Volibear Build Guide by Froz

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League of Legends Build Guide Author Froz

Volibear, the Armored Bear - Solotop and Jungle

Froz Last updated on June 12, 2013
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by pauloxisto » June 11, 2012 5:14pm | Report

starting with Frenzy at solotop doesn't seems to be a viable option. It needs to stack to use the ability and early game this won't help you. Rolling Thunder is a nice option if you plan to harass and Majestic Roar is nice for farming early.

Also, you should change your Title. It has a lot of Volibear Guides with this title and people like creativity. Change it for something funny or creative, like "Wanna kill me? ... Try again!" or... "Volibear, Because a bear with no armor is too mainstream".


Do I help? +1 won't kill anyone, except you :D
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by Froz » June 11, 2012 6:15pm | Report

Grab the stacks by last hitting minions and occasionally hitting a tougher minion to keep up the stacks. Rolling thunder isn't the best for harassment unless the enemy isn't smart enough to follow up your fling with any attacks. If not, you'll lose the attack exchanges every time.

Though it lacks importance, I also think the title is quite appropriate for my guide. Doing a quick search, there are few titles with it (none of which I could find that were still active) and there are also close to none found that actually build Volibear as a pure tank (hence, an armored bear).

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by pauloxisto » June 12, 2012 9:41am | Report

as your wish sir, we have different opinions '-'


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by Froz » June 12, 2012 11:38am | Report

I'm not trying to sound overbearing (lolpun) or anything. I do think your titles are good :P

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by pauloxisto » June 12, 2012 6:59pm | Report

VOTED +1

thanks! anyway, let's get an upvote to everyone see this build :P


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by Dragon20217 » June 14, 2012 9:15pm | Report

VOTED +1

I agree with paul for solo top getting Rolling thunder first is better then frenzy, also add a ward section, it'll help if you plan to counter jungle and or protect your own and protect dragon and baron, as a jungler you WANT to protect baron and jungle


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by Froz » June 16, 2012 12:30am | Report

Thanks for votes paul and dragon :D

But yeah, the first skill is always situational. It's a pretty common that a situation arises where you want to put a point into Rolling Thunder first, but I wouldn't recommend maxing it out to lv 5 first. You get so much more from maxing Frenzy or Majestic Roar because they not only increase damage, they also increase Attack Speed and Slow percent. I'll add a note about that.

And sure, I'll add more indepth info on wards to my guide, hopefully by the end of this week.

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by lemoncake » August 29, 2012 3:18pm | Report

Nice guide, love volibear :D

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by Credestrian » September 16, 2012 2:52am | Report

Positive: The guide is very well laid out and you get a +1 from me for the solotop section with a good understanding of how voli's skills work together! I agree with you that starting off with frenzy when top is, if you manage to keep it active and skillfully use the nuke, the better choice for lvl 1. Using Randuin in the jungle is interesting, and if you frontload the gp5 and hold on to it until mid-late game you compensate for some of voli's slowdown. Plus, it makes me very happy to see another summoner that understands the heal spell.

Negative: I disagree with several points of the jungle section. Stonewall is a great player, and his jungle path is faster than the standard, but allowing your passive to proc that early is a dangerous gambit. If you are countered, or if you need to assist in-lane due to say, a level 2 enemy gank you are going to have a bad time. Besides, starting off with armor instead of any speed increasing items is going to cost you time and health pots. The increase in jungle speed from Madred in my experience is not worth the item slot, and although wriggle has some synergy for mid-game as you mention it needs to be traded out for tankyness late game, I find its better to just cut to the chase... and speaking of chases, shurelya's (especially without frontloading the philo-stone) should in my opinion be avoided by pure tanks.. its great when a support can pop that, but especially that late in your build, its an underwhelming contribution. Also, the inclusion of wit's end is a bit confusing to me. I can see how if the opponent is building AR and AP heavy it might be viable, but the inconsistant MR will often leave an incoming voli suceptible to nukes + pushing back warmogs means a lot of down-time mid-game farming it up which is where wriggle/wits end really need to be involved in teamfights... lest you have underpowered items or an underfarmed warmogs = low survivability & low dps.



Overall: I know the negative side has a bunch more text, but its only because I don't need to explain why your runes are good, your masteries are good and you have a resulting- Good guide! I will hold off on voting it up or down because while I do appreciate the majority of the guide, the jungle section disagrees so much with my own experience and my Pure-jungle guide...


regards

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by Froz » November 17, 2012 9:22pm | Report

Thanks for your feedback! Sorry about the late reply.

I'm sure you have a lot more experience with jungling Volibear than I do; I'm surprised you were able to tell that I play him solotop a lot more!

Anyways, my reasoning behind Wit's End was because of the great boost to AS, which Volibear scales so well with. Recently I have been replacing it with Ionic Spark and buying just a Negatron Cloak earlier before building it into a Force of Nature. However, due to the fact that season 3 is just around the corner, Ionic Spark will be removed in addition to an entire rework of the jungle. I've also been building Frozen Mallet in place of Warmog's when jungling since the slow provides more utility and since it doesn't require charges.

I have noticed how much I'm slowed by making an early Philo Stone, so I'll probably take that out. However, I decided to just wait for the jungle remake before I make any changes.

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