Not enough on Voli...
Volibear has been one of my favorite champs since he came out. He has sadly been nerfed one too many times and finds himself in need of a serious buff (despite what some might say) With that said he finds he only has one location left to play, and thats the jungle...
What can my guide add?
I've used this build a lot, it works. This is a build i have yet to see in any of the jungle guides for Volibear... Which means as soon as this guide gets posted other more popular builds will be "updated" with my build included...
Are my masteries and runes right for everyone? Is this a fool proof build? No... But what i can promise you is that the build works and is viable... If you want to improve and change and adapt as you see fit, great! This is a great starting point from which you can then jungle with Volibear as you like. This guide provides a build that fits Volibear jungle into the team as a tank/dps/cc/killer.
Note: Someone asked me if I solo'd top with same build... The simple answer is yes, and so I've added a second build in which i've laid out how I have gone about doing just that. You will find however that sadly because of Volibears nerfs that he isn't the greatest solo top, being weaker in hp/def related issues which does make him an easy target for champs like Garen who can Ignite and ult around when you passive is kicking in...
Smite is obviously a must if you are going to be jungle, it give you the extra 10 gold every use, might not seem like a lot but using it just 10 times gives you an extra sight ward, well worth it. Not to mention the much needed extra damage early game to neutral monsters as well as late game finishing touches on dragons and baraon...
Heal is a solid second choice, and here are my "noob" reasons.
1. Voli is squishy early game
2. CC kills Voli, heal allows for extra precious time to use abilities and escape as Voli lacks a solid method of closing gaps fast, and Flash has such a long CD.
3. Support, you would be amazed at the effect a small heal spell can have end game team fights.
4. Perfect for baiting into a tower trap or into a fight they think they can win.
5. Gives you passive enough time to do its magic. Heal+passive means Voli goes from almost no health to an impressive amount of health very fast.
Exhaust is for the gank kill. Majestic Roar followed by Rolling Thunder with a Frenzy bite to finish, and an Exhaust for good measure means secured kill. Also a must if you are solo top, allowing the jungler time to come in and help you finish off kills.
Ignite if you are finding you are having trouble finishing them off, you can try Ignite. Havent had much need or use for it using Voli Jungle though, much more useful solo top...
Ghost seemed to work better than Flash for those new to Voli and find they cant excape, or need to run someone down. Also was more effective in ganks than Flash as you could dive using Ghost, get the kill and then Rolling Thunder to safety with no issues from minions with added speed, vs the one time extra movement burst... Your call!
Flash works well to close gap fast or as a good escape tool. Has the long CD which makes it not as effective on Voli as on other champions in my opinion and experience.
General Skill Sequence and Jungling
Items to Start: Cloth Armor, 5 Health Potion
Early Jungle and Skills:
Start by taking a point in Majestic Roar, and take on the wolves as soon as they spawn. Getting a leash isn't needed, but help taking them down would be nice (they can even kill the weaker pups with no real ill effect, just not the main wolf). Getting a leash is a mistake on wolves as they will run very far away very fast (they have extreme speed). Next kill blue buff, using Smite when applicable. Remember to use Majestic Roar whenever possible as it is going to keep you safe. When you level from killing blue take a point in Frenzy as this will help you with speed of attacks as well as a good finishing blow on the bigger neutral monsters. Next kill the wraiths, attacking main wraith and as soon as he is about to land his first attack use Majestic Roar. When his hp is low enough finish with Frenzy for fast clearance. Next take on red, using same strategy. Remember to be using your Health Potions when you need them. Smite should be ready for use to finish off mr red. On level take a point in Rolling Thunder. This is when your ganking threat becomes an issue so take a gank now if something is available. Don't start with Rolling Thunder, insted get beside them and try to get a few attack in while using Majestic Roar, trying to force them to use their Flash or other excape tools, while at the same time building up your Frenzy. When they use their Flash use your Rolling Thunder immediately, IF this is timed right you will pull them right from their Flash and toss them behind you, if not you will most likely still be able to catch up and toss them. Once tossed and they look low on health use Frenzy to finish them off.
Start by maxing out your Frenzy and then your Rolling Thunder. I finish up with maxing out Majestic Roar, taking my points in his ult Thunder Claws at 6, 11, and 16.
Frenzy vs Rolling Thunder...
Note: Against the popular opinion I have often maxed out Rolling Thunder first. Below i have gone through and done a comparison of what you gain and lose at that stage in the game (lv's 1-10) and I will let you decide for yourself. Very smary, very wise, very intellegent individuals (who will someday be paying for someone elses medical bills because they ARE such...) will downvote based soley off of these facts, but I just dont care. So HERE IT IS, the break down/comparision! If you actually can read English AND the WHOLE guide (not just the build/runes/masteries) AND have a brain- THEN this will actually make sense...
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Bonus Physical Damage: 30 / 60 / 90 / 120 / 150
Passive Attack Speed: 8 / 11 / 14 / 17 / 20 % per stack
Base Physical Damage: 80 / 125 / 170 / 215 / 260 (+15% of bonus health)+1% for each 1% missing of enemy
Bonus Hp is all that effects Frenzy not total, so assuming you have at BEST a Giant's Belt by this stage in the game, that puts a bonus cap of around 100 on your Frenzy. This makes a maxed out Frenzy then being 360 without any extra major boosts to hp (which would most likely come from lv's 10-16, not from 1-10) And the added 1% of damage per 1% missing means that even if the champ is down to 30% health you will do 612 damage (and thats 30%...). Now at lv 1 of Frenzy you do 80 damage vs 260 base (the CDR doesnt change, as well as the added 15% from health and 1% for each 1% missing...) which puts damage output at 180 with added hp bonus and 306 if the enemy champ is 30% or less again... So by leveling up Frenzy first you gain an extra one time hit of 306 damage (Note that this gap between lv 1 Frenzy and 5 will always remain 306 damage because no matter how much more hp you get, the attack damage will increase the same for both lv's, making you only ever gain 306 more damage output on leveling your Frenzy vs leaving it lv 1...)
Now lets talk about Rolling Thunder...Lets assume Voli has a base attack of 100 at lv 10, giving him the Madred's Razors and nothing more... A maxed out Rolling Thunder can be used 2.25 times for every one time use of a maxed Frenzy (CDR Does not decrease with level on Frenzy) and 2.25x(150+100)=562.5 And we have already said that we gain 306 damage leveling Frenzy up vs leaving it lv 1. So how much damage do we gain from maxing Rolling Thunder? Rolling Thunder lv 1 has cd of 12 and extra dam of 30... Lets keep it the same and say you can do Rolling Thunder 1.5 times for every Frenzy, that puts total damage output at 195 damage for using Rolling Thunder lv 1 vs the 562.5 damage of a maxed out Rolling Thunder over Frenzy cooldown. This means you gain 367.5 damage output across Frenzys CD on a leveled Rolling Thunder vs a lv 1 Rolling Thunder
So to compair thus far...If you maxed out you would gain:
So by leveling up Frenzy first you gain an extra one time hit of 306 damage (if the person is 30% health or less) and no extra CDR...
This means you gain 367.5 damage output across Frenzys CD on a leveled Rolling Thunder vs a lv 1 Rolling Thunder
So I'm sure by now you are screaming- "BUT WHAT ABOUT ALL THE EXTRA ATTACK SPEED FROM Frenzy, YOU DIDNT ADD THAT INTO DAMAGE ADDED WITH Thunder Claws!"
Level 1 Frenzy has at maxed stacks an increase to attack speed of 24% and maxed 60%. For a difference at max stacks of an extra 36% attack speed. So how many EXTRA attacks will 36% extra attack speed yield on a GANK taking into account that THAT number is MAXED stacks, not including the 3 attacks it took to generate the max stacks... Voli's base attack speed at level 10 puts him at .80 attacks per second, with the runes and masteries it puts it at 1.0 so lets use that and add in the extra 36% attack speed you will have when you max out stacks...1.36! Now lets use the same time frame used before of Frenzy cooldown which is 18 seconds and see how many EXTRA attacks you can get in 18 seconds at maxed stacks (if the enemy was just standing there letting you hit him of course since that happens all the time right?) So you gain .36 of an attack every second and you have 18 seconds that means .36x18= you gain 6.5 EXTRA ATTACKS every 18 seconds! Sounds awesome right? Yeah, if you EVER GOT 18 SECONDS ON A GANK TO JUST ATTACK, and those 18 seconds came AFTER your first 3 attacks to stack! Not going to happen... But to be fair lets go with 8 seconds because we are comparing it and say that you gain 2.88 attacks every 8 seconds. (Assuming you got the first 3 attacks to max out your stacks for free...)
Rolling Thunder is easier with this since all i need to say to compair is that you gain one more use of the skill in that time frame... That means one time use to increase your speed by 45% chasing down an enemy or 15% speed running away... It means you have one more time you can pull someone back, toss them behind you, and then hit them a few more extra times that you wouldnt have gotten had you not been able to use the skill...
So to add it together and compair AGAIN... A maxed out will give you...
[*] So by leveling up Frenzy first you gain an extra one time hit of 306 damage (if the person is 30% health or less) and no extra CDR...
[*] But to be fair lets go with 8 seconds because we are comparing it and say that you gain 2.88 attacks every 8 seconds. (Assuming you got the first 3 attacks to max out your stacks for free AND you can keep him there for ANOTHER 8 seconds)
[*] Now if you kicked in your Thunder Claws (if it wasn't on CD) at just the right time and managed to get every single one of those 2.88 EXTRA attacks in, AFTER the 3 free stacks attacks AND after your normal attacks that you would have gotten anyways, you gain 216 bonus damage/per person as Thunder Claws would only be lv 1 ... Yikes! That's a lot of if/and's (and it's your BEST CASE SCENARIO) so much for "TOTALLLLY INCREASING YOUR DAMAGE OUTPUT"!...
[*] This means you gain 367.5 damage output across Frenzys CD on a leveled Rolling Thunder vs a lv 1 Rolling Thunder
[*] You can use the skill one whole more time vs the added 2.88 extra attacks would be getting on target OVER 8 seconds (vs a one time burst) had you leveled Frenzy first. That means one time use to increase your speed by 45% chasing down an enemy or 15% speed running away... It means you have one more time you can pull someone back, toss them behind you, and then hit them a few more extra times that you wouldnt have gotten had you not been able to use the skill... Also worthy to note that Rolling Thunder also hits towers while his others skills can't...
Hopefully this break down of the two skills EARLY GAME (levels 1-10) will help you better choose between which two skills to take at WHICH stage in the game...
Note: Voli's Frenzy been nerfed overtime from 20% to 15% bonus damage from you bonus HP.
Note: This was a comparision of the two skills levels 1-10 (start-mid) and does not include lvs 10-18 (mid-end). So taking that into account and knowing that you will not have a second lv in your Thunder Claws by this point (which having more and more attack speed and the more Thunder Claws gets upgraded, the more damage output...)
Note: Even if you managed to get a Warmog's Armor by this stage in the game, how much more damage will you honestly do at this point than if you didnt max it out?
A difference of just 180? But what if they were at 30% health!
230x 1.7= 391
410x 1.7= 697
A difference of 306 damage... Hmmmm?
BUT WHAT IF YOU HAD SOMEHOW MANAGED TO GET Warmog's Armor AND Frozen Mallet AT LV 10!?! HUH!?!
(80+300)x 1.7= 646
(260+300)x 1.7= 952
But thats only a difference of... 306? IT DOESNT CHANGE THE MORE HP YOU GET BECAUSE THE % STAYS THE SAME!
Preface to Items
Note: You will notice I do not mention anymore potions, wards, Oracles, or elixars in the items... Does this mean dont buy them? No... Get wards, potions, and such when you feel you need them and can afford them. Putting them in the build as if you buy them at the same time every game would be outright stupid and ignorant on my part. (Unless they happen to be STARTING items...) If you want detailed explanations on how to and where to place wards, there are amazing guides right here at MOBAfire that specifically go over just that. I will say this though, if you watch the pro's play, and I mean pro's, not just "ranked matches", you will notice that EVERYONE WARDS, not "just support"...
To say that support wards everything is outright... silly... To expect someone from bot to go all the way to top to ward baron for you? GG, that's all forks you've already lost... Now you have a totally worthless support who has spent most of his money on wards, and has fallen behind on lv's because he is wandering the map aimlessly placing wards. Because of all that they can no longer really help in team fights at ALL, (and go 0-8 and rage) and all you have gained from it is possibly a few extra items for your carries who are picked apart easily and early in teamfights because support can't keep them alive... No, everyone wards... That includes the jungle...
Jungle's most common ward placements include Baron, Dragon, and Blue/Red buffs (for both your buff and the enemies buffs), support wards bot, solo top wards his river bush, and mid wards his area as he desires. If you honestly don't know where those locations are and need a picture... Ummm... There, a picture... That's where jungle should be warding with Baron and Dragon being the two most important...
Jungle Ward Placements
Need more magic resist...
I would go with this option if these two things where happening.
[*] Their AP was fed, was causing issues, and/or is targeting you in fights...
[*] Your AD carry and/or AP carry are dealing massive damage and doing their job well and you don't need more damage output...
Then you build...
Next Major Buy: Force of Nature
Last Major Buy: Guardian Angel
This will allow you to hold your own agaisnt the burst AP that is causing you issues, allowing you to still provide the CC your team needs and the second chance of Guardian Angel