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[S10]Inter arma, silent Leges - REWORKED ONE'S ROAR
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The Relentless Storm (PASSIVE)
Volibear Passive Ability
Threats & Synergies
Destroy his passive with a basic attack, dodge his Q with E, land 1-2 basics and then Q him. Keep damaging him with basics and don't be scared, you have your passive. When he drops to very low HP, use your W (increased by 1% hp your opponent is missing) and ignite if needed.
The hardest opponent for Volibear. His E will prevent your Q, his W will prevent any possible gank you can get and his Q will destroy you. Since he will most likely be playing with ignite, your passive is done. You won't even be able to farm when he's back because of his R's speed and arrival dmg. Just stay under turret and try to farm as much as you can. At level 6, flash to him, use your Ultimate and start damaging. He will use his E to get away, so keep hitting him with basics until he does that, then use your Q and go chase him.
I'm using this website for a while, and I've got a s lot of help from it.
Now, I have decided to create my first guide, so I can help others too :)
P.S.: everything underlined(like this) isURL, press it to get redirected.
Destruction, strength, and the storm made manifest, the Volibear represents the unstoppable power and fury of the Freljord itself. It was the Volibear and his demi-god kin who formed the land they called Vorrijaard long before the arrival of the mortal races. The sagas tell how he created the Five Fjords with one mighty swipe of his claws, and how his epic battle with the savage magma-serpent, Rhond, formed countless valleys and ravines. When the Volibear finally felled the beast, its blood became the first river in the Freljord, and its colossal corpse formed the Wyrmback Mountains.
In the days of the first tribes, wild magic ran rampant. The Volibear was venerated and worshipped by all, for they needed his indomitable strength to survive. Great wars were waged, and the Volibear took to the field alongside his followers, clad in rune-inscribed armor made by his brother Ornn, demi-god of the forge. At the time, the brothers’ bond was strong—they often fought at each other’s side, even though Ornn never had quite the same lust for battle. The Volibear reveled in hard-fought victories, and as ever more blood offerings were made to him, his power swelled.
In time, the Volibear and his kin drifted apart, each focusing on their own pursuits. Even so, there was no true division between them… until new ideas began to usurp the old beliefs.
Three sisters rose to power, seeking to control and impose order on the Freljord, and the demi-gods could not agree on how to proceed. A few, like Anivia, seemed inclined to work with the sisters, while the Volibear and the Iron Boar wanted to destroy them. Others would have been content to ignore them completely, since these feeble creatures would eventually die like all before them.
The Volibear looked to the most animalistic and savage of his followers, known as the Ursine. With them, he would defeat the three sisters. In preparation, he sought out Ornn to arm his warriors for battle.
But Ornn refused. He did not approve of the Ursine’s savage ways, and a terrible fight erupted between the two demi-gods. In the aftermath, the Volibear cursed his brother’s name, and cast off his rune-inscribed armor. He would fight from then on with just tooth, and claw, and might, and thunder. Far from being lessened, the Volibear found his full power was now unleashed.
With newfound rage, he confronted one of the mortal sisters who sought to steal the power of the demi-gods for herself. Before her entire army, he struck her down, blinding her—but he was unable to stop what she had already set in motion.
As the centuries rolled by, and despite the Volibear’s resistance, tribes began to venerate and worship the Three Sisters instead.
Many of the more ancient practices were forgotten. He saw tribes cowering behind stone walls rather than face the rawness of nature. He saw fields being tilled, and farmers herding cattle rather than hunting. He bellowed in fury to see great rivers dammed rather than be allowed to roar free. This was not his Freljord. The change had happened slowly—glacially—but the Volibear finally came to realize that the tribes had been cut off from the wild spirit of the land, making them frail, compliant, and soft. These weaklings had no reverence for the old ways, or old gods.
Anger and determination rumbled within him. He vowed to tear down all evidence of civilization and return the Freljord to its ancient state as a true wilderness. The people would become strong once more. He would again be honored and feared by all.
As the call of the Volibear reverberates across the mountains and plains of the north, more and more Freljordians are responding. Slowly, the old ways are being remembered and re-embraced, and his strength grows with each new follower.
A reckoning of blood awaits… and the Volibear is rushing toward it.
P.S. Did you know that Volibear, Ornn and Anivia are oficially siblings?
-> Standard Starting Items.
Tiamat is great wavecleaning item, Boots to boost your Q and Control Ward for ganking resistance.
-> Titanic Hydra is the item you need to buy first. It's a great wavecleaning item and it's passive, Crescent goes well with the Dead Man's Plate passive, which will be brought later. Spirit Visage is the item that gives Volibear's passive, Chosen of the Storm, 30% effectiveness boost and it's the second item you are going to build on Volibear, after Hydra.
Next 2 items
-> Choose one between Sunfire Cape and Dead Man's Plate, and one between Ninja Tabi and Mercury's Treads boots. I prefer taking Dead Man's Plate here because of the Dreadnought boost which will give you 60 movement speed and we need that since we have Ignite instead of Teleport, and as I already said - Crescent goes well with the Crushing Blow.
Ninja Tabi boots are OP because of the passive that blocks 12% of the damage from basic attacks. You will take it against the hard-hitting champions.
Mercury's Treads are needed if you are playing against champion you can't easily use your combo on, like Darius, Shaco..
-> Sterak's Gage is great item for Voli. You already have a bunch of health and armor, the damage is needed and also Sterak's OP passive goes well with the items we built before.
Volibear gains speed towards enemies, stunning and damaging the first one he attacks.
Volibear damages an enemy, applying on-hit effects and marking them. Casting the spell again on the same target deals bonus damage and heals Volibear
Volibear summons a lightning bolt at a location, dealing damage and slowing enemies while granting Volibear a shield if he's inside the blast radius
Volibear leaps to a target location, slowing and damaging enemies beneath him while gaining bonus health. Enemy towers near his landing location become temporarily disabled.
2. Cannot be won 1v1 early-game if played like I've told here
3. Strong passive that can be abused early on minions and late on champions.
4. Very strong early-game
5. Very fast, has a lot of escapes/catching help with Q
Triumph is great rune for every toplane champion. since you won't be afraid of 1v2 fights against your opponent and his jungler, smash them with your Stormbringer and after you take down any of them, this rune is going to heal you so you can take the other one too!
Legend: Alacrity is also a great choice for the Volibear. Since you will be playing ad-tank, there is no space for attack damage speed. This rune is going to boost it!
Coup de Grace goes well with Frenzy
I always play Demolish on Volibear, because I just keep pushing a top lane. As I already said, by minute 15 if everything goes great, you should have 2 turrets destroyed!
Second Wind is a rune great for healing.
Ignite for not having to Flash- Thundering Smash every time.
Exhaust is pretty useful, you won't have to chase the opponent with Flash- Thundering Smash combo, you could just Exhaust- Thundering Smash and save the flash for later.
Cleanse is great rune for Volibear, in early-game against champions like Shaco or Teemo, and can be useful late-game while they're not allowing you do your job.
Barrier can be useful if you're experimenting mid with Volibear or something like that, otherwise, we don't need it since we are the tank.
Teleport is pretty useful, but since we are playing aggressive, we can't replace Ignite.
Don't push. Let your opponent do that and come close to your turret. He will think that you are unable to fight him, but just keep playing like that. Wait until you reach level 3. Your opponent is coming to your turret with the bunch of minions which gives him a morale boost because he seriously thinks that 2 waves of minions can do damage to you... Ha-ha.
So, minions are damaging your turret and opponent is standing at the edge of the turret, waiting for another wave. Kill the melee minnions and then go onto ranged ones. He should be close to them. Start damaging them, and when you see him close to yourself, Q him. He's in turret zone now, and he's not going to fight you - he will start running. If he uses any dash to get away from there, stop that dash with E. If he doesn't use anything, just E him. Keep damaging him. Turret should hit at least 1 hit by now. Your opponent is on something like 50%. Keep damaging him with basics attacks, but DON'T use your W. When he drops at 40%, you are ready. W him and ignite. He has 20% now. What to do? You have your Q on 2-3-4 secs cooldown, so chase him. If he flashes, you should flash too. First Blood is needed for Voli.
Keep pushing your lane and destroying turrets. By min 15 you should have at least 2 turrets destroyed on top. Call your jungler to help you with the second.
- Don't be afraid of fighting, you have passive. Just push for the whole game.
- If more enemies attempt to take you down, use your Thundering Smash to escape.
- Thundering Smash deals bonus damage to towers.
- If you are having troubles reaching the enemy, use Thundering Smash
- Don't use Frenzied Maul unless you're 100% sure your opponent can't escape, that he's death when u use it.
- The Relentless Storm does great damage to the enemies close you're not even hitting in mid/late, so after you take down the main threat, save your Frenzied Maul for the one you damaged most with chaining ability of your passive.
- Frenzied Maul does extra damage for every 1% your opponent is missing, so use it only as the finishing strike.
- Spirit Visage increases your healing effectiveness.
This guide will be updated with every patch If needed.
Good luck in the Fields of Justice & thank you for reading..
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