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Volibear Build Guide by Jaegerjaquez

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League of Legends Build Guide Author Jaegerjaquez

Fluffy Bear: A Guide to Chase All Lolis

Jaegerjaquez Last updated on August 17, 2013
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Summoner's Rift


The Twisted Treeline

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 9

Honor Guard

Defense: 21


Utility: 0

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Hello, everyone! This is Jaegerjaquez with his first guide!
In this guide I'll teach the way of the chaser, with the mightiest bear in the League, the Volibear!

The cheat sheet is enough for experienced players in this champion, being very intuitive and truthful about the final stats of the build, being the guide itself to explain some choices and tips.

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  • Guide Created
  • Finished Introduction
  • Finished Skill Squence
  • Finished Pros and Cons
  • Finished Runes

  • Finnished Spells
  • Added Items
  • Typo Fix

  • Typo Fix


  • Edited Late-Game Section
  • Added Viable Runes
  • Added Conclusion

  • Added some links to the Conclusion

  • Added To-Do List
  • First steps in the Twisted Treeline guide

  • Skill Sequence changed to match new meta

  • Added Jungle - Summoner's Rift

  • Adjusting Jungle build order



  • added jungle section

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Pros / Cons

  • Can lead you to think you're god
  • Suffers with Ignite early game and CC like Malphite's Ground Slam
  • The presence of a Frozen Heart in the enemy team is an hindrance
  • Must avoid being poked until the point of popping passive

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Although this was already told, this champion beneficts a lot with this summoner spell, by two reasons:
Ever hated those little guys that escaped your Majestic Roar's area of effect in the last second? This ensures they don't have the last laugh, ever!
And did I mention that this works with the attack speed part from Highlander?


For the simple part of stoping the running, this isn't in my recommended list. This spell besides all the good things Ghost have, this one has the ability to cross walls, which means this kicks in a lot of survavility.

May be useful against lane bullies like Olaf, Nasus or even another Volibear, but since Exhaust can shut down most of them and works perfectly with the rest of
your arsenal, Ignite ends up losing his place.

Look at your Chosen of the Storm, now imagine that you're soloing top, and got ganked, having used this passive and having low hp, this spell won't have any problem sustaining you while your enemy is trying to tower dive.

Why isn't Heal in this section? Fear Executioner's Calling and Morellonomicon.

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~~~~~~~~ Summoner's Rift ~~~~~~~~

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Greater Mark of Attack Speed

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Movement Speed

Greater Mark of Attack Speed is the responsible for the ability of Volibear rushing to Phage which gives you the needed health and attack damage, it will give you also the ability to build your Frenzy stacks more quickly for some situational poking. Of course isn't needed to say that, the fastest you attack, more hits you'll give while Thunder Claws. And the final touch is that Greater Mark of Attack Damage is useless in late game while Greater Mark of Attack Speed will snowball easily.

Greater Seal of Armor is a standard of every tank/bruiser, it will be specially useful when enemy in early/mid game will try to kill you with auto-attacks.

Greater Glyph of Scaling Magic Resist is the best choice in my opinion because there's very few champions that'll be able to kill you in early game resorting to magic damage, so it's better to point out to a late game scenario.

Greater Quintessence of Movement Speed because Volibear is a powerful initiator and increasing your success rate of Rolling Thunder will dictate the survival of most of your teams, or even when trying to support a bot lane.

Viable Runes

Greater Quintessence of Scaling Health, is a good way to snowball with the mid game in mind and if you're facing against slow champions.

Greater Quintessence of Percent Health, same as the previous quintenessence but with the late game as main objective.

Greater Mark of Attack Damage is a good option if you don't have Greater Mark of Attack Speed, besides it can be better in the early game if you know you're going to get some harass from Yorick or Malphite permiting you to last hits effectively.

Greater Seal of Scaling Health is the best rune option to Greater Quintessence of Scaling Health, only viable if facing against no-AD enemy team.

Greater Glyph of Magic Resist can look like the same as Greater Glyph of Scaling Magic Resist, but don't let that fool you, this glyph can help you against early-game magic bullies like Teemo

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Defensive Masteries

Tough Skin does the trick of lane sustain in early game unlike Perseverance (at least since his nerf from season 3), and Durability gives you the good old snowball effect.

Why Hardiness and no Resistance ? Because in early game, nobody in his right mind will waste his a magic skill on you.

Unyielding to improve your endurance in longer fights, Veteran's Scars goes for more early game damage for your Frenzy.

Relentless is not needed due to Tenacious , Mercury's Treads and Enchantment: Alacrity bought early game. Juggernaut will aid you stacking the so needed health you need.

Legendary Armor since it helps you stacking armor and magic resist for your mid/late game, not to mention Blade of the Ruined King got boosted lately, which means, the bigger the health pool the more damage and lifesteal it will produce, finnishing with Honor Guard which is doesn't need an explanation.

Some of you may ask: "Why no Block , if your preach so much about auto-attacks?" That's the reason why the starting item is Doran's Shield.

Offensive Masteries

Summoner's Wrath is not in the cheat sheet for the simple reason that i only use Ghost as a second Rolling Thunder and Exhaust to help chasing down wasted enemies

Deadliness is a must for two good reasons:
  1. It works very well with the snowball effect you wanna create with Durability
  2. It unlocks Weapon Expertise which helps your auto-attacks, Rolling Thunder and Frenzy

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Chosen of the Storm

If some of you think Garen's Perseverance or Dr. Mundo's Adrenaline Rush was hard to deal with, you still didn't face this passive's health regeneration. 30% of total health points with Spirit Visage means you'll have to retry on killing this cute bear.

Rolling Thunder

"The breadwinner" from Volibear, this is the responsible for his success, gives a massive run speed while chasing champions and great sinergy with Ghost, this skill can be used to initiate fights, self survivavility and simply to keep dangerous opponents away from your team, with the 3.5 patch this skill gained priority while soloing a lane.


Here is the reason why this build works great, a scaling passive which grants free attack-speed and his active being a damage that scalates thanks to %15 of your bonus health which means, every bit of bonus health points you get, even from masteries will be counted in it.

Majestic Roar

This is may be the best tool we have in our arsenal, unlike the previous ones this skill can save us and our team, this skill has a great fearing effect on lane minioms, it can identify for us the "real" Shaco and the most important, slows down enemy team.

Thunder Claws

Not much to say here, it's the reason I'm basing myself in attack speed. The more hits, the best, can be used to guarantee kills 1 vs 1, but is more demolishing in team fights.

Free Tips & Cookies

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Starting Tier

The reason why is simple, sustain. This gives you the hp you need to stay in lane for a very long time, and if you play your cards right, get the first blood with the help of your Frenzy

Early Game

On your first way back try to get Boots of Speed and Long Sword to make sure your making them getting closer to dangerous levels of health so you at least finnish them. Finish Phage this will make your enemy thinking twice before he engages you. Then choosing the boots, this is a rather important choice, it all depends on your enemy team, first of all if you're laning against a Lee Sin Ninja Tabi will look like a prefered choice but not forgetting the jungler, if you're still in the previous situation but having an Elise hidden in the jungle, the choice of boots will go for Mercury's Treads. The reason of the enchant so early is simply to make sure you can harass and effectively get some kills from the Phage done before and to improve your resistance to ganks, if you don't feel the need for more speed Enchantment: Captain in a later scenario may be useful.

I didn't recommend Enchantment: Furor because you have a great skill called Majestic Roar that can be way more useful and if you're just out of the range, a little Rolling Thunder may do the trick.

Mid Game

I'm one more fan of Atma's Impaler, and it snowballs so well with Volibear, but you can't just go ahead and buy it before you have Warmog's Armor since the health points you'd get would be so few that, you'd go too late to reverse the game, so work your way through the most expensive health item you can, my usual is Giant's Belt, don't feel ashamed if you need to go back three times to finish this item, it's really worth it. Start your Atma's Impaler by the Avarice Blade, it even got boosted lately, and with the bonus gold income you'll rush quickly in...

The Late Game

Here we are! Volibear's turf, here you can finnaly give freedom to your imagination to counter your enemy team's strategy. with Warmog's Armor and Atma's Impaler ready to go, you can snowball further to Wit's End or Sunfire Cape, the first option should be started by Recurve Bow to get faster hits in a way to get your Frenzy stacks quicker. I recommend to start Sunfire Cape by buying your also second Giant's Belt it will snowball beautifuly with your already bought Atma's Impaler. After this you have another option to make: "To get more tankiness or more damage?". If you opt this time for damage, you can pick on your Phage and upgrade it to Frozen Mallet, if you want the defensive stats, you have several options, go for Spirit Visage if you want some more magic resist and improved passive, starting by the Kindlegem to get the extra cooldown reduction to improve your zoning ability. If you're not getting the attention you desire, buy Frozen Heart it will surely hinder the enemy AD Carry. If you're getting focused by an AD heavy team Randuin's Omen started by Warden's Mail can do the trick and even provide you with some more health to even bigger Frenzy damage. If you're against magic heavy based team, Locket of the Iron Solari can turn a team fight around. In the case your team just don't need any more defense, you can just make Blade of the Ruined King which will give you even more attack speed, attack damage and even give you life-steal.

In the case you chose to go with the full team fight set ( Frozen Heart, Randuin's Omen or Locket of the Iron Solari) after saving some money, i would recommend to change the boots you have for same ones but with the Enchantment: Captain, it will help your team to stay together around you, maximizing the effectiveness of auras and debuffs. If you chose Blade of the Ruined King, i'd change the enchantment again this time to Enchantment: Furor, with so much attack speed you can get as well some extra movement speed.

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In this chapter i'll tell how this champion is awesome even for farming.
Majestic Roar plays a very important role in your farming since it does give a reasonable damage in his area of effect. If no enemy champions are around (including jungler), you can use Frenzy for some extra 42 gold which will surely place you in the front line of gold income of your team, if you're predicting an intense farm, try to get your enemies' blue buff, it will surely hinder their jungler or middle laner and reduce your cooldown, improving your farm further.

I'm not a fan of using Rolling Thunder to last hit minioms, because Volibear isn't the only champion with high movement speed, and Teleport have been pretty common in season 3.

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To-Do List

This isn't an excuse for people to throw me rocks, this is simply what i'm working to get on this guide as soon as possible, I may take up some suggestions from the discussion tab.

Summoner's Rift
  • Warding Section
  • Support Build and Sequence
  • Carry Build and Sequence
  • How to Jungle with Volibear
  • Match-ups and Difficulty of the Lane
  • Pictures and videos of the right way to use some skills (counting with help of the public on this one)

The Twisted Treeline
  • Testing Tank Build and Sequence
  • Support Build and Sequence
  • Carry Build and Sequence
  • Jungle Build and Sequence
  • Map Mechanics
  • Match-Ups and Difficulty of the Lane
  • Behaviour while Jungling

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On this chapter there's several notes:

The cheat sheet counts with talents such as Safeguard ‚Äč for a more aggressive ganking while providing a great health pool with Juggernaut to reduce the gank difficulty and jungling sustain.
Start with Majestic Roar for a more sustained start, with Frenzy to make a quicker job out of the first camp boss.
Preferably start with red camp and rush to take down blue camp so you can't be so easily counter-jungled and nobody expects a level 3 gank.
Pay attention to where enemy is warding so you can gank more efficiently.
If top lane is getting pushed back due to fear from enemy jungler, try to help ward the top tri-bush and river bush.
Some junglers like Shaco and Hecarim like to clear your buff camps while you're on the other one, so try to ask to defend them but don't let your team be baited by them.
I'm using Flash in this mode since I usually take a lot of visits in my jungle and everybody likes a jungler who flashes and use Smite to steal baron's buff.

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Here i bid my farewel, and my thanks for reading this guide! :D
Hopefuly this guide won't be discontinued as long as my forces and knowledge allow it, as a matter of fact i'd like to take this chance to take in some scoreboards pics to add to this guide.

I'd like to take this opportunity to pay my tributes to jhoijhoi for the awesome work in the bbcode guide, and an enormous bow to Rys Aberdeen for passing me the joys of the most powerful bear in this game.

And remember: