Volibear Build Guide by AidanZeRipper
Not Updated For Current Season
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.
I've always liked the way volibear looked like. Then the instant i read about his abilities I knew he was perfect for me. I've always played volibear as a Tank, and so far so good. This is the build i use often, I hope this guide will be helpful for you guys.
Please, give me some feedback, I want to improve this guide, but tell me what to improve upon.
Since Volibear is tanky, I find it obvious that he should have more in the defensive masteries. Some attack i always good, and I don't fins any of the support masteries of any utility for Volibear.
Pros / Cons
-A lot of health
-Great at chasing enemies
-Weak against CC and ranged
-Kind of slow
Now, here comes the part we people will ask, "Wait, why would you ever have Heart of Gold and Philosopher's stone?" Well, for the Heart of Gold because it gives you some health which is very useful in early game, and the philosopher's stone because of the health and mana regen. Oh, and one more important thing... THE GOLD. This will give you one gold every second!
Then, I get Warmog's Armor for even more health. This is the first item I buy if I want to as a tank, especially when playing volibear.
Right after Warmog's Armor get Mercury's Treads, this will help you against the slows, stuns, etc. It also gives you some magic resistance.
Then try to get Force of nature for the Health Regeneration and for the magic resistance.
I like to get Ionic strike, for the attack speed and the extra health (the passive is nice too), but I agree to the people that may want to get another item, An item like Wit's end if you think that you need more of that magic resistance than that health.
Next get the Frozen Mallet. This gives you health, attack damage, and the slowing down enemies passive is very useful.
The last item, I'm pretty flexible with, Thornmail is the item I usually get. But sometimes i'd rather get frozen heart, Aegis of the Legion, or even a second Warmog's Armor.
You may wonder why I got Majestic Roar first and Rolling Thunder second. My explanation is simple, It's because I love chasing down enemies. If I have those two abilities then I know I can get an enemy that is running away with extremely low health. Nothing annoys me more than when an enemy with 20 HP manages to run away from me. Don't be afraid to tower dive, except of course if you don't think that you will get him. And when chasing down an enemy be careful of some allies he might have nearby.
Your 'Q' should always be used when chasing an enemy. You will have increased speed, and it will send your enemies over your shoulders.
-Use it if you have allies behind you, so that you can send the enemy towards them, you might not get the kill, but a team kill is always nice.
-When running away from an enemy/enemies then dont use your 'Q' alone, Rolling thunder is more affective when aiming at a champion. If you really have to run away then first use Majestic Roar (to slow them down) and then run away with your Rolling Thunder.
-Be careful of slows, snares, and stuns. These will just usually ruin that mana you used on the Rolling Thunder.
Frenzy increases your attack speed once you hit a minion or champion with 3 hits (NOTE: It doesn't have to be the same target). Once you activate your Frenzy you will bite your target. The bite's damage is increased for every 1% of the enemies life missing.
-Use your Frenzy when the enemy has very low health, the bite gets stronger when the target is missing a lot of health.
-Try to use Frenzy at the last second, always better, for it does more damage.
Majestic Roar slows down enemies that are hit by the ability, and enemy minions + monsters will be feared.
-Use a combination of 'Q' and 'E', use your Majestic Roar right after the enemy lands on the floor. NOT while it's in the air (caused by your Rolling Thunder) It won't do anything to your enemy.
-Use this if you are chasing an enemy and there is a mob of minions blocking the way, it will make the minions feared, thus leaving you a passage.
-Right before running away from the enemy, activate Majestic Roar, it will slow your enemies down and help you escape.
Thunder Claws will send a bolt of lighting to the enemy you just basic attacked, this lightning will jump up to four other minions/champions.
-Use this when you're in team fights, it will hit all champions and give more damage than your normal attacks.
-When an enemy is about to run away with extremely low health, aim at a minion the lightning will just jump to the champion that is running away, thus giving another fantastic kill.
-Don't be afraid to clear mobs of minions with your ultimate, especially when you want to push a specific lane a lot.
I usually use IGNITE and FLASH, I never go without Flash, so for me, flash is a must have. I prefer it over GHOST, but it's your choice.
NOW, the big question is. IGNITE or EXHAUST?
There are pros and cons for both spells.
I like ignite because i won't have to tower dive, If the enemy used flash, even id I had used exhaust on the enemy, I still might've died from the turret. If that does happen, then you won't get that kill and your exhaust would have been wasted.
Exhaust is nice if you aren't next to turrets, where in this case you will be able to chase them with ease. Exhaust and your Rolling Thunder will be perfect for this situation.