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Choose Champion Build:
Spells:
Ghost
Cleanse
Ability Order
The Relentless Storm (PASSIVE)
Volibear Passive Ability
Iorek Byrnison: Your Inexhaustible Ranked Companion
All credits to JhoiJhoi for the awesome banner.
// Hey guy’s this is R33s3th3b3ast back for another guide. If you dont remember me I wrote a Fizz guide two weeks ago. I like bubble baths, long walks on the beach and giggle water. Anyway, enough about me how about you? Oops I get lonely sometimes... Without further ado I’m proud to present my ranked jungle build for volibear.
A very viable bear.
// I do build him as an Atmog tank , but I am working on an AP build as well.
//His damage and survivability is maxed out with the items I advise however this is a personal play style and hasn't been determind by a computer so feel free to change it a bit :) Course I will include situational items.
This build will offer:
Special thanks to:
Apotheosis - For the warding section, Check out Your Tryndamere Resource, by Apotheosis!
JhoiJhoi - For the line dividers, and awesome banner, Check out her Guide to Making Guides
Pink Munn - For help with the calculations :)
Karano77 - For more help with calculations :P
// I do build him as an Atmog tank , but I am working on an AP build as well.
//His damage and survivability is maxed out with the items I advise however this is a personal play style and hasn't been determind by a computer so feel free to change it a bit :) Course I will include situational items.
This build will offer:
- A 1400 Elo player’s advice on ranked play
- An aesthetically pleasing guide
- Some good in-depth information
- A Jungle and Lane Build
Special thanks to:
Apotheosis - For the warding section, Check out Your Tryndamere Resource, by Apotheosis!
JhoiJhoi - For the line dividers, and awesome banner, Check out her Guide to Making Guides
Pink Munn - For help with the calculations :)
Karano77 - For more help with calculations :P
EDIT: Ok I realize the
Frenzy
calculations are wrong. It's supposed to be based off bonus health, not max. W.e. I cant really be bothered to change it considering people probably wont appreciate it anyway and I have a lot of school work to do.
Here is why this build works so well. It focuses on the synergy of rolling thunder , frenzy , chosen of the storm , Warmog's and Atma's There is no other atmog tank as good as volibear This is why. Also note all calculations dont even take into account runes and masteries. This is base and item health and damage.
Here is why this build works so well. It focuses on the synergy of rolling thunder , frenzy , chosen of the storm , Warmog's and Atma's There is no other atmog tank as good as volibear This is why. Also note all calculations dont even take into account runes and masteries. This is base and item health and damage.
MID GAME
Base health lvl 14 = 1644 Hp
Warmog's Armor Fully Charged = 920 + 450 Hp
This core part of your build leaves you at 3014 health.
Now at this point your buying Atma's Impaler which turns 2% into attack damage.
3014*0.02= 60 Bonus AD
Now Frenzy Deals 290 + 671 = 961 Dmg
Now Rolling Thunder Deals [(3.3*16) + 54] + 60 + 23 + 125 = 308 Dmg
My gawd. Mid Game at lvl 14 you are dealing 1269 on JUST two of your abilities. You have 3k health at this point and you can regen 30% of that. Meaning you have 3900 effective health.
Note for Spirit Visage: 0.30 * 1.15 = 34.5% of max hp from passive
LATE GAME
Base health lvl 18 = 1988 Hp
Warmog's Armor Fully Charged = 920 + 450 Hp
Frozen Mallet = 700 Hp
This core part of your build leaves you at 4058 health.
Now at this point your buying atma's which turns 2% into attack damage.
4085*0.02= 81 Bonus AD
Now Frenzy Deals 290 + 810 = 1100 Dmg
Now Thundering Smash Deals [(3.3*18) + 54] + 60 + 23 + 125 + 20 = 362 Dmg
Late Game at lvl 18 you are dealing 1520 your two abilities. You have 4k health at this point with 5200 effective health.
Force of Nature Will heal for 0.35% of max hp/sec. That is 4000*0.035= 70hp/5
You also have around 200 MR with 30% CC reduction and a cleanse for ignite. GG.
Pros / Cons
// While your reading you may realize Volibear is a lot like Nasus or Olaf and scales extremely well into the late game while being somewhat weak early game. What you need to realize is that Volibear scales very well off health and AD. By building Warmong’s warmong’s armor you will be almost indestructible but after Atma’s atma’s impaler your damage will skyrocket.
// You can see that many cons that I listed do not really apply to late game. The fact is hes OP right now. No way around it. And this is due to the build I am showing you - the ability and item synergy is simply ridiculous.
// These summoner spells should be your common picks because I think that they fit Volibear best. This is just my opinion and thus I also have a list of viable summoner spells that I will also explain to you after I explain to you what the recommended summoner spells are and why they should be common picks.
// This is a list of summoner spells which I find viable on Volibear, however I do not find myself using them very often.
Jungle/Lane True tank: and
Use your heal to sustain the jungle.
Jungle Offtank Support: and
Basic role. Use your smite to get buffs and heal during fights.
Jungle Offtank DPS: and
This will allow you to enter the fray without getting ignited so you can heal.
DPS: and
If you don't jungle and want to go DPS.
Offtank DPS and
Best if your going into lane. Good spells for your team and yourself.
defence and 9 in utility for a few important reasons. The early game damage from offensive masteries and 6% bonus on low health targets
is bad on volibear. The fact is that volibear is pretty weak early game and should not be trying to kill enemy champions in an aggresive fashion. Gank and work with your teammates. Dont be a solo hero. The 6 % bonus on low health targets
is not as beneficial as juggernaut
because you can activate your frenzy
stacks to finish off a target or just chase them down with your fling
Defense
Utility
Defense
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 Summoner's Resolve : Will improve your early game gold farm as well as greatly increasing the amount of health you heal (15%). This mastery is mandatory almost regardless of circumstances. Hardiness : This will be useful all game. Whether saving tons of damage in the jungle or giving you the advantage on AD carries late game its a generally useful mastery. Durability : With Volibear's health scaling you should be counting on getting into late game with warmong's warmong's armor and atma's This mastery grants ton's of late game health that will synergize with your build and abilities Veteran's Scars : They buffed this mastery to be one of the best masteries in the defense tree, it offers 40 health for just 1 single point.  Indomitable : Offers survivability in jungle and is a generally useful mastery. Initiator :  Volibear lacks gap-closers other than his fling. He is also painfully slow. This will help him close the gap between him and his enemy for kills or initiation. Tough Skin: A jungle mastery. With little sustain in the jungle you are going to need all the damage reduction you can get. Bladed Armor: Great mastery. It will deal so much damage in the jungle it really ridiculous. Combined with all your damage reduction masteries the minions will practically kill themselves. It speeds up your jungle almost 20% as well.  Juggernaut : Absolutely amazing on Volibear . With around 4000 health late game 3% of that is 120 bonus health. Not so great but the 10% CC reduction stacks with mercury's treads to give 20% CC reduction. You can now tank and initiate like no other. EDIT: Thanks for Karano77 for the correction. Juggernaut (10% CCr) and Mercury's Treads (35% CCr) lead to exactly 0.415% crowdcontrol reduction, as it's not calculated additive, but multiplicative ( 1-(1-.35)*(1-.1) in this case) |
Utility
Offence
offence. With very little Arpen and a weak early game, these masteries can increase your jungle speed and the 10% Arpen will come in handy late game.
offence. So long as you take tough skin and bladed armor you will be able to pull off your normal route and completely own your ganks. The final point in offence will come in handy late game but you are definitely an offtank now.
offence. With very little Arpen and a weak early game, these masteries can increase your jungle speed and the 10% Arpen will come in handy late game.
offence. So long as you take tough skin and bladed armor you will be able to pull off your normal route and completely own your ganks. The final point in offence will come in handy late game but you are definitely an offtank now.
Runes
Runes
Runes
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Runes
Runes
Chosen of the storm: // Volibear heals rapidly for a few seconds when his health drops to a critical level. When he drops below 30% he gains 30% of his max health. This is why he can be built so successfully with flat health, to both tank and deal damage. Eventually the enemy will stop focusing you as well because during a very close duel, the enemy may thinking that hes winning when suddenly you now have more health than him and it will frustrate them to no end. This ability should not be relied on for sustain, however as it does have a rather long cooldown of 120 seconds. Though 30% of your health being regained is nice, since it has an ultimate like cooldown length, think of like Anivia's egg.
Rolling Thunder: // Volibear drops to all fours and runs faster if chasing an enemy champion. The first enemy he attacks is knocked into the air. Volibear gains 45% Movement Speed while moving toward enemy champions. Lasts 4 seconds. Volibear's next attack deals an additional 25/50/75/100/125 physical damage and flings the target behind him.
Tips and Tricks
- // This can be used to mess with the enemy positioning and initiate a teamfight in your favor
- // Deals a high amount of damage from level one, and is probably the best move to have when someone is fleeing at level one.
- // Also, a single toss into a tower early game pretty much spells death for many champions, especially those without a blink or flash
- // If you combo this with flash you can pull some very surprising intiations
- // Can be used as an escape mech if an enemy is coming at volibear diagonally
- // Does damage to turrets
Frenzy: // Volibear's repeated attacks grant him additional Attack Speed. Once Volibear has repeatedly attacked four times, he can perform a vicious bite on his target which deals increased damage based on the target's missing health. Passive: Volibear gains 8/11/14/17/20% Attack Speed with each attack. Stacks up to 3 times. Active: When Volibear has 3 stacks of Frenzy, he can bite an enemy to deal 90/140/190/240/290 (+  [20% of bonus Health]) physical damage, increased by 1% for each 1% health the target is missing.
Tips and Tricks
- // Use this when you think you can do enough damage to kill the enemy and it will catch them off guard. Especially because of the late game damage on this ability. This spell is the reason why we will be building those health items and attack speed.
- // Can be used to harass an enemy in lane by getting stacks on minions.
- // The attack speed on this ability will help your farm and jungle.
- // Not really much to remember, just save it against squishies and spam it against tankies.
Majestic Roar: // Volibear lets out a powerful roar that damages and slows enemies. Minions and monsters are feared as well.
Volibear deals 60/95/130/165/200 (+0.6) magic damage to nearby enemies and slow them by 30/35/40/45/50% for 3 seconds. Minions and monsters are feared as well.
Tips and Tricks
- // Majestic Roar basically is an AOE slow against all kind of enemies and is very usefull too initiate or too slow your enemies down.
- // Baiting your enemy into a 1v1 fight with minions can give you an advantage as well, since you can fear the minions stopping them from attacking you as well as regen from your passive.
- // Combo this with rolling thunder to initiate and immediately leave a member of the enemy team at a disadvantage in positioning and health.
- // Use discretion however because aside from rolling thunder (situational) this is your only real escape mech.
Thunder Claws : // Volibear channels the power of the storm causing his attacks to blast his targets with lightning that bounces to other nearby enemies. Volibear channels the storm, causing all basic attacks for 12 seconds to deal 75/115/155 (+0.3) magic damage, which chains to 4 nearby enemies. This pwns late game as you build attack speed and health. The AoE damage combined with your massive health will make you a one man initiator.
Tips and Tricks
- // Use with rolling thunder or majestic roar to safely do some AoE damage.
- // Otherwise wait for someone else to initiate and the enemy team wont notice if you activate this spell and will usually just leave you to auto attack doing 5 times as much damage as you normally would. Instant teamfight win.
- // If there is that one champion running away from the group who is low on life, it is possible to attack an enemy close to you finish him off with the bounces like pyroclasm
Jungle
Being a Jungler you want too max Frenzy for jungling and Rolling Thunder for the fling. However an early point in Majestic Roar will save you damage from the minoins. It is also just for some slow when chasing. Good for ganking but you will rely more heavily on your Q.
HP / AS
When you decide too go for the HP/AS build you want too max Frenzy first for the base attack speed bonus. You can decide too get your Rolling Thunder or Majestic Roar whenever you want as it doesn't really matter which one you max first, they're both good spells with good CC. Level your ult Thunder Claws first.
Being a Jungler you want too max Frenzy for jungling and Rolling Thunder for the fling. However an early point in Majestic Roar will save you damage from the minoins. It is also just for some slow when chasing. Good for ganking but you will rely more heavily on your Q.
HP / AS
When you decide too go for the HP/AS build you want too max Frenzy first for the base attack speed bonus. You can decide too get your Rolling Thunder or Majestic Roar whenever you want as it doesn't really matter which one you max first, they're both good spells with good CC. Level your ult Thunder Claws first.
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Lane Tank
// If you don't lane and you are tanking you can skip the Madred's Bloodrazor in favor of more survivability items.
Jungle Tank
// As a jungle tank, you will be lacking cleanse however your sheer health should be able to compensate for this. Madred's will give you the late game advantage against champs that have stacked health and armor.
Jungle Offtank
// As a jungle offtank, getting an early bloodrazor is a good way to improve DPS on your ultimate and auto attacks. Maximizing health with atma's will improve your damage and survivability to the point any offtank would be jealous of.
DPS Offtank
// Dropping some survivability to take on the role of more a DPS. Take QSS to make sure that you are not CCed whilst dealing damage. This will maximize the damage coming from your ultimate during teamfights. Situational build, so far however it does seem to have a place in ranked.
// If you don't lane and you are tanking you can skip the Madred's Bloodrazor in favor of more survivability items.
Jungle Tank
// As a jungle tank, you will be lacking cleanse however your sheer health should be able to compensate for this. Madred's will give you the late game advantage against champs that have stacked health and armor.
Jungle Offtank
// As a jungle offtank, getting an early bloodrazor is a good way to improve DPS on your ultimate and auto attacks. Maximizing health with atma's will improve your damage and survivability to the point any offtank would be jealous of.
DPS Offtank
// Dropping some survivability to take on the role of more a DPS. Take QSS to make sure that you are not CCed whilst dealing damage. This will maximize the damage coming from your ultimate during teamfights. Situational build, so far however it does seem to have a place in ranked.
Well,sinsorderstosknowshowstosplaysVolibears3v3syouswillsneedstosknowshows3v3sworkssperiod.
(sorry for awkward spacing, I'm using preventative measures to stop people copy pasting this section of my guide)
So for a typical ranked 5v5 this is pretty much how your game is - or should go.
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1 - Take solotop or jungle. In ranked you should always be jungle or solotop. Mid will leave you low health and gold starved. You should probably be defending your blue buff or ganking theirs. If someone CV's and its clear nothing will happen just return to lane or if you think its not too dangerous, leash for your teammate. Now at lvl 1 its hard to harass with abilities because of minion aggro but take advantage of this and just farm. If your in the jungle start your route however you please. (jungle route is in the section below this one) 2-3 - As a weak early game champ try to avoid conflict. Harass with Frenzy and take your Thundering Smash in case they start to attack you. If you immediately fling them they will start taking a lot of minion aggro and if you auto attack them it may be possible to zone them out. 4-5 -At this point, make sure you are farming and not too low health. The junglers will start to gank pretty hard at this stage. Also the gold you get here is most of what you will be using on your first trip B so make your time worth it. See if you cant call in a coordinated gank with your jungler. Otherwise just keep farming and dont die. If you are jungling at this point its time to gank. Make sure to check lanes if someone is low health and go help. Otherwise if someone is asking you to gank because there is a good opportunity, change your jungle to the direction of their lane. 6 - Yes you made it! Now you can start your first trip back. If you mess up finishing your gank no matter really. Just means that on your trip back, you will have less gold. At this point you may want to help out the other lanes a bit or check the jungle for buffs. Stealing the enemy jungler's red or blue would be ideal at this point. Dragon too. 7-8 - This point should be some free farm if your opponent is dead. Otherwise make the best with what you have. Jungle control is important here as are ganks. You are going to want to start roaming. With no sustain you will have to B soon. Gank as much as possible though. Rolling thunder is a gift from the god of ganks. Combine with your roar to ensure your teammates a kill. Whichever lane you gank eventually dragon will be killed and maybe a teamfight will break out. Read my other sections for advice during these scenarios. Between jungle control and ganking try to farm. Just level and get gold. From here on out its all about teamfights really. Showtime baby. 8-14 - By this point you should have at least half of your core build. The fun really starts now. Try as hard as you can to initiate onto an enemy and if a teamfight breaks out use your ulti. There is really no stopping the volitrain now as you should be almost indestructible with high damage and be a frustrating target with your passive and heal. 15 - 18 - Now you have your DPS items take jungle buffs and stick with your team until the tank initiates. Q onto the nearest squishy. The section on teamfighting will explain more on what to do here but basically you kill the enemy carries, carry your team to an ace and proceed to win. |
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In 5v5
Start at the wolves camp. Fear them and kill them. |
Make your way to the blue golem. You may want to activate a health potion early. Make sure you have smite ready. Focus the blue buff and smite him around half health. Hit lvl 2. |
Now make your way to the wraith camp and focus the blue one first. Use majestic roar to reduce the damage. Finish the blue wraith with frenzy. |
Head back to the wolf camp. Hit lvl 3. |
Smite should be up or close to it. Go to red buff. Attack the big lizard and then use roar. Should leave you around half health. |
Head bottom to get the two golems. Hit lvl 4. Now if you want to gank take Q. If you want to continue and maybe raid the enemy jungle take another point in W. This route takes roughly 2:40 minutes. |
Teamfights: I prefer to go and protect my carries over going for the other teams, but if you can always take down their carries you should be able to go through them pretty quickly. Team fights can be tricky if you aren't the one to initiate. Volibear is an amazing initiator, so use that to your advantage. Soon you will have the enemy team backing off when they see you at the head of your team.
If you are Initiating: Always find a carry to pull into your team with Rolling Thunder. When they turn tail and run toward their team, stop them with a Majestic Roar, and when they're a little over half health use your Frenzy to finish them to lower them the point where your team will secure the kill. If you've noticed that another carry has focused on someone other than yourself, start attacking them and Rolling Thunder again. Basically continue to support your team while dealing your massive damage. If the Rolling Thunder is on CD and you are in a bad situation then Exhaust on the enemy or heal to reduce the damage received by your teammate.
If you are Not Initiating: It's similar to initiating except that you sometimes have to be protecting your carries at the start, and you don't have any way to pull them all off at one time. Just Rolling Thunder one and Exhaust another at the same time to cut your losses and proceed to focus anyone within attack range with your thunder claws.
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Your role is basically that of an offtank depending how you build. You can initiate with fling or wait for someone else and just cause a bunch of damage with your ultimate. Either way try not to get nuked down by AP carries as they can shut you down and just stick around dealing damage and supporting your teammates. |
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When your laning you have to consider your zone. This is the amount of space you control through the potential damage you can output and take in that space. Distance of skills will create a larger zone. Volibear has a small zone because he has no ranged nuke spells. Because of Q however, you can control any zone behind the minions. By using Q as soon as someone walks around there and then fearing them if your damage with the minions is great enough, you can control the entire lane. By keeping the enemy afraid of taking damage when they last hit you are denying them gold. Abilities are not everything though. Bushes create a new zone as against AD carries they cant even hit you here. Minions affect the zone because they can deal A LOT of damage if left unchecked. The point of the zone is not to avoid harass but to be able to last hit safely. People will enter your zone if they can tank the damage while safely getting last hits. To make the best use of your zone you need to be able to last hit. This is simply a skill that comes with practice. Last hitting under a tower is an important skill and very easy to do. Melee minion, you let it tank 2 tower shots, and do a single autoattack on it. Ranged minion, you smack him once, the tower shoots, and then you finish it off with an auto attack. Early Game is Volibear's weakest stage in the game but Volibear is in no way weak Early Game. Volibear has some of the best harass in the game and after level six can solo most enemy champions. Try to last hit as much as you can while harassing the opponent by exchanging blows. Only take as much harass back as you dish out. The reason you can take an equal amount of harass back is because your W does more damage the lower they get. In a fight where the both of you are half health they'll take more damage. Now laning is pretty easy. You get three hits off to proc W then use it on your enemy as early as you can. Don't fight 1v1 yet though, its not in your favor. Hit them with W whenever you can and at level 4 get very aggressive occasionally comboing Thundering Smash--> Frenzy --> Sky Splitter and maybe two auto attacks. This is great harass and enemies generally will fall back. Often I get first blood at level five, just before ulti's, bursting enemies from just below half health. HUGE NOTE: Junglers change the zoning hugely. You have to consider the jungler's zone once he enters your lane if he does. Basically this means dont go past half when the jungler is roaming. |
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This section is taken from Apotheosis Guide to Tryn with his permission of course :)
Warding is way too over looked by many teams. I'm going to show you how to ward correctly, or at least how my team and I ward. The ward possibilities are obviously endless for 5s. These are the primary areas that you and your team will be warding each and every game.
Order of priority; Use Sight Ward and Vision Ward where necessary:
Order of priority; Use Sight Ward and Vision Ward where necessary:
Baron/Dragon Wards:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using Vision Ward for these locations, especially Baron mid-late game. If not Vision Ward, then make sure someone, usually the tank, has Oracle's Elixir for discovering enemy wards.
Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using Vision Ward for these locations, especially Baron mid-late game. If not Vision Ward, then make sure someone, usually the tank, has Oracle's Elixir for discovering enemy wards.
Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
Thanks for reading!
By the way this is just the start! I haven't had much time however I plan on adding much more in-depth sections depending on how the guide is received.
Shout out's to my mates
XRearview
Chris1221
Pink Munn
ap00pnugget
DjPositive
TheShingle
Here is a pic from susarn
[img=http://img822.imageshack.us/img822/228/123gtf.png
Here isa pic from SadenomyGr
By the way this is just the start! I haven't had much time however I plan on adding much more in-depth sections depending on how the guide is received.
Shout out's to my mates
XRearview
Chris1221
Pink Munn
ap00pnugget
DjPositive
TheShingle
Here is a pic from susarn
[img=http://img822.imageshack.us/img822/228/123gtf.png
Here isa pic from SadenomyGr
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