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Spells:
Ignite
Heal
Ability Order
The Relentless Storm (PASSIVE)
Volibear Passive Ability
Introduction: Beware The Beast
Attack Speed Marks = More damage with your passive Frenzy Ability.
Heath over Time Seals = More damage with your Active Frenzy Ability and more health overall.
Magic Resist over Time Glyphs = Spellcaster Bane =).
Fortitude Quints = More damage with Active Frenzy Ability and More health Overall:Pure Tank Build.
Attack Speed Quints = More damage from Auto Attacks and Frenzy stacks Quicker: Dps Tank Build.
Optional:
If you think your Cooldown reduction is lacking, switch the Magic Resist for Flat Cooldown Reduction Glyphs, in game you may want to take Force of Nature After Warmogs or Sunfire Cape.
Heath over Time Seals = More damage with your Active Frenzy Ability and more health overall.
Magic Resist over Time Glyphs = Spellcaster Bane =).
Fortitude Quints = More damage with Active Frenzy Ability and More health Overall:Pure Tank Build.
Attack Speed Quints = More damage from Auto Attacks and Frenzy stacks Quicker: Dps Tank Build.
Optional:
If you think your Cooldown reduction is lacking, switch the Magic Resist for Flat Cooldown Reduction Glyphs, in game you may want to take Force of Nature After Warmogs or Sunfire Cape.
Masteries are 0/21/9 Focusing on Defense as main for the Summoner Spells and Cooldown Reduction, and Utility for the increased Buff Duration.
With this set up you end up having pretty good sustainability at Lvl 1 and that continues on through the game to Lvl 18, Combined with your runes you will be deadly and will be focused, but thats what you want to happen.....=).
With this set up you end up having pretty good sustainability at Lvl 1 and that continues on through the game to Lvl 18, Combined with your runes you will be deadly and will be focused, but thats what you want to happen.....=).
Frenzy at Lvl 1 for a good farm, top you should be fairly decent against a wide variety of champions and your passive will help you when you get low, try not to let your passive trigger before you go in for the kill, this will make you weak and fragile, use health pots and heal if need be to keep yourself up for the kill.
Keep frenzy up at all times, Against melee champions this is rather easy because when they come to harass you can pop frenzy and do massive damage. Ranged champions can be more difficult to do this with, if need be wait till Lvl 3 when you have your Rolling Thunder and Majestic Roar available to dominate.
When going in for the Kill or even Harass, Start with Rolling Thunder into Majestic Roar and end with Frenzy, over level 6 you may want to activate your Ultimate Thunder Claws before charging in with Rolling Thunder, Rinse and repeat. When you hit below 30 percent activate your heal timed with your passive for massive healing and more sustainability.
Keep frenzy up at all times, Against melee champions this is rather easy because when they come to harass you can pop frenzy and do massive damage. Ranged champions can be more difficult to do this with, if need be wait till Lvl 3 when you have your Rolling Thunder and Majestic Roar available to dominate.
When going in for the Kill or even Harass, Start with Rolling Thunder into Majestic Roar and end with Frenzy, over level 6 you may want to activate your Ultimate Thunder Claws before charging in with Rolling Thunder, Rinse and repeat. When you hit below 30 percent activate your heal timed with your passive for massive healing and more sustainability.
The only Viable Summoner Spells in my opinion are Ignite and Heal, Heal stacks with passive for Sustainability and Ignite catches those champs that are either getting away or use it as part of your skill sequence and Destroy your opponent, you may also want you use Revive, i have used it in many games with Volibear and it helps with both those tight situations and gives health and a movement speed buff when revived, also makes you opponent go WTF, I JUST KILLED YOU. Surge can be helpful but i literally cant remember to even use it half the time cause im to busy with my other skill sequence, but it is useful, use at your own Risk or Success. Promote i have not tried and i probably will just leave it alone unless people as for a Test of it. Ghost can be really useful when combined with Rolling Thunder, causing you to catch up to any opponent. Flash to me is just a flee spell, I'm an Armored Polar Bear, i dont plan on fleeing.
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