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Choose Champion Build:
-
Bruiser
-
Aggresive
-
Tank
-
AP
-
Peeler
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
The Relentless Storm (PASSIVE)
Volibear Passive Ability
Introduction

Hello Summoners!
My name is shukmeister and welcome to my

-
- We are both Russian
- We are both furry (hell yea beards)
- We both yell a lot
As the most underappreciated champ in League,

Voli is NOT a tank. Although stacking healh has dual synergy between


Voli is also a very sub-optimal jungler. His clears are slow, he is prone to counter-jungling, and his sustain is unreliable. As a bruiser, Voli belongs in top lane.
This guide will teach you proper Volibear gameplay, mentality, and build structure.
If confused about any terminology, the last chapter explains all the terms used in this guide.
Some example scores:

Season 3 scores:



I have dedicated an entire section on mentality because of how important it is to playing

Many people misunderstand




Voli's ultimate has beastly single target on hit proc damage. At rank 1, this number is 75 magic damage. To put it in perspective, this doubles the damage of each of your hits at lvl. 6. Couple this with a lengthy 12 second duration and factor in the amount of hits you can land in this time span. Fortunately, all of your abilities have synergy dedicated to sticking to an opponent. Once you are landing ultimate empowered swings,




To top it all off, your ultimate jumps to 3 other enemies! This quadruples the insane damage you already do. Not only does this make you a fearsome laning opponent, but you also have devastating team fight potential.
It is impossible to build resistances against

In team fights, volibear also acts as an excellent carry defender. Anyone that charges your carry can be flung away and slowed for long enough to be killed. On top of that, you effectively damage the entire enemy team by hitting one champion with

Best picks
Flash: The most versatile summoner spell for it can be used offensively, defensively, and to set up ganks. A
Thundering Smash +
Flash flip combo can also catch an enemy off guard and secure your team a kill.
Ignite: Excellent for securing kills and messing with that pesky
Dr. Mundo.
Viable picks
Heal: You will come across many situations in which you are bursted before
The Relentless Storm can heal you back up. This spell is the perfect solution to these situations, allowing you to boost enough health for your passive to take effect.
Teleport: Good spell to take on traditional Voli, in which farming is extremely vital. Can also be used to port in on a mid, bot, or dragon engagement so that you can help your team.
Ghost: Take this if you don't have
Flash available. This spells works very well with the AP Volibear build because it allows you to stick onto targets and land more
Stormbringer strikes. You can also use it in conjunction with
Thundering Smash to catch anyone running away from a fight.
Barrier: Works wonders in conjunction with your passive. For ultimate trollage, run both
Barrier and
Heal!





Viable picks










Reasoning:




Greater Mark of Hybrid Penetration - If you can spare the IP, these will compliment your hybrid damage the most.







Reasoning:
These are the masteries I take on the majority of my games. As a melee champion, the bonus tenacity and slow reduction is huge. With these masteries and the right choice of items, it will be impossible to kite you. The survivability from these masteries also allow me to purchase more offensively oriented items.
Recovery
- This large chunk of early health regen is changing the top lane meta. Adds survivability in lane where Voli would otherwise not have much.
Swiftness
- An amazing mastery that, in combination with
Boots of Swiftness, will make you impossible to slow down. This is vital on an auto attack dependent champion like Voli.
Legendary Guardian
- In combination with
Swiftness
, your CC reduction will be through the roof.
Second Wind - This new mastery was practically made for Voli. Legit synergy with
The Relentless Storm, for both proc in close proximity.
Several points in the offensive tree improve your utility throughout the game.
Sorcery - I choose CDR over AS because our build innately has a lot of attack speed. What we lack is CDR, a stat vital on Volibear.
Reasoning:
I take these masteries when my team needs more damage over defense. They compliment the aggressive build very nicely and greatly increase the strength of
Stormbringer. The large amount of armor penetration ensures that
Frenzy
rapes the opponent's health bar. These masteries are a must if you're aiming for first blood.
Sorcery - CDR is always a good stat on Voli.
Blade Weaving
and
Spell Weaving
- Both of these masteries will proc on each
Stormbringer empowered hit. Excellent synergy in extended duels.
Executioner
- When coupled with
Frenzy
, this mastery adds enormous damage to your kit. Nobody will see the massive execute damage coming.
Devastating Strikes
- Voli is a hybrid damage champion, so he gets double the bonus from this mastery.
These are the masteries I take on the majority of my games. As a melee champion, the bonus tenacity and slow reduction is huge. With these masteries and the right choice of items, it will be impossible to kite you. The survivability from these masteries also allow me to purchase more offensively oriented items.







Several points in the offensive tree improve your utility throughout the game.

Reasoning:
I take these masteries when my team needs more damage over defense. They compliment the aggressive build very nicely and greatly increase the strength of













Instead of thinking that




Tips and tricks:
- Your passive is an excellent heal bait. If the enemy tower dives you, use your abilities to keep him there while you heal up!
- If you're in lane and
The Relentless Storm procs, back away from your opponent to prevent him from igniting you.
- Has awesome synergy with
Spirit Visage and
Hexdrinker





Tips and tricks:
- Q resets your attack timer. This can be used to burst your opponent during trades and to also secure minion kills more easily.
- When combined with proper ward placement, escaping ganks is very easy with the speed boost.
- Avoid initiating with
Thundering Smash. Instead, initiate trades with an AA -> Q combo, making sure to aim the fling towards your minion wave.
- The bonus damage will proc on structures.

Frenzy is your main source of harass, so hit your opponent as often as you can - even if he is at full health. Because of its obscenely long CD, you want to use the ability the moment it becomes available as to not waste time.
Tips and tricks:
- You can quickly build
Frenzy stacks with an AA -> Q combo.
- Hold the tilde (~) key down when aiming W at an enemy champion. The tilde key forces your spell to hit champions only, preventing you from accidently hitting a minion (happens so often...).
- Try to get into position for W several seconds before it’s off CD. This ensures your harass is not wasting time. Think ahead and profit!
- Keep an eye on the
timer icon above your abilities. Nothing is worse than loosing your stacks right when
Frenzy comes off CD.

Tips and tricks:
- If you cannot catch an enemy with Q and they’re about to get away, use E to slow them down enough for the fling (this is very situational because it ruins your combo).
- Feared minions loose their unit occlusion. If you are in dire need of a fling and minions are in the way, use
Sky Splitter to fear the wave so you can run through (also situational for same reason as above).
- Helpful, but mana costly, way to secure minion kills or push the lane.
- Fear minions when trading in the opponent’s wave to reduce damage taken.
Sky Splitter will fear Shaco’s
Hallucinate,
Mordekaiser minion,
Summon: Tibbers, or any other pet.


Tips and tricks:
- Try to cast your ult when you have 3 stacks of
Frenzy . This will give you more AS with which to smack around your opponents.
- Your ult has a .5 cast time. You can use
Sky Splitter during this .5 second period to set yourself up for more hits.
- When your ult is on, you can AA -> Q combo for a strong burst of damage.
- Use your ult to farm large minion waves. In late game, when
Stormbringer is more important for teamfights,
Sunfire Aegis and
Sky Splitter work just as well.
- Did the enemy champion just escape with barely any health? NO PROBLEM! Use your ult and smack a minion. The lighting with prioritize the champion and chain towards him, giving you the kill! (best feeling ever award).
Every matchup needs a unique opening to play well against. It is your job to analyze the enemy top laner for weaknesses, strengths, level of aggressiveness, and the threat of the jungler. Depending on your analysis, you must open the game with an item that either counteracts one of his strengths or takes advantage of his weaknesses. Also note the aggressiveness of the jungler. If the threat of a lvl. 2 gank exists (i.e.
Alistar,
Lee Sin), opening
Boots and leveling
Thundering Smash first is very wise.
I do not run the aggressive build just because my opponent is a passive laner. Most of your games should open
Boots for it allows you to zone, be offensive, last hit, run away, and harass - all of which are vital from the start.
Kremlin:
Boots,
Health Potion x4 ->
Ruby Crystal,
Stinger
Defensive:
Cloth Armor,
Health Potion x5 -> AS Bruiser
Aggressive:
Boots,
Health Potion x4 ->
Doran's Blade x2,
Phage
Defensive Sustain:
Crystalline Flask, Sight Ward ,
Health Potion -> AS Bruiser
Offensive Sustain:
Boots,
Health Potion x4 ->
Doran's Blade,
Vampiric Scepter
Offensive Buff:
Elixir of Fortitude,
Health Potion x4 -> AS Bruiser
Triple Ruby:
Boots,
Health Potion x4 ->
Ruby Crystal x3
Indestructible:
Ruby Crystal,
Greater Quintessence of Health x3
Noticed how I purchased 4
Health Potions every time I opened
Elixir of Fortitude? The idea behind this trick is to stand near your summoner platform several seconds after minions spawn so that you'll gain the 10g needed for another pot. You do not need to be on the platform to purchase from the shop, and this helps in getting back to your lane quickly. If you begin running the moment you buy the potion, you will not miss a single CS. I have never missed minion kills when doing this, so there is no reason not to give your self this lvl. 1 advantage.




I do not run the aggressive build just because my opponent is a passive laner. Most of your games should open

Kremlin:




Yea I gave this opening a name. Cause I'm Russian. And Voli is Russian. And i Chug Vodka. And so does Voli. YEA SON.
It's hard to find situations in which this opening goes wrong. If you are unsure of what to build, stick to the tried and true and go Kremlin -> AS Bruiser.
It's hard to find situations in which this opening goes wrong. If you are unsure of what to build, stick to the tried and true and go Kremlin -> AS Bruiser.
Defensive:


When going up against strong early game AD champions, armor first is a top priority. Although it delays your build by a little, the extra defense is imperative to not giving kills. Top lane is a snowball lane, so every precaution must be taken not to give an uncontested first blood. Getting
Cloth Armor is an investment, but if you sell it you only loose: 300g - 210g = 90g. Against certain champions (
Pantheon,
Riven), I even opt for getting two.



Aggressive:




For when the opponent needs to be shut down early.
Phage is an excellent item against ranged harassers, for they have low health and more sticking power = more
Stormbringer strikes.


Defensive Sustain:


My current opening of choice. Ridiculously good sustain paired with early vision for those potentially disastrous early ganks. Top lane is all about snowballing, so use the ward to prevent the enemy jungler from interfering with your laning. The flask easily pays for itself, even bringing use late game when mana might be low. This one flask purchase eliminates the need for investing in mana items.
Offensive Sustain:




A strong opening for when you are constantly trading and need sustain. When combining the life steal from your items, you get a great life steal percentage. This is also strong against high sustain, high harass champions like
Yorick.

Offensive Buff:


I've been having a lot of success with this opening. Stay in base for a few seconds to afford the extra health pot, you won't miss any CS. The health and AD buff from elixir allows you to spec full 0/30/0 defensive masteries because you don't need the early game damage boost. Pop your elixir before your passive goes off so that you get the boost from the bonus health.
Triple Ruby:



Oh man, is this opening fun. Although your sustained trades won't be as strong, your
Frenzy
will slam the opponent into the pavement. The idea is that many of your items are built from a
Ruby Crystal: Zeke's Herald,
Aegis of the Legion,
Phage. This opening gets those crystals early for a massive health boost. Triple Ruby is actually quite viable against no-sustain opponents because each
Frenzy
will hurt them even more.





Indestructible:


When you combine
Ruby Crystal,
Greater Quintessence of Health,
Veteran's Scars
, and
Juggernaut
, you'll start the game with an insane 840 health at lvl. 1. Your
Frenzy
with also slam for 130 physical damage at rank 1. Taking this build is worth it just to see the reaction on the enemy
Gangplank's face when
Parrrley does nothing. I haven't found a viable use for this opening yet, besides for showing off my enormous, overly compensated health bar ;D







Noticed how I purchased 4







![]() |
oooooo |
AS Bruiser Volibear: My build of choice, it provides you with exceptional early game and scales strongly into late game. You are tanky from the start and will shred enemy teams with the synergy from your attack speed + ![]() ![]() |
ooooooooooooooooo |
Pros
- Good mix of defense / offense- Strong in teamfights - Good sustain and CDR - Inexpensive |
oooooooooo |
Cons
- Not a tank / initiator- Low resistances - Not the best 1v1 |
![]() |
oooooo |
Aggressive Volibear: Take this build when your team is in need of damage over defense or when your lane opponent is a passive champion that needs to be shut down early ( ![]() ![]() ![]() ![]() |
ooooooooooooooooo |
Pros
- Insane damage output- Shuts down passiver laners - Very underestimated - Amazing life steal - ![]() ![]() |
oooooooooo |
Cons
- Less health early game- Almost no CDR - Squishier masteries - No GP10 - Must sell ![]() |
![]() |
oooooo |
Traditional Volibear: The most common ![]() ![]() ![]() |
ooooooooooooooooo |
Pros
- Most health- Most resistances - Frenzy hits like a truck - Best 1v1 ability (late game) |
oooooooooo |
Cons
- Bad early game- Passive laning - Poor teamfight damage - Little AS - Expensive |
![]() |
oooooo |
AP Volibear: This build is not to be taken competitively. It is an experimental/joke setup that, when combined with the right team composition, can melt the entire enemy team in seconds. The reasoning behind this build is the .3 AP ratio on ![]() This build is very team composition dependent because you need melee tanks to soak damage and lots of CC to keep the enemy team in place. Good choices are ![]() ![]() ![]() |
ooooooooooooooooo |
Pros
- Unparalleled teamfight damage- Near max AS - Sweet farming/pushing opower with ![]() - Did I say teamfight damage? |
oooooooooo |
Cons
- Super squishy- Very team composition dependent - Must be in melee range - Mostly magic damage - Pushes lane when otrading with ![]() |
![]() |
oooooo |
Peeler Volibear: Although ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
ooooooooooooooooo |
Pros
- High CDR- Maximum amount of CC - Most self healing - Anti health-stacking |
oooooooooo |
Cons
- Easily kited- Slower movement speed than other builds - Not a tank / initiator - Not the best 1v1 |
Warning: this flowchart is outdated from S2. After I have tested some more, I will make a new one as soon as time allows. Thank you for your patience!
I have included a flowchart detailing my usual in game thought process for build structure. Although this chart is very comprehensive, it does not cover every situation you will find yourself in. Do not blindly follow the arrows, use critical thinking and analyze all factors in each individual game. This is only to be used as a rough outline.

This chart is not to be used without reading the guide and its descriptions. Do not blindly use this flowchart and then downvote because it didn't work.
I have included a flowchart detailing my usual in game thought process for build structure. Although this chart is very comprehensive, it does not cover every situation you will find yourself in. Do not blindly follow the arrows, use critical thinking and analyze all factors in each individual game. This is only to be used as a rough outline.

This chart is not to be used without reading the guide and its descriptions. Do not blindly use this flowchart and then downvote because it didn't work.

Laning as


If you think you can get the kill, initiate with an AA -> Q combo and pin him down before casting



Executing a

1. Check to see how pushed the lane is. You want it to be either near your side or the middle so that you'll have more time to land swings. Also check to see if the enemy jungler is at another lane and if you have proper Sight ward placement to be safe.
2. Move around his minion wave and position yourself behind the enemy champion (towards his tower). If he begins to back off and run, you're effectively zoning him from CS and this is a bonus either way.
3. Cast and start slashing away at the enemy champion. Try to have three stacks of
Frenzy
up before casting for the added attack speed. When the enemy champion sees your ultimate on, they will either run away or stay and fight. If he thinks he can take you on in a fight, he'll quickly realize his mistake and attempt to run away.
4. Regardless of what happens in step 3, your opponent will probably run away at one point. When he does this, use an AA -> Q combo to fling him behind you for more hits.
5. Do not cast
Sky Splitter while the opponent is being flung, this wastes precious time on the slow. Instead, cast your E a second after he landed and begun running away again.
6. By this time, he will be very close to low health. Finish him off with your
Frenzy
execute and
Ignite if you have it. If he is still alive, wack a minion to chain lightning towards him, securing you the kill.
7. Congratulations! That wasn't that hard :D
2. Move around his minion wave and position yourself behind the enemy champion (towards his tower). If he begins to back off and run, you're effectively zoning him from CS and this is a bonus either way.
3. Cast and start slashing away at the enemy champion. Try to have three stacks of

4. Regardless of what happens in step 3, your opponent will probably run away at one point. When he does this, use an AA -> Q combo to fling him behind you for more hits.
5. Do not cast

6. By this time, he will be very close to low health. Finish him off with your


7. Congratulations! That wasn't that hard :D
Top lane is a snowball lane, so getting the slightest advantage can have help enormously. This works both ways, however, and you must judge your opponent's strength and aggressiveness as to not give him kills as well. Play passively if needed, loosing a few cs is much better than loosing a life.
If you are being constantly harassed, pop potions to stay above 50% health. It is sometimes important to save

Every day I see




Depending on the situation, the timing of

- When trying to escape someone without a gap closer, spam E while the enemy champion is in mid air. This will prevent them from catching up to you with the distance + slow.
- When trading, aim your fling towards your own minion wave. If your opponent takes minion aggro, E him the moment he touches the ground. If you slow your opponent earlier, you will be wasting slow time and he will receive less minion wave hits.
- When setting up a kill with your ultimate, space your cc out to maximize the amount of ult procs you can land. Follow your Q up with E several seconds after the enemy is thrown. The best timing is when he passes you again on the way back to his tower.
- If you are running towards someone with
Thundering Smash and you aren't reaching them, use
Sky Splitter to slow them enough for the flip.

When mid and late game come around, skirmishes and team fights will become more common. As a peeler,

Important: You do not need to hit the enemy carries to do damage to them!

I have included a list of good items and explanations. Your build should never be static and must change depending on your team's composition, the opponent's composition, and the situation in your lane.
Each of the items listed are, in some way, viable to Volibear. If I do not list an item, it is because I find it unnecessary and should not be taken over the items below.
Boots:
Boots of Swiftness: My boots of choice for most of my games. The synergy of this and
Relentless
, combined with the tenacity of
Zephyr, will make you practically immune to CC. You will also be much faster than the majority of your opponents. With
Greater Quintessence of Movement Speed, you will be hovering around a solid 440 movement speed. I get this very late because
Zephyr provides more than enough movement speed for most of the game.
Mercury's Treads: Excellent boots for any situation. The tenacity from these and
Tenacious
help you enormously as a melee character, and the MR allows you to survive mage dominated mid game. Always a good pick if you're not building
Zephyr.
Ninja Tabi: Good against strong early game AD champions. I almost always sell it for a Merc Treads later in the game.
General Volibear:
philosopher's stone Philosopher's Stone: A good item for when you are loosing your lane hard and being zoned from CS. The regen lets you stay in lane longer and the bonus income will help you get back in the game.
Doran's Shield: This used to be an excellent buy for stopping early aggression, but the recent nerfs and changes to defensive masteries remove its potential as a viable option. The bonus health works great against no sustain characters like
Darius and
Riven, for each
Frenzy
bite will do even more damage.
Zephyr: This is hands down the best S3 replacement for
Ionic Spark. Although it does not have as strong of a synergy, the bonus movement speed and tenacity allow you to keep up with your opponents and thus land more
Stormbringer hits. As the new primary Volibear attack speed item, I highly advise picking it up in every game. The movement speed boost also allows me to save tier 2 boots until much later in the game.
Blade of the Ruined King: When your opponent's are stacking health, use this as a substitute for
Zephyr Your target shifts from carries to tanks when you build BOTRK, so you must prioritize the high health champions attacking your own carries. Build two
Daggers early and then chose between
Zephyr and
Blade of the Ruined King depending on how the game is going.
Wit's End: A very good item, albeit situational. If you are having a really rough time against AP, substitute
Zephyr for this. This item adds a hefty stack of MR - making you noticeably tankier. I usually pick
Maw of Malmortius instead because of the shield synergy with your
The Relentless Storm.
Sunfire Cape: An incredible item for any situation. I frequently swap this over
Frozen Mallet because my team needs me to be much tankier and the armor is too good to pass up.
Spirit Visage: Has been remade into an incredible pickup for any bruiser. The huge bonus to CDR, health, and MR will turn you into an unkillable brick. The
Spirit Visage +
Sunfire Aegis combo is ridiculously strong, providing ridiculous offense, defense, and utility. And I haven't even mentioned the
The Relentless Storm synergy. Works brilliantly with the peeler build, providing bonus healing to both
Warmog's Armor and
Blade of the Ruined King.
Locket of the Iron Solari: A good choice if your jungler/support doesn't have one. It's always advisable to have at least one on the team, although more never hurts. Has fun synergy with
Hexdrinker - just pop the Locket active when you're low on health and laugh as you heal behind two shields!
Guardian Angel: By end game, you will be rocking a large health pool regardless of build. GA makes each point of health more effective, and as a melee character you are also always at risk of being bursted. Bonus: your passive continues healing you through the revival.
Randuin's Omen: If you have a leftover
Cloth Armor from early game laning, this item is an excellent investment that will aid your entire team. Choose this item over
Frozen Heart when you need health over CDR.
Frozen Heart: If you really need armor in any particular game, this is the item to go for. CDR and a hefty defensive boost will make you that much stronger against AD.
Aggressive Volibear:
Doran's Blade: Takes these if you need to get the upper hand early. The health also benefits your offensive ability, for you will hit harder with
Frenzy
as well.
Elixir of Fortitude: Although s4 nerfed FB gold, the health and AD gain from elixir gives you huge kill potential early. Pop the elixir early in an engagement to get both scalings off W and your passive.
Hexdrinker: Excellent item when going up against ranged AP (
Kennen,
Vladimir). The Hexdrinker shield procs at the same time as your passive, effectively preventing you from being bursted down. Works well with the agressive build.
Frozen Mallet: More sticking potential means more hits wit your ult. Excellent synergy with health and a nice AD boost as well. I prefer FM over Rylai's because the components are easier to build out of. On the other hand,
Rylai's Crystal Scepter does not provide a slow until its complete, and Voli needs that sticking power for
Stormbringer.
Traditional Volibear:
Warmog's Armor: Although Warmogs is statistically the most bought item on
Volibear, I am an ardent non-believer. Warmogs is not only expensive, but also ruins your early game with poor sustain and no offensive stats. Although s3 warmogs is much more cost-efficient, you won't be able to secure kills without the offensive stats. If you want to play traditional Voli, however, by all means go for it.
Atma's Impaler: Very strong synergy with the traditional build's health stacking. This item has the solid mix of offense and defense we need in our items.
Phantom Dancer: Awesome synergy with
Atma's Impaler critical strike chance and excellent AS boost for your ult and W. You’ll be critical striking people into the ground with PD. The choice between FoN or PD as your 5th traditional build item is largely dependent on your team comp and the enemy’s. I usually opt for PD regardless, but special cases do exist.
AP Volibear:
Nashor's Tooth: I get a lot of flame for this, but Nashor’s is my favorite item in the game. Very few champions can benefit from every stat it gives, but one of the few is AP Voli. The AS and AP will make your ult a wrecking ball of death in teamfights. CDR will keep your ult up more often, and as your primary damage source this is invaluable.
catalyst the protector Catalyst the Protector: Gives you the health and sustain needed to farm top lane. The mana boost synergizes well with the higher cost of
Sky Splitter harass.
Liandry's Torment: Fun but expensive. Dreamscholar tested the item and found that his magic damage skyrocketed because of the teamfight damage. He also swapped
Sunfire Aegis for
Randuin's Omen in his build so that the double damage would proc more often. Fun build to try out, although leaves you more susceptible to burst than usual.
Rod of Ages: Helps you get tanky enough to enter the fray. Be cautious, however, for you will still be far too squishy to engage without support. When playing AP Voli, team cooperation is key to staying alive.
Rylai's Crystal Scepter: This item boosts the potency of your ult by a metric ****-ton. The health also has nice synergy, though not as much as
Frozen Mallet. With Rylai's,
Stormbringer will slow the entire team with each proc. 'Nuff said.
Twin Shadows: Very cheap, very strong. I love grabbing this item as an end-game ult damage boost for my bruiser build. If my team is low on magic damage and I need a little MR, this item fits the bill perfectly. Awesome kit synergy with the active and passive speed boost.
Early game laning items are designed to give damage, defense, sustain, and utiliy. While Wriggle's is the choice item for most solo top bruisers, Zeke's outclasses it in every respect when used on Volibear. Here’s a comparison of the stats:
This is the big one, Voli has two scaling abilities with health. Although armor helps against AD damage in trades, health scales with both your passive and W – effectively giving you triple synergy compared to wriggle’s defensive stat.
AS is a key stat for Voli because of its synergy with his kit. While AD helps a little with last hitting and trades, AS helps you to gain
Frenzy
stacks faster, proc
Ionic Spark, and land more hits with
Stormbringer.
Well damn.
One of Volibear’s biggest setbacks is his ridiculously long cooldowns. By investing in CDR, you will be able to harass with your full combo more often. In comparison, the bonus minion damage proc from wriggle’s will allow you to split push more effectively. However, Voli’s ult + E + Ionic Spark make his split pushing ability already exceptional. He doesn’t need the single target bonus damage proc. If you want to get really in depth, the CDR will also allow you to ult more often – and thus split push more often!
As an added bonus, your teammates gain Zeke's Herald stats also! This aids you early game when your jungler comes for a gank (
Nocturne will love the AS), and transfers great into late game. Unlike Wriggle’s, you won’t need to sell your Zeke’s!
Wriggle's Lantern, on the other hand, does give you a free Sight Ward every 3 minutes. This helps you stay in lane without needed to back for wards. Although it seems like Wriggle’s wins this category for laning phase, the gold per 10 of
Heart of Gold awards you a Sight Ward every 2:30 minutes. This is only 30 seconds short of Wriggle’s wards.
Each of the items listed are, in some way, viable to Volibear. If I do not list an item, it is because I find it unnecessary and should not be taken over the items below.
Boots:









General Volibear:
philosopher's stone Philosopher's Stone: A good item for when you are loosing your lane hard and being zoned from CS. The regen lets you stay in lane longer and the bonus income will help you get back in the game.































Aggressive Volibear:









Traditional Volibear:





AP Volibear:

catalyst the protector Catalyst the Protector: Gives you the health and sustain needed to farm top lane. The mana boost synergizes well with the higher cost of









ooZeke's Herald |
oooooo |
Wriggle's Lantern |
Early game laning items are designed to give damage, defense, sustain, and utiliy. While Wriggle's is the choice item for most solo top bruisers, Zeke's outclasses it in every respect when used on Volibear. Here’s a comparison of the stats:
Defense:
Health - 250 | ooooooooooo | Armor - 30 |
This is the big one, Voli has two scaling abilities with health. Although armor helps against AD damage in trades, health scales with both your passive and W – effectively giving you triple synergy compared to wriggle’s defensive stat.
Offense:
Attack Speed - 20% | ooooooooooo | Attack Damage - 23 |
AS is a key stat for Voli because of its synergy with his kit. While AD helps a little with last hitting and trades, AS helps you to gain



Sustain:
Life Steal – 12% | ooooooooooo | Life Steal – 12% |
Well damn.
Utility #1:
Cooldown Reduction – 15% | ooooooooooo | Minion damage proc – 425 |
One of Volibear’s biggest setbacks is his ridiculously long cooldowns. By investing in CDR, you will be able to harass with your full combo more often. In comparison, the bonus minion damage proc from wriggle’s will allow you to split push more effectively. However, Voli’s ult + E + Ionic Spark make his split pushing ability already exceptional. He doesn’t need the single target bonus damage proc. If you want to get really in depth, the CDR will also allow you to ult more often – and thus split push more often!
Utility #2:
Aura - AS + life steal | ooooooooooo | Sight Ward - 3 min CD |
As an added bonus, your teammates gain Zeke's Herald stats also! This aids you early game when your jungler comes for a gank (




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:D |
Darius: The almighty king of executes. If you're not careful, he will completely bypass your passive with ![]() ![]() ![]() ![]() Recommended Items: Open ![]() ![]() |
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:D |
Elise: Very brutal matchup, for her range and early game damage makes her a strong counter to Voli. She will continuously come on top in early level trades. Your best bet is to call in ganks while her ![]() Recommended Items: ![]() ![]() ![]() |
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:D |
Gangplank: A relatively easy matchup if you can survive his early poke damage. Many GP's run ![]() ![]() ![]() Recommended Items: Open ![]() |
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:D |
Garen: A difficult matchup to play against, for his early game damage output is very high. Try to harass him every with an AA or combo every 9 seconds, as to keep his passive from activating. If you want to trade, engage him when ![]() ![]() Recommended Items: Open ![]() |
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:D |
Irelia: Voli counters her quite nicely, but only early. Irelia has very strong lvl. 9 trading because of her true damage. Keep the pressure on and prevent her from passively healing up with ![]() Recommended Items: AS Bruiser |
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:D |
Jarvan IV: Very strong early damage and good poke. As long as his mana permits, he'll be constantly harassing you. His passive does %health, so stacking ![]() ![]() ![]() Recommended Items: Open ![]() ![]() |
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:D |
Jax: With each passing level, Jax becomes exponentially more powerful. This is why it is imperative to bring the hurt on early. Use your disruption and flings to initiate trades and prevent him from farming. If he uses ![]() ![]() Recommended Items: ![]() ![]() ![]() |
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:D |
Kha'Zix: Most Kha'Zix players focus on damage items, making him a very squishy bug. Additionally, his jump is also a mediocre distance pre-evolution. Always stay near your minions so that you don't get 'isolated,' and use your CC to lock him down in trades. Save your ![]() ![]() Recommended Items: AS Bruiser |
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:D |
Malphite: This dude counters AS champions, and you definitely fall in that category. However, Malph loves stacking armor - and that won't help him against your ultimate. Don't use the aggressive build against him. Make sure you deplete ![]() ![]() Recommended Items: AS Bruiser |
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:D |
Nasus: Stopping this guy at all costs should be a time priority. No matter what you throw at him, he'll just ignore you and farm his ![]() ![]() ![]() ![]() ![]() ![]() Recommended Items: ![]() ![]() |
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:D |
Olaf: This viking is one hell of an opponent. Your W outranges ![]() ![]() ![]() Recommended Items: AS Bruiser |
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:D |
Pantheon: Start passively for he has strong early game damage. ![]() ![]() ![]() Recommended Items: Open ![]() ![]() |
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:D |
Rengar: Be careful of his lvl. 1 ![]() Recommended Items: Open ![]() |
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:D |
Renekton: His early game harass is very annoying, although resistances help against it. At lvl. 3 he gets his dash in, stun, dash out combo. Make sure you are in your minion wave when he dashes, so that he'll take aggro. When he tries to dash out, flip him back into your wave for extra damage. Recommended Items: Open ![]() ![]() |
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:D |
Riven: Very strong early game AD champion. She can quickly snowball out of hand, so take precautions as to not give her kills. Your abilities counter her mobility quite nicely. Her weakness is her lack of sustain, which makes landing
![]() Recommended Items: Open ![]() ![]() |
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:D |
Rumble: One of the biggest lane bullies in the game. This dude brings the hurt and he brings a lot of it. He has a weak escape, however, so your best bet is to call in ganks early. Play passive early game and go in for the kill lvl. 4+. If you time ![]() Recommended Items: ![]() ![]() ![]() |
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:D |
Shen: The most commonly banned top laner at the moment, and for good reason. He has sustain, poke, damage mitigation, a dash, and global presence - all in one kit! If you see him teleporting with ![]() ![]() ![]() Recommended Items: AS Bruiser |
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:D |
Singed: A very strange champion to go against. He quickly gets tanky with items so shut him down early. You can prevent him from farming by flinging him out of your minions. When trading, keep him from running away by using your disruption and an early ![]() Recommended Items: ![]() ![]() |
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:D |
Teemo: I would rather uninstall the game than play against this little ****er. He’ll just kite you all day and make you cry for hours. Even if you level your Q, he’ll just make you run into ![]() Recommended Items: Shoot yourself. Rush ![]() ![]() |
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:D |
Vladimir: Although ![]() ![]() ![]() ![]() Recommended Items: ![]() ![]() |
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:D |
Yorick: Chauster once said, "If you want to win lane vs yorick just start regrowth pendant, go tp flash, and go regen quints with mr blues and yellow armor." I honestly don't know anything that works against this monster, so I'd highly recommend trying this out. If you don't have the runes available, use the aggressive build with ![]() ![]() ![]() Recommended Items: Open ![]() ![]() ![]() |
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:D |
Zed: His high mobility and damage can be shut down with proper itemization. Zed thrives off of long games, but his weakness is his early laning. Long cooldowns, combined with high energy costs is his downfall. Try to kill him early when he burned ![]() Recommended Items: AS Bruiser |
Volty, game designer at Riot and the creator of Volibear, personally responded to a post I made on the League of Legends forums!
The post was about the possibility of gameplay changes for Volibear, which I heavily argued against. My argument was that the problem is not that Voli's kit is subpar, but that everyone is playing him incorrectly.
Link to the page: http://na.leagueoflegends.com/board/showthread.php?p=32684845#32684845
Here's the response:
The post was about the possibility of gameplay changes for Volibear, which I heavily argued against. My argument was that the problem is not that Voli's kit is subpar, but that everyone is playing him incorrectly.
Link to the page: http://na.leagueoflegends.com/board/showthread.php?p=32684845#32684845
Here's the response:

Thank you for reading my guide! A lot of time and effort went into making an informative guide for all the experienced and aspiring
Volibear players out there.
Voli is an easy character to learn, but mastering him takes dedication. Understanding a champion's capabilities is half of the learning process. Only practice can give you the experience necessary to truly dominate any opponent or situation.
With your help, hopefully we can make Volibear ‘viable’ once again.
If you are going to down vote, please let me know why and I'll do my best to improve the guide in any way. Any advice, comments, or criticism is greatly appreciated.
Good luck and have fun!
- shukmeister

Voli is an easy character to learn, but mastering him takes dedication. Understanding a champion's capabilities is half of the learning process. Only practice can give you the experience necessary to truly dominate any opponent or situation.
With your help, hopefully we can make Volibear ‘viable’ once again.
If you are going to down vote, please let me know why and I'll do my best to improve the guide in any way. Any advice, comments, or criticism is greatly appreciated.
Good luck and have fun!
- shukmeister
8/27/2012:
- Added changelog
- Added conclusion
- Colored terms
8/28/2012:
- Added more matchups
8/30/2012:
- Added
Randuin's Omen, philosopher's stone,
o
Doran's Shield, and
Black Cleaver to items
- Created 'boots' subsection
- Added
Greater Seal of Scaling Health to runes
- Fixed grammatical issues
9/13/2012:
- Fixed
Stormbringer subsection
- Fixed grammatical and aesthetic issues
- Added
Sunfire Aegis to items
- Updated AP Volibear description
- Added build flowchart section
9/14/2012:
- Updated and alphabetized matchups
10/3/2012:
- Added match history scores
- Added another video
10/29/2012:
- Added more match history scores
12/26/2012:
- First round of S3 editing
1/12/2013:
- Added volty response section
- Added future plans section
2/16/2013:
- Moved
Boots of Swiftness to later in the build
2/19/2013:
- Fixed defensive sustain opening
3/28/2013:
- Removed
Black Cleaver from viable items
- Added
Twin Shadows,
Blade of the Ruined King,
Locket of the Iron Solari, and
Liandry's Anguish
- Reorganized and updated items section
- Added new 'Peeler' build
- Redefined search terms
- Added greater mark of hybrid penetration
- Added more matchups
8/11/2013:
- New primary opening:
Crystalline Flask
- Removed
Runic Bulwark
- Updated items section
- Reordered 'Bruiser' and 'AP' builds
- Added s3 match history scores (long overdue)
- Edited defensive sustain opening
9/12/2013:
- Minor edits
12/16/2013:
- Season 4 masteries
- Edited item descriptions
- Added
Elixir of Fortitude
- Added offensive sustain opening
- Added more terms
3/3/2014:
- Updated
Doran's Shield changes
- Updated defensive masteries
- Fixed grammatical errors
- Added changelog
- Added conclusion
- Colored terms
8/28/2012:
- Added more matchups
8/30/2012:
- Added

o


- Created 'boots' subsection
- Added

- Fixed grammatical issues
9/13/2012:
- Fixed

- Fixed grammatical and aesthetic issues
- Added

- Updated AP Volibear description
- Added build flowchart section
9/14/2012:
- Updated and alphabetized matchups
10/3/2012:
- Added match history scores
- Added another video
10/29/2012:
- Added more match history scores
12/26/2012:
- First round of S3 editing
1/12/2013:
- Added volty response section
- Added future plans section
2/16/2013:
- Moved

2/19/2013:
- Fixed defensive sustain opening
3/28/2013:
- Removed

- Added




- Reorganized and updated items section
- Added new 'Peeler' build
- Redefined search terms
- Added greater mark of hybrid penetration
- Added more matchups
8/11/2013:
- New primary opening:

- Removed

- Updated items section
- Reordered 'Bruiser' and 'AP' builds
- Added s3 match history scores (long overdue)
- Edited defensive sustain opening
9/12/2013:
- Minor edits
12/16/2013:
- Season 4 masteries
- Edited item descriptions
- Added

- Added offensive sustain opening
- Added more terms
3/3/2014:
- Updated

- Updated defensive masteries
- Fixed grammatical errors
AA – auto attack
AD – attack damage
AOE – area of effect
AP – ability power
ARAM – all random all mid
AS – attack speed
CD - cooldown
CDR – cooldown reduction
CS – creep score
FB – first blood
GP10 – gold per 10 seconds
HP – hit points
LVL – level
MR - magic resistance
OOM - out of mana
Peeler - keeps enemies off the carry
Regen - regeneration
T2 – tier 2
AD – attack damage
AOE – area of effect
AP – ability power
ARAM – all random all mid
AS – attack speed
CD - cooldown
CDR – cooldown reduction
CS – creep score
FB – first blood
GP10 – gold per 10 seconds
HP – hit points
LVL – level
MR - magic resistance
OOM - out of mana
Peeler - keeps enemies off the carry
Regen - regeneration
T2 – tier 2
shukmeister
Volibear Guide
Comprehensive Solo Top Volibear
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