Volibear Build Guide by kadun
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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.
Hello everybody, and welcome to another of my mobafire guides - I've worked hard to make this guide helpful, yet compact so please leave a rating, and your thoughts on my work - Hope you enjoy! ;)
Before you move on, I would like to ask you guys a favor, please please please... Don’t just downvote my guide, give me critics, or any source of reason why you downvote at least. There's nothing worse than getting random dislikes, when you can’t do anything about it.
- Thanks! ^^
Oh, and if you play on West, just add me.. My ingame name is Kadunz - See you ingame! ^^
Oh, and before you start reading on - I would like to say this thing, which you should always remember:
Don’t just play 100% like I say in this guide, adapt to Volibear, find YOUR playstyle, and what you think is best for him! ;)
Which jungler can he 1v1
A Volibear spotlight
Green = Positive that this will be done in a near future.
Orange = Not sure when it will be done, but it will come at some point!
Red = May not come at all, but i hope i'll be able to make it.
Build 1 vs Build 2
- Very aggressive
- High damage output
- Great duelist
- Great AOE damage
- Less sustain
- Don't benefit your team much
- Weaker Passive
- Very tanky
- Great initiator
- Great benefit to your team
- Can tank their whole team and don't care :D
- Less damage (still decent with Thunder Claws
- Weak duelist
- Need early ganks
Pros / Cons
- Hard to kill with a nice passive
- Does amazing damage special his AOE ultimate!
- Great at assisting since he got both slow and fling
- Really strong ultimate in team fights
- Not very mana dependent
- Can do lots of damage and be tanky at the same time special with his E Frenzy
I like to go with this and with the Summoner's Insight it got even shorter cooldown, it can be great for both chasing and escaping dangerous situations
Greater Mark of desolation Greater Mark of desolation
Provides you with the necessary amount of armor penetration to do some nasty damage, both in the jungle but also in a lane
Greater Mark of alacrity
If you rely on your Frenzy (W) this applies the 3 needed stacks really quick or if you simply just want some nice attack speed.
Greater Mark of resilience
If you simply just want some more survival early on, this is perfect but you wont get either attack speed or armor penetration (only take this for the tank build)
Greater Seal of resilience
Gives you some flat armor i would like to pick the dodge runes but their getting removed :/
It increases your survivability in the jungle but are less needed later on
Greater Glyph of shielding
Some nice magic resist which increases each level
Greater Quintessence of swiftness
This is a really awesome rune because it allows you to catch up with enemies easier and thats really needed for junglers that need to be close to the enemies to gank
21/09/00 or 00/21/09
The 21/09/00 build:
This is a really offensive build for an volibear he specialize in dealing tons of damage will still having enough survivability to survive in the jungle
The 00/21/09 build:
This is a really defensive build which perfectly benefits a tank role like the second build is for
I start by maxing out my Frenzy (W) since that's your best offensive ability and are often your finisher when you gank, after Frenzy i max my Majestic Roar (E) because of the slow, some like the level Rolling Thunder (Q) first because of the damage on it increases and then the cooldown also reduces but a gank often don't allow you to use it more than once if you haven't slowed them with your (E)
For the second build i start with one point on Frenzy(W) for the increased jungle speed on buffs and then for the finisher when you gank, i start by maxing out Majestic Roar (E) for better ganks, as a tank jungler i will gank often thats the reason for an early point in Rolling Thunder (Q) but if you don't want to gank early skip the point in (Q) and take a level in Majestic Roar and then pick the point in Majestic Roar at level 4
Basic overview over Volibear's abilities and a short description on them
Volibear heals rapidly for a few seconds when his health drops to a critical level.
You won't believe how many times this spell can and will save.
To use this most effective get some health because it increases the effect from your passive Spirit Visage are also a really great item since it gives you increases health gain from abilities and it also gives you health and CDR, this abilities allows you tower dive (not recommended)
Volibear drops to all fours and runs faster. This bonus speed increases when chasing enemy champions. The first enemy he attacks is thrown backwards over Volibear.
Volibear drops to all fours to hunt his enemies, gaining Movement Speed. This bonus increases while moving toward enemy champions.
Volibear's next attack during this time deals an additional physical damage and flings the target behind him.
This is your bread and butter when ganking and can increase your jungling speed
To use this most effective try to fling your target into your team when ganking, if your team can cc it's really good, it can also be used defensive thanks to the increased movement speed.
In teamfights don't fling their tank or bruiser in the middle of your team go for the carries since they are often really squishy but beware you can easily end up in a bad position.
Volibear's repeated attacks grant him additional Attack Speed. Once Volibear has repeatedly attacked three times, he can perform a vicious bite on his target which deals increased damage based on the target's missing health.
Passive: Volibear gains 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 physical damage, increased for each health the target is missing.
This is your most offensive ability.
To use this most effective keep up the attack speed stack all the time when you're ganking and only use the active for finishing enemies since it does more damage the less hp they got, but beware they can use flash before you can get to execute them with Frenzy
Volibear lets out a powerful roar that damages and slows enemies. Minions and monsters are feared as well.
Volibear deals magic damage to nearby enemies and slow them for 3 seconds.
Your slowing ability and your aoe damage when you're jungling
To use this most effective try to slow just after you fling them with Rolling Thunder to secure they can't escape after you've flinged them, this can also be used to get rid of minions when you gank or to expose the right shaco when he jumps you.
In teamfights try to fling and slow people or fling one and slow the rest to prevent them coming to rescue.
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 magic damage, which chains to 4 nearby enemies.
This is nice aoe spell used to increase damage output
To use this most effective use it in the start of an teamfights just after your Frenzy is stacked to three to get the most possible attacks out of it, it greatly increases your damage output so also use this when you gank just one person. You can buy a Rylai's Crystal Scepter instead of Frozen Mallet to slow all people your ult hits.
Phantom Dancer vs Ionic Spark
This item is pretty good with a good combination of stats
55% Attack speed
30% Critical Strike Chance
Great item and perfect passive for thunderbear
50% Attack speed
chance to deal 100 damage to 4 targets
When to pick Ionic Spark Over Phantom Dancer
The reason i chose Ionic spark over Phantom Dancer is because i love the passive (thunderbear you know) but it also provides a bit of health early on and only 5% less attack speed than Phantom Dancer
Phantom Dancer are way more aggressive than Ionic spark and can actually provide faster jungling, if you are unlucky with the Ionic Spark procs, it also gives you decent movespeed for better ganks and a nice crit chance combined with Atma's Impaler
Phantom Dancer gives 55% attack speed while Ionic Spark gives only 50% which means an 5% increased attack speed bonus if you go with Phantom Dancer which are a very small amount and can almost be ignored due to the passive from Frenzy and Berserk's Greaves
The critical chance can actually be ignored since you are not going to have a high crit strike chance but high attack speed, but the phantom dancer also gives you an 15% movespeed bonus are pretty great since Volibear have to be in the middle of the enemy team, here can the 250 health help to survive and thats where the passive from Ionic Spark are super great, since it allows you to deal heavy damage, and even higher when combined with your ultimate
- Frenzy when the big one are low
- Keep up the passive from frenzy until it is low then Smite around 450 -> Level up E
- Use E when their are about to hit you, to prevent them from hitting you, since it fear them just before their attack animation hits, then hit the big one with Frenzy
- Use same tactic as wraiths too Level up W for clearing red quicker
- Same tactic as the rest of jungle since it's the fastest and safest Smite around 495 hp
- Use Q on the big wraith and frenzy when it gets low, remember to stop the attack animation with your E depends on your play style
Now gank or recall
What is jungling?
Normally players will gain gold and experience by moving along one of the three lanes and killing enemy creeps. Jungling is the term used when a player instead tries to gain gold and experience by killing the neutral creeps in one of the many camps littering the forested “jungle” area of the map.
Advantages to jungling
-Junglers will generally get less more quickly than other players. This is because a jungler often get fewer creeps and the jungle creeps are not worth that much.
-A jungler’s teammates will generally get experience more quickly than the other team if they don't have a jungler. This is because experience is split among two heroes sharing a lane, such that a hero who is alone in a lane (commonly referred to as a ‘solo’ or ‘solo lane’) levels up faster than either of two heroes sharing a lane. Normally there are five heroes splitting the experience from three lanes (2-2-1), however if one hero jungles there are now effectively four heroes splitting the same experience (2-1-1). Just remember that solo lanes mean faster leveling, and a team with a jungler has two solo lanes.
-A jungler’s moves are harder to predict. Because a jungler spends most of his time outside of the enemies field of vision, it is harder for the enemy team to guess where he is or what he is doing at any given time. This makes it easier for a jungler to assist one of his teammates in a surprise attack, or ‘gank’, on an enemy player.
Disadvantages to jungling
-Junglers will generally level up more slowly than other players. This is because those who fight in lanes are frequently nearby dying enemy creeps, and every player near a dying creep gets the experience for that creep. Note, however, that the more experienced the jungler the faster they kill neutral creeps, to the point that some very skilled and efficient junglers have little or no experience disadvantage.
-A jungler’s teammates may find it harder to ‘push’ early on. Remember that a jungler’s team effectively has two ‘solo’ lanes? Well, this can create a situation where there is only one allied hero in a lane with two enemy heroes. While this can be advantageous in that the lone hero levels up faster than the two enemy heroes, the disadvantage is that a lone hero finds it very hard to gain ground, or ‘push’ into enemy territory. Very often in such 1v2 matchups the solo hero will be forced to play defensively, missing out on potential player or tower kills.
-A jungler is less able to help friends in danger. If you have a teammate that is in the same lane as you, they are actively watching your back in case enemy players try to sneak around, push, or attack you. If you are attacked, a jungler teammate will often times be too distracted to notice or too far away to help until it is too late. Experienced junglers try to keep an eye on what is going on in the three lanes while they are killing neutral creeps so they can still help their allies as much as they can to mitigate this weakness.
Fixed Grammar Mistakes