7 |
| Armor | 137.19 |
| Magic Resist | 240.56 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 415 |
| Gold Bonus | 0 |
| Attack Damage | 163.4 |
| Attack Speed | 56.37 |
| Crit Chance | 15%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 10% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 50% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Iorek Byrnison: Your Inexhaustible Ranked Companion
HEY GUYS THIS GUIDE IS IN DANGER OF BECOMING EXPIRED. I NO LONGER HAVE TIME FOR UPDATES SO IF YOU ENJOYED THE GUIDE AND WOULD LIKE TO SEE YOUR KNOWLEDGE FEATURED LEAVE YOUR SUGGESTIONS IN THE COMMENT SECTION AND I WILL GO THROUGH THEM WEEKLY TO MAKE VALID UPDATES. THANK YOU AND ENJOY!
Introduction
// 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
Atmog tank
, but I am working on an AP build as well.
//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
Special thanks to:
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
A Note about Synergy: Why this Build Works
Here is why this build works so well. It focuses on the synergy of rolling thunder
MID GAME
Base health lvl 14 = 1644 Hp
This core part of your build leaves you at 3014 health.
Now at this point your buying
3014*0.02= 60 Bonus AD
Now Frenzy Deals 290 + 671 = 961 Dmg
Now Rolling Thunder Deals [(3.3*16) + 54] + 60 + 23 + 125 = 308 Dmg
My gawd. Mid Game at lvl 14 you are dealing 1269 on JUST two of your abilities. You have 3k health at this point and you can regen 30% of that. Meaning you have 3900 effective health.
Note for
LATE GAME
Base health lvl 18 = 1988 Hp
This core part of your build leaves you at 4058 health.
Now at this point your buying atma's which turns 2% into attack damage.
4085*0.02= 81 Bonus AD
Now
Now
Late Game at lvl 18 you are dealing 1520 your two abilities. You have 4k health at this point with 5200 effective health.
You also have around 200 MR with 30% CC reduction and a cleanse for ignite. GG.
Pros/Cons
// While your reading you may realize
// You can see that many cons that I listed do not really apply to late game. The fact is hes OP right now. No way around it. And this is due to the build I am showing you - the ability and item synergy is simply ridiculous.
Base Stats
Damage 54 (+3.3 / per level)
Health 440 (+86 / per level)
Mana 220 (+30 / per level)
Move Speed 320
Armor 14 (+3.5 / per level)
Spell Block 30 (+1.25 / per level)
Health Regen 1.4 (+0.13 / per level)
Mana Regen 1.4 (+0.13 / per level)
Summoner Spells

// These summoner spells should be your common picks because I think that they fit Volibear
// This is a list of summoner spells which I find viable on Volibear, however I do not find myself using them very often.

Recommended Summoner Spell Combinations
Jungle/Lane True tank:
Use your heal to sustain the jungle.
Jungle Offtank Support:
Basic role. Use your smite to get buffs and heal during fights.
Jungle Offtank DPS:
This will allow you to enter the fray without getting ignited so you can heal.
DPS:
If you don't jungle and want to go DPS.
Offtank DPS
Best if your going into lane. Good spells for your team and yourself.
Masteries
I take 21 points indefence and 9 in utility for a few important reasons. The early game damage from offensive masteries and 6% bonus on low health targets

Defense
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  EDIT: Thanks for Karano77 for the correction. |

Utility
Alternate Masteries
Offence
If your willing to sacrifice the improved buff duration you may like to take some extra points inoffence. With very little Arpen and a weak early game, these masteries can increase your jungle speed and the 10% Arpen will come in handy late game.

Now if your someone who just hates utility and defence and really wants to kill stuff it IS possible to go about your jungle with 21 points inoffence. So long as you take tough skin
Recommended Runes
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Greater Mark of Attack Speed 9 |
Greater Seal of Scaling Health 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Scaling Health 3 |
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Alternative Runes
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Greater Quintessence of Attack Speed 3 |
Greater Quintessence of Armor 3 |
Greater Quintessence of Armor Penetration 3 |
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Skills


- // 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

- // 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.

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.
- // 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.

- // 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

Skilling Sequences
Jungle
Being a Jungler you want too max Frenzy for jungling and Rolling Thunder for the fling. However an early point in Majestic Roar will save you damage from the minoins. It is also just for some slow when chasing. Good for ganking but you will rely more heavily on your Q.
HP / AS
When you decide too go for the HP/AS build you want too max Frenzy first for the base attack speed bonus. You can decide too get your Rolling Thunder or Majestic Roar whenever you want as it doesn't really matter which one you max first, they're both good spells with good CC. Level your ult Thunder Claws first.
Starting Items
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Mid Game Items
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Late Game Items
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Recommended Builds
Lane Tank
// If you don't lane and you are tanking you can skip the Madred's Bloodrazor in favor of more survivability items.
Jungle Tank
// As a jungle tank, you will be lacking cleanse however your sheer health should be able to compensate for this. Madred's will give you the late game advantage against champs that have stacked health and armor.
Jungle Offtank
// As a jungle offtank, getting an early bloodrazor is a good way to improve DPS on your ultimate and auto attacks. Maximizing health with atma's will improve your damage and survivability to the point any offtank would be jealous of.
DPS Offtank
// Dropping some survivability to take on the role of more a DPS. Take QSS to make sure that you are not CCed whilst dealing damage. This will maximize the damage coming from your ultimate during teamfights. Situational build, so far however it does seem to have a place in ranked.
Playing 3v3
Playing 5v5
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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 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. |
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Jungle Route 5v5

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Start at the wolves camp. Fear them and kill them. |

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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. |

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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. |

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Head back to the wolf camp. Hit lvl 3. |

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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. |

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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 Teamfight

Teamfights: 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.

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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. |
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In Depth Laning
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![]() 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 Early Game is Volibear's weakest stage in the game but ![]() 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. ![]() |
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Warding
This section is taken from Apotheosis Guide to Tryn with his permission of course :)

Order of priority; Use Sight Ward and Vision Ward where necessary:
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.
Conclusion/Scores (Send Yours In!)
By the way this is just the start! I haven't had much time however I plan on adding much more in-depth sections depending on how the guide is received.
Shout out's to my mates
Here is a pic from susarn
[img=http://img822.imageshack.us/img822/228/123gtf.png
Here isa pic from SadenomyGr
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