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Volibear Build Guide by Fiir3

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 Fiir3

Volibear >>Invencible<< [Pro Tank Op]

Fiir3 Last updated on July 27, 2012
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Ability Sequence

1
14
15
17
18
Ability Key Q
2
4
5
7
8
Ability Key W
3
9
10
12
13
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

Hey guys this is me Firr3 :D Try this guide and comment if u like it 4 my fist guide. Voli its a gr8 tank and also carry hes W its OP and also a gr8 solo Top at late Game u got all items voli will be invencible also cuz he got Good passive Try out.


Guide Top

Pros / Cons

Pros






+ Extremely overpowered at the moment
+ Great Offtank
+ Passive that would make Mundo Cry
+ Abilities and scale with health
+ Atmogs will increase your health and damage to the point of insanity
+ Has good CC and AoE to top it all off
+ Did I say OP?


Cons






- Bad AP ratios, however working on a build for AP anyway
- Weak escape mechs
- Low health and damage early game
- Weak sustain means jungle is hard without proper masteries


Guide Top

Base Stats.

Damage 54 (+3.3 / per level)
Health 440 (+86 / per level)
Mana 220 (+30 / per level)
Move Speed 320
Armor 14 (+3.5 / per level)
Spell Block 30 (+1.25 / per level)
Health Regen 1.4 (+0.13 / per level)
Mana Regen 1.4 (+0.13 / per level)


Guide Top

Summoner Spells




Chosen of the storm: // Volibear heals rapidly for a few seconds when his health drops to a critical level. When he drops below 30% he gains 30% of his max health. This is why he can be built so successfully with flat health, to both tank and deal damage. Eventually the enemy will stop focusing you as well because during a very close duel, the enemy may thinking that hes winning when suddenly you now have more health than him and it will frustrate them to no end. This ability should not be relied on for sustain, however as it does have a rather long cooldown of 120 seconds. Though 30% of your health being regained is nice, since it has an ultimate like cooldown length, think of like Anivia's egg.
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Rolling Thunder: // Volibear drops to all fours and runs faster if chasing an enemy champion. The first enemy he attacks is knocked into the air. Volibear gains 45% Movement Speed while moving toward enemy champions. Lasts 4 seconds. Volibear's next attack deals an additional 25/50/75/100/125 physical damage and flings the target behind him.
Tips and Tricks
// This can be used to mess with the enemy positioning and initiate a teamfight in your favor
// Deals a high amount of damage from level one, and is probably the best move to have when someone is fleeing at level one.
// Also, a single toss into a tower early game pretty much spells death for many champions, especially those without a blink or flash
// If you combo this with flash you can pull some very surprising intiations
// Can be used as an escape mech if an enemy is coming at volibear diagonally
// Does damage to turrets.
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Frenzy: // Volibear's repeated attacks grant him additional Attack Speed. Once Volibear has repeatedly attacked four times, he can perform a vicious bite on his target which deals increased damage based on the target's missing health. Passive: Volibear gains 8/11/14/17/20% Attack Speed with each attack. Stacks up to 3 times. Active: When Volibear has 3 stacks of Frenzy, he can bite an enemy to deal 90/140/190/240/290 (+  [20% of bonus Health]) physical damage, increased by 1% for each 1% health the target is missing.

Tips and Tricks
// Use this when you think you can do enough damage to kill the enemy and it will catch them off guard. Especially because of the late game damage on this ability. This spell is the reason why we will be building those health items and attack speed.
// Can be used to harass an enemy in lane by getting stacks on minions.
// The attack speed on this ability will help your farm and jungle.
// Not really much to remember, just save it against squishies and spam it against tankies.
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Majestic Roar: // Volibear lets out a powerful roar that damages and slows enemies. Minions and monsters are feared as well.
Volibear deals 60/95/130/165/200 (+0.6) magic damage to nearby enemies and slow them by 30/35/40/45/50% for 3 seconds. Minions and monsters are feared as well.

Tips and Tricks

[/list]// Majestic Roar basically is an AOE slow against all kind of enemies and is very usefull too initiate or too slow your enemies down.

[/list]// Baiting your enemy into a 1v1 fight with minions can give you an advantage as well, since you can fear the minions stopping them from attacking you as well as regen from your passive.
[/list]// Combo this with rolling thunder to initiate and immediately leave a member of the enemy team at a disadvantage in positioning and health.
[/list]// Use discretion however because aside from rolling thunder (situational) this is your only real escape mech.
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Thunder Claws : // Volibear channels the power of the storm causing his attacks to blast his targets with lightning that bounces to other nearby enemies. Volibear channels the storm, causing all basic attacks for 12 seconds to deal 75/115/155 (+0.3) magic damage, which chains to 4 nearby enemies. This pwns late game as you build attack speed and health. The AoE damage combined with your massive health will make you a one man initiator.

Tips and Tricks

// Use with rolling thunder or majestic roar to safely do some AoE damage.
// Otherwise wait for someone else to initiate and the enemy team wont notice if you activate this spell and will usually just leave you to auto attack doing 5 times as much damage as you normally would. Instant teamfight win.
// If there is that one champion running away from the group who is low on life, it is possible to attack an enemy close to you finish him off with the bounces like pyroclasm