Volibear Build Guide by Holygrenad3

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 Holygrenad3

Volibear Top Lane Domination

Holygrenad3 Last updated on December 14, 2011
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Build 1 (Cheat Sheet)

Champion Build: Volibear

Health 5261.46
Health Regen 53.7
Mana 960
Mana Regen 25.7
Armor 128.5
Magic Resist 104.500054
Dodge 0
Tenacity 35
Movement Speed 395
Gold Bonus 2
Attack Damage 163.4
Attack Speed 49.07
Crit Chance 35%S
Crit Damage 0%
Ability Power 30
Life Steal 0%
Spell Vamp 0
Armor Penetration 11.52
Magic Penetration 0
Cooldown Reduction 0%


Recommended Runes



Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0

Guide Top

Introduction

First published build, please comment what you like or dis-like so it may be improved upon. Some changes have been made since I've gotten a few comments, keep em coming and I'll try to keep this up to date.


Guide Top

Runes

Greater Mark of Desolation Armor penetration Marks, makes that W button hit that much harder and auto attacks do a little more.

Greater Seal of Vitality HP per level Seals, extra health as your leveling, ends up being just as much health as flats at level 5 or so, might as well be better endgame.

Greater Glyph of Scaling Magic Resist Magic resist per level Glyphs, most likely wont face much magic damage in early lane phase which is why I went with MR per level instead of flat. Not many other good glyph options.

Greater Quintessence of Health Flat Health Quintessences, gives you early game bulk as well as making your W hit for quite a bit more early game compared to not having them.


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Masteries

Basic tank masteries in defense tree, offense tree for attack speed and the 10% armor pen. Some people prefer cooldown per level and the 6 magic resist, these allow for early game aggression and late game tower pushing with your team. Improved heal makes it worth using, without it I would probably swap to teleport. The extra gold mastery looks nice but in reality it would add up to maybe 500g throughout the whole game assuming you got 20 kills/assists combined.


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Items

Very health focused build, rushing the gold generators in case you want to roam a little bit or ignore farming and focus on keeping the opposing top lane back at base rather than farming.

Regrowth Pendant - nice first item, health regen in case you get harassed a little hard early on by some ranged abilities, also allows fast purchase of Philosopher's Stone.

Philosopher's Stone - great health/mana regen and its gp5 which is never bad, builds into Shurelya's Reverie which is a decent optional item.

Mercury's Treads - only magic resist boots, and tenacity is really important for tanks to have.

Heart of Gold - Decent health, gp5, optional item but worth it in the end if kept for a while. Builds into a Randuin's Omen which is a nice item if the enemy carries are getting a few kills.

Warmog's Armor - Health Health and more Health, just what you need. Once this item is done you can really scare people with your damage. Health Regen for sustainability. Focus on getting the Giant's Belt and Ruby Crystal first when your buying the pieces.

Trinity Force - Has the most stats in one item in the game, allows you to have some sustained dps if you spread out your moves. Attack speed, run speed, health, a slow, and a sheen proc all in one, whats not to love?

Atma's Impaler - Armor and Crit, not the most glamorous stats but the 2% ad based on health is what its for. This item will add around 80-100 AD on top of the defensive stats for a cheap price.

Force of Nature - Great health regen withe the base of 40 and 0.35% per second. Nice run speed for chasing/running. High magic resist to tank those pesky AP carries.

Warmog's Armor - Some people might ask, why another one? well its simple, your main damage ability scales with health, so we might as well get more of it. 1 fully stacked Warmog's will add 239 damage to your W BEFORE the % multiplier based on their health. Not including the extra 27 AD from the Atma's impaler.


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Skill Sequence

R>W>E>Q

Thunder Claws/Ultimate (R) - get this maxed out asap well because its your ulty, you can't put any points into this until levels 6, 11, and 16. Allows you to do massive damage when you auto attack or burn down minion waves. When teamfights start to breakout make sure you save this until combat has started to get maximum effect. Damage scales at a 30% ratio.

Frenzy (W)- Main damage ability on use, nice attack speed if somebody wants to go toe to toe. Try to save this until you are sure it will kill them because it does have a hefty cooldown, or use it on cooldown as harassment early on. Damage Scales with 18% of Bonus Health, meaning all health except base health. Bread and butter move, max this first.

Majestic Roar (E) - Minion fear and Champion slow, Damage scales with AP at a 60% ratio. slow increases with each rank so max this second.

Rolling Thunder (Q) - Run speed, allows you to catch the enemy and fling them backwards, if they are chasing you can fling them into the turret or your teammates. Pick this up at level 2 and max last because it doesn't add that much damage each rank up but need 1 rank to easily harass.


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Summoner Spells

Heal - Nice ability in combo with your passive to fool people into overconfidence when fighting you, if fighting somebody with ignite make sure you can live past this with your passive and use heal after, if your health is dropping to fast try to use before they ignite your passive 35-40%.

Ignite - This combined with your Frenzy can allow for some nice burst, use this before your W to make your W hit harder. Possibly save this if fighting another Volibear or somebody who can heal in a similar manner like Mundo or if they have a Soraka on the team. Late game save for the carries who have good lifesteal to burn em down if your team doesn't have any healing debuffs.

Teleport - Some people prefer this for the top lane in case they die or get harassed out of the lane early on, its a choice to be made on a person by person basis. I have never been forced out of lane using these spells except when ganked by the jungler, even then only when you try to fight both of them instead of get back to the tower.


Guide Top

Summary

In short, very high health high burst build. Some things to remember is to save that powerful W until its a mid-low health champion for max effect.

Remember to be fairly aggressive early game, this part is what takes practice. Don't be reckless and tower dive at 3 unless you know you can, even though it can be done if they are low enough.

Personal experience - Killed a Tryndamere at 50% with it, very funny to just kill Trynd before he can ult, once your health is high enough to do this you can force him to ult at half or die in teamfights.

Please post any questions or comments and I will try to respond within a day or two. Please keep in mind this is my first build so be gentle and don't just downvote without trying it first. Try to be constructive and respectful =D