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Spells:
Flash
Ghost
Ability Order
The Relentless Storm (PASSIVE)
Volibear Passive Ability
Intro
Im here to show you how i play Volibear The Thunder's Roar as a Tank
First i just want to say that Volibear is relatively new so i still got some testing to do, and im open for any suggestions on how to improve my guide :)
Lore :
Though the northern reaches of Freljord are some of the most unforgiving lands in Valoran, the Ursine have survived upon the region's barren, stormy tundra for centuries. As a fierce and respected warrior of the Ursine, Volibear devoted his life to the protection of his people and loyalty to his elder brother, the tribe's chief. When his brother was killed during a hunt on the tundra, the tribe looked to Volibear as his successor. It was an honor and a burden that Volibear had never expected, but he shouldered the charge with pride. However, by Ursine tradition, the tribe could not recognize Volibear as chief until he returned from a journey to the peak of their sacred mountain, a place forever shrouded in a thundering maelstrom. There, Ursine chieftains must speak to the storm itself, gaining clarity and wisdom to empower them as mighty leaders.
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
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Pros
![]() + Fairly tanky + Can jungle (but not what you are here for though) + Good chaser + Hard to get down because of his passive + Have a good slow + Got chain lightning as ult :P |
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Cons
![]() - Only got 320 base movement - Suck if played AP because of low ratio - No escape skills |
In offence I pick up improved ghost, feel free to put this elswhere if you want.
In defence I pick up some magic resist and armor to be more tanky :) I also get health some damage reduction and CDR, and picking up Juggernaut.
In utility I get improved summoner spell less death time (because im tank) and more movement speed :)
Runes




For runes I have chosen some fairly basic tank runes:
Quints
For quints I get



Marks
For marks you can go many ways, I chose Greater Mark of Desolation because I like the armor pen so I can deal some extra damage early on.
you can also go


Seals
For seals I have chosen Greater Seal of Vitality for more health late game, but you can go

Glyphs
For Glyphs I have chosen





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So thiese is the summoner spells i consider viable on any tank, I personaly go


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I start with Rolling Thunder and max it out first for some good chaseing and initiation, next I take Majestic Roar for the slow and max it second. I take 1 point in level 4 and max it last, and I take ult when i can :)
Here you have two choices, you can either buy


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I get because it get's me a nice aura that slows attack speed of all nearby enemies.
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If yes you'r going solo top if there isn't a champion that need it more than you do, like Renkton or

If you dont have a jungler you are going with a ranged champion if possible, because two melee chapions in same lane is not good.
why? if you get up against one ranged and one melee, the ranged is going to kick your ***es and thats not good.
And if there is two ranged champions take what i said above and dubble that ;)
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Early Game:
Now your role in a duo lane is enableing your team mate to get some kills, and i cant stress this enough tanks dont need lots of kills, they need assists.
I dont say you should have 0 kills, I say that you should have as few as possible.
Now if you got your self a solo lane (you lucky ***) you'r goal is to get more CS (creep kills)
than your enemy. The only tricky part is when you are solo against a duo lane.
if that happens let your jungler know you are going to need his help a little more often, and just try to get as many CS under the turret as possible :)
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Mid Game:
So you just enterd mid game, wich means teamfights are going to break out sooner than later.
This means that you have to be there to suport your team through out the fights, and this means that you are going to take as mutch damage as possible so all your squishy teammates dont die. The primary way of doing this is to be the first one to charge in (but dont be reckless) and the last to back out.
I will say that it take some games to get the feeling of when the time is right to go in and back out, so my advice would be to be just a little cautious in the begining.
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End Game
The positive game:
So you finaly reached the "end game". Your team have possibly lost some turret's and taken alot of the enemy's turrets, so all there is now is to go take Barron, (if possible and if it's warded be sure to know that you got time to kill him before enemy team arives ;) and make the final push to down the enemy nexus :)
The not so good game:
So you have finaly reached the "end game".
Almost all your turrets are down, and the enemy have only lost the first row. They even got Barron buff, and a fed carry, and all hope seems to have run out.
Now you cheer up your team and tell them that you still have a way to win ;)
That's right you still havet lost your nexus so it's not game over yet.
Now what you do is gather up all five and keep the chat running with info about where the enemy team is so you dont get ganked.
Then you take four in one lane and one in a side lane to push, the trick is for the solo guy to get to his destination a little later than you, the enemy team will then have to chose if they want to lose eather a turret or a turret, because if they end one out to the side lane then you just call out on the chat to your man to get out of there and com help, and then you are more than them, to face roll them ;)
Now if that didnt work and you got aced and losed, just complement yourself with a "well we didnt give up without a fight!" and found out what went wrong :)
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My special thanks goes to Jhoijhoi for the template (found in how to create a guide) and inspierring me to create a guide of my own, so go check out her guids they are damn good if you ask me ;)
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