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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.
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
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.