Volibear Build Guide by Hanjaro
[10.2] Hanjaro's Volibear Supporting your way to ChallengerBy Hanjaro | Updated on January 23, 2020
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+10% Attack Speed
Threats & Synergies
Janna completely negates your all in engage, she has strong peel and disengage, preventing you from reaching your target, along with a strong shield and healing and heavy poke damage.
He has great peel, a shield and a disengage with his lantern. His hook is dangerous as it can set up a CC chain, pull you into his tower or an enemy gank. Dodge his abilities and only engage when they're on cooldown.
Taric has surprisingly high damage, along with a telegraphed (potentially double) stun, and a heal. He has a high mana pool, and no gapcloser, try to abuse this. Disengage when he has his ult up, otherwise you're going to lose.
Brand has extremely high damage, can poke from range and has a very scary burst combo, along with max hp % damage. Dodge his abilities, and then hard engage, he is very squishy and immobile.
She's tanky and has, what seems like, unlimited CC. You can interrupt her dash. Mostly going to be an even lane, but she has better tools than you for peeling, and high damage output. Take Mikael's.
Lulu can completely negate your all in and turn it around with her polymorph. She has long range and high damage, along with a heavy shield for herself or her ADC. She is an enabler for her ADC, and easily peels.
Long range on her immobilize, and annoying poke. Her black shield is annoying to negate your all in, but you can just switch targets! Try to dodge her Q, otherwise you'll take unnecessary poke.
Long range, high poke, good peel and heavy shields. Dodge her abilities and all in on her.
She has strong slows, enabling you to catch enemies easier, or she can disable their escape from your flip. Good set up with her stun from her ult. She's immobile and needs peel though.
Kalista has high burst damage, along with yourself. Her ult can throw you into the middle of a fight, helping you to catch and stick to enemies, or she can enable you to escape.
You're both hyper aggressive, making this a very scary lane. He has good mobility, and you can easily bring the fight to him with your flip.
Self peel, hyper aggressive, high burst. Exactly what you synergize best with.
A little bit about me
I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!
If you enjoy playing, or want to learn more about Volibear, you can read and discuss more over at
The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. You already have a lot of engage pressure, and Ignite can be used to finish off an enemy.
Flash is used for the threat of an all-in engage, and as your primary escape summoner.
|Volibear is an engaging tank, who can proc Aftershock extremely easily. After 2.5s, you explode, dealing damage in an aoe around you, which adds to your burst window. During this window, it increases your magic resist, and your armor - which adds extra tankiness that Volibear's kit lacks, even if his base stats make him tanky.|
|The meta is very fast paced these days, making Demolish an extremely useful rune. You want to be taking as many tower plates as you can to increase your income, and Demolish helps achieve that.|
|Volibear is primarily an engage tank, making Bone Plating the best choice for him. The longer you survive, the more cc and damage you can output and Bone Plating enables this. It also increases your sustain in lane from poke comps, and during teamfights/skirmishes.|
|Overgrowth increases your maximum health for every 8 minions that die near you, and an additional 3.5% max health after 120 minions. As Volibear support isn't going to be concentrating on generating gold from CS'ing like he would toplane or jungling, this rune helps increase our tankiness without some of the high cost items.|
|Hextech Flashtraption is the best option for Volibear, to catch enemies offguard when they think his Flash is down, and he can cast it from fog of war and brushes, surprising his opponents and using his Rolling Thunder to disrupt their escape.|
Cosmic Insight reduces the cooldown of everything in your set-up, and adds an extra 5% CDR to your max CDR, meaning you can have higher up time on your engage tools, disengage tools, items you buy, and summoners.
Some people do take Minion Dematerializer to help proc Relic Shield's charges if against poke comps where you don't want to be going into poke range.
Boots of Mobility > MOVEMENT SPEED
These are the cheapest boots in the game, but often the most useful - especially on a support, and one that can engage at that. Volibear can decide to roam to other lanes, and catch people out, so having the bonus movement speed is invaluable.
Mercury's Treads > TENACITY/AP RESIST
If the enemy team has a lot of CC, or a lot of AP damage, you can trade Mobi's out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%.
Ninja Tabi's > ARMOR
If the enemy team has a lot of physical damage threats, and you're the primary front line, or need some extra survivability, Ninja Tabi's are the way to go, offering 20 armor, and reducing incoming basic attacks by 12%.
Zeke's Convergence > SURVIVABILITY/CDR/MANA
Zeke's is a fantastic item on Volibear as it offers armor, magic resist, cooldown reduction and an extra 250 mana. When you cast Thunder Claws, you ignite an aoe around you that slows enemies by 20% - meaning less chance to escape on your engage, and giving you ample opportunity to kite them - while the ally that you have chosen to attach to, their attacks burns enemies for 30% bonus magic damage, increasing their damage output for quicker kills.
Dead Man's Plate > CDR/HP+MANA REGEN/SUSTAIN
Dead Man's Plate increases your tankiness exponentially, while increasing your movement speed, necessary on Volibear due to his lack of gap closers and synergizes well with his Rolling Thunder. His basic attacks deal extra magic damage - synergizing well with his Thunder Claws, and slowing the enemy, at max stacks, for 1 second.
Locket of the Iron Solari > SURVIVABILITY/SUSTAIN
With Locket of the Iron Solari, you gain 30 armor and 60 magic resist, increasing your overall tankiness, while providing a shield to your allies upon use - using +20% of your maximum health, which most of your core - or situational - items increase.
Frozen Heart > SURVIVABILITY/CDR/MANA
A fantastic item if you're up vs a lot of quick hitting, physical damage champions. You gain 100 armor, 20% CDR and you reduce the attack speed of enemies by 15% within 1000 units. It can easily help shut down an ADC such as Vayne, hindering her attack speed, and protecting you longer.
Mikael's Crucible > SURVIVABILITY/CDR/UTILITY
A good pick when facing an enemy team with hard CC that you need to Cleanse on allies, such as Impale, Death Sentence, Cocoon etc and grants bonus movement speed for 2s after successfully cleansing an ability.
Increases your Mana and HP regeneration, while granting you 40 magic resist, and 20% healing power - good synergy with Chosen of the Storm.
Abyssal Mask > SURVIVABILITY/CDR/UTILITY
If you have a lot of AP champions on your team, Abyssal Mask is a good pick up as it increases magic damage enemies take by 15% within 325 units. It increases your survivability vs AP champions on the enemy team. You also gain 10% CDR, increases your health, mana and you gain 55 magic resist. You also gain mana restoration and health restoration.
Righteous Glory > SURVIVABILITY/CDR/SUSTAIN/UTILITY
Righteous Glory is good for a team with physical damage threats, and also helps your engage on the enemy team, which can be useful if you're the primary engager. You gain 75% movement speed for 4 seconds when moving towards enemies or enemy structures, once reaching them, you slow by 75% for 2 seconds. You also gain 30 armor, extra health and mana, health regeneration and CDR. Generally a core item on Volibear.
Spirit Visage > SURVIVABILITY/SUSTAIN
Spirit Visage increases your HP pool by 450 and increases your magic reist by 55 - great for if you're vs AP compositions. It strengthens our base health regeneration by 100%, and increases all of our healing received by 30% - great with Chosen of the Storm. A good pick up if you need that extra sustain.
Thornmail > SURVIVABILITY/UTILITY
Thornmail increases our HP by 250, and adds a whopping 80 armor - very good against physical damage teams. Thornmail also reflects magic damage equal to 10% of your bonus armor +25, and inflicts grievous wounds on the attacker - great for negating healing from a champion like Soraka, or the healing from an item such as Bloodthirster. You also reducer attacker's attack speed by 15% for 1s - useful against champions like Vayne and Varus.
Chosen of the Storm (Passive)
STATIC COOLDOWN: 120 seconds[/size]
|INNATE: When Volibear's health drops below 30% of his maximum health he regenerates 30% of his maximum health over 6 seconds.|
Rolling Thunder (Q)
COST: 40 mana
COOLDOWN: 12 / 11 / 10 / 9 / 8
ACTIVE: Volibear gains bonus movement speed for the next 4 seconds, increased when moving towards a nearby visible enemy champion within 1800 units of him.
For the duration, Volibear's next basic attack deals bonus physical damage and flings his target over and behind himself.
TARGET RANGE: 400
COST: 35 mana
PASSIVE: Volibear's basic attacks grant bonus attack speed for 4 seconds, stacking up to 3 times. At 3 stacks, Volibear gains the ability to cast Frenzy.
ACTIVE: Volibear bites the target enemy, dealing physical damage, increasing by 0% − 100% (based on target's missing health).
- Frenzy's cooldown is halved if it is used on a minion or monster.
Majestic Roar (E)
EFFECT RADIUS: 425
COST: 60 / 65 / 70 / 75 / 80 mana
ACTIVE: Volibear deals magic damage to all nearby enemies, slightly knocks them back and slows them for 3 seconds. Minions and monsters are instead feared and slowed by 100% for the same duration.
Enemies who are dashing or are airborne during Majestic Roar are dealt an additional 8% of their maximum health as magic damage.
Thunder Claws (R)
EFFECT RADIUS: 500
COST: 100 mana
COOLDOWN: 100 / 90 / 80
ACTIVE: After 0.1 seconds, Volibear deals magic damage to up to 8 nearby enemies.
Afterwards, for 12 seconds, Volibear's basic attacks deal the same damage as bonus magic damage that bounces instantly to up to 7 nearby unaffected enemies.
- On cast Volibear gets slightly larger in size.
When you're in laning phase, you want to be a dominant force,pushing and zoning the enemy laners out of cs'ing, with the threat of a Flash all in. Volibear is very strong in early game and you want to take advantage of that, snowballing your ADC as quickly as possible. You can interrupt an enemies dash with your Rolling Thunder, such as a Yuumi's You and Me!, putting it on CD and granting your lane a very easy kill.
Be careful of poke comps, Volibear may be strong in early game but he can easily get poked down and become useless if you try to be too aggressive vs opponents such as Xerath or Brand, but these mages are very squishy and immobile, take advantage of their weak spots.
If you're laning vs a Morgana and/or a Sivir, you'll want to bait their Black Shield and Spell Shield before you make an all in, they're on relatively long cooldowns at the lower levels (26s and 22s), so you can take advantage of this. Baiting can be achieved by any means, moving in an aggressive way, getting into their face to take advantage of your Rolling Thunder, or if your ADC has baited, using a spell such as Jhin's Deadly Flourish.
Keep an eye on your midlane, as you can easily roam and use Rolling Thunder to fling them into your allied tower and secure a free kill.
You want Control Wards around your bottom brushes to be aware of any impeding ganks coming, and to deny the enemies any vision of where your jungler or you, may be.
Proccing your Runesteel Spaulders, you'll want to be focusing the cannon minions as priority, then melee minions, and lastly ranged.
Once you get your first back, hopefully with at least one or two kills under your belt, you want to be looking to buy Boots of Mobility for the roaming potential, and proceed to build your core item components. You can set up kills for your midlaner and get them ahead, along with your ADC.
If you can't roam, you want to be maximizing gold for your ADC, and this includes taking tower plates after kills, which is why we take Demolish.
As tanky as Volibear is, you mostly want to be around your team, and helping out your ADC to (hopefully) continue his lead. You can still set up kills for him, and you're a strong threat to think about for an enemy wanting to set up a gank, as it's very easy for the tides to turn in your favor. You have good mobility to chase down enemies, flipping them back into your teammates.
During teamfights, you'll either be wanting to make the engage with your Rolling Thunder, on an important target, such as the enemies ADC, or a backline mage, or you will want to be peeling your ADC from targets such as Zed or Kayn. You contribute a lot of damage with Thunder Claws while being a reliable front line for your team, even with little items. Always keep an eye on your ADC, remember you can interrupt dashes with your Rolling Thunder, peel them and keep them safe, while outputting tremendous amounts of damage.
Volibear's itemization is very adaptive, you can choose to go tanky frontline, protect your ADC, or even optimize for damage.
The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.
Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.
Vision control is a big plus for Volibear to be catching the enemies unaware.
If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as enchanters ( Janna, Lulu etc!).
If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.