Volibear Build Guide by Zefirez
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes: Default setup
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Ability Order Execute path
Threats & Synergies
On one hand cow is a very diffucult opponent. His all in is lightning fast and it's very hard to stop it in mid-dash with majestic roar. He also provides his adc with big sustain via passive. That being said, his cooldowns are brutal, mobility pitiful and autos weak. If they don't get a kill on your adc pronto, they're in deep shit. I recommend going ham on adc, unless you need to peel ali off to save yours from gettin trampled. Jungler ganks are also nice, as ali sucks at running away, and once he blows his load on engage, he's just a big hp punchbag that can't do jack.
She's a walking ranged slow machine. Stack up on slow resist - swifties, unflinching rune, mikhail's crucible, consider twin shadows to even the score.
He wants to see the world burn, including forests which include bears! Generally he's a nightmare to any and all tank supports, due to massive max % hp shred on his passive and anti-team ult that bounces between targets. Key to fighting his guy is avoiding his skillshots and then hard engaging and killing him before he kills you. His only stun (the simple fireball shooting in a line) will not work if he didn't hit you with another spell first and you're taking damage over time from his passive as result. Also it's a skillshot that can be blocked by minions. If he failed to do land and stun you - that's your que to engage! As for items - Mercury Threads, Adaptive Helmet and/or Locket of Iron Solari recommended. Also keep in mind, that unlike most tanks (which he is not btw), Voli sports very high base movement speed - in trained hands this can lead to many missed skillshots on Brand's part!
Jumping his adc means nearly guaranteed stun and punishment so not a fun lane for Voli. On the other hand you can mess him up in variety of ways yourself. When he tries to shield his adc from incoming fire - you can flip him out of the way! You can interrupt his dash to adc with your roar. And just when his adc was getting comfy behind Braum's shield - your Thunderclaws can use Braum himself to kill his adc by arcing thunder off him!
Ugh, PETA needs to hear about this! Beartraps!? Nets?! Long barreled weaponry? Does she have licence for all that?? Jokes aside she is very good at zoning and as a result greatly reducing your pathing options for an engage. Which usually means a net in your face and a headshot right after. On top of that she loves to stay waaay back which makes is all the more harder to engage. That being said this makes her very vulnerable to ganks. She loves to push and If she's putting all her steam on keeping you at bay, jungler will have easy time jumping her.
Draven lane is almost always dangerous and most of the time first kill decides most of the game. Good thing flinging enemies into your own tower is a tried and true way of ensuring who gets it. Play passive, let Draven push, then as first sight of a mistake punish his ass. If you got a good jungler, you can ask for a gank. Killing Draven before he gets a kill himself is paramount to shutting him down for a long time!
She's the queen of peeling, while you're a hard engage bear that needs to run up into melee range to start his attack. Obviously you'll be on the receiving end of things, as she'll make it near impossible to get anywhere near her adc. If you still want (or have to) bear this lane - grab cleanse, pick anti kite runes i provided and aim to build swifties (slow resist), and mikael's crucible or quick silver sash for self, along your regular tank items. Getting help from jungler would be golden.
Never stick your teeth in crazy. You might catch it yourself! She's fairly immobile (unless she gets a takedown or a structure goes boom!) so she's a great bearsnack. But don't get tazed bro! Her zap slows and hurts, and stepping into chompers is a royal shame..
Go ham on adc they said, it'll be fine they said!! Kai'sa is a rare case of adc with good mobility and strong burst that can turn the fight around. The problem here is not catching kai'sa (bit problematic with supercharge, but nothing major), but winning the fight once you do, given she has her ult and upgraded icathian rain. When you engage be sure to be in top form, this is not one you can do at half health and expect your passive to save you.
Really annoying lane. You can peel her off just fine, major Kudos if with you do it with Majestic Roar stopping her mid dash. Problem is she can just as easily peel you off, as you need to run up to her adc, which means nearly guaranteed q stun from her. As for her ult consider building Mikael's Crucible to free your adc while keeping distance from it yourself. Domination rune Ingenious hunter highly recommended if you go that way.
Lulu is a particularly nasty case of support to deal with. She is extremely profficient at stopping single targets or protecting single targets. Which means in laning phase she can be a real nightmare, and Voli is all about winning the laning phase. Cleanse and anti-kite runes highly advised, along with merc threads and quick silver sash or mikael's crucible down the road. While very potent at keeping you at bay, a visit from jungler can mess her up. With her very very squishy hp pool she has no room for mistakes, and her kit isn't so great when fights start go post 2v2 stage. The more the less marry for her. All that being said....you won't be seeing much of her in low elo, even in gold i hardly ever see her. Thus the 4 rating and not 5.
These days you can't go into a brush looking for some berries without stepping into one of these... Ok here's the plan: you grab cleanse, and anti-kite runes i provided. When she uses up her E (the aoe slow field) you run at her like a wild bear for a full engage. If she snares you with q, insta-cleanse and show her who's the bigger bear! If she flashes - you won, cleanse has lower cd then flash. And jungler will be most pleased. Just keep in mind to avoid lining up with adc. It'll suck if you engage, while adc is still snared miles behind you!
Both of you can really mess another up. Her slows, movement speed and poke are no jokes. You on the other hand can really do a number on her ult with run in and cc interruption followed by scenes of vicious animal attack!
She blackshields herself or ally? You can change targets as you chase and flip them. Hoever getting rooted is no fun, and being melee you're sitting duck for Morg's adc and her own abuse..
Nami's quite broken vs some engage supports, but you're not it. She has no slows, and her bubble needs prediction. Actions that root you for a while are perfect for her. Too bad for her that's not how Voli rolls! With your q charge you can be unpredictable, changing pathing mid chase and still catch'em!
Freelo. Run at her with your q, and just as she pops her spellshield thinking she made a play, roar it off and flip her. She'll burn a summoner, or burn in hell!
Normally little is as scary for engage tank then seeing Tahm in his lane. He will stack his passive on you or adc and then start doing brutal damage and eat or stun you. But much like with Braum, you have ways to make his life miserable too. Tahm is all about his devour. Playing around it can net you some nice results. He ate his ally? No better time to go for a flip, pulling both of them away from safety! He is chasing you or your adc? Roar at him making the chase unbearable under your slow (he can slow harder then you, but he has no speed ups like you!) If Tahm goes for slowing power first (Tongue lash) his devour will have insane long cooldown - after he uses it you got a big fat window to engage on adc! Ps. His ult channel can be interrupted with damage!
A very fun, skill matchup. She's notorious for her rocket jump, but your roar can stop it dead in tracks. If you're good at stopping it, she'll quickly burn her flash, ult and lane is yours. Play it poor and you're cannon fodder!
Your bane. Excellent at peeling, can lantern his adc, hook you into their tower or away from yours. Every anti-cc in the book is welcomed and getting massive movement speed will help dodge hooks. But generally if you see enemy thresh before you pick, pick something else.
Late game she may be a 1v5 monster (one of reasons you grab ignite btw), but early she's weak and guess what? She has to get to her late through YOU. Not the most fortunate of fates! Her early condemn has 22s cooldown. Bait it out by chasing her (to peel you off) and she'll be in deep trouble in roughly 10s when q is up again. If you're lucky you can roar her tumble off for extra damage and instant stop. After that you know the drill - flip her, claw her face off, bite her in the ass, and have her lose some weight by doing runs from base to lane! Her ult is a pain, but you can just run away. She excels at chasing, true, but you're faster then most tanks + your annoying passsive and tower not being that far off in laning phase can end in her walking away with nothing. You're all about crushing your lane, and she's all about late game. You do your job right, she won't get a chance to do hers right!
Early game he's just a small demented bastard child of failed genetic experiement involving Lord of the Rings' Sauron, Harry Potter, a really really ugly Yordle (heimer?) and the mandatory unwashed, overused test tube. And then later on he one shots people with 2k ults. Not to mention the dreaded cage that covers more land mass then Jabba the Hutt. This last part is especially unbearable. Dr Grizzly's recommendation: "Don't get caged like so many brother bears, and at first chance, jump on it, maul it's face and bite the head off!" (not necessairly in said order). Also the faster you end the game the better, cause we all know what happens late game when Veigar was left alive too long...
Major pest. She can root you, and her plants can slow you and deal massive damage. Stomp her seeds when you can, auto her plants (one aa is enough if they're not ulted), build mr. Adaptive helm is justified.
The one support that can outduel you damage wise. One does not simply go duelling vs Taric. Even 2v1 vs Taric can end up being his double kill. His two weakspots are his mobility and mana pool. Taric fights (and stomps) you when you let him. Key to winning with him is to not let him get into melee with you or your adc - except for his stun with a huge tell, he has no natural way of gapclosing and staying on you, while you have tools to stay away from him. If he is going for a stun you can try to flip him or his adc to make one of them miss, still the other will be hard to stop. Your best chance however is him burning his mana pool. When he has to heal his adc, his mana pool will burn like a forest. Once he depletes it (very easy in early game) it's practially a 2v1 for you. Beware however, as late game Taric is an absolute beast and you can forget about mana pool leeways once he gets his items. Due to his ult, if things get to late game, your team has two choices - go for splitpushing, trying to separate his team and avoid 5v5, or get stomped.
Most disgusting matchup. At least with Thresh or Taric there is some degree of planning and outplay potential. This guy just throws his q at your (movement speed steal) and walks away happy. Then at 6 gets the infamous ult and it's sick damage, sick ult, sick tankyness... if you got stuck with him, mikael's crucible is a justified purchase. Mercury Threds or swifties are also ok. Hexflash another good pick. But still just plain disgusting.
Offense-wise it's golden. She slows them - flip secured. You flip'em or slow'em - infinite slow from her aa. But your peeling while strong, is still below the top tier peelers like Alistar, Tahm kench or Lulu.
She needs an early game lead and that's what Voli does best. ...Or would do best, if there wasn't such a gross anti-synergy between the two. She wants to hard-shove wave, and poke/siege their tower, while doing sick damage once her support immobilizes the enemy and she can go wild with trap->guaranteed combo. Too bad voli's style and needs are the exact opposite to all that. She needs poke and immobilizing cc? Voli's got none of that. Sieging tower is also not Voli's idea of fun. He wants to chase and catch enemies. None of that happening if they're hugging their tower 24/7 because Cait just won't back off... Not to mention Cait isn't very mobile and voli's chases can be long - it's not too hard to end up being 1v2, because she coudn't catch up!
A complete mismatch. He wants a farm lane while you're there for early aggressive action. He doesn't need your peel or engage, he needs waveclear help and maybe poking.
Her synergy with Voli is great if we're talking attacking. Her long range slow can set up his flip, and once flipped her chompers can hold the enemy down. If she gets a takedown, her passive will make sure she can catch up to the other enemy laner that voli is probably also chasing! Problems appear if you're on the receiving end. For adc the best tool to survive is mobility and without scoring a takedown Jinxy has none. She can try to peel for herself, with her cc, but being able to simply run away without bothering about any skillshots, is much safer and something Voli's top lane partners enjoy, unlike Jinx.
Your fling and roar displacements can really mess up his attempts at rooting enemies. On the other hand, your good engage with high mobility to return and peel when needed are benefits to his immobile laning.
She loves engage supports, especially high damage onces since too many Kalistas build attack speed or hybrid items (BotrK) first. Her ult solves your issue of being kited and once you're on them, they're not leaving in one piece!
He's aggressive, you're aggressive. He's short-ranged and can dash, you can chase and flip enemies to bring the fight to him and give him nice room for follow up chase. Good combo.
Bit dicey. She can set up easier flings with her aoe slow from Make it Rain!, and her Strut let's her keep up with you both when chasing and escaping. Her ult however loves long lasting, immobilizing cc, while what you have are just displacements, that can give very varying results - from flipping enemy that was trying to escape back into her ult, to saving them or flipping a strong enemy into your mf! You really need to watch what you're doing there!
Similar to Trist, she has tools to keep herself safe and move fast if needed, letting you do what you do best - being an aggressive bear!
You both have mobility and peel - you don't have to suicide to secure her escape and she will keep up with your chase to start shooting the moment you start flinging!
GOOD Vayne will have great time with Voli. Her early is weak, yours is strong to make your lane a threat early. She loves long chases, and that too is your forte. Your fling lets you position enemies for wallstuns and both of your kits together make for very strong peeling (condemn + tumble with your flings and roar).
Rat usually needs just about anything a support can offer, and your offer is not versatile. You can get him nice early kills with your engages and peel off threats while he pops his q to dissapear, but your ability to protect him is limited.
While your strong early damage can get a snowball going, above all else Kog needs a protective support that will stick with him. Meanwhile Voli likes to chase enemies at speeds impossible for Kog to catch up with, and while not without tools for peeling is certainly not a champion dedicated to protecting squishy teammates from getting dived or poked out of game.
Wombo - Combo. You two synergize on every turn. In lane you're both after the same thing - melee rush in and kill. You both are also quite safe when played right (passive shield +dashes + windwall and your q movement speed + roar + passive healing). He can ult off your flip, and you can peel for him when there's nothing for him to dash out on. For you, his windwall can stop some ranged abuse, especially slowing projectiles that would shut down your engage attempt. You are an early game powerhouse that will fall off later, he is a late game hyper carry that needs early snowball to take off. Unconventional to be sure, but it can really work on so many levels!
Champion Build Guide
Volibear Support - overbear your enemy botlane!By Zefirez
For those of you unfortunate inferiors who do not speak bear, a rough translation:
I'm currently a
The guide is in-depth, it's best part being synergies & threats - check the section out, each champ there is provided with some explanations.
Also pay attention to runes and spells - there's more then one set! Success with Voli support leans heavily on proper preparation for unfavourable matchups.
Now if you're ready, it's time to learn how to bear your bear to overbear the enemy!
Enter volibear - the juggernaut support that sports tankyness, mobility, high damage and well balanced, respectable cc, that is equal part good at engaging as it is at peeling threats off.
Tank or juggernaut - choose your own path, but know this guy is here to stomp his lane, make kills happen and finish the game before it turns into post 40 min clown fiesta!
+ good early damage
+ solid engage and peeling (especially vs enemy dashes)
+ good mobility
+ low mana costs
+ passive that baits enemies into bad trades
+ better at escaping then most tanks (read: not feeding)
+ easy to learn with simple, straightforward kit
- no 5v5 teamfight ult
- no heals, shields etc utility for adc
- no ranged engage - you have to run up to them
- not as tanky as pure tanks (no shield, no resistance buffs)
- enemy slows can really make your day rotten
- easy to get on adc's bad side (non-meta, easy to ks them, not a carebear support)
Well, in general your role is be the aggressive tank (although you're actually a juggernaut) support, that provides engage, damage and peeling for your adc and later other teammates. Your main job is to make kills happen and wreck their tower with your Demolish rune. The main difference of Volibear support vs more classic cc supports like Leona or Nautilus is that while your cc is not as potent as theirs, you have good mobility they lack, and much more damage as you level your skills allowing you to make some riskier plays.
Level 1 jungle invades:
This is the very reason you start with q. Voli has solid presence in level 1 teamfights, being able to pick off a target with his flip, or peel an enemy off with it, saving allies from giving first blood.
Moreover because of unpredictable nature of your cc (you can change targets at the very last second) if enemies are afraid of your team and then a rabid volibear starts chasing them down, a lot of flashes can happen! Most of regular skillshot cc would probably get only one if at all.
Voli shines in early game and it is at that time you should seek opportunities to get off a good engage and get kills for your adc (or self if "accident" happened, har har!). Generally your job is to stomp that lane early and start a snowball, as this "tank" has some big nasty teeth and numbers to back'em up.
That being said remember that you're a melee support, that has to literally run into their face to get his cc off. You need room to start chasing them and eventually catch them! So camping enemy tower is a waste of time and potential kills, while making yourself easy pickings to enemy ganks from jungler and/or midlaner.
Shove waves into their tower only when you won a fight and want to take that tower or drake, or if you're getting major support from other teammates for full team lane push!
Also remember the golden rule - dying is more damage to your team, then getting a kill is good! Looking for aggressive plays and kills is Voli's forte, but make it a habit to do it when opportunity arises, and not blindly!
Early game Blitzcrank missed a hook? Good, now's the time to look for engage. Leona landed her e, but her adc is way back or low on hp? Yup, time to go to town on them!
Tresh is just calmly sitting on his adc doing nothing? STAY BACK. Engaging is not everything you do, you can also peel. Sometimes it's better to stay passive and just be threat enough so the enemy don't try to go ham on your own adc. These things will come with experience, just be aware that forcing engages at all costs usually ends up with someone getting a new bear rug..
You're a big, mean bear, and if you played it right with the rune setup I provided enemy tower should be down, and your botlane won. If not , that's a setback but not the end of the world.
If your adc is fed (ty Volibear support!) then just stick with him and help him get objectives, push lanes or assist in teamfights - your damage is no joke if you're not behind and together with fed adc you can really do a number on them.
Contrary if your adc fed hardcore and is generally useless - don't waste your time and life on them - go help other teammates. Your strength is chasing enemies, making picks with your flip, peeling dash champs off allies and commiting damage to team fights. Oh and not so honorable but...making escapes where other tanks would surely die.
Generally this is the time you should think about closing the game, as late game is not as kind to Voli as to regular supports (no 5v5 mass cc ult). By now you should have your support item, boots and first tank item fully completed, and now is the time to ask yourself what's next?
Check both team's stats, gear and champs before making the call. If you got good damage dealer on your team that is not feeding, consider going further tank to soak up damage for them while they dps. If your team is a bunch of monkeys that sit in the jungle instead of pushing their lanes - Titanic Hydra + leveling Frenzy earlier may be the answer. If you're not concerned with waveclear, but want more damage under belt + more sustain for duels and taking towers - Sterak's Gage is the answer.
The good thing about Voli is that you aren't ball & chained to your adc's failure or success - later in game if you yourself did good vs **** adc, you can take matters into your own hands, to a degree. Far bigger one at least then most tank supports or enchanter supports!
Well if things got here, you goofed. Or your team goofed. This is not the best scenario for Voli. If you played good, got kills, and didn't feed much - you should be quite tanky/juggernauty and able to soak up a lot of damage.
Sadly other then that you don't have great 5v5 presence. Your a good offtank, but not main tank. You can't cc lock 5 ppl at once, or ignore being focused. You don't have epic damage vs drakes or barons like let's say Brand or Nunu, and if you went full tank - well raw base damage from skills can only get you so far vs enemy champs in late game.
Voli is about being mobile, and winning skirmishes with catching enemies off position, hard damage and good peeling. Mass 5v5 slugfests where no one is trying to run away, their backline is well protected, and huge AoE ults are flying all over the place aren't his domain.
Sill everyone makes mistakes and if you manage to catch a mispositioned enemy and secure a kill for your team, that's turning 5v5 into 4v5 and that usually means a beginning of a bloodbath and game over screen for them very soon!
Remember to stay calm and look for opportunities - from minute one to the game over screen. But keep in mind that it's the early and mid game where your presence and influence on game are biggest - try to get your teammates fed, throw them a banana under enemy tower so they go siege it instead of monkeying around in a brush and commit to the early game bloodbath by making picks and tearing them to shreds with your non-support damage levels!
Chosen of the Storm
- No big essays to write about the passive, save to keep in mind it's healing over time. This mean it's great for baiting typical adcs into trades the thought are won, while you refuse to die, but at the same time will be your doom if you go against someone with good burst (like Kai'Sa, Lucian, Kalista, Twitch)
Great synergy with Revitalize, Spirit Visage, Mikael's Crucible if you build it.
This is what makes volibear scary. While seemingly simple, its a powerful and versatile tool for engaging, peeling, bursting, baiting flashes and other escapes, or just plain making a run for it yourself.
Skills description gives you the gist of it, i'll share with you little secrets it does not.
1. Skill is an auto reset. Normally that means damage, but good luck finding someone stupid enough to just let you normally walk up to them, auto then activate q, lol.
However it's viable as damage boost vs structures and golden for ward takendowns, especially with Frenzy's passive attack speed.
Once you find an enemy ward - auto, q, auto. If it's normal ward we're already done here, and now you get bonus movement speed and bonus attack speed from both q and w, so you can move on to next enemy ward faster and break it quicker, before you lose vision of it.
Another part of "auto reset" is that...well it's an auto attack! that means champs with auto attack blocks, or blinds will nullify it's effects - no damage, no flip. Keep this in mind when facing guys like Pantheon, Teemo, Shen, Jax and whatnot.
2. Flip part does not end movement speed boost
Unlike some similar skills and items, landing your empowered auto on enemy does not instantly shut down the movement speed bonus. While the 4 legged run animation and heavy breating do end, the actual speed is still boosted until 4 seconds are indeed up.
This is good news for carebears that want to peel for their adc. If you walk up from behind enemy attacker(or from the side if you can't afford being fancy) and flip him away from your teammate, you will still have plenty of speed boost left for your own escape after you did your good deed for the day!
3. Speed changes based on direction As you should know, this skills has two levels of speed boost - faster one when running at enemy champs and other when you're not. But what happens when you switch from one of these boosts into the other? Well...it's not exactly consistent.
When you charge at enemy champ and then turn tail, the empowered movement speed will quickly decrease over time to the regular speed boost value from this skill.
If however you're not facing any enemy champion and then change direction to charge at them, you will instantly gain maximum movement speed boost, without any build up period! This can be nifty for baiting a flip when they think you're retreating, however you need good judgement to know when such daredevil move is not plain suicidal.
This is your "**** you adc" button:) So kinda the reason you're reading this guide *evil grin*. It's passive stacks attack speed for you, while active acts as mini-execute on low health targets. Normally i level this skill last since damage from Majestic Roar and movement speed + lower cooldown from Rolling Thunder are far more important in my role as support. However if your adc is ****, then the huge damage this execute provides when leveled might be worth taking over more stable, but less bursty benefit of Majestic Roar. Whichever path you choose, keep in mind that while frenzy's active is very prone to taking the kill from your adc, if things look too dicey, this is your button to end it fast.
Remember - it's better for your adc to get an assist then a gray screen. They'll be thankful, and that stream of curses and wishes of death to your family are just their way of coping with difficulties of expressing gratitude ;)
This skill is why support Volibear is a thing. While q acts as your primary engage, Roar is your primary peeling tool, but also (much like Rolling Thunder) can be used in reverse scenario - as engage assist.
The first big thing about it is that it'll shut down enemy dashes in it's range. Enemies will be stopped dead in their tracks, knocked back, take extra damage and you get just about easiest activation of Aftershock this game has to offer. Mind you this skil is instant and not over time effect, like Poppy's Steadfast Presence. You will need to time your roar right to stop enemy from dashing onto you or nearby ally.
Asides from all that, this skill also inflicts aoe slow on champions and aoe fear on monster and minions, both lasting solid 3s from level 1.
A well known voli trick is to use this skill when flipping enemy, as at that time they are considered airborn and take extra damage. Use it wisely however, as it also knocks them down. You don't want to stop your own flip halfway through, because you used Roar too early - best use it at very end. If you used it too late, no harm done. Little damage lost, but in exchange enemy will be knocked behind you even further by Roar's knockback effect.
Another typical use is to Roar at enemies right before you reach them with your q and flip them. If it's someone like Tristana you can stop her attempt at escaping with Rocket Jump to secure a flip or force out her flash/ult.
It's also great vs Sivir - Roar the spellshield off right before you flip her over and then watch the pure panic happen.
For less slippery adcs it's a small (but crucial) assist in landing q. They eat damage, get slowed and get flipped sooner.
That "sooner" may seem a tiny deal, but these few inches of distance cut short may be the difference between a kill, and them getting to safety of their tower before your botlane can off them.
Also keep in mind the minion fear factor! if you engaged flat inside their minion wave, having it feared for next 3s is a huge saving grace for your and your adc. And if you're strolling through jungle an occasional fear vs a bigger monster might save your teammate a bit of hp. Sadly this will not work on drakes or barons. They have yet to be taught to fear bears!!
And here we are, down to the ult. Much like the passive it's pretty straightforward, and a another solid reason voli support is deadly. Your autos now create chain lightning that will bounce of multiple targets including enemy champions ofc. There are few cool uses for it.
Firstly, and obviously to make your engage really deadly. Damage from flip, roar + frenzy is already scary. Thunder claws make it almost guaranteed kill vs a squishy if they're not far ahead of you.
Next in the line is executing a fleeing target. If there are enemy minions around you can just send them to Valhalla with some real thunder, rather then watch them escape and curse inwardly.
Another good use case if clearing out minion waves. The cooldown is not so great nor impact so huge that you absolutely must save this skill for special occasions. You just beat your enemies but wave is under your tower and adcs clear is not great? Activate lighting claws, shred it to pieces then both of you go drake or take their tower! Time is of essence and you just saved some!
Enemies sieging tower and it's not looking pretty? Shred their minion wave and discourage dives until help arrives! Thunder claws may not me most awe-inspiring ult out there, but they can be pretty handy if you don't treat your R button like a Holy Grail that mustn't be touched unless situation is most dire.