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Spells:
Exhaust
Flash
Ability Order
The Relentless Storm (PASSIVE)
Volibear Passive Ability
His lore
Donning the chieftain's traditional armor and enchanted gauntlets, Volibear began the long and perilous climb up the slopes of the mountain. When he reached the peak and gazed into the raging storm above, he saw a horrific vision of a Freljord utterly consumed by war. Amidst the carnage, the Ursine fell dead upon a bloody battlefield. Believing the vision to be an omen of things to come if he did not act against them, Volibear traveled to the capitol of Freljord. The Ursine had not ventured across the southern mountains in centuries and his appearance was met with unease. However, Queen Ashe recognized Volibear as a wise and powerful ally. In what Volibear considered the first step against a war-torn future, they forged an alliance. As part of their agreement, he joined the League of Legends in the name of a unified Freljord, representing the primal might of his nation on the Field of Justice.
''Few can weather the storm that follows in the wake of Volibear's roar.'' - Ashe, the Frost Archer
Volibear heals rapidly for a few seconds when his health drops to a critical level.
This passive is phenomenal in the way that during a fight, both one-on-one or in a group, the enemy will not suspect this sudden increase of health regeneration. So during a very close duel, the enemy may think that he has the upper hand when suddenly you have more health than him. But, this ability should not be relied on for sustain in lane, 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, it should be treated as an ultimate, and not a spell or passive that can be spammed repeatedly.
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
This is your initiator, your spell to start all fights, and also to catch up to the stragglers that leave the fight. This spell should be used to pull a person out of a group and throw them closer to your allies. It should be quickly followed up by Majestic Roar so they are slowed even more and will not be able to escape your team without wasting a flash or ghost. Though this has a movement speed buff, remember that this will only work when running toward an enemy champion. So when trying to escape, do not burn this ability thinking you will run faster. Though if there is a champ in your path of escape, by all means use it, followed by your Majestic Roar to escape. (Also note that Rolling Thunder does affect towers, so use this ability to add a little more zest to your tower take downs)
Volibear's repeated attacks grant him additional Attack Speed. Once Volibear has attacked four times consecutively, 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.
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.
This is your only escape mechanism. so be sure to use it intelligently. If you are going to harass a champion and use the roar within your combo, you will be open to free ganks, so be sure to commit and know that you are safe. Other than that, it is a useful ability to be able to harass a champion inside a creep wave without the fear of minions ganging up on you in an instant.
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.
Now this spell is an extremely subtle AoE spell (and I say subtle because no one will take into account your ultimate during a teamfight that often), as it bounces off 4 other enemies to dish out EQUAL damage to all. Remember that, this ability does not get weaker with every bounce, but does the same damage to all enemies hit. 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 to allow those bounces to reach the enemy and finish him off.
This passive is phenomenal in the way that during a fight, both one-on-one or in a group, the enemy will not suspect this sudden increase of health regeneration. So during a very close duel, the enemy may think that he has the upper hand when suddenly you have more health than him. But, this ability should not be relied on for sustain in lane, 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, it should be treated as an ultimate, and not a spell or passive that can be spammed repeatedly.
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
This is your initiator, your spell to start all fights, and also to catch up to the stragglers that leave the fight. This spell should be used to pull a person out of a group and throw them closer to your allies. It should be quickly followed up by Majestic Roar so they are slowed even more and will not be able to escape your team without wasting a flash or ghost. Though this has a movement speed buff, remember that this will only work when running toward an enemy champion. So when trying to escape, do not burn this ability thinking you will run faster. Though if there is a champ in your path of escape, by all means use it, followed by your Majestic Roar to escape. (Also note that Rolling Thunder does affect towers, so use this ability to add a little more zest to your tower take downs)
Volibear's repeated attacks grant him additional Attack Speed. Once Volibear has attacked four times consecutively, 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.
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.
This is your only escape mechanism. so be sure to use it intelligently. If you are going to harass a champion and use the roar within your combo, you will be open to free ganks, so be sure to commit and know that you are safe. Other than that, it is a useful ability to be able to harass a champion inside a creep wave without the fear of minions ganging up on you in an instant.
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.
Now this spell is an extremely subtle AoE spell (and I say subtle because no one will take into account your ultimate during a teamfight that often), as it bounces off 4 other enemies to dish out EQUAL damage to all. Remember that, this ability does not get weaker with every bounce, but does the same damage to all enemies hit. 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 to allow those bounces to reach the enemy and finish him off.
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