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Volibear Build Guide by THETROLLMASTER

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League of Legends Build Guide Author THETROLLMASTER

How To Carry The Whole Team with a BEAR!!

THETROLLMASTER Last updated on July 18, 2013
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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: 21

Honor Guard

Defense: 9


Utility: 0

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Hi guys, this is my Volibear guide and it is my first guide. It pretty much includes all the things you need to know to jungle and dominate the game with Volibear. My first language is not English, so I might have some grammer mistakes.
Playing Volibear is really fun and can even carry the whole team in low elo game. I got lots of wins playing Volibear and pushed my elo up a lot.
If you have any suggestions, you are very welcome to leave a comment.
Here we go!!

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Pros / Cons


  • Really tanky dps
  • Deals TONS of damage
  • OP passive
  • Great movement speed
  • Great dance and laugh to taunt people


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Greater Glyph of Magic Resist

Greater Seal of Armor

Greater Mark of Attack Speed

Greater Quintessence of Attack Speed
Greater Quintessence of Attack Speed and Greater Mark of Attack Speed allows you to stack your Frenzy quicker and give out more damage with your Thunder Claws. It is also useful in early jungle. You can get some armor and mr from Greater Seal of Armor and Greater Glyph of Magic Resist. It's really useful in early and mid game.

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What Volibear needs is health, health, and more health. Armor and mr is not really that important for Volibear. 21-9-0 allows you to invade enemy jungle or gank lanes much more effective in early game. As we are taking Ghost, Summoner's Wrath will let you walk faster.

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Summoner Spells

Ghost with your Rolling Thunder will leave your enemy no where to hide, especially early game, when they don't have boots. This will let you become a beast.

Smite is really, really useful for any jungler. You can steal or secure buffs, dragon, and baron. Always remember to use your Smite to last hit.

I don't really recommend Flash on Volibear. It has longer cd than Ghost and you can't outrun someone.

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Abilities Details and Explanation

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

  • Chosen of the Storm: When Volibear's health drops below 30% of his maximum health, he will heal for 30% of his maximum health over the next 6 seconds. This passive effect has a 120 second cooldown.
    This passive is one of the opiest passive in the whole game. It gives you 30% max. health in just 6 seconds. This can bait your enemy and let them focus you. Although it can be easily countered by Ignite, you are still pretty much unkillable during the period. DO NOT afraid that you will waste this passive and don't get a kill. What many low level or elo people do is that they don't want to activate their passive and become cautious about their health. If you think that way, then you will never activate your passive and THAT'S really a waste.
    Let's compare this with dr.mundo's ult. Let's say you got 4000 hp.
  • Rolling Thunder: For the next 4 seconds, Volibear will gain 15% movement speed. If he is moving towards a nearby visible enemy champion, the movement speed is increased by 30% / 35% / 40% / 45% / 50% instead of 15%. Additionally, Volibear's next autoattack during this time will deal 30 / 60 / 90 / 120 / 150 bonus physical damage and will fling the target behind him.
    This skill, right there, allows you to gank and chase people easily. NEVER use this skill to start your gank. You should leave this skill until they flash or they want to flash over the wall. Since you only want it's fling rather than damage, I recommend to take it at level 3 and max it last.
  • Frenzy: (Passive): Volibear temporarily gains 8 / 11 / 14 / 17 / 20 % bonus attack speed after an autoattack. This bonus stacks up to 3 times and lasts for 4 seconds.

    (Active): While Volibear has 3 stacks of Frenzy, he can activate this ability to bite a target enemy. The stacks won't be consumed. The bite will deal 80 / 125 / 170 / 215 / 260 (+15% of bonus health) physical damage. This damage will in turn be increased by 1% for every 1 % of the target's missing health.
    DAMN, THIS IS REALLY A F****** OP ABILITY. It scales your max. health by 15%. With 4000 hp and level 5 Frenzy, you deal 260+4000*15%=860 damage. That's only when your target's is in full health. If you bite someone with half of ther health, with the masteries, then the damage will be 860*(1+50%+5%+2%)=


    . For squishy targets, it means INSTANT DEATH.
  • Majestic Roar: Volibear lets out a powerful roar that deals 60 / 105 / 150 / 195 / 240 (+60% of ability power) magic damage and slows nearby enemies by 30 / 35 / 40 / 45 / 50 % for 3 seconds. Minions, monsters and pets are feared for the duration as well.
    This ability is useful in early game jungling or protecting turrents from minions attack. It is also quite handy in team fights.
  • Thunder Claws: For the next 12 seconds, Volibear's autoattacks will blast his target with lightning that will bounce to up to 3 nearby enemies. Each bolt of lightning will deal 75 / 115 / 155 (+30% of ability power) magic damage and will only hit each target once.
    REMEMBER, use this ability when you start your first aa when gank or team fight. With Frenzy's passive, you can pretty much owned every one.

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How to use my abilities? (Skill Combo)

Pre-level 6 (Or when your R is down)

AA > E > AA > ... > (When he tries to run away) Q > AA > ... > (When you can bite him to death) W

After level 6

AA > E > R > AA > ... > (When he tries to run away) Q > AA > ... > (When you can bite him to death) W


Q > E > R > AA > ... > (When you can bite someone to death) W

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Starting Item

I personally recommend to start with this item as you can have more movement speed to start with to make effective ganks.

This is a viable starting item for Volibear. Players who are new to jungling or low level junglers can choose this item to start with. Then,

The OP Giant's Belts


Now most people would just rush for Warmog's Armor, which is 100000% WRONG. Warmog's Armor gives you 1000 health and cost you 2830 gold, while 3 Giant's Belt gives you 1140 health and only cost you 3000 gold. If you are doing ok, you can easily get over 1000 gold each time you go back to your base. If you are doing good, you can get over 1500 or even 2000 each time you get back to your base. Get 3 Giant's Belt before anything if you got enough money.


This item is very important for Volibear. It gives you health and 10% cd reduction. That means your level 1 Thunder Claws will have 10 second less cd. It is not a lot, but it can become really important sometimes. You never know.

It gives you 300 more health and 35% Tenacity , which means that you don't need Mercury's Treads and you can get other boots. It also increas damage dealt to monsters, which means that you can do baron or dragon a bit quicker.

Finishing Items

MORE HEALTH!! That means more tanky and more damage. You also got health regen. With your passive, you can regen a s*** load of health in a short time. If you are able to get this and 2 giant's belt in mid game, you can pretty much owned anyone or ignore them and tank turrents.

This is a great item vs ad-oriented team. It's really effctive against ad because you got 70 armor and whenever they auto attack you, you slow them by 10% and reduce their as by 15% for 1.5 second. With that item activated, you got an AoE slow by 35% for over 3 seconds (your base armor and the item's armour will give you over 100 amour). That's a team slow guys, with AoE ults like trushot barrage, bulet time, Command: Shockwaveetc, they are pretty much dead.

This item gives you more health and armor. Its passive can also help you to push minion waves and get a bit damage to champions. Sometimes that damage means live or death.

Most of the time, your support will get this item. If he doesn't that's when you get this one. It gives your teammates nearby to have more armor, magic resist, and health regen. that will increase the chance you team to survive in a team fight.

You can get this item to get an extra 10% cd reduction and a team shield to survive team fights. I recommend this item if the enemy team get similar kills, turrents as yours. It can help your teammates to survive a team fights.

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Jungling Route

This is the route I recommend. You might get less cs but it's all right because you can get first blood or assist!! I get a first blood in over 90% of my game following this route. I find that some jungler, especially in low elo game, will Smite blue > wolves > wraiths > red. If you find that their red is still there, wait in the brush at the blue dot. Be patience. You might have to wait a while to see the enemy jungler. Once you see him, wait him to hit the red for a while. Then, show youself and make sure that he is taking the damage from the red. You should be able to get a first blood even if he flash away.

Remember that when you get enough health, your Frenzy can be used as another Smite. Always use your Frenzy before Smite as Frenzy has a little delay.


You want to gank as much as possible. When you start to gank, walk to him. DO NOT start with your Rolling Thunder. You want to save it until he tries to run away. ALWAYS ping the enemy when you start your gank to let your teammate to know.
After you kill the enemy, DO NOT leave the lane right away. Many junglers always leave the lane after gank. If the laner ping you to leave, don't listen to him/her. push the lane, get some xp, let the enemy turrent to attack the minions. This way, the enemy laner will miss a wave or 2 of cs and xp.

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If you want to carry the team, you don't farm a lot of cs with Volibear. Instead, you farm champions. Secure kills with your Frenzy. You need to get fed to carry the team. However, do not KS too much, especially your adc. Here are my goals on kills:

  • around 10 minutes : 4-5 kills
  • around 20 minutes : 8-10 kills
If you can get 10 kills in 20 minutes, you already win the game if you don't throw it. After 25 minutes, you get little kills because you might die or the carries get kills. By the end of the game, you should get around 13-15 kills and around 90-100 cs.

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Good and Bad Against

Good against:
Champions with no escaping abilities and low mobility such as Darius, Karthus, etc.

Bad against:
Champions with high mobility such as Teemo, Evelynn, Kennen, Jayce, etc.
Kayle's Intervention will block your Frenzy.
Champions with skills which reduce 50% health regen such as Fizz, Katarina, etc.

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Team Fights

If you have an initiator in your team like Leona, Jarvan IV, etc., go in once they initiate. If not, then you have to initiate the fight.
Remember, your role is not just to find and destroy enemy ad or ap carry, you are also responsible for your own carries. Don't let them die. Once you find someone attacking your carries, focus him first in order to save your carries.

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That's all. Thank you for reading my Volibear guide. I hope that it can help you. If you find it useful or appreciate it, feel free to like. Comments and criticisms are appreciated, as long as it is constructive.
Good luck with your Volibear!!

Change Log:
16/07/13 - Guide finished and published!!