Volibear Build Guide by HVfun
[10.6] Volibear Jungle - Flippin Nippin n Rippin to victoryBy HVfun | Updated on March 19, 2020
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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Olaf is probably the hardest match up in the current meta. He's currently the best early game/invade jungler, and is great at soloing drakes and rifts. DO NOT try to fight him alone early. Avoid fighting him, keep your drakes and rifts warded, and look to counter gank or fight him in man up situations. These notes also apply to other early game junglers like Warwick, Xin Zhao Etc.
Tough one. You out gank him early, so make sure you get at least one of your lanes a bit ahead before he hits 6. He's a nightmare in teamfights late game since you can't really CC him off your backline, and he heals close to full health after he comes out of his ult. You have to win the early game in this match up.
Nunu & Willump
His CC in team fights in difficult to get through. Not a great matchup, but if you macro more intelligently it's definitely winnable.
True damage against voli is rough. Plan to gank your bot lane early to get them snowballing.
Trundle's R is essentially a hard counter to engage tanks. The best way I deal with this match up is to essentially fake my engage by pressing my q, then walking back after he uses his ult on me. You can't always do this though, but at least be conscience of when he uses his ult on you and play accordingly.
He can just wait for you to attempt to engage and ult you back into your backline doing massive damage. Attempt to out gank him early, and you need to play to counter engage/peel in teamfights.
Champion Build Guide
The main reason I like Volibear is because of his versatility, simplicity, and the reliability of his engages. Tanks are very strong in the current meta, and Volibear is arguably the best jungle champion that you can build full tank on and carry from the jungle. The reason I say this is because you can solo kill squishy mages or ADCs if you work your combo correctly, and you can also provide peel and CC for your team if that's what is needed.
Shout out to Pref Not Sup for helping me work on this guide. Enjoy!
The most efficient path in the current meta is to start red or blue buff, take your other buff and gromp, and gank a lane at level 3. For your first gank, you want to try to walk up behind the enemy you're targeting, hold your flip and roar until they try to escape or use flash, and finish the fight with your W. In most cases, you can get a kill, often times for first blood. Don't hesitate to use your flash if needed.
From here, your priority is to look for ganks that are open, but don't try to force anything that isn't available. If your lanes aren't set up for ganks, look to shadow and farm.
Your next priority is to zone out the drake. Buy a pink ward and sweeper early, and look to use them to secure vision on the drake. Volibear isn't the best at soloing drakes, but sometimes you can do it early if the enemy jungler shows top. Look to take the drake after you get a kill either midlane or bottom, or if the enemy laners reset.
Securing rift heralds and drakes are extremely important in the current meta. Obviously take ganks if they're available, but your job as a jungler should be primarily to control these objectives, and don't give easy kills. Strive to make your ganks worth the time spent every time. In other words, don't get in a habit of spending time in lanes that you don't get a kill or assist out of - your time is better spent doing something else most of the time. And in most cases if you help get a kill in a lane, help your laner push it in to take plates and deny the enemy of CS.
Your main combo for an all in is proc Righteous Glory > Q > Flash if needed > E while they're in the air > R > AA > AA > W for the kill. Use your blue smite for additional CC if they flash or dash away after you hit your Righteous Glory and Q. The enemy team will either burn an absurd amount of resources to keep your target alive and your team can follow up with the damage for the team fight, or you will just get the kill and win the fight from there.
The other option on Voli in team fights is to peel your backline. Say for instance you're having a bad game against a Rengar. At this point, you can literally just sit next to your ADC and wait for him to engage. Flip him away, and unleash the rest of your combo on him. Again, this is a reason I really like Voli. You can play him in different ways depending on how the game is going. He has a simple kit, but at the same time he's not really a 1 dimensional champion.
After you win a teamfight, even if your team just gets a 3 for 2, look to take an objective, whether its a tower, drake, baron, or even just the enemies Red or Blue buffs if that's all that's available. One of the biggest mistakes in low elo is teams not taking anything after team fights are won.
This is an example of when your midlane needs a shadow. If possible, aim be nearby him in case anything happens, and danger ping their lane if you're not in a position to assist. This is called shadowing. You'd stick around and MAYBE do scuddle or another nearby camp, and be prepared to walk to him if he needs help.
This shadowing will give Pressure. Pressure will give the feeling to the enemy like they cannot gank your half-health midlaner because they think you might be nearby.
You have felt pressure before, it feels like any time you make a move on the map, an enemy champ will show up to counter you. The enemy team just seems to always be there. Or any time you take an objective, to your dismay the enemy team takes an alternative objective at the exact same time.
This pressure is more strictly based off of objectives and loosely based off of minion wave positioning throughout the map. Splitpushing is a good example -- draw Pressure to one side of the map. If your toplaner does this toplane and gets ganked by 4 ppl, then you are free to take drag.
The pressure is felt more strongly around certain areas (like objectives or towers), but exists within a dimension of time that is known as Tempo.
Tempo is keeping up Pressure across time, so that the opposing team is always reacting to you as you setup for & make the decisive moves.
You've felt this - it feels like the enemies keep steamrolling objectives/kills and you never get a chance to play your own game, farm, etc.
These concepts are the big-brain, mental warfare strategies that a jungler uses to win a game. You want to shadow your own lanes, but also their jungler (called Tracking their jungle - always keep your eyes on the minimap). Any time he makes a move, you are there, or at least have a counter play. It devastates opponents.
This is why you ward one of the enemy teams buffs at 1:05. You know where to apply a shadow based off enemy jungle start, thus generating Pressure, and allowing you to dictate the Tempo. If you keep this tempo all game, they will feel the Pressure and make desperation/reactionary moves, which you can be prepared to follow up on and clean up the fights.
These tools of the bread and butter of jungling largely, regardless of current Meta, Champion or ELO. Learning this skill has no skillcap, it isn't easy, and yet it will allow you to be the master of any chessboard of pieces.