Volibear Build Guide by Unmourned
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.
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.
Volarbear is one of the most misunderstood champs in the game. Most people say that he is underpowered, but that's because they play him wrong. The go top lane, or jungle. But that's not his job. Volarbear has one purpose in the game. He is supposed to make the enemy ADC wish he had played a different role. Make him wish he played a different game. Make him re-think every single life decision that brought him to this exact moment in him life, where he is playing League of Legends in bot lane against Volarbear.
Pros / Cons
Volarbear's strengths lie in his ability to thoroughly get 'em in the early game. You want to capitalize on your early strength to snowball bottom lane to a 20 minute victory. Take towers early and often. If you don't, you are gonna fall off fast. Your abilities do a ton of damage, but have high cooldowns and don't scale well with items. Because of this, your late game is super weak. After about 25 minutes, he loses most of his killing power. You become a mediocre tank with a decent initiation.
As shown above, I prefer masteries 1/28/1 on Volarbear. At the present time, defense tree is very strong, and doesn't need much justification to go a lot of points in it. On top of that, Volarbear scales very poorly with offensive stats, and support masteries don't contribute much to your objective of "get 'em."
Greater Mark of Lethality
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Movement Speed
For the same reasons that you get defense masteries, you want to get runes that make you tanky. You don't scale well with offensive stats, with the exception of Arpen scaling decently with his bite ability. Since there isn't any good red rune that isn't offense, go ahead and get arpen reds. Armor yellow and MR blue is pretty standard, and movespeed quints are very helpful for gap closing, considering that Volarbear has absolutely no ranged potential.
Flash is mandatory, for gap closing. After that you can get Ignite, Exhaust or Teleport. Ignite is my preference, as its is crucial that you get kills early, and every marginal point of damage is important. If you aren't comfortable with that, Exhaust is the standard support option. Teleport is also very strong with the addition of Enchantment: Homeguard boots for super scary ganks out of nowhere.
Chosen of the Storm - This ability can activate once every 2 minutes, and restores 30% of your hp. Very strong against enemies without a strong sustained damage to finish you off, and very useful for tower diving.
Rolling Thunder - This is your scary ability. You run at 'em, you get 'em. Not much else to it.
Frenzy - This is your kill 'em ability. This does the damage. Bite 'em when they are at ~25%, free kills. Max this first.
Majestic Roar - Slows stuff. Max this second. This ability doesn't have a casting animation, so use it as you are gap closing on someone to slow them and secure the flip.
Thunder Claws - Gives you good sustained damage, it does more damage than people expect, so you can usually kill people who want to go toe to toe with you in the early game when your ult is up.
Volarbear scales pretty poorly with items. As such, you want to get items that help your team, and armor/hp for tanking turrets and diving. You have a few items that are very good on Volarbear, and which one you get is dependent of how the game is playing out.
Boots of Swiftness - Very good boots for Volarbear. Swifties are the best for gap closing, which is crucial, and the slow reduction is essential for mitigating the effects of kiting.
Wardstone - I don't think I need to explain this one.
Aegis of the Legion - Get this fast if your teams is grouping up early and taking towers. Upgrade this if the other team is heavy on magic damage.
Zeke's Herald - Get this if your team is not grouping early, and its just you and your ADC bro'ing it up for an extended period in bottom lane.
Locket of the Iron Solari - Good for diving towers, teamfights.
Ohmwrecker - Get this whenever you are ridiculously far ahead or you play against Evil Genius' EU team.
Randuin's Omen - Another good teamfight item, and a good buy if your team is lacking a strong front line or you are always the enemies' focus during fights.