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Volibear Build Guide by Rychie

Jungle ⚡ Rychie's God of Thunder ⚡ | Volibear Jungle | 12.12

Jungle ⚡ Rychie's God of Thunder ⚡ | Volibear Jungle | 12.12

Updated on July 7, 2022
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League of Legends Build Guide Author Rychie Build Guide By Rychie 740 44 1,386,766 Views 31 Comments
740 44 1,386,766 Views 31 Comments League of Legends Build Guide Author Rychie Volibear Build Guide By Rychie Updated on July 7, 2022
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Runes: Early Game (Skirmishing)

1 2 3 4
Precision
Press the Attack
Triumph
Legend: Tenacity
Last Stand

Sorcery
Celerity
Waterwalking
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

Flash
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

Items

Champion Build Guide

⚡ Rychie's God of Thunder ⚡ | Volibear Jungle | 12.12

By Rychie
Hello everyone!

I'm Rychie a Volibear OTP in NA!! I started maining jungle and Volibear since season 9 pre-rework and into his post-rework debut in season 10! He is easily one of my favorite champions in the game accumulating over 1 million mastery points. I've added some links below where you can find me. Thank you so much for checking on my guide!

If you appreciate the hard work that went into this guide, please give it a +1 and drop a comment!

Best regards.

Here are some things to note on this patch pre-season in regards to Volibear.
  • TBA!
My preferred ban: Kayn > Graves

Good luck everyone this patch!
:

Frenzied Maul (W) Max

ABILITY
ORDER
1

W
2

E
3

Q
4

W
5

W
6

R
7

W
8

Q
9

W
10

Q
11

R
12

Q
13

Q
14

E
15

E
16

R
17

E
18

E

Thundering Smash (Q) Max

ABILITY
ORDER
1

W
2

E
3

Q
4

Q
5

Q
6

R
7

Q
8

W
9

Q
10

W
11

R
12

W
13

W
14

E
15

E
16

R
17

E
18

E

F.A.Q.


Do you ever put early points in Q versus full max W?


In patch 10.16, Volibear Thundering Smash was rescaled from 15-35% to 10-26%. In some compositions, it is best to put two to three points in Q to make up for the nerf or even split level Q and W. Games where movement speed is more important early game against mobile enemy laners and/or junglers, Q max is viable and should be considered.

Do you ever max E over maxing Q second?


In some compositions where your team is lacking AP, maxing E over Q second is reasonable. My personal preference would be two to three points in Q before transitioning to full E max second. Turbo Chemtank could make up for the speed and engage but any tank mythic would be suffice. Nashor's Tooth, early on, would be the preferred AP offensive legendary. Some games that include large AD burst, such as Talon or Zed, Zhonya's Hourglass could work as a defensive and offensive item. This hybrid approach could be used early to mid or mid to late depending team compositions and needs. I would not recommend full AP in the jungle at this time.



PRECISION
Press the Attack: Primary keystone of choice for a great early game presence. Synergizes with Volibear’s animation canceling and allows for one of the strongest early game potentials.

Conqueror: Secondary keystone of choice for a great scaling option. Great choice in games where Volibear has very poor ganking prospects. Against bruisers and tank compositions, conqueror will also be favored due to your advantage in extended fights. Early game will not be as optimal as PTA but overall the mid to late game will be very rewarding.
Triumph: Of the three runes, Triumph is the only one viable. Volibear tends to stack health with many of his legendary and mythic items.
Legend: Tenacity: Usually the preferred option in most situations. If enemy team composition lacks crowd control the other two opinions are also very viable. Legend: Alacrity is useful in Volibear’s kit, synergizing with his passive and overall damage output. Due to the access of attack speed in Trinity Force mythic passive and other legendaries, Legend: Bloodline can also work in select situations.[/columns]
Last Stand: The preferred option in most situations over Coup de Grace primarily due to the threshold at which the rune activates. Volibear will activate Last Stand more often than the latter. The only situation where Coup de Grace would be useful would be in a full AD glass cannon build. Cut Down could be used against "super tanks" like Cho'Gath than can stack more health than Volibear.
Attack speed, adaptive, and armor rune are my preferred rune choices. Not much variation other than health rune over armor. Personally, the extra resistances early game provide more value. If the enemy composition is AP heavy then magic resistance would be an alternative.




DOMINATION
Predator: An alternative keystone of choice for Volibear mains who seek a Nunu & Willump and Hecarim type playstyle. This tends to lean on a 5 camp clear into rift scuttler for an early recall Boots purchase. Great against lanes that have good follow up damage and/or crowd control.

This keystone is better than Phase Rush since it is an active to gap close instead of requiring gap closure to occur first before activation. Predator enables Volibear's early game ganking potential while giving up damage through Press the Attack or scaling and sustain with Conqueror. This playstyle is situational, niche, and fun. Be careful of invades. You will lack early one versus one potential.
Cheap Shot: Between the three runes, Cheap Shot makes the most sense. Especially with a 4 second cool down and three abilities that have crowd control, Thundering Smash, Sky Splitter, and Stormbringer, you will be able to activate this rune multiple times in a fight.
[/col]
Eyeball Collection: Of the three runes, both Eyeball Collection and Zombie Ward are viable but if you are in NA, nobody wards so just stick with Eyeball collection. 😂
Relentless Hunter: Of the four runes, this would be my order in usefulness. Relentless Hunter = Ingenious Hunter > Ultimate Hunter. All based on personal performance. Relentless movement speed will be used more often than the other two. Ingenious gives up to 35 AH for item actives such as Predator boots and Turbo Chemtank. Ultimate Hunter will allow maybe an additional two R's in a game. Avoid Ravenous Hunter since post nerf 11.6 made the rune sub-optimal.


Situational option of choice against aggressively mobile champions such as Graves and Lillia. In these matchups, you are still likely to lean towards Press the Attack or Conqueror. The reason being that itemization better counters champions over choosing this keystone for the sake of movement speed. Mythics like Turbo Chemtank would be a good example against Lillia with more heavy AP compositions or Dead Man's Plate against Graves with more AD heavy compositions.


Aftershock was Volibear's bread and butter keystone pre-redesign but unfortunately after the changes the keystone was switched to proc off Q now versus his old E. Not the most optimal. Volibear is not designed like a true tank anymore and there are better tank champions available that can utilize this keystone better. Every ability, including Volibear's passive, pushes Volibear to do consistent damage over time.



NIMBUS CLOAK
This rune works very with Volibear and synergies well with both Chilling Smite and Challenging Smite. Helps close the gap during ganks as well as disengages. This is especially more useful in the early game which is why I prefer Sorcery secondary tree.

TRANSCENDENCE
A great rune to take for the extra ability haste. At level 11 the extra 20% cooldown on basic abilities (Q, W, E) upon take downs, takes off an extra second or so. For builds that do not get much AH from legendary options, this is a nice way to compensate.

WATERWALKING
Since most early skirmishes and ganks can come from the river, this rune allows for additional mobility for engage and disengage. This is especially more useful in the early game which is why I prefer Sorcery secondary tree.

CONDITIONING
This is overall a solid rune for Volibear. After 12 minutes you get a boost of free defensive stats. I tend to go Resolve secondary in situations where survivability for mid-late game is more important than early game speed. This can include games with all late scaling laners.

UNFLINCHING
A solid rune that provides free slow resistance and tenacity, scaling up to 30%. I will sometimes run Legend: Tenacity in combination against compositions with large amounts of crowd control. In combination with Conqueror, Volibear has good scaling, sustain, and survivability in teamfights. It is important to note that duration of crowd control reduction is calculated when the CC is applied even if unflinching tenacity jumps from 10 to 30% midway.


TL:DR


In most games, stick with Press the Attack with Nimbus and Waterwalking. If the enemy composition has no real crowd control you have a choice of Alacrity and Coup de Grace. Otherwise, stick with Tenacity and Last Stand. Into "super tanks" like Cho'Gath, Cut Down is useful. Conqueror is good if you have a scaling composition and giving up early game presence will not be a big deal. Conqueror, Conditioning, and Unflinching is great against heavy crowd control compositions with "chunky" front lines, where sustain and survivability is the goal. Predator is super niche against a mid to late game jungler who probably will not invade you. It offers a weaker early game until first back boots and a hyper ganking playstyle.

HAILBLADE
Chilling Smite: Used in most cases due to its synergy with Volibear’s kit to help close the gap. The active slows an enemy champion by 20% AND increases your champion’s movement speed by 20% over 2 seconds. Against most compositions, ranged and mobile enemy junglers, hailblade will be the smite of choice. Enemy jungle champions such as Nidalee, Lee Sin, Graves,
Nunu & Willump, Hecarim, Lillia and Vi are a few that come to mind.
EMBERKNIFE
Challenging Smite: Used in unique situations where the enemy team lacks kiting champions or the allied team has plenty of crowd control. The active marks an enemy champion for 4 seconds reducing their damage against you by 20% while empowering your champion’s basic attack and abilities dealing true damage over 2.5 seconds. Enemy champions such as Master Yi, Olaf and Trundle are a few that come to mind. Nimbus Cloak synergizes well with Emberknife.

TANK MYTHIC
SUNFIRE AEGIS
Sunfire Aegis is the most expensive due to higher defensive stats and damage with immolate plus flametouch. The passive gives tenacity and slow resistances which helps with his greatest weakness, crowd control. Sunfire combines very well with Dead Man's Plate and Titanic Hydra. Some games I will lean on Plated Steelcaps or Boots of Swiftness since I already have stacked tenacity with Legend: Tenacity and/or Unflinching. I will generally only lean on this mythic if I truly need loads of tenacity or if I am very ahead in the early game.
FROSTFIRE GAUNTLET
Iceborn Gauntlet passive provides additional HP which gives more % damage on W, Frenzied Maul, and size which gives a larger hit bot range for his auto attacks. Keep in mind, the change in range due to champion size, is relative to the champion's center and not an attack range stat increase. The slow is very useful for overall anti-kiting and anti-engage. The health passive is also great against FLAT true damage champions or items such as Master Yi's Wuju Style, Camille's Precision Protocol, Olaf's Reckless Swing, etc. or Kraken Slayer, Riftmaker, etc. On the contrary, avoid Frostfire against champions and mythic abusers that deal PERCENT maximum health damage such as Vayne's Silver Bolts, Fiora's Duelist's Dance, etc., and Liandry's Torment, Demonic Embrace, etc. A solution to this problem would be adding legendary items with no health stats after Iceborn Gauntlet, such as Gargoyle Stoneplate, Wit's End, Frozen Heart, Zhonya's Hourglass etc. I like pairing Dead Man's Plate early as one of my only health stat legendary items due to Frostfire synergy.
TURBO CHEMTANK
Turbo Chemtank and Iceborn Gauntlet has the same cost and stats. Great cheap option. Each provides different utility for different team compositions. Turbo Chemtank's active is super useful in picking and catching enemy teammates off guard. This item should be considered against super mobile champions like Lillia, Lucian, Vayne, etc., for an easy lockdown and focus. Since Volibear is usually the engage champion on the team, Chemtank enhances his ability to start teamfights. This is Volibear's preferred tank mythic option. The passive grant ability haste which helps Volibear achieve his 40-60 sweet spot. If your team has multiple engage champions such as Alistar, Wukong, etc., it would be reasonable to opt for another mythic option.

FIGHTER MYTHIC
TRINITY FORCE
This bruiser option of choice is very useful in snowballing situations against team compositions that lack real lockdown or if your team composition is already very tanky. This provides Volibear with more damage stats in place of resistances. This risk/reward situation forces you to be a glass cannon early game. After changes in 11.7, Trinity is now a better scaling mythic with its three unique passive stats. Overall, Volibear does well with this option if paired with Sterak's Gage or regular tank legendary items afterwards.
DIVINE SUNDERER
Divine Sunderer is seen as a better version of Trinity Force against teams that have two or more bruisers or tanks. The passive grants armor and magic penetration per legendary of which Volibear benefits from both damage types. Once again, an excellent option in snowballing early games. Spirit Visage compliments the healing passive of this item allowing for additional sustain. I will usually pair this mythic with Sterak's Gage or regular tank legendary items afterwards.
STRIDEBREAKER
In patch 11.13, Stridebreaker found some changes that made it very appealing with Volibear. The increased in health, slow, and % AD on halting slash damage made it so a bruiser like Volibear could have more engage impact over the early to mid game with a trade off of Spellblade damage. Consider this mythic if Volibear needs a little utility along side damage.

LEGENDARY
DEAD MAN'S PLATE
This is a fan favorite item in every Volibear build path. It is built against AD compositions. The increased movement speed synergies very well with Q, Thundering Smash. The unique passive, Shipwrecker, applies a slow if fully stacked momentum hits a champion. This slow effect cannot be blocked by Spell Shield but can be stopped by Black Shield because one stops abilities and the other grants crowd control immunity. In late-late game scenarios, Volibear can sell boots for another legendary item since Dead Man's makes up for the mobility.
RANDUIN'S OMEN
A very solid armor item against any strong critical striking champions such as a Jhin, Jinx, Yasuo, Yone, etc. Most games I am forced to build this in combination with Thornmail due to the amount of life steal in games. The active provides a slow as well. The unique passive, Rock Solid, reduces basic damage based on health.
THORNMAIL
This item is a must in most games due to the amount of life steal. I will sometimes rush Bramble Vest and finish the item later since it only cost 800 gold. A very cost efficient purchase. Finishing the item is more cost efficient now than previous seasons due to the increase from 40 to 60% grievous wounds and application on immobilization which is achieved with Q, Thundering Smash. In general, abilities that ground, silence, blind, slow movement, attack speed, and reduce sight, don't count as immobilization.
FROZEN HEART
A situational armor item that is very cost efficient ever since patch 11.3. It shares the same unique passive, Rock Solid, as Randuin's Omen. The difference between the items is that Frozen Heart reduces attack speed rather than critical damage. The mana granted is not very useful for Volibear. Situations where champions rely on attack speed and/or on-hit, such as Varus or Kog'Maw, and no critical damage is where it is considered. The lack of health helps against PERCENT maximum health TRUE damage champions like Vayne's Silver Bolts and Fiora's Duelist's Dance paired with Plated Steelcaps.
DEATH'S DANCE
This is a situational item that is useful against AD compositions where you would like sustain, armor stats and damage but no health stacking. The item is much appreciated against AD champions with instant burst, such as an assassin. As a result, enemy champions have to "overkill" you to finish the job. The time advantage allows for a window for retaliation. Be mindful when building Gargoyle Stoneplate with Death's Dance since they "counter" each other. Gargoyle shield last for 2.5 seconds for mitigating burst damage and Death's Dance is anti-burst, converting to sustained true damage over time. Not the most optimal use of passives.

SPIRIT VISAGE
In most cases, this is the preferred magic resistance item over Force of Nature. It grants extra shields and heals which synergies with Frenzied Maul and Sky Splitter. It also grants ability haste. If there is a healer on the team such as Nami, this item would be even more worth buying. The unique passive increases base health regeneration (+25%) and its own 100% (+25%) for a total of 150% base health regeneration.
FORCE OF NATURE
Some games I will build both Spirit Visage and Force of Nature. Situations where I would debate the preference between both would be against AP champions that apply massive slows in their kits and repeated magic damage, amplified by legendary items. Champions like Cassiopeia with Miasma and Petrifying Gaze, Anivia with Flash Frost and Glacial Storm, Brand's passive Blaze, etc. The main weakness to Volibear is being kited out and crowd control. This legendary is the only item that provides movement speed, magic resistance, and health regeneration. Of the two, Force of Nature has more magic resistance over Visage.
ABYSSAL MASK
A situational item that I build when my composition has a lot of AoE champions like Anivia or Zyra. It synergizes well with all tank mythic items due to the passive. The amplified damage includes all damage types, such as true damage. Spirit Visage and Force of Nature works better for Volibear in most situations as first line magic resistance. This happens to be one of the cheapest magic resistance legendary items so keep that in mind if Volibear falls super behind. This combines very well with Turbo Chemtank and Thundering Smash. In general, abilities that ground, silence, blind, slow movement, attack speed, and reduce sight, don't count as immobilization.
WIT'S END
The old phage from season 10 is now part of Wit's End. This would be a good alternative option if you are looking for no health stacking but more damage, attack speed, stickiness, and magic resistance. I do not find myself buying this very often but if you are snowballing this can be the item for you. This can also be great against Liandry's Torment and Demonic Embrace.

TITANIC HYDRA
My favorite damage legendary item for Volibear. It makes use of the health stacking and converts it into attack damage, equal to 1% of maximum health. Additionally, his ultimate, Stormbringer grants bonus health by 200/400/600. Basic attacks and bonus physical cone damage is applied on-hit. It is usually a second to third item choice depending on situations. Volibear can delete carries with his full combo. Might I add, the cleaving damage also applies to structures.
STERAK'S GAGE
This is a great situational item against a composition with large burst potential. It is a great way to add defensive components to your build without having to buy resistances. In combination with Gargoyle Stoneplate, Volibear becomes unstoppable with the amount of health shields and resistances. Some games I will replace Titanic Hydra with Sterak's Gage as second or third item. Purchasing order of preference is Phage into Ruby Crystal unless Volibear is super ahead then Pickaxe over Ruby is fine. Be mindful of shield break champions such as Blitzcrank's Static Field, Rell's Shattering Strike and Renekton's empowered Ruthless Predator. Sterak's Gage and Gargoyle Stoneplate shields are great against countering true damage and percent maximum health damage.
GARGOYLE STONEPLATE
The active is too good to pass up and instead of a massive health boost in previous seasons, it now grants a decaying health shield. Be mindful of shield break champions such as Blitzcrank's Static Field, Rell's Shattering Strike and Renekton's empowered Ruthless Predator. Sterak's Gage and Gargoyle Stoneplate shields are great against countering true damage or percent maximum health damage. Please note that health shields do not count as current or maximum health so they will not increase the threshold of an execute such as Pyke's Death from Below, Urgot's Fear Beyond Death, aspect of the dragon , etc. The item activation is best utilized under circumstances similar to Zhonya's Hourglass to mitigate burst damage rather than activating upon the verge of death. When shielded from multiple sources, damage mitigation is applied to the shield that will expire the soonest first, with the exception of Black Shield which takes priority over all shields.
WARMOG'S ARMOR
This is a great situational item to buy against compositions with heavy poke. The passive regenerates health when out of combat once Volibear achieves 3000 health. Since his W, Frenzied Maul, scales with health, Warmog's Armor can be even viewed as a damage item for him too. This item is also great against FLAT true damage champions or items such as Master Yi's Wuju Style, Camille's Precision Protocol, Olaf's Reckless Swing, etc., or Kraken Slayer, Riftmaker, etc. Fun fact, the unique passive is considered health regeneration, not incoming heals, so it does not interact with runes such as Revitalize.
KNIGHT'S VOW
Situational cost efficient item that is considered when Volibear falls behind. There is so much value built into this item and it is super cheap. In addition, it provides support for the team when you fall behind and have less access to gold on the map. Just remember the same champion cannot be bound by two Knight's Vow.

SILVERMERE DAWN
Have you ever needed Quicksilver Sash but did not want to build Mercurial Scimitar as a bruiser/tank? Riot heard us! This situational item is great against Skarner's Impale, Malzahar's Nether Grasp, Mordekaiser's Realm of Death, Fiddlesticks's Terrify, etc. I will usually buy the QSS component and finish the item later.
MAW OF MALMORTIUS
This is a situational legendary item that has the unique passive, Lifeline, which protects Volibear from heavy AP burst damage. Similar to Sterak's Gage, you can only have one or the other in the same game. Unlike Sterak's, the Maw shield granted from Lifeline ONLY absorbs magic damage. I will consider this item in builds against Liandry's Torment or overall survivability against heavy magic damage. Be mindful of shield break champions such as Blitzcrank and Renekton.
BLACK CLEAVER
A situational item that is useful against champions that stack armor against your team. This may happen if you have a larger AD composition. The champions that come to mind are Rammus, Sejuani, Malphite, Cho'Gath, etc. I will build it unless someone else on the team is building this item, such as a top laner, or you have a tank killer, such as Darius, Fiora, Vayne, Kog'Maw, etc. This legendary has one of the highest ability hastes in the game. I will usually build this legendary after the mythic as my preferred damage item. Synergizes well with Iceborn Gauntlet and Divine Sunderer.
NASHOR'S TOOTH
This is a situational early or late game item. Since Volibear's E, Sky Splitter, R Stormbringer and passive, The Relentless Storm, are the only AP scaling portions of his kit, I only like to build it towards end game when I am starting to max E. This item is dependent on the user landing skill shots in teamfights to get the most value. At that point of the game, you will have to evaluate if the team needs more damage. With that being said, the increases in damage, attack speed, and size of his shield is very noticeable. This item could also slot in as an alternative to Sterak's Gage or Titanic Hydra early game if your team composition is all AD.
ZHONYA'S HOURGLASS
Zhonya's Hourglass is a great option as a second to third item since it has defensive as well as offensive stats that Volibear can use. The active can make a huge difference to early to mid game fights adding to his survivability. Think of it as a budget Gargoyle Stoneplate. It also combines very well with Knight's Vow since both items are cost efficient and cheap in situations where Volibear is behind. Zhonya is most effectively used against abilities with down time before target effect. Some examples are Chum the Waters, Unleashed Power, Death Mark, etc.
HULLBREAKER
Patch 11.13, brought in an one of a kind split pushing specific item. It is usually built top lane but could be built in the jungle in special circumstances where grouping is not an option and your build allows you to utilize split push to your advantage. The gold value is in the passive so be sure you are ready to commit to the split!
ANATHEMA'S CHAINS
Patch 11.13, brought in an one of a kind suppressive item. It is very cost efficient and helps with Volibear's W through HP stacking. On top of that, the ability haste also compliments with his overall kit. This legendary will usually be followed up with resistances like Gargoyle Stoneplate third. Your binding options will usually be the enemy ADC or the fed carry on the opposing team.

BOOTS / ELIXIR
MERCURY'S TREADS
This is the boot of choice for most games on Volibear. The tenacity reduces the duration of crowd control. Volibear's biggest weakness is crowd control and getting kited by champions. Heavier AP compositions will make you lean towards this option as well. Tenacity reduces duration of crowd control (stun, slow, taunt, fear, silence, blind, polymorph, immobilizing) except for displacement (airborne), drowsy, nearsight, suppression, and stasis. The duration of crowd control can never drop below 0.5 seconds. For most champions it is not beneficial to stack more than 80% tenacity. Legend: Tenacity + Mercury's Treads provides 51% tenacity. The addition of Unflinching at full health would give 56% tenacity. At 30% of missing maximum health, Unflinching gives 30% tenacity resulting in 66% tenacity total with the above stacked multiplicatively.
PLATED STEELCAPS
Secondary option against compositions that lack crowd control or against heavy AD teams. Sometimes your build will already contain plenty of tenacity through Unflinching, Legend: Tenacity, Sunfire Aegis, and legendary items. Therefore, you could get away with Plated Steelcaps.
BOOTS OF SWIFTNESS
The third boot of choice would be swiftness boots. This item is situational. The enemy composition should have little to no crowd control or slow resistance is preferred over tenacity. Slow resistance should not be confused with tenacity. Tenacity affects the duration of the crowd control while slow resist reduces the strength of percentage slows. For example, Anivia's Glacial Storm slows for a duration of 1 second but the percentage slow is 20/30/40% per rank while in the area of effect.
IONIAN BOOTS OF LUCIDITY
The fourth boot of choice would be ionian boots. This item is situational and is one of the cheapest boot options in the game. It is a quick way to gain ability haste. I will only lean on this option if Volibear does not benefit from reduced crowd control durations or increased slow resistance. This can help achieve the "sweet spot" of 40-60 ability haste.

ELIXIR OF IRON
Elixir of choice for jungle Volibear. It provides more tenacity, health, and size. It is also great since the passive helps with team follow up. I usually recommend buying elixir prior to big fights such as Baron Nashor , pushing to end the game, or at full build.
ELIXIR OF WRATH
Secondary elixir of choice and is only reserved for select situations such as split push or if you are looking for a bit of damage and vamp. This elixir is also favored in situations where tenacity has minimal benefit and health stacking should be avoided due to Liandry's Torment abusers or percent health true damage champions like Vayne. I usually recommend buying elixir prior to big fights such as Baron Nashor , pushing to end the game, or at full build.

TL:DR


Tank Mythic: Default tank mythic on most games where you do not have a triple kill in the early game. The order of preference is Turbo Chemtank > Iceborn Gauntlet > Sunfire Aegis. Default Turbo Chemtank in most games due to the active, especially if your team lacks one. Iceborn Gauntlet is great for overall anti-kiting and anti-engage. Volibear benefits from AT LEAST one damage legendary item second or third. Sterak's Gage for anti-burst and survivability. Titanic Hydra for health stacking builds. Black Cleaver for anti-armor stacking. Zhonya's Hourglass for anti-burst and magic damage. Nashor's Tooth for attack speed and magic damage. Many people prefer Dead Man's Plate second or third as a staple but it is personal preference. Situational items after. Gargoyle Stoneplate is great for 90% of games. Elixir of Iron over Elixir of Wrath for most cases.

Bruiser Mythic: Secondary option bruiser/fighter mythic for early snowballing games and you are confident of the continual snowball. Save your Flash and R to protect shutdowns. Pick the mythic that best suits enemy composition. All squishy squish? Trinity Force. Two or more bruisers/tanks? One "super tank"? Divine Sunderer. Sterak's Gage second then situational items as stated above unless the game dictates otherwise. For example, Gargoyle Stoneplate is great against percent maximum health damage items like Liandry's Torment and Demonic Embrace, or true damage items like Riftmaker and Kraken Slayer. Since bruiser mythic lacks resistances, Volibear will be very squishy in the early mid-game. If you are the only front line or you have no engage, I would recommend a tank mythic.

Liandry's Torment is a very difficult item for Volibear to deal with. The unique passive, Torment, deals more damage based on target's maximum health. When dealing with champions that ABUSES this item such as Lillia, Anivia, Brand, Zyra, Swain, etc., you would want the least health possible while maximizing resistances but still keeping coefficients for scaling. For example, ~ 150/150 armor/MR per 3000 health assuming 50/50 attack/magic damage. Refer to the chart below for gold efficient estimations of health versus armor/magic resistance under IDEAL conditions. The chart is slightly out of date after the season 11 item rework so keep it as a general idea. These champion mythic abusers can apply constant Torment passive without any downtime. Champions like Lux and Orianna cannot abuse Liandry's Torment as easily. Demonic Embrace also has similar additional percent health damage over time. Remember to build situationally. Every game is different.

Health Versus Armor or Magic Resist: Health = 7.5 (Armor/magic resist) + 750 [Pub. 2015]

TL:DR


League is all about counterplay. Against mythic/legendary items and champions that deal PERCENT maximum health damage, you can generally reduce the amount of health stacking and increase the amount of resistances while maintaining coefficients for scaling. Reference the outdated chart above. On the contrary, against mythic/legendary items and champions that deal TRUE damage, you can generally increase health stacking because this type of damage ignores resistances. Items that give health shields successful counters both types of damages since health shields do not count towards current or maximum health.

Ability Haste Versus Cooldown Reduction

Written by Rychie

What is the difference?


Season 11, Riot introduced Ability Haste (AH) in replacement of Cooldown Reduction (CDR), providing a linear scaling model for more ability casts. Previously, 10% CDR allowed for 11% more casting while 40% CDR provided 66% more casting. Now, 10 AH equals 10% more ability casting, 20 AH granted 20% more casting, and so forth. The game no longer has a limit to the amount of AH/CDR.

How much ability haste for Volibear?


Volibear does not need a crazy amount of AH to "feel good". The reason for AH is for his W1/W2, Frenzied Maul, which is the "bread and butter" of his kit. The general consensus in the r/VolibearMains Discord, is anywhere between 40-60 AH. This can be achieved with Turbo Chemtank plus Ionian Boots of Lucidity, Black Cleaver plus Gargoyle Stoneplate, etc. There is generally no need to rush AH. His Mythic itemizations alone grants 20 AH which is equivalent to 16.7% CDR.

TL:DR


The sweet spot for many Volibear mains is 40-60 ability haste. Achieving 66.67 of ability haste is equivalent to 40% CDR on the old system. An ability haste of 80 would be the old 45% CDR. In order to reach URF level of CDR, one would need 400 ability haste. Anymore than 80 ability haste, will start to require a lot of build compromises. But, to each their own!


Volibear has one of the best early games and level 3 damage out of all of the junglers when running Press the Attack. He loses some early game potential in Conqueror and he trades damage for ganking pressure with Predator. Each keystone brings about a different mindset in initial clears. Plan out which lanes has the best opportunities for early game ganking. If there is none, opt for a 4 to 5 camp clear into rift scuttler and hover/countergank if necessary.


TOP & MID OPPORTUNITIES


Red Brambleback > Blue Sentinel > Gromp Smite >> Gank Mid/Top or Invade
OR
Red Brambleback > Crimson Raptor > Greater Murk Wolf > Blue Sentinel > Gromp Smite
OR
Blue Sentinel > Gromp > Red Brambleback Smite > Crimson Raptor > Greater Murk Wolf > Rift Scuttler


MID & BOTTOM OPPORTUNITIES


Blue Sentinel > Gromp > Red Brambleback Smite >> Gank Mid/Bottom or Invade
OR
Blue Sentinel > Gromp > Greater Murk Wolf > Red Brambleback Smite >> Gank Mid/Bottom
OR
Blue Sentinel > Gromp > Greater Murk Wolf > Crimson Raptor > Red Brambleback Smite
OR
Red Brambleback > Blue Sentinel > Gromp Smite > Greater Murk Wolf > Crimson Raptor > rift Scuttler
OR
Blue Sentinel > Gromp > Greater Murk Wolf > Crimson Raptor > Red Brambleback > Ancient Krug Smite


When moving from camp to camp, do not forget to kite to your next desired camp/spot. For example, if you plan to gank top after scuttle, kite the scuttle topside. Every second you save between camps is seconds that can be spent on map pressuring. Five camps can result in five extra seconds if kited appropriately. Also plan to use your function keys to check lane states such as pushing, freezing, or crashing. This can give you an idea on what to do next such as hovering, ganking, or counterganking.


TL:DR


Initial clear path is situational. I will usually opt for a ✨five camp✨ clear 90% of games but if there are EARLY ganking/invading opportunities I will lean on a ✨three camp✨ clear. General rule of thumb, Volibear has an easier time ganking melee versus melee lanes or lanes with follow up crowd control. Find out which lanes you would like to prioritized during "loading screen" and initial clear towards that direction but adapt if a situation arises.

EKKO
Ekko tends to be a difficult match up. Early invade and ambush if possible. Countergank and stun him before he can reach his W, avoiding the stun yourself. Avoid the third hit on his passive to prevent his moment speed. After level 6, keep track of his shadow from his ultimate. Pull dragons out of the pit to avoid the 50/50 smite over the wall.
KEYSTONE: Press the Attack > Conqueror
MYTHIC: Iceborn Gauntlet or Turbo Chemtank > Trinity Force
ELISE
Elise is the definition of “feast or famine.” She will fall off unless a lead is gained early on. Countergank her since she excels in early level three tower dives/ganks. Volibear will outscale her. Dodge the Cocoon when possible. Deep ward and force objectives when she is on opposite sides of the map. Legend: Tenacity and Mercury's Treads is very useful in this match up.
KEYSTONE: Press the Attack > Conqueror
MYTHIC: Iceborn Gauntlet or Turbo Chemtank > Sunfire Aegis
EVELYNN
Evelynn is super weak in the jungle prior to level 6. Invade and ambush her. Contest rift scuttler s. Control Wards will help deter any potential flanks mid to late game. Take advantage of her weaker early game to apply map pressure with ganks, dragons, and rift herald . Legend: Tenacity and Mercury's Treads is very useful in this match up.
KEYSTONE: Press the Attack > Conqueror
MYTHIC: Iceborn Gauntlet or Turbo Chemtank > Sunfire Aegis
GRAVES
Graves is a relatively easy matchup. Figure out which side of the map he is starting with a Stealth Ward and mirror him to prevent a potential invade. Try to ambush him when possible when he has no stacks of Grit. Countergank him and aim for short trades. His ganks are relatively easy to spot coming. If he invades, just invade him back or gank and impact the map. This is where volibear thrives better. Graves will inevitably farm faster than you but if he is the only strong member, he will not be able to carry as well.
KEYSTONE: Press the Attack > Conqueror
MYTHIC: Iceborn Gauntlet or Turbo Chemtank
HECARIM
Hecarim has a relatively weak early game. Ambush him and stun him out of his E and he will be useless. Invade him while his E is on cooldown and he will not be able to escape pre-6. The longer Hecarim is in teamfights, the stronger he is due to his Q stacking passive.
KEYSTONE: Press the Attack or Conqueror
MYTHIC: Iceborn Gauntlet or Turbo Chemtank > Sunfire Aegis
KAYN: SHADOW ASSASSIN
Kayn, Shadow Assassin, is the easier of the two forms. He is weak early game so look to ambush him in the river and countergank squishy laners. He tends to run Electrocute or Dark Harvest. Avoid his W at all cost and you should win the fight. Contest rift scuttler s. Save your stun for when he tries to escape through the wall or attempts to assassin your carries.
KEYSTONE: Press the Attack > Conqueror
MYTHIC: Iceborn Gauntlet or Turbo Chemtank > Sunfire Aegis
KAYN: RHAAST
Kayn, Rhaast, is the harder of the two forms. He is weak early game so look to ambush him in the river and countergank. He will gladly fight you for form. Avoid his W and look to burst him down. Rhaast usually runs Conqueror. Avoid stacking health. Grievous wounds are a must. Run through his Q or away. If he uses ultimate on you, run to your allies and avoid proximity to walls.
KEYSTONE: Press the Attack > Conqueror
MYTHIC: Divine Sunderer or Sunfire Aegis
KHA'ZIX
Kha'Zix is weaker pre-6 and wins all one versus one isolated fights after level 6. To prevent isolated damage and effects stay near allies or minions. He will gain a powerspike once he obtains Duskblade of Draktharr. Try to abuse his weaker state before then and countergank when possible. Do not sneak objectives unless you know where he is with deep wards.
KEYSTONE: Press the Attack > Conqueror
MYTHIC: Iceborn Gauntlet or Turbo Chemtank
LILLIA
Lillia is a harder matchup due to her mobility. She is weaker early game pre-6. Invade her when possible and countergank. Dodge her E, Swirlseed. If she uses her ultimate, Lilting Lullaby, your ultimate, Stormbringer, cancels out her sleep so try to time it appropriately. Stacking health will counter her flat true damage unless she runs Liandry's Torment and/or Demonic Embrace. In which case, Volibear will have to rely on health shields such as Gargoyle Stoneplate, Sterak's Gage or Maw of Malmortius.
KEYSTONE: Press the Attack
MYTHIC: Turbo Chemtank > Sunfire Aegis
MASTER YI
Master Yi is one of the easiest matchups. Save your Q for his W. Yi has a weak early game so invade and contest scuttles. Deep ward. The less resources available to him, the better. Countergank him once he is desperate for tempo and resources. Keep stacking damage legendary items once you have sustained a lead. Health shields such as Gargoyle Stoneplate and/or Sterak's Gage will counter his flat true damage on his E, Wuju Style. I usually lean on Challenging Smite over Chilling Smite if possible.
KEYSTONE: Press the Attack
MYTHIC: Trinity Force or Iceborn Gauntlet > Turbo Chemtank
NUNU & WILLUMP
Nunu & Willump is a tougher matchup due to his ability to spam gank. Encourage teammates to deep ward early to avoid early ganks. Invade him early on when possible to punish time spent on ganks. Otherwise, countergank if nearby and the 2v2 is favorable. Post-6 save your Q to cancel his ultimate. Avoid his E if possible to prevent his Aftershock. Phase Rush Nunu is very squishy. Do not attempt dragons/ rift herald with him alive or unzoned 100% due to his Q + smite.
KEYSTONE: Press the Attack or Conqueror
MYTHIC: Sunfire Aegis or Turbo Chemtank > Divine Sunderer
OLAF
Olaf is a tougher matchup if played incorrectly. Focus on ambushing him when he is able to stun to be stunned pre-6 or post 6 without ultimate. Proc press the attack and kite him while dodging his axes. Force him to ultimate and have your teammates burst him down with your PTA activated. Health and health shields will counter his true damage from his E, Reckless Swing. Grievous wounds will counter his W, Tough It Out. I usually lean on Challenging Smite over Chilling Smite if possible.
KEYSTONE: Press the Attack > Conqueror
MYTHIC: Iceborn Gauntlet or Sunfire Aegis > Divine Sunderer
REK'SAI
Rek'Sai is relatively easy if she eats Volibear’s full combo, having your E shield absorb all of her burst damage. Try to ambush or sneak objectives by standing still so she cannot see you through Tremor senses. Countergank. Health and health shields will counter the true damage from E, Furious Bite.
KEYSTONE: Press the Attack > Conqueror
MYTHIC: Iceborn Gauntlet or Sunfire Aegis > Turbo Chemtank
RENGAR
Rengar is a relatively easy matchup if you avoid fighting him around bushes. Sky Splitter is nice in this sense to absorb all of his burst damage if he happens to force one around a bush. Press the attack should easily burst him down. If he empowers his Q or E, he will not be able to cleanse Volibear’s Q, The Relentless Storm. I usually lean on Challenging Smite over Chilling Smite if possible.
KEYSTONE: Press the Attack > Conqueror
MYTHIC: Iceborn Gauntlet or Turbo Chemtank > Trinity Force
SHACO
Shaco can be a very annoying jungler for your laners to deal with. Place an early river Stealth Ward to watch for an invade and recall for an Oracle Lens prior to buff leash. His location can been given away in fog of war if a puff of smoke appears. If Q, Deceive, is used to enter fights, turn on him since the cool down is between 12-10 seconds. Shaco is very "feast or famine." He will try to be very active as early as possible with ganks. Countergank. Warn your laners to ward early and ward often. Shaco usually does one quadrant clear (3 camps) at a time into a gank. Counterjungle. Casting Chilling Smite prior to his R, Hallucinate, will distinguish the real clone from the fake due to the particles. The fake clone cannot use abilities and is super squishy. Once Shaco has finished his mythic, you will see a yellow border around the item when you click on him. If the yellow border is missing you know it's the clone.
KEYSTONE: Press the Attack > Predator
MYTHIC: Iceborn Gauntlet or Turbo Chemtank > Sunfire Aegis
VIEGO
Viego is very easy match up for Volibear. He has a poor early game so invade and ambush whenever possible. You should be able to outfarm him and countergank him as well especially with his W and E on cooldown. An early Oracle Lens can help track him in his E. Since he is an auto attack champion, Volibear easily overpowers him with press the attack, crowd control, and back to back W’s, Frenzied Maul. Save your R for when he uses his R. I usually lean on Challenging Smite over Chilling Smite if possible.
KEYSTONE: Press the Attack > Conqueror
MYTHIC: Iceborn Gauntlet or Turbo Chemtank > Trinity Force

TL:DR


Champion advice given here should be taken in ideal situations. Each game will be different and priorities in lane judge whether or not invading is an option. In some games, it is better to camp an enemy win condition than to invade a weak early game jungler. Always preemptively formulate a plan during "loading screen" but also be able to change the plan if situations arise. Build paths and mythic options are subjected to change depending on the final team compositions on both sides.

For more information about the intricacies of jungling such as questions to ask to yourself prior to the start of a game, micro/macro tips, matchup tips, or general points to improve on for ALL junglers, check out:


Special thanks to Kounosuke who helped tremendously with this great guide. I could not have done this without you! Banner art was done by G G and his original work can be found on ArtStation. If you appreciate the hard work that went into this guide, please give it a +1 and drop a comment. I try and stream every single day at midnight EST for about 5 hours. You can find me on Twitch or in my Discord.
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