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Choose Champion Build:
Spells:
Ghost
Exhaust
Ability Order
The Relentless Storm (PASSIVE)
Volibear Passive Ability
Polar Swag those clowns
Pros:
High sustain
CC combo
Does ton of damage
Great tank Chosen of the Storm allows him to survive a long time in team fights.
Ultimate allows him to imitate very well, because he can fear all the enemies, ult for some good damage, and the single out targets. He is a true monster in team fights.
Cons:
Slow, slow and still slow. Damn bears cannot do anything right.
AP Ratio is low (not worth going AP)
Full melee, so he has to get into the middle of team fights to do anything. This causes him to take a substantial amount of damage.
Easy to gank at low levels, because he does not have his health up yet.
Escape mechanism = non-existent
High sustain
CC combo
Does ton of damage
Great tank Chosen of the Storm allows him to survive a long time in team fights.
Ultimate allows him to imitate very well, because he can fear all the enemies, ult for some good damage, and the single out targets. He is a true monster in team fights.
Cons:
Slow, slow and still slow. Damn bears cannot do anything right.
AP Ratio is low (not worth going AP)
Full melee, so he has to get into the middle of team fights to do anything. This causes him to take a substantial amount of damage.
Easy to gank at low levels, because he does not have his health up yet.
Escape mechanism = non-existent
- This skill just tosses the target behind you. Use this when going into a team fight or gank. This can help position an enemy champion for a kill. Get this skill at your third level, and then do not level it up.
- This is your main skill and what you max first. It gives you a lot of attack speed, but it truly shines as an enemy gets low. It adds damage equal to 1% loss of your opponent. Frenzy allows you to basically dive towers and one shot them. MAX FIRST
- This is the skill that gives you awesome ganks. As you and your opponent are farming, this will slow (fears minions/monsters) your opponent giving you the opportunity for your jungler to gank. Take this at level two for those early gank, and then max it second.
- Your ultimate is probably one of the best initiates in the game (if your are going tanky). However, you must wait for them to be bunched together, because this will hit minions, so the closer they are the better. You will hit every enemy champion, and take a good chunk of their health.
- This is your main skill and what you max first. It gives you a lot of attack speed, but it truly shines as an enemy gets low. It adds damage equal to 1% loss of your opponent. Frenzy allows you to basically dive towers and one shot them. MAX FIRST
- This is the skill that gives you awesome ganks. As you and your opponent are farming, this will slow (fears minions/monsters) your opponent giving you the opportunity for your jungler to gank. Take this at level two for those early gank, and then max it second.
- Your ultimate is probably one of the best initiates in the game (if your are going tanky). However, you must wait for them to be bunched together, because this will hit minions, so the closer they are the better. You will hit every enemy champion, and take a good chunk of their health.
Start off by picking off an enemy champion, try for the AD or AP carry. Then, use your Rolling Thunder and fling them, immediately use Majestic Roar to slow them, and finally use Rolling Thunder again, if you did not kill them. By now they should be dead, and you have your ult to finish off the rest of the team.
Here are some useful hints while farming:
You are a melee champion, so do not extend to their turret.
Use your Majestic Roar as a new wave comes. This will fear them, and give you and your minions a lead.
Rolling Thunder can be a great way to make sure your opponent does not get farmed.
USE THAT ATTACK SPEED
Do not be afraid to be up and personal with the minions. Your passive will usually save you
Remember your passive has a two minute cooldown. Watch for it, and work around it.
You are a melee champion, so do not extend to their turret.
Use your Majestic Roar as a new wave comes. This will fear them, and give you and your minions a lead.
Rolling Thunder can be a great way to make sure your opponent does not get farmed.
USE THAT ATTACK SPEED
Do not be afraid to be up and personal with the minions. Your passive will usually save you
Remember your passive has a two minute cooldown. Watch for it, and work around it.
Just like most of the runes, the masteries are self-explanatory. The difference in the masteries depend on the role I play. I'll just list the roles, and then explain which masteries I use with that role, and why.
Tanky DPS: I go 9/21/0 for a little bit of damage, but mainly focused on being beefy and tanky. As the Tanky DPS role usually goes Top lane in our current Meta-game you want too be able too stay in the lane long, without taking much damage and lose much experience, but still deal or trade damage with your enemy, which is why I choose these masteries.
AP: As an AP caster, you want too do as much damage as possible in as little amount of time as possible. This is why I've choosen too go with a little bit CDR (Cooldown reduction) and alot of AP. Self-explanatory. 21/0/9
Jungler: As a jungler, you want too have a high amount of armor at the start of the game, so that you can finish your jungle route as fast as possible, and can gank as fast as possible. I've chosen the 0/21/9 because the Utility mastery tree gives you a longer duration of buffs, and gives more movement speed. Also self-explanatory.
Tanky DPS: I go 9/21/0 for a little bit of damage, but mainly focused on being beefy and tanky. As the Tanky DPS role usually goes Top lane in our current Meta-game you want too be able too stay in the lane long, without taking much damage and lose much experience, but still deal or trade damage with your enemy, which is why I choose these masteries.
AP: As an AP caster, you want too do as much damage as possible in as little amount of time as possible. This is why I've choosen too go with a little bit CDR (Cooldown reduction) and alot of AP. Self-explanatory. 21/0/9
Jungler: As a jungler, you want too have a high amount of armor at the start of the game, so that you can finish your jungle route as fast as possible, and can gank as fast as possible. I've chosen the 0/21/9 because the Utility mastery tree gives you a longer duration of buffs, and gives more movement speed. Also self-explanatory.
Skill Sequence is, yet again, sorted by your role. First I'll explain the actual skills:
Passive: Chosen of the Storm
Heals volibear for 30% of his Maximum Health over 6 seconds when he drops below 30% Health.
120 second cooldown
Explanation:
A pretty good passive IMO, its kind of like a mini Mundo ulti, and can bait someone into a turret dive that they don't have the dmg to pull through on,(unless they have ignite/grievous wounds)
: Rolling Thunder
Volibear gains 45% Movement Speed while moving toward enemy champions. Lasts 4 seconds.
Volibear's next attack deals an additional 25 / 50 / 75 / 100 / 125 physical damage and flings the target behind him.
12/11/10/9/8 second Cooldown
Costs 40 Mana
Explanation:
This is similar to singed's fling, and can be used for ganking and initiating, you can force a fight with it or force someone to flash away. at level 1 the bonus movement speed is greater then ghost.
: Frenzy
Passive: Volibear gains 8% Attack Speed with each attack. Stacks up to 3 times.
Active: When Volibear has (3) stacks of Frenzy, he can bite an enemy to deal (90/140/190/240/290) (+20% of bonus Health) physical damage, increased by (1)% for each (1)% health the target is missing.
Cooldown 18 Seconds
Cost 35 Mana
Explanation:
Frenzy gives Volibear a passive-like skill that, when it reaches max stacks (3), makes you able too hit an enemy once, for a great amount of damage. The stacks are lost over time, but, which this build rebuilding your stacks isn't any problem.
: Majestic Roar
Volibear deals (60/95/130/165/200) (+60% of ability power) magic damage to nearby enemies and slow them by 30% for 3 seconds.
Cooldown 11 Seconds
Cost 60 / 65 / 70 / 75 / 80 mana
Explanation:
Majestic Roar basically is an AOE slow against all kind of enemies, and it fears minions and monsters. Very usefull too initiate or too slow your enemies down. Being in a 1v1 fight with minions can give you an advantage as well, since you can fear the minions stopping them from attacking you.
: Thunder Claws
Volibear channels the storm, causing all basic attacks for (12) seconds to deal (75/115/155) (+30% of ability power) magic damage, which chains to 4 nearby enemies.
Cost 100 Mana
Cooldown 100 / 90 / 80 seconds
Explanation:
I like this ulti, it lasts for 12 seconds which is long enough for any 1v1 situation and synergizes well with on hit effects like Madred's Bloodrazor or Wit's End. It's basically an AOE ult with good damage.
Being a Tanky DPS you want too max Frenzy first, max Majestic Roar second, level Thunder Claws whenever you can and max Rolling Thunder last. Your skill order should look like this:
W Frenzy-E Majestic Roar-W Frenzy-Q Rolling Thunder-W Frenzy-R Thunder Claws-W Frenzy-EMajestic Roar-W Frenzy-E Majestic Roar-R Thunder Claws-E Majestic Roar-Q Rolling Thunder-E Majestic Roar-Q Rolling Thunder-R Thunder Claws-Q Rolling Thunder-Q Rolling Thunder
Little bit easier too see: W-E-W-Q-W-R-W-E-W-E-R-E-Q-E-Q-R-Q-Q
Being an AP Caster your skill maxing order is almost the same as being a Tanky DPS: Frenzy first, max Majestic Roar second, Level Thunder Claws whenever you can and max Rolling Thunder last. Your skill order should look like this: E Majestic Roar-W Frenzy-Q Rolling Thunder-W Frenzy-W Frenzy-R Thunder Claws-Q Rolling Thunder-E Majestic Roar-W Frenzy-E Majestic Roar-R Thunder Claws-E Majestic Roar-E Majestic Roar-W Frenzy-Q Rolling Thunder-R Thunder Claws-Q Rolling Thunder-Q Rolling
Being a Jungler you want too max W Frenzy for jungling and Q Rolling Thunder for the fling. The E Majestic Roar is just for some slow when chasing or for fearing creeps so that you take less damage. Your skill order should go like this: WFrenzy-Q Rolling Thunder-E Majestic Roar-W Frenzy-W Frenzy-R Thunder Claws-W Frenzy-Q Rolling Thunder-W Frenzy-Q Rolling Thunder-R Thunder Claws-Q Rolling Thunder-Q Rolling Thunder-E Majestic Roar-E Majestic Roar-R Thunder Claws-E Majestic Roar-E Majestic Roar
Passive: Chosen of the Storm
Heals volibear for 30% of his Maximum Health over 6 seconds when he drops below 30% Health.
120 second cooldown
Explanation:
A pretty good passive IMO, its kind of like a mini Mundo ulti, and can bait someone into a turret dive that they don't have the dmg to pull through on,(unless they have ignite/grievous wounds)
: Rolling Thunder
Volibear gains 45% Movement Speed while moving toward enemy champions. Lasts 4 seconds.
Volibear's next attack deals an additional 25 / 50 / 75 / 100 / 125 physical damage and flings the target behind him.
12/11/10/9/8 second Cooldown
Costs 40 Mana
Explanation:
This is similar to singed's fling, and can be used for ganking and initiating, you can force a fight with it or force someone to flash away. at level 1 the bonus movement speed is greater then ghost.
: Frenzy
Passive: Volibear gains 8% Attack Speed with each attack. Stacks up to 3 times.
Active: When Volibear has (3) stacks of Frenzy, he can bite an enemy to deal (90/140/190/240/290) (+20% of bonus Health) physical damage, increased by (1)% for each (1)% health the target is missing.
Cooldown 18 Seconds
Cost 35 Mana
Explanation:
Frenzy gives Volibear a passive-like skill that, when it reaches max stacks (3), makes you able too hit an enemy once, for a great amount of damage. The stacks are lost over time, but, which this build rebuilding your stacks isn't any problem.
: Majestic Roar
Volibear deals (60/95/130/165/200) (+60% of ability power) magic damage to nearby enemies and slow them by 30% for 3 seconds.
Cooldown 11 Seconds
Cost 60 / 65 / 70 / 75 / 80 mana
Explanation:
Majestic Roar basically is an AOE slow against all kind of enemies, and it fears minions and monsters. Very usefull too initiate or too slow your enemies down. Being in a 1v1 fight with minions can give you an advantage as well, since you can fear the minions stopping them from attacking you.
: Thunder Claws
Volibear channels the storm, causing all basic attacks for (12) seconds to deal (75/115/155) (+30% of ability power) magic damage, which chains to 4 nearby enemies.
Cost 100 Mana
Cooldown 100 / 90 / 80 seconds
Explanation:
I like this ulti, it lasts for 12 seconds which is long enough for any 1v1 situation and synergizes well with on hit effects like Madred's Bloodrazor or Wit's End. It's basically an AOE ult with good damage.
Being a Tanky DPS you want too max Frenzy first, max Majestic Roar second, level Thunder Claws whenever you can and max Rolling Thunder last. Your skill order should look like this:
W Frenzy-E Majestic Roar-W Frenzy-Q Rolling Thunder-W Frenzy-R Thunder Claws-W Frenzy-EMajestic Roar-W Frenzy-E Majestic Roar-R Thunder Claws-E Majestic Roar-Q Rolling Thunder-E Majestic Roar-Q Rolling Thunder-R Thunder Claws-Q Rolling Thunder-Q Rolling Thunder
Little bit easier too see: W-E-W-Q-W-R-W-E-W-E-R-E-Q-E-Q-R-Q-Q
Being an AP Caster your skill maxing order is almost the same as being a Tanky DPS: Frenzy first, max Majestic Roar second, Level Thunder Claws whenever you can and max Rolling Thunder last. Your skill order should look like this: E Majestic Roar-W Frenzy-Q Rolling Thunder-W Frenzy-W Frenzy-R Thunder Claws-Q Rolling Thunder-E Majestic Roar-W Frenzy-E Majestic Roar-R Thunder Claws-E Majestic Roar-E Majestic Roar-W Frenzy-Q Rolling Thunder-R Thunder Claws-Q Rolling Thunder-Q Rolling
Being a Jungler you want too max W Frenzy for jungling and Q Rolling Thunder for the fling. The E Majestic Roar is just for some slow when chasing or for fearing creeps so that you take less damage. Your skill order should go like this: WFrenzy-Q Rolling Thunder-E Majestic Roar-W Frenzy-W Frenzy-R Thunder Claws-W Frenzy-Q Rolling Thunder-W Frenzy-Q Rolling Thunder-R Thunder Claws-Q Rolling Thunder-Q Rolling Thunder-E Majestic Roar-E Majestic Roar-R Thunder Claws-E Majestic Roar-E Majestic Roar
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