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Choose Champion Build:
Spells:
Smite
Heal
Ability Order
The Relentless Storm (PASSIVE)
Volibear Passive Ability
Introduction
Volibear has been one of my favorite champs since he came out. He has sadly been nerfed one too many times and finds himself in need of a serious buff (despite what some might say) With that said he finds he only has one location left to play, and thats the jungle...
What can my guide add?
I've used this build a lot, it works. This is a build i have yet to see in any of the jungle guides for Volibear... Which means as soon as this guide gets posted other more popular builds will be "updated" with my build included...
Disclaimer
Are my masteries and runes right for everyone? Is this a fool proof build? No... But what i can promise you is that the build works and is viable... If you want to improve and change and adapt as you see fit, great! This is a great starting point from which you can then jungle with Volibear as you like. This guide provides a build that fits Volibear jungle into the team as a tank/dps/cc/killer.
Note: Someone asked me if I solo'd top with same build... The simple answer is yes, and so I've added a second build in which i've laid out how I have gone about doing just that. You will find however that sadly because of Volibears nerfs that he isn't the greatest solo top, being weaker in hp/def related issues which does make him an easy target for champs like


[*] His



[*] Is one of the few off tanks that is actually a kill threat as well as just a meat shield.
[*]

[*] Volibear has very dangerous ganking power, with the ability to kill even without the aid of the people actually in lane.
[*] Can tank end game while still being able to deal damage. This means the other team can not just ignore you in a team fight as with other tanking champs.
Cons:
[*] With the nerf to Voli's health you will actually find he is lacking in the hp department until you can get him

[*] Very weak to slows, prisons, or any other form of cc that keeps his

[*] Relies too much (with new kit nerf's) on his passive to be effective, and his passive has major weaknesses- one being

Max out in offense:




Max out in defense:










9 points in offense and 21 points in defense
Note: Voli is weak in the hp department as well as defense vs other similar junglers/tanks so you really need the extra kick from the masteries to help beef him up.
Solo Top Voli:
Max out in offense:




Max out in defense:








9 points in offense and 21 points in defense
Note: Voli is weak in the hp department as well as defense vs other similar solo top's so you really need the extra kick from the masteries to help beef him up.
9-

9-

9-

3-

Note: This is a great set of runes for anyone trying jungle... Provides the attack speed for killing neutral monsters (as you dont wait to last hit like with laning), CDR stacking with levels, and flat defense runes so you take less damage at lv 1 in the jungle,... Use 9-

Voli Stacking Magic Resist/Armor:
9- Greater Seal of Defense
9-

9-

3-

Note: This is a great set of runes for anyone trying Solo top... Provides the attack speed for murdering enemy champs in lane, with magic resists and armor stacking with levels to help keep you up in lane.


1. Voli is squishy early game
2. CC kills Voli, heal allows for extra precious time to use abilities and escape as Voli lacks a solid method of closing gaps fast, and

3. Support, you would be amazed at the effect a small heal spell can have end game team fights.
4. Perfect for baiting into a tower trap or into a fight they think they can win.
5. Gives you passive enough time to do its magic. Heal+passive means Voli goes from almost no health to an impressive amount of health very fast.















Early Jungle and Skills:
Start by taking a point in

















Skill Sequence
Start by maxing out your






Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Bonus Physical Damage: 30 / 60 / 90 / 120 / 150

Cooldown: 18
Passive Attack Speed: 8 / 11 / 14 / 17 / 20 % per stack
Base Physical Damage: 80 / 125 / 170 / 215 / 260 (+15% of bonus health)+1% for each 1% missing of enemy
Bonus Hp is all that effects








Now lets talk about
















So to compair thus far...If you maxed out you would gain:

So by leveling up


This means you gain 367.5 damage output across



So I'm sure by now you are screaming- "BUT WHAT ABOUT ALL THE EXTRA ATTACK SPEED FROM


Level 1



So to add it together and compair AGAIN... A maxed out will give you...

[*] So by leveling up

[*] But to be fair lets go with 8 seconds because we are comparing it and say that you gain 2.88 attacks every 8 seconds. (Assuming you got the first 3 attacks to max out your stacks for free AND you can keep him there for ANOTHER 8 seconds)
[*] Now if you kicked in your



[*] This means you gain 367.5 damage output across



[*] You can use the skill one whole more time vs the added 2.88 extra attacks would be getting on target OVER 8 seconds (vs a one time burst) had you leveled


Hopefully this break down of the two skills EARLY GAME (levels 1-10) will help you better choose between which two skills to take at WHICH stage in the game...
Note: Voli's

Note: This was a comparision of the two skills levels 1-10 (start-mid) and does not include lvs 10-18 (mid-end). So taking that into account and knowing that you will not have a second lv in your


Note: Even if you managed to get a

(80+150)= 230
(260+150)= 410
A difference of just 180? But what if they were at 30% health!
230x 1.7= 391
410x 1.7= 697
A difference of 306 damage... Hmmmm?
BUT WHAT IF YOU HAD SOMEHOW MANAGED TO GET


(80+300)x 1.7= 646
(260+300)x 1.7= 952
But thats only a difference of... 306? IT DOESNT CHANGE THE MORE HP YOU GET BECAUSE THE % STAYS THE SAME!
To say that support wards everything is outright... silly... To expect someone from bot to go all the way to top to ward baron for you? GG, that's all forks you've already lost... Now you have a totally worthless support who has spent most of his money on wards, and has fallen behind on lv's because he is wandering the map aimlessly placing wards. Because of all that they can no longer really help in team fights at ALL, (and go 0-8 and rage) and all you have gained from it is possibly a few extra items for your carries who are picked apart easily and early in teamfights because support can't keep them alive... No, everyone wards... That includes the jungle...
Jungle's most common ward placements include Baron, Dragon, and Blue/Red buffs (for both your buff and the enemies buffs), support wards bot, solo top wards his river bush, and mid wards his area as he desires. If you honestly don't know where those locations are and need a picture... Ummm... There, a picture... That's where jungle should be warding with Baron and Dragon being the two most important...


Next Major Buy: Rush your

Next Major Buy: Build your

Next Major Buy: Build your

Next Major Buy: Build your


Note: If the team you are playing against has no hp (weaker hp champs/build) and your team doesnt seem to have any issues dealing damage, then don't build






These items should basically take you to the end of the game... once again with the understanding that most games don't actually get into the "end game" as people wish to surrender, the game is actually over, etc etc... If the game isn't over this is what I would recommend building next when and why...
1. Your ad/ap carries are dealing damage like they are supposed to
2. The enemies are not targeting you and/or killing you very easily
Then build:
Next Major Buy: Build your


Last Major Buy: Build your


This will round out your def build, allowing you to still tank well but still keep enemies in place and finish them off as needed...
[*] Their AD carry was fed, was causing issues, and/or is targeting you in fights...
[*] Your AD carry and/or AP carry are dealing massive damage and doing their job well and you don't need more damage output...
Then you build...
Next Major Buy:

Next Major Buy:

Last Major buy:

This will give you the defense you need to keep on tanking while still providing the damage your team needs in the team fights... If their AD carry is totally out of control,

[*] Their AP was fed, was causing issues, and/or is targeting you in fights...
[*] Your AD carry and/or AP carry are dealing massive damage and doing their job well and you don't need more damage output...
Then you build...
Next Major Buy:

Last Major Buy:

This will allow you to hold your own agaisnt the burst AP that is causing you issues, allowing you to still provide the CC your team needs and the second chance of

[*] Their AP/AD carries are not targeting you, you are frequently the last person left alive, they are having a hard time bringing you down as it is...
[*] Your team needs a little more damage output as your AD/AP carries are not finishing people off fast enough
Then Build:
Next Major Buy:

Next Major Buy:



Last Major Buy:

This will give you that extra kick Voli needs to really start taking people down. You will not be able to tank as much damage but your damage output will see a nice increase and the enemies will not be able to ignore you any longer...



[*]



[*]


[*]



[*]


[*]


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