vs AD Team
Threats to Volibear with this build
Welcome to my Volibear guide.
Before you start to read you have to know something.
This guide show exclusive my gameplay with Volibear and how I prefer to play him.
There are many other ways to play Volibear. With this guide i just want to show you
how you could play Volibear with my impression and experience. If you feel to change
the gameplay or build its no problem. This guide is just a approximate value. And you must
maybe in subject to your team and game situation change your gameplay of Volibear.
I wish you all have good classify games..we will see us on the Fields of Justice
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You need help with the slang: League of Legends Terminology
Pro / Cons
+ tank and damage dealer
+ hard to kill with passive
+ very fast, good ganks
+ AoE slow
+ crowd control
+ cooldown dependent
+ target of Ignite
+ easy to kite
Chosen of the Storm
When Volibear's health drops below 30% of his maximum health, he will heal for 30% of his maximum health over the next 6 seconds. This passive effect has a 120 second cooldown.
For the next 4 seconds, Volibear will gain 15% movement speed. This bonus increases to 45% movement speed when moving toward a nearby visible enemy champion. Additionally, Volibear's next autoattack during this time will deal bonus physical damage and will fling the target behind him.
(Passive): Volibear temporarily gains bonus attack speed after an autoattack. This bonus stacks up to 3 times and lasts for 4 seconds.
(Active): While Volibear has 3 stacks of Frenzy, he can activate this ability to bite a target enemy. The stacks won't be consumed. The bite will deal physical damage that scales with his own bonus health. This damage will in turn be increased by 1% for every 1% of the target's missing health.
Volibear lets out a powerful roar that deals magic damage and slows nearby enemies for 3 seconds. Minions, monsters and pets are also feared for 3 seconds.
For the next 12 seconds, Volibear's autoattacks will blast his targets with lightning that will bounce to up to 3 nearby enemies. Each bolt of lightning will deal magic damage and will only hit each target once.
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Movement Speed
3x Greater Quintessence of Movement Speed to be more flexible in jungle and ganking.
9x Greater Mark of Attack Speed to be more bruiser and clear jungle faster. A better damage output with passiv of [W] and Thunder Claws.
9x Greater Seal of Armor and 9x Greater Glyph of Scaling Magic Resist for more sustain.
I update the masteries because of game change, but i still use 9-21-0.
Changes: I skill Perseverance and Second Wind now. It improves Volibear's passiv and give you more health regen. 2 points Sorcery for lower cd. You can also skill Double-Edged Sword for more dmg.
I use Smite and Flash in jungle with Volibear.
To be more surprising i use Flash over Ghost.
I don't prefer Ghost on Volibear because i think he has enough movement speed with Boots of Mobility and Rolling Thunder.
Flash and smite is the jungler standard. You could probably make an argument for Ghost snd Smite to help mitigate the problem sticking to enemy champions, but I just keep things simple and go Flash Smite.
Play Volibear top with Flash and Ignite.
Flash is a good combination with Rolling Thunderand Ignite to save a kill.
I play Volibear mostly as tank / offtank in jungle. You can deal a lot of damage although you have a tanky build.
Start with Hunter's Machete, 2x Health Potion and Warding Totem.
Stalker's Blade - Juggernaut Chilling Smite: Smite can be cast on enemy champions, dealing 28-164 true damage and reducing their movement speed by 50% for 2 seconds.
Boots of Mobility
I prefer Boots of Mobility to be more flexible in jungle and ganking. You can also buy Ninja Tabi or Mercury's Treads for more sustian if enemy is fed.
Still one of the important items for Volibear. Randuin's Omen's passiv (Cold Steel) is a nightmare for all ADC.
Spirit Visage is my favorit item for Volibear; magic resist, health and it improves your passiv very well.
Finish your build with Warmog's Armor. HP is always great when you can't decide if you need armour or MR more. A great secondary defensive item once you've built up sufficient resistances. If you need more armor take Thornmail or Sunfire Cape.
Purple Side: Gromp > Ancient Sentinel > Brambleback
Blue Side: Krugs > Brambleback > Ancient Sentinel
Start on the side of your bot lane so they can help you with DPS. Volibear isn't very good at clearing the jungle early alone.
In the early game, you want to focus on farming your jungle until level 3 or 4. I suggest using one of the routes above. Always make sure to look for opportunities to gank and gank the lanes that need it most. Lanes that have opportunities to gank are lanes that are pushed towards your side, have summoner spells on cooldown, and your laners have sufficient resources (HP, mana, cooldowns) to follow up on your gank. Lanes that need ganks are lanes that are behind either from the lane match up, or assistance or level one fights in the enemies favour. Whenever you do not see an opportunity to gank or have to put a lot of pressure on a certain lane, you should take the opportunity to farm your jungle or go to base and buy if you have money for a big buy. Look at Tactics section for how to gank efficiently. Counter jungling is not the best option for Volibear, as he is really slow both in movement speed and clear speed without smite in early levels(read the Tactics section for counter jungling info). In addition, if one of your laners require you to hold the lane while they back, do so as well. You also want to control both your blue and red buffs, as well as the enemies. Timing the respawn time or knowing the general respawn time of these buffs are crucial for doing so. Control of Dragon also becomes a big factor and whenever your team has a safe opportunity to do so, you should take it.
With a slow and a fling, your ganks are usually unexpected and surprisingly effective at the same time. During the teamfights you want to jump straight for the most fragile and easiest to kill carry. To give yourself a larger edge during those fights is to fight the enemies you have itemized for. For instance, if you have Randuin's, Thornmail and Ninja tabi you want to stick to the AD carry and not the AP. You want to jump the squishy targets and stick to them, use flash and your spells accordingly. Remember to itemize situationally every game and not have a set build for every match. Adapt and overcome.
Spirit Visage increases the healing effect on your passive as well as any Heal summoner spell used next to you. If you are having trouble being burs as soon as your passive kicks in, Hexdrinker can help keep you alive as your passive works its magic. If you are having trouble being kited, Randuin's Omen ban solve that. Your Q spell can be used in between auto attacks to maximize your damage. Finally, remember that your Q gives a speed bonus even when not facing an enemy champion.
- Rolling Thunder resets the autoattack timer and will apply the bonus damage on towers.
- Rolling Thunder can knock an enemy through very thin walls.
- Rolling Thunder will retain its movement speed buff for the full 4 second duration even if the fling is activated prior to the end of the buff.
- Majestic Roar will fear clones such as Mordekaiser's Children of the Grave or Shaco's Hallucinate.
- If Chosen of the Storm comes off of cooldown while Volibear is under 30% health, it will not trigger unless Volibear takes damage.
V3.5 (Balance Updates):
Rolling Thunder: Movement Speed bonus toward champions adjusted to 30/35/40/45/50% from 45% at all ranks.
Base attack speed increased to 0.658 from 0.625
v184.108.40.206 - 2012-11-12
Majestic Roar now fears minions and monsters for 3 seconds instead of 2
v220.127.116.11 - 2012-05-01
Fixed a bug where Majestic Roar was reducing Minion movement speed to 0 at rank 5
v18.104.22.168 - 2012-02-14
Fixed a bug where Majestic Roar could reduce minion movement speed to 0
v22.214.171.124 - 2012-01-18
Base armor increased to 20 from 17.5
Rolling Thunder Damage increased to 30/60/90/120/150 from 25/50/75/100/125
Volibear now gains 15% Movement Speed for the duration. This bonus increases to 45% Movement Speed when moving toward enemy champions.
Fixed a bug where Rolling Thunder's attack would sometimes cancel against fast moving targets
Frenzy bonus health to damage ratio reduced to 15% from 18%
Majestic Roar damage increased to 60/105/150/195/240 from 60/95/130/165/200
Chosen of the Storm cooldown no longer resets on death
v126.96.36.199 - 2011-12-13
Frenzy base damage reduced to 80/125/170/215/260 from 90/140/190/240/290
Frenzy bonus health scaling reduced to 18% from 20%
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