Hello everyone and welcome to my first guide.I am currently a platinum 1 player in the NA servers.Volibear is favorite champion and he's my go-to jungler in ranked.Personally,I think Volibear is one of the best champions to climb the ladders and to win games with thanks to his natural tankiness,great dueling capabilities and utility.In this guide, I will explain in depth how to play Volibear in the jungle.If you like my guide and think that it helped you in anyway, please leave a like or a comment :)
P.S: You may notice that my builds look alot like Trick2g's.In fact, he's the one that inspired me to play Volibear and I really like his playstyle with Volibear.
P.S.S: This guide is still under construction and is by no means finished. Only the basics are currently published and much more will be added later.
Here's all the abbriviations I might use in my guide.
-AOE- Area Of Effect Abilities (multi-target spells)
-CC- Croud Control Abilities (Stuns,Fears,Slows,Snares,Suppressions)
-KS- Kill Steal
-Q- Rolling Thunder
-E- Majestic Roar
-R- Thunder Claws
-TF- Trinity Force
-LW- Last Whisper
-Botrk- Blade of the Ruined King
Pros / Cons
- Very gold efficient
- Naturally Tanky
- Tons of damage early
- Lots of burst with his Frenzy
- Good CC with Rolling Thunder and Majestic Roar
- Huge built-in damage steroid
- One of the best passives
- Russian Bear
- Depends on early snowball
- Not the best gap closer
- Countered by %hp damage ( Vayne, Elise, Liandry's Torment)
- Tends to ks his carries with Frenzy
Smite If you need an explanation for this one, you have better things to do than reading this guide.
Flash Contrarily to some other Volibear players, I prefer flash over ghost for the simple reason that Volibear doesn't have a real initiation and can be kited easily.With flash, I can flash-Q the enemy's carries without letting them any time to run or kite.
Ghost Since Volibear only has an average gap closer,ghost really helps staying in long fights/chasing when you do not have Phage or red buff.However, even with ghost, champions like Vayne or Lux can still run away from you quite easily.
Exhaust Taking anything else than a gap closer with Volibear isn't great at all since he doesn't have a proper initiation, something that is required of most junglers. For this reason, I reccomend taking only ghost or flash
Ignite Copy,paste ^
Cleanse Garrison Clairvoyance Clarity Revive are jokes.
Promote Fortify Rally Surge Unless you're Zilean, forget about these.
9x Greater Mark of Attack Speed
9x Greater Seal of Armor
9x Greater Glyph of Scaling Magic Resist
3x Greater Quintessence of Movement Speed / 3x Greater Quintessence of Attack Speed
Q- Rolling Thunder - A strong ganking tool, but as a gap closer/initiation tool, this spell isn't all that great since it gives your enemies time to react.Most of the time when ganking, use it as a gap closer after your enemy used their flash.
W- Frenzy - Passive gives alot of dueling potential to Volibear, as well as faster clearing in the jungle. However, it's the active part of this spell that's truly amazing. Just by stacking hp items, Volibear can use Frenzy to deal more than 500 damage on champions after level 9. It takes a long time to get used to this skill but once you do, even you will be amazed by how much damage this spell deals.
E - Majestic Roar - A very nice AOE slow/fear. Helps Volibear take much less damage from the jungle creeps. When ganking, it is best to use Majestic Roar first by going behind the enemy, so that if he flashes, you still have your Rolling Thunder to fling them back into your team.
R- Thunder Claws - A massive ad steroid that makes Volibear an important damage dealer even when built full tank. At level 1, Thunder Claws gives 75 bonus ad, which is a little bit more than a blood thirster's bonus ad, meaning that you will do pretty much twice as much with your AA's than anyone else in the game at level 6
Early Game :
Boots of Speed + 4 Health Potion
Explanation : Allows you to do a double buff rush at full health with still a Health Potion left.
If doing well : Giant's Belt If not : Spirit Stone
Explanation : A Giant's Belt or two at early levels boosts your Frenzy's damage significantly and makes you almost unkillable in most cases. It also allows for early level towerdives.However, if you aren't doing well enough, buy Spirit Stone for more sustain in the jungle and faster clearing.
Spirit of the Ancient Golem + Ninja Tabi
Explanation : Tenacity is very important for Volibear, since he is a tank and soaks up alot of CC. Plus getting tenacity early helps him in his ganks since the enemies' CC won't be as effective on him. Getting Ninja Tabi helps him dive turrets and gives him more mobility, which is key on Volibear
Final Build :
Sunfire Cape + Randuin's Omen + Spirit Visage
Explanation : you can choose to either get Sunfire Cape or Randuin's Omen first, but you should have both items in your final build as they give Volibear even more health and armor. Consider getting a Spirit Visage early if the enemy team has alot of AP damage.If not, you should still get Spirit Visage simply for the extra health, 20% cooldown reduction and awesome passive it provides.
Also Consider :
Locket of the Iron Solari : if your support doesn't buy this item, you can buy it as it gives a very useful aura in teamfights as well as a nice shield for your team.
Trinity Force : Trinity is the only offensive item you will need to do tons of damage. It is even better now with the recent sheen and phage buff. Trinity Force offers great stats and none of them will go to waste on Volibear. The extra attack speed synergizes well with Frenzy and Thunder Claws. The extra HP, movespeed and Phage passive helps him stay on targets and the extra mana,ability power and Sheen passive gives a nice boost to his damage output.
Warmog's Armor : Althought I don't really like this item since all it gives is health and health regeneration and is outmatched by many other items, you can get Warmog's Armor if you find yourself not tanky enough or if the enemy team has alot of armor penetration.