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Choose Champion Build:
Spells:
Flash
Heal
Ability Order
The Relentless Storm (PASSIVE)
Volibear Passive Ability
Introduction
Good day my friends! And welcome to another guide made by yours truly, this time on our favorite fluffy bear



Volibear Champion Spotlight:
Credits to jhoijhoi for the template, which you can find here.
spaaaaaaace |
Pros
+ High durability + Huge nuke from ![]() + Brutal ganks + Has many build paths + Great sustain through ![]() + Not damage-item reliant |
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Cons
- Easily harassed - Cannot fully fulfill the tank role - Does not have a proper gap closer - Lacks damage late-game if ![]() - Burst damage can negate his passive - Cannot stick to targets properly |




















TANK:






This setup will give me lots of damage early game, synergizing with

Greater Mark of Attack Damage: You get AS from
Frenzy so this will capitalize on that.
Greater Seal of Armor: These runes will help you become durable against AD champs.
Greater Glyph of Scaling Magic Resist: These runes will help you become durable against AP champs.
Greater Quintessence of Attack Damage: Same reason as above.
I take these two spells most of the time. There were not much moments where I had to change these pairs.




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Flash![]() Pros: + Versatile + Helps you escape + Closing gaps Cons: - Short range - Countered if enemy has ![]() |
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Heal![]() Pros: + Great synergy with ![]() + Enables panic defensive options + Able to save teammates Cons: - Does not heal for much early on - Countered by ![]() |
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Rarely have I ever taken











Take



Good spell if you want to have more offensive options, or if their team have lots of heals. Feel free to take it.
-
Chosen of the Storm:
When Volibear's health drops below 30% of his maximum health, he will heal for 30% of his maximum health over the next 6 seconds. This passive effect has a 120 second cooldown.
"Trust your instincts."
This is a great ability for healing and lasting longer in fights. This just makesVolibear very effective when getting health items. Unlike champions like
Udyr who prioritizes resistances,
Volibear prioritizes health. This will save you in many situations as you will heal for 30% of your health when near death.
-
Rolling Thunder (Q):
For the next 4 seconds, Volibear will gain 15% movement speed. If he is moving towards a nearby visible enemy champion, the movement speed is increased by 45% instead of 15%. Additionally, Volibear's next autoattack during this time will deal 30 / 60 / 90 / 120 / 150 bonus physical damage and will fling the target behind him (300 units).
"To war!"
This skill will help you in initiating, escaping, ganking, and assisting teamates. Similar toSinged's
Fling,
Volibear can use this to his favor in many ways. When ganking always remember to activate this near the brush, but not entering it, to avoid wards easier. Use in conjunction with
Sky Splitter for better results.
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Frenzy (W):
Passive: Volibear temporarily gains 8 / 11 / 14 / 17 / 20 % bonus attack speed after an autoattack. This bonus stacks up to 3 times and lasts for 4 seconds.
Active: While Volibear has 3 stacks of Frenzy, he can activate this ability to bite a target enemy. The stacks won't be consumed. The bite will deal 80 / 125 / 170 / 215 / 260 (+15% of bonus health) physical damage. This damage will in turn be increased by 1% for every 1 % of the target's missing health.
"Let none survive."
The bread and butter ofVolibear, don't underestimate it. This will give you lots of damage without items, and it makes stacking health very rewarding. You can execute people easily with its active. However, try not to stack it too often and it will lead to pushing your lane, making you vulnerable to ganks.
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Majestic Roar (E):
Volibear lets out a powerful roar that deals 60 / 105 / 150 / 195 / 240 (+60% of ability power) magic damage and slows nearby enemies by 30 / 35 / 40 / 45 / 50 % for 3 seconds. Minions, monsters and pets are feared for the duration as well.
"Tremble at my roar!"
Compared toVolibears abilities, this is a great utility spell for him. It can assist you in ganks or when assisting teammates, 50% slow is quite a lot. There isn't much to say, this ability is basic.
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Thunder Claws (R):
For the next 12 seconds, Volibear's autoattacks will blast his target with lightning that will bounce to up to 3 nearby enemies. Each bolt of lightning will deal 75 / 115 / 155 (+30% of ability power) magic damage and will only hit each target once.
"The thunder calls."
This skill is an awesome steroid that will allow you to deal damage without items. Activate this only in fights, often using this in skills will lead to diminishing results as the enemy can simply walk away when you've used your ultimate. This way he has successfully baited it and you will deal less damage. Also, the AoE is good for destroying groups.
For Tanky DPS, we max:
Stormbringer first for more damage, since it is your ultimate.
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Frenzy second since it gives you lots of damage, and it will enable you to build tankier.
Thundering Smash third for the decreased CD and more damage.
Sky Splitter last because utility is not your priority as Tanky DPS
Volibear.
For Tank





Generally as Tanky DPS


-
: // These combined with your health pots will ensure you safety from ganks, skillshots and harassment. I sometimes start
Cloth Armor against a tough opponent like
Lee Sin or
Renekton.
-
: // I prefer to build this straight after my boots as it gives a lot of early health to help with your passive and
Frenzy , while giving you some more tankiness. This will be built into a
Randuin's Omen later on.
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: // This will increase your damage output by a huge amount and will give you lots of magic resistance. Rush this often even against an AD top, the main component of this item is the damage.
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: //
Phage will give you some much needed sticking power and extra health for tankiness. I rarely ever skip this item as
Volibear, you really need the sticking power as your CC skills have high cooldowns.
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: // Get these boots, as
Volibear has no natural tankiness and thus is vulnerable to CC. The CC reduction and magic resist combined will enable you to be extremely durable. You may consider a
Ninja Tabi here if the opponent is dominant with AD/Their carry is fed/You think you lack armor.
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: // Your first big item.
Warmog's Armor is a core item for
Volibear since his skills focus on health, and this item gives the most health possible in the game. You will be deceptively durable with this item and you can start bursting people at 800 health if you are fed enough.
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: // Combined with
Warmog's Armor is every Tanky DPS' dream, to be able to dish out huge damage while tanking the same. This item will give you around 45-55 AD and the armor and it chance is just icing on the cake. You can consider getting the
Chain Vest earlier before you finish
Warmog's Armor, but make sure you have a
Giant's Belt.
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: // Build your
Heart of Gold into this afterwards. You should be late into the game now, and
Volibear must aim at the enemy carry. Since you will get focused when diving, this item is a lifesaver. Simply use the active on all 5 of the enemy team and you can start tanking everything. I always build this, as late game AD carries are extremely threatening if you do not have the tankiness to back you up.
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: // Consider these two items before building into them. If you need more tankiness or extra CC, build
Frozen Mallet. If you're dominating the enemy, build
Trinity Force.
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: // Refer to the above text.
- philosopher's stone
: // I really like to build these two gold generating items to help me get to my items sooner and gain more gold since Tank
Volibear has trouble farming later into the game.
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: // Refer to the above text.
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: // Your first big item. This item will solve your sustain problems and will help you disengage or initiate very easily. Mandatory on Tank
Volibear.
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: // Your second item would be an item that gives your good resistances, which would be
Aegis of the Legion. I just love this item because it gives you so much stats for so little, and you get to help out your teammates with the aura too.
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: // I always get this item because it gives you much needed CDR and armor. The best part is that it slows the enemy attack speed when they stay around you, which can be detrimental to their AD carries. The CDR can help you peel more since you can spam
Thundering Smash.
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: // Getting a white cape here will be all you need against enemy casters. It would also be a good time to build your turtle shell into a
Randuin's Omen. This item is just a dream come true as you can immediately slow everybody when you initiate. You can also shut down the enemy carry as they have a chance of their attack speed being slowed when they attack you. Combined with
Frozen Heart, the reducing is deadly.
-
: // To top off your build, finish the cape with a
Force of Nature. The magic resist will ensure that you will survive very well, and the health regen (both the stat and the unique passive) synergizes so well with your
The Relentless Storm.







As Tank







You're also a great duelist at this point, try to pick a fight and kill them.
As Tank







Also, always stick with your team as losing a teammate can often lead to the enemy getting baron, pushing a few towers, destroying some inhibitors, or even a win.
As Tank




During Teamfights, analyze clearly, what is the most important objecive? Often I find myself peeling for my carry. However, different situations call for different solutions. Some cases:
Example 1: You just initiated, the enemy team is in a mess and are running for it. Immediately activate

Example 2: You are behind, the enemy just initiated and your team is running for it. Stay near your squishier allies and fling any targets who are attack your allies. Slow the frontliners and run with

Example 3: You are in an even teamfight, and you notice one of your carries are being dived. Fling the most threatening target away from your carry, and


Needless to say, it's important to judge situations based on what's happening.
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