Volibear Build Guide by iypike53
Not Updated For Current Season
Not Updated For Current Season
This is my very first submitted build. I bought Voli shortly after he came out; I fell in love with his charge. This build addresses many concerns I've found while playing Volibear. Please feel free to drop me any comments, just keep them above an IQ of herp-a-derp.
I'm still messing with the runes currently. I know I'm keeping the CDR and HP regen runes. They just love Voli so much. As the build doesn't do ANYthing for crits, I'm currently replacing the crit chance Marks with Greater Marks of Destruction. I feel the Armor Penetration and Magic Penetration are much more dependable and will lend more damage in the course of the game.
I prefer tanking, so I poured all but 2 points into Defense. Juggernaut + Mercury's Treads = What CC? The other 2 points only benefit the 2 summoner spells.
I always start with Ruby Crystal. The tiny bonus to the Frenzy (W) damage is nice and the HP is good for early game survivability. My first trip back, I prioritize Kindlegem followed by Boots of Speed. My next focus is generally Spirit Visage unless survival isn't as much of a problem as securing kills, in which case I go for Mercury's Treads. Chain Vest should always be your next purchase as your MR will be built up and smart opponents will take notice to this and switch lanes or buy items accordingly. Sunfire Cape is great for more Frenzy damage and making sure you at least get assists in team fights thanks to the AoE effect. Giant's Belt into Warmog's Armor. The ultimate Volibear item. You might be wondering why you wouldn't rush this from the start. In my personal opinion, it costs way too much for early game and its VERY hard to build expensive items without earning gold through kills, assists or heavy farming. Giant's Belt into Rylai's Crystal Scepter. Some of you are surely thinking, "Really? Why not Frozen Mallet?" Here is my explanation. Sure, FM grants more HP (an additional 36 damage on Frenzy) and AD but this isn't an AD build and the stacked slow on Majestic Roar (E) and added slow to Thunder Claws (R) far outweighs the AD or on hit slow of FM. RCS also works very well with the next item of the build. The final item of this build is Lich Bane. The mana boost lets you spam your abilities that are ALWAYS fresh, the MR makes you even tougher for a grand total of over 10k effective physical damage health and over 11k effective magical damage health. The 80 AP puts total AP at 160 and your Movement Speed hovers around 426 above 70% HP thanks to your Mastery points in Initiator. The passive ability on Lich Bane turns Rolling Thunder into a heavy initiator with damage about 400. (113 base damage + 125 bonus damage + 160 damage from AP = 398)
I always start with Rolling Thunder as it wreaks havoc early game and is very effective at tossing opponents into teammates, pulling opponents out of their turret range, lobbing them back to your turret or creating some distance between you and the enemy. Next, I grab Majestic Roar for the slow alone. Rolling Thunder + Majestic Roar is a great opener, an okay escape (if used properly) or just some good burst damage. I grab Frenzy at level 3 of course. I focus on maxing out Frenzy except when Thunder Claws becomes available at 6. Then I focus on Majestic Roar to build its damage and grab Thunder Claws at 11. Then I build up Rolling Thunder and grab the last Thunder Claws at 16.
Exhaust and Flash. IMO, the best pair of summoner spells available. Both have great offensive and defensive capabilities. The 1 mastery point in Summoner's Wrath greatly weakens early game champs, making the early kills easier or making those that flee even more hurt by Rolling Thunder. Summoner's Insight makes Flash cooldown 15 seconds faster. I LOVE flash. It adds reach to all your abilities, creates distance, closes gaps, jumps through walls. Flash + Rolling Thunder + Majestic Roar + Thunder Claws + Frenzy = BIG burst damage, devastating opener or even a kill on the squishier champs.
Pros / Cons
Very high health; great Frenzy damage
Good movement speed
Very good and balanced survivability
Champs with high armor can negate Frenzy
Lack of a good lane partner early game makes for a very slow build
Always be the initiator. You are the tank, but you just happen to have HUGE amounts of pain you can hand out. Rolling Thunder is a great way to help a teammate escape; just let your opponent get a little ahead of you, then hit Q and charge him. This puts the enemy farther away from your buddy and puts you between them. Be aware of your passive; it can save your *** or give you the extra health you need to dive in and secure a kill. It is very easy to KS with Frenzy, play for the win, not the kill. You never know what low life enemy champ might come running by you in a team fight. Try to keep an eye on your mini map. You have good movement speed and can close gaps quickly.
This has been my guide to Volibear. I use this build about 99% of the time I play Volibear and only deviate from the skill sequence or purchase order in extreme situations. I've had LOTS of success with this build and I hope you will to. Again, feel free to leave comments, critiques, complaints, concerns or support; just please keep them friendly and constructive. I would like to emphasize that this is MY build and not yours. You may play Bear totally different than me. I do not Jungle. I've never found the idea of abandoning a teammate very appealing. And remember, this is just a game, so play smart and HAVE FUN! Thanks for reading and I look forward to your comments and hopefully some positive votes.