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Volibear General Guide by RunningHoe

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League of Legends Build Guide Author RunningHoe

Volibear Jungle S4 - How to gain freelo

RunningHoe Last updated on September 10, 2014
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 6

Legendary Guardian

Defense: 21


Utility: 3

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My name is RunningHoe and welcome to my guide to Volibear jungle season 4.

I have decided to make a jungle guide for Volibear because in my opinion, he is a very strong jungler and can help your team win game very easily with simple good ganks and good decision making skills but sadly, he is underplayed.

After reading this guide, I hope you all will play volibear more often at a higher skill level.

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Pros / Cons


Naturally Tanky
Good source of damage with bite
Hard to kill with passive Chosen of the Storm
Strong ganks
Good amount of crowd control from Q ( Rolling Thunder) and E( Majestic Roar)
AoE Slow

Easily kited
Ignite renders passive almost useless
Cooldown and spell dependent

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Greater Mark of Attack Speed

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Movement Speed

3x Greater Quintessence of Movement Speed for stronger ganks and easier to roam
9x Greater Mark of Attack Speed for faster clear in the jungle and goes well with Volibear's W ( Frenzy) and Ultimate ( Thunder Claws)
9x Greater Seal of Armor and 5x Greater Glyph of Magic Resist for more resistance against jungle creeps
4x Greater Glyph of Scaling Magic Resist for some protection against enemy magic dealers when ganking to reduce damage taken and easier transition into mid/late game

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Playing Volibear is basically like "risk it to get the biscuit" playstyle. In league terminology, this means that you would be roaming more than compared to farming the jungle ( Volibear is not good at farming the jungle as his clear time isn't very fast) and pulling off good ganks will reward you greatly, but failing would make it quite hard to come back. We take 6 points in offense for just enough clear speed in the jungle and to have some sustain, while taking 21 points in defense as you will be looking to set up kills and gank a lot (meaning more likely to dive players under tower) and 3 points in utility to make it easier to gank (the faster you can roam, the more places you can be at or enemies will have lesser chance to escape you

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Summoner Spells

I run Flash and Smite for volibear jungle

Flash because it is a universal OP spell that can help in securing a kill or getting out alive
Smite because you are jungling, so you will need this to clear jungle buffs, secure baron / dragon

Other plays run Ghost instead of Flash on volibear. In my opinion, I think this is really up to you. However, my advise for taking Ghost is only when you know that for sure you will snowball/get kited/have an easy time in game.

Note: I do not take Ghost on Volibear as I feel that he has enough movement speed with Rolling Thunder and Boots of Mobility combined

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Skill Sequence

There are two different ways to level your skills when playing Volibear jungle:

The first way is what I call "team-player" where you give the kills to your teammates and take the assists instead:

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This method of skill leveling would mean that you rely on your teammates to win you the game (in short, ensuring that you get carried). Prioritize your E Majestic Roar for efficient ganks since Volibear's E slow scales per level, giving you a 50% slow at max level. I highly reccommend you use this first methodONLY if you trust your team or you are with a duo-q partner that you trust/can rely on. Therefore, if your team starts to fall off mid game throwing your lead you gave them, most likely you will not be able to do much or have a lot of impact as your dps is super reliant on your team

The second way is when you snowball as Volibear and gets super fed (being able to crush anyone in your way) and takes the kills instead of giving it to your team:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

For this skil leveling, our priority is to max out R ( Thunder Claws) > W ( Frenzy) > E ( Majestic Roar) > Q ( Rolling Thunder). The reason for this is simple: you got fed from the kills that you got from the ganks you made and to be able to keep having an impact on the game (assuming the enemy team doesn't surrender) whilst transitioning into mid game, you would need to be "dominating" hence, you max out your W Frenzy as this will give you tremendous amount of dps even though your build is tank/offtank

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Jungling/Ganking Route

Start your jungle buff that is closest to your bot lane (This is for first 5-6 levels)

    Wraith camp
    Gank top/mid/bot
    Golems (only with smite so you clear it faster and lose lesser health)

Wraith Clearing

Ganking Notes

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As a normal jungler, start with Hunter's Machete and 4 health potions along with a Warding Totem.
After first back, you should have enough money for a Quill Coat, Boots of Speed, Vision Ward and a Stealth Ward. Sell your Warding Totem for a Sweeping Lens.
Through the course of early game, you should know what type of build you are going to build (1,2,3 or 4):

Build 1
Spirit of the Ancient Golem + Warmog's Armor + Randuin's Omen + Locket of the Iron Solari + Spirit Visage
When you are up against a balanced team, with both AD and AP damage dealers

Build 2
Spirit of the Ancient Golem + Warmog's Armor + Randuin's Omen + Locket of the Iron Solari + Thornmail
When the main threat is AD based or when their team is full AD with no or little AP dealers

Build 3
Spirit of the Ancient Golem + Spirit Visage + Randuin's Omen + Locket of the Iron Solari + Wit's End
When the main threat is AP based or when their team is full AP with no or little AD dealers

Build 4
Spirit of the Ancient Golem + Trinity Force + Randuin's Omen + Zephyr + Banshee's Veil
When you are snowballing and you are your team's carry.

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Team Work

This happens usually during a baron / dragon fight or during mid-late game. Your main job is to keep your AP/AD carry alive depending on which one is more valuable but try to keep both alive even if it means you have to die for them. If you are to initiate, aim their carry, charging at them with your Rolling Thunder and CC them down with your AoE Majestic Roar. Also remember to use your ultimate ( Thunder Claws) during the team fight as it is an AoE spell/on-hit effect.

After you initiate, remember to peel for your AP/AD carry and use your Q on whoever gets too close to your carries. Do not, I repeat, do not go full ham and leave your team behind trying to chase their carry whilst being constantly kited. This would just ensure that you lose your game

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If you managed to read all the way down here without leaving, thank you for taking your time to read my guide. I hope you have understood Volibear jungle playstyle better and will use it to your benefit especially in ranked queue.

Your suggestion or comments are welcomed and needed :)



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