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League of Legends Build Guide Author Badass Prince Of LOL

Volibear-The Ultimate Solo Top Tank

By: Badass Prince Of LOL on November 30, 2011
Comments: 43 | Views: 318,564 |
Freshness LoL Guide Freshness Expired
Champion Build(s)Build Guide Build Guide DiscussionDiscussion (43)

LoL Champion: Volibear

Health 4111
Health Regen 48.7
Mana 1135
Mana Regen 18.7
Armor 137.19
Magic Resist 169.56
Dodge 0
Tenacity 35
Movement Speed 390
Gold Bonus 0
Attack Damage 113.4
Attack Speed 0.933
Crit Chance 18%S
Crit Damage 0%
Ability Power 80
Life Steal 0%
Spell Vamp 0
Armor Penetration 14.94
Magic Penetration 0
Cooldown Reduction 10%

Recommended Runes

Purchase Order


Ability Sequence

1
8
12
14
17
Ability Key Q
2
4
5
7
9
Ability Key W
3
10
13
15
18
Ability Key E
6
11
16
Ability Key R

Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 1

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
3/
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 8

Guide Top

Introduction

Pedobear,the Children's Roar



Welcome,to another build from Badass Prince of LOL
Here we have something new....
Season 3:The ParadiseEpisode 3:Health Means Damage
Ok letz start
This build
is
a
TANKY BUILD THAT DEALS HUGE DAMAGE WITH....


Guide Top

Runes

For runes i take protection ofc,ARMOR penetration OFC

Of course u need to be level 30...
Proof

Why armor penetration marks?
Your damage is your Frenzy which is op and i hope riot won't nerf it...
Why seals and glyphs of protection?
You are a tank,you need those early game too!
Why HP Quintessences?
Well letz see...20 more damage on your W early game...,and more protection...


Guide Top

Masteries

OK
Those bastards...are so op...
http://images1.wikia.nocookie.net/__cb20111112090436/leagueoflegends/images/thumb/0/0a/Masteries_season_two.png/830px-Masteries_season_two.png
I prefer those in change of the old ones...
Ok so go like this

Masteries
1/1
3/3
3/3
4/4
1/1
3/3
3/3
3/3
1/1
1/1
3/3
4/4
IT IS SO OP!!!
SO
SO..


Guide Top

Items

So Guyz,An Item is an artifact/object carried by champions to enhance their performance on the Fields of Justice. Items are only obtainable through the Item Shop located at the resurrection platform, where they are displayed in five main categories (by their effect). They can also be divided by their Tier: basic, advanced and legendary. A champion can only carry 6 items at a time, making the selection of items an important part of achieving victory.
mmmyes...



Why just protection items and no damage?(except Last Whisper)
His Damage is made by his auto attacks and spells,and 1 spell is for those guyz with hp, Frenzy,<---IS OP!!!!MORE OP THAN Garen's ULTIMATE!!!!With 6 Warmog's Armor you deal...lets see...(2500+1360+1360+1360+1360+1360+1360+108+76+30+400(from Elixir))x1,03 /6 +280=2620 Damage on a guy with 100% Hp,if they guy has 50% hp,he gets 3930 Damage...OP!!!!
Troll face

How much Hp does this build have?
Answer:With elixir=5355 HP!!!!
How much damage does this build deal with Frenzy?
Well,if you have 2500 base hp,you will deal on a guy with 50% hp...1606,491 Physical Damage!!!!!!!!!!!!!!!!!!!!
Why take Last Whisper?
You do physical damage with Frenzy?Right?USEFUL!!!!
OMFG, Frenzy SO OP THAT U CAN
U CAN..
CAN...


PEE ON YOUR ENEMIES

Also there are other builds that you may try

Tanky in the Hp Mode




Damage mode




Harr Harr

:D


Guide Top

Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
I love this pedobear...
anyways...
I take Frenzy first because it is your basic,OP attack...
Be in balance with Q and E to make the same damage,
and of course take R at lvls 6/11/16....
Easy part...

The combo is the following

Attack a lot and harras until champ has 60-70% hp,then,Q on him,Then attack him 2/3 times,E,Attack him once,W him....

And if u have ulti

Attack a lot and harras until champ has 70% hp,then Q,R,attack him twice,E,attack him twice,W him...


Guide Top

Summoner Spells

Spells are the summoner bound abilities.
Summoners are allowed the use of two summoner spells during any fight in the Fields of Justice. They are selected during the Champion Selection before each match and cannot be changed for the duration of the match. These spells have a direct impact on the action in the battle arena. Summoner spells don't drain a champion's mana but are instead usable again only after a lengthy period of cooldown. As a summoner gains experience and increases their power by fighting in multiple battle arenas, new summoner spells will become available for use.

During combat some spells gain power with each level gained by the champions, these spells are: Clarity, Heal, Ignite, Surge and Smite. The other spells have the same power throughout the entire battle. While in combat the spells are bound by the same rules as the Champion skills, meaning you cannot use summoner spells while silenced, stunned or suppressed, with exception for Cleanse, which is only unavailable while being suppressed.

Nr.1 combo

Nr.2 Combo

Nr.3 Combo


Ok,now let me answer at your questions....
Flash-to escape,to catch,to defend others or base....
Exhaust-to fight,to catch,to defend others,to defend yourself...
Teleport-to gank,to escape,to defend others or base...
Ignite-to kill,to reduce healing,to ks...


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