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Volibear Build Guide by Inar

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.


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League of Legends Build Guide Author Inar

Volibear-A Fool Is Easily Seperated From His Head

Inar Last updated on December 9, 2011
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Ability Sequence

4
13
15
17
18
Ability Key Q
1
3
5
7
9
Ability Key W
2
8
10
12
14
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


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Change Log

12/9/2011
-Expanded bought items
-Changed exhaust to ghost
-Explained ghost
12/7/2011
-Added change log
-Changed Sunfire Cape to Atma's Impaler
=Changed item descriptions


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Introduction

Hey there players of LoL. I'm Inar and this is my frist guide here on MobaFire. If you downvote let me know why you downvoted so I can fix it and make the guide better.

Volibear is best played as a tank in my personal opinion and that's how I build him. If you build him other ways let me know and I might put them in the guide.


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Pros / Cons

Pros
-Tanky while dealing great damage.
-Great initiator
-Good AoE slow
-Slow fears minions(great in fights where minions are around AND it includes jungle minions)
-Focused a lot
Cons
-Very slow
-Focused a lot(this is in both sections because it's a tank's job but it sucks to die)


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Skill Description

Name: Chosen of the Storm
In Game Description: Volibear heals rapidly for a few seconds when his health reaches a critical level.
My description: When you're about to die. This **** saves you. Most useful in 1v1 or 1v2 situations. Not when being focused by all five.

Name: Rolling Thunder
In Game Description: Volibear drops to all fours and runs faster if chasing an enemy champion. The first enemy he attacks is knocked into the air and flung behind Volibear.
My description: This is your "GET THE **** BACK HERE!" or initiator spell. Great for chasing and starting fights by throwing carries into your team. Very similar to Fling.

Name: Frenzy
In Game Description: Volibear's repeated attacks grant him additional attack speed. Once Volibear has repeatedly attacked three times, he can perform a vicious bite on his target.
My description: This is your main skill. Early game it does tons of damage and scales well late game. Great for securing kills and doing amazing damage.

Name: Majestic Roar
In Game Description: Volibear lets out a powerful roar that damages and slows enemies. Minions and monsters are feared as well.
My description: Basically what the description says. A good AOE slow and good for clearing minion waves.

Name: Thunder Claws
In Game Description: Volibear channels the power of the storm causing his attacks to blast his targets with lightning that bounces to other nearby enemies
My description: Amazing ulti if used right. Pop it right before a team fight. Great aoe damage while auto-attacking.


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Masteries

If the title doesn't tell you what this section is about then you have a problem. I'll be explaining my mastery choices now. I go 9/21/0 in my masteries. This is a pretty simple and (in my opinion) good way to build your masteries. I go mainly defensive masteries for the simple fact that Voldibear is a tank champion and needs tank masteries in order to survive. I grab those extra health masteries for survivability and more damage on my Frenzy.Other than that, my masteries are pretty self explanatory. It doesn't make much sense to detail every single mastery.


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Runes

I use this rune setup for the same basic reason I use those masteries. I use the Greater Quint of Fortitude for the health and Frenzy boost. The same goes for Greater Mark of Health and Greater Glyph of Health. I use the Greater Seal of Resistance for the simple fact that I need survivability as a tank.


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Summoner Spells

In this section I will explain why I use flash and ghost and I will show you some other summoner spells that are viable.

Flash is one of the best summoner skills in the game. You can use it to chase and get away. Honestly I don't see why you wouldn't take flash.

Ghost is the second spell I use. It counters Volibear's slow movement speed well and can be used for escaping and chasing.

Exhaust can be a good replacement for ghost if you're confident in chasing. It's reduction and slow is amazing.

Ignite is the only other spell I'd use. It's uses are pretty self explanatory.


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Skill Sequence

Now I will explain why I level my skills the way I do. It's simple really. I max Frenzy first because of the damage output it has. At level two or three Frenzy does insane damage and gives you an early game advantage. Next, I max Majestic Roar for mid and late game team fights. Pretty simple stuff. I put a point in Rolling Thunder at level two and leave it there until everything else is maxed. The reason for this is, it doesn't do too much.


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Items

My items may seem weird to you. I use you them for a pretty specific reason.

I purchase Doran's Shield first for that armor and health boost. The health boost helps with your Frenzy.

I grab Mercury's Treads next for the speed boost and tenacity. (What tank doesn't need tenacity?)

I get Giant's Belt for another health boost and to tide me over until I upgrade to Frozen Mallet.

I grab Frozen Mallet for the slow and health.

I get a Philosopher's Stone to tide me over once more until Shurelya's Reverie.

Next, I get Shurelya's Reverie for the health, health/mana regeneration, cooldown reduction, and it's amazing active.

Then I build Aegis of the Legion for the health, magic resit, and it's incredible aura. The aura is incredibly helpful to the team.

Finally, I build a Atma's Impaler for the boost to armor and it's passive. You should have a good amount of health by this point and the Impaler can do some serious damage.


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Laning Phase

I play Volibear on the lane. He can either solo top or duo lane. Honestly, it doesn't really matter. I prefer duo lane because I can be more aggressive. The laning phase is easy for Volibear. Start with frenzy allows for some good harassment and maybe a kill if they get too close. Don't go for a kill until about level three or four though unless laning with some one with some CC. (ex. Taric) Other than that just last hit minions and if you think you can 1v1 some one make sure your passive is up. Your passive will save you in a 1v1 situation.


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Mid/Late Game

Mid to late game Volibear isn't too hard. Remember, you ARE the tank. That means YOU initiate. Activate Thunder Claws then Rolling Thunder into a squishy or a carry.(such as Ashe) And then use Majestic Roar while the the middle of them all. Be sure to pick a target for your teammates to focus down. The Thunder Claws should be doing pretty heavy damage to the other members of their team. Be sure to use Frenzy whenever it's off cool down.(The stacks should always be up) If you have extra money when you go back to base don't be afraid to pick up some wards and ward vital areas.


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Summary

Volibear isn't too hard of a champion to play. He's a great tanky dps character and has pretty great burst. If you have any recommendations or changes I should make let me know.I will be constantly updating this when I can and have more information. Don't forget to vote!