Volibear Build Guide by TheWangMuncher
Not Updated For Current Season
Not Updated For Current Season
Threats to Volibear with this build
|Aatrox||This guys early game is so weak even Voli can crush him. Assuming you beeline the armor, you should practically two shot him by level 13. Shut him out early and farm till you have the gold for your first HP item! (Then murder him).|
|Urgot||Who's that guy?|
Welcome! Thanks for reading my first guide on MobaFire. Volibear is a terror of both toplane and jungle. In this guide i will be explaining the role of Volibear as he often fits into his team, the laning mechanics he implements, and other tips and suggestions to use at your best judgement. He is a tanky engage fighting for your team to seek out and execute high value enemy targets, while dealing damage to those around them.
Passive: Chosen of the Storm
Cooldown: 120 Seconds
Upon reaching 30% HP or less, Volibear realizes he'd rather not: regenerating 30% of his max HP over 6 seconds.
This ability is INCREDIBLY useful. It allows for surprise heal baits, surviving dives, and living through those frantic level 1 basic-attacking fights (Especially that last one). Its low cooldown (ONLY TWO MINUETS?) not only proves riot has no idea what "OP" means, but also allows Voli to keep surviving fights in lane that would otherwise force others out. Lategame its incredibly monstrous, maybe healing thousands of points in seconds to take the enemy by surprise. Watch when its up and when its not, for that's when you know whether you'll win the fight. Opponents do not often think to check if its up, and allow themselves into a baited jungle gank or an impossible fight.
Q: Rolling Thunder
Volibear drops to all fours and goes deep. Gains 15% movement speed for four seconds. If he is moving toward an enemy champion he gains 30/35/40/45/50% bonus movement speed instead. In addition, his next basic attack will flip the target behind volibear 300 units and deal 30/60/90/120/150 bonus physical damage.
This is Volibears primary engage and CC (Of sorts) when chasing a target as he often does. It allows him to chase down fleeing enemies and sometimes escape tricky ganks with that little bit of movement. Keep in mind the physical act of flipping the target suppresses them for half a second. Max this last as its usefulness is achieved at level 1. The flip can often negate or cancel escapes such as Trynd's spin, Teemos move quick, Graves's quick draw, or Corki's Valkyrie, ect. Go get em'.
TIP: This counts as a basic for applying frenzy stacks, making 2 stacks the minimum for engagement with a ready bite. Also as stated before, the flip suppresses the target for a split second, and can be used as an opportunity to bite mid-flip, killing a helpless opponent.
Volibear goes hardcore: Gaining 8/11/14/17/20% bonus attack speed by basic attacking a target. This buff stacks three times and lasts 4 seconds.
With three Frenzy stacks, Volibear bites a single target for #TonsofDamage, doing 80/125/170/215/260 + (15% Bonus Health) in physical damage. This damage is increased by 1% for every 1% of health the target is missing.
As a result of Volibear getting this ability, he was voted "Most likely to bite your face off" by LoLEsports.com. Its an execute that excels both in lane and out of it to destroy small targets and even wreck big ones. It allows Volibear to duel even with 0 damage items, and to carry his team if they are doing poorly. Use it to farm easily and to scatter opponents as you charge directly into them.
In lane, the low mana cost allows for repeated use with little worry! Spam away! Beware the long cooldown though, be careful you don't go back in too early without your bite handy. However most opponents learn to fear the bite and often behave thinking its on a .5 second cooldown! Use their fear to bluff it out till it comes back and you can ACTUALLY bite them.
TIP: When diving an enemy on really low health ignore them and instead attack the turret. Gain stacks and then either flash bite or let them engage on you foolishly thinking they can stop you. Do not make it obvious you want their kill badly, else they will flee and you will take turret aggro. When you attack a turret you force them to choose between stopping you or losing the turret, and mostly they choose to stop you and make it easy for a kill cleanup. Your Passive should see you out of the turret range easily.
The lower the enemy the more damage. In lane repeated bites with no sustain will quickly stack against them. Lategame, this ability takes out ADC's easily. Flash Q,E,W to start a fight without the enemy being ready and to weaken them. Allow your teammates to clean up with a mop after your done tanking the resulting fight.
E: Majestic Roar
Volibear goes ham, screaming at nearby enemies. Deals 60/105/150/195/240 + (60% Ability power) in magic damage to enemies within 425 units. Slows by 30/35/40/45/50% for 3 seconds, or instead fears minions and monsters for the same duration.
Doing a nice chunk of damage, this ability is Volis icing on the cake. Not only does he move incredibly fast on the hunt, but slows enemies to the point of hopelessness. Used in combo with his Q voli can hold opponents still long enough to W then disengage, or to chase for the kill.
TIP: This is Voli's mana-eater ability. If concerned about resources, do not use E when laning, instead relying on Q displacement to land your basic attack stacks. Careful how often you roar, or you might soon be helpless.
R: Thunder Claws
Volibear has no regrets, and grows in strength. His basic attacks for the next 12 seconds blast everything with lightning, dealing 75/115/155 + (30% Ability Power) in magic damage to up to 3 additional targets. Damage is applied to primary target, and each target is only hit once per basic.
This is the second reason the Frenzy stacks are imperative to max ASAP. Even without his bite up, volis ult gains dividends from the attack speed. When an opponent chooses foolishly to stand and fight voli without kiting he will get melted because of this ult. If he gets away with low health, simply basic attack a nearby minion and spam laugh as he dies.
TIP: This ult has the unique option of fighting two people at once. If you find yourself doing well and are ganked, stand your ground and ult. Depend on your passive to see you through while the lightning wears them down. Prioritize and basic the bigger threat, and maybe the gank will end in a double kill if they are both squishy. This also works if the laner is low. If you fight the jungler while he watches, the chain lightning may kill him anyway before he realizes whats happening. BE SURE YOU KNOW IF THE JUNGLER IS FED BEFORE YOU ATTEMPT THIS.
In teamfights, this ability allows you to focus a single target while dealing damage to the whole team. Your Q applies this effect as well as the flip, making it do even more damage. After destroying the assigned target, follow the nearest enemy and basic him. Do this until everyone is dead or they are running for their lives. Due to low basic attack damage, it shouldn't matter too much who you chose to be your conduit, as the chain will do equal damage to all the teammates. Spam roar and cause chaos until victory is assured.
The Holy Grail Laning Combo
You've heard me talk a lot, but this combo is what makes Volibear viable in lane and not just another HP soak. Heres the basic pattern of a standard lane:
1. Stand among your warrior minions, last hitting for days. Last hit only, as you do not want to push lane.
2. Wait for (Presumably melee ranged) champion to attempt to farm. (If they are a ranged champion you might want to be careful about your tactics)
3. Because of last hitting you might have a single stack of frenzy in your pocket. Hit Q and E as you engage.
4. Basic attack as long as possible to chip at their health. Every point counts to increase your frenzy damage. (If they stand and let you basic, hit R if you want to go all in.) Just as they are about to get out of range, bite them.
5. Rinse and repeat at your discretion. Keep in mind mana costs.
Early, Mid, and Lategame
When you first get into lane as your volibear self, know that this lane is yours to lose (unless the enemy has intense range and harass). Even then you can often pull through. Refrain from fighting till level 3, and encourage your jungler to visit top early for a quick bite to eat (Get it?). Volibear lane + ganks are difficult to run from and can quickly squish opponents. If you cant win exchanges wait a few levels before trying again, as your HP may not be enough to put the fear of god in their hearts.
As you well know, there are two types of midgames. The roaming chaos of a 20 min laning phase, or the drag of a 40 min lane game. Either way voli excels. Whether roaring to pin enemies or to clear waves, hes right at home. In addition, his attack speed makes him a threat to turrets if left alone to push. Split push! Then flee from approaching enemies, but be sure to ward. Volibear can tank, but he cant always escape if you are unprepared.
In fights try and get the enemy to focus you and your passive by being incredibly annoying and/or deadly (Whichever tickles your fancy). Keep in mind that if you are carrying, to share the kills. Voli is powerful but he cannot carry late against most teams, as they get too tanky for him to execute in one go. While it is tempting to steal all the kills with the bite of doom, try not to, as im sure the enemy wont stay helpless forever.
By now you should be done doing the damage. With careful positioning, throw yourself into the enemy team. Screaming "Boo" as you jump out of the bush helps to keep the enemy assassins off your carry as well as racking up style points as you smash their faces. I admit its not complicated, but its fun, and that's what counts. Know your tanking limits and you will come out on top more often then not.
Pros / Cons
High Burst against squishes
Impossible to escape
Deadly to multiple opponents
Can split push despite tanky build
Can carry midgame
Once abilities spent is rather immobile.
Can be harassed by range
Vulnerable to ganks if too pushed
Weaker earlygame compared to midgame
Cannot carry lategame
Be Cautious of Bruiser Builds
This is purely opinionated section of my guide. I make no claims at being a professional league player but i can tell you that certain things may not be advisable. You have every right to disagree, but here is my two cents.
If your playing Volibear you most likely looking for a good midgame tank that does decent damage to high priority targets. You want him to be tanky, and a cc buffer between your friendly teammates. You want him to have fast engage assist and moderate soft CC.
If your playing him for another reason then thats your business, and you should look at another guide.
Warning: The Guides detailing Trinity Force, Statik Shiv, Wits End, Or B.O.R.K are not in my best favor. I will not say they or wrong or bad, as every game and team is different, but they are not catering to Volis strengths.
All these items have mostly one thing in common: attack speed. The thought i suspect is to pump out as much damage with frenzy and Ult as fast as possible. Certainly these items are invaluable midgame contributions to many champions. The problem is Volibears value as an executioner is lost in the vital lategame. His durability and Health is down, and therefore his ability to provide necessary tankadge and to survive his now suicidal dives into his target. Volibears who build in this manner do not survive long enough to make a difference, even if they do attack faster.
Volibears midgame is already strong, and if your looking for a leg up in lane there are other ways to do it that are friendlier to your team in the long run. Lose the battle and win the war if you must, playing defensive to keep a solid minion count behind you, and arising in the late phase to terrorize the opposition.
In addition, Volibears ability to be hardcore kited by mobile opponents (Particularly ranged ones who you often have to go after) means that the fight may not be one where you land more than 3 basic attacks before you die or before the opponent escapes: making your additional attack speed and basic damage useless. If you can attack slower but do 2 times as much damage in a short time thanks to health stacking, then why not. It may look tempting to deal tons of damage, but you don't NEED that damage, and if you build squishy items you only have a chance to help yourself and not serve your team.
Now obviously this is an opinion. There are many out there, and this ones mine. I write this because many reading this are solo que, or close to it most often. Damage Volibear is not bad by any means, he is just more restrictive. Playing him either requires another tank with reliable engage elsewhere, or close communication with your whole team else you die significantly faster in the endgame phase. Tanky builds have the maximum chance of helping the most team composition, as rarely does a comp suffer from having another body devoted to protecting the damage dealers.
On the other hand having a bruiser may just end up being one more body to protect. Its your decision, and your game.
Tips you may not have thought of:
Chosen of the Storm: If this ability comes off cooldown when Volibear is bellow said 30% HP, it will not activate unless Volibear takes at least 1 point of damage. Minions will activate this, so be careful when heal baiting not to give the game away by straying too close to the wave.
Basic attack timer is reset instantly upon activation of ability: use this to land an extra attack against turrets and champions in a pinch.
Rolling Thunder's bonus damage will apply to turrets
Rolling Thunder's bonus movement speed will apply for the full 4 second duration even if you instantly flip the target when you activate it.
Majestic Roar's fear effect will apply to minions of champion abilities. Examples of this is Shaco clones or Mord ult shadows. Use this to buy time and get away!
Majestic Roar is Voli's primary mana consumer. Use it in lane wisely, and ALWAYS save some mana for escape abilities.
It is possible to flip enemies over thin walls with Rolling Thunder. This is extremely rare, but keep it in mind.
Volibears Patch History
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%
Thanks for reading! Please leave comprehensive feedback on my effort to bring you this basic Volibear Guide.
- Volibear player,