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Volibear Build Guide by BaNisH

Volibear - Tanky DPS (Jungle)

Volibear - Tanky DPS (Jungle)

Updated on November 30, 2011
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League of Legends Build Guide Author BaNisH Build Guide By BaNisH 7,014 Views 0 Comments
7,014 Views 0 Comments League of Legends Build Guide Author BaNisH Volibear Build Guide By BaNisH Updated on November 30, 2011
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Introduction

Hey,

Welcome to my guide on how I play Volibear. Playing him as a Tanky DPS allows him to utilize his passive and gain full control of his ability to both sustain and burst. Plus he's a bear.

This IS a Jungle guide, I just feel as though smite is no longer a necessity.
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Pros / Cons

Pros:
+ Very strong jungler
+ Hard to kill (He's a natural tank)
+ High damage
+ High damage and movement speed buff
+ Large AOE

Cons:
+ Can be kited easily
+ Ignite can counter his passive
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Runes

Marks:

Greater Mark of Desolation

Still my main choice for reds. Armor pen is something that works well, even until late game.



These work fairly well since Volibear scales well with Attack Speed.

Seals:



Standard flat armor seals for jungling. Really wouldn't swap these for anything else.

Glyphs:



Standard flat magic resist glyphs. Just cus'.



Used these, and they actually work fairly well. Cooldown on Volibear's Frenzy is rather long. Still, Greater Glyph of Magic Resist works better.
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Summoner Spells

List of all summoner spells and whether they're viable on him or not.


Flash

Even after the nerfs, still a very powerful summoner spell. It's too good to pass up. Can be used both offensively and defensively.


Surge

I don't know why, but Surge is just so powerful on Volibear. I don't feel that smite is neccesary to jungle anymore, hence the reason I take this. Of course, you could easily swap it for exhaust to make it easier to get Frenzy stacks off or prevent them from kiting, but
I find Surge it works really well.


Exhaust

I feel as if this would benefit your team more only if you don't already have an exhaust. It is still extremely powerful, I just don't see it being as effective as Surge, but it all comes down to personal preference.


Ghost

Swap for Flash if you want. Not much to say, if you like it, take it.


Smite

If you have trouble jungling, you can take it. It's honestly ridiculously easy (though slow and boring) and I don't find it needed at all.


Clarity

Don't.


Clairvoyance

Unless you plan on supporting, don't.


Cleanse

Take it against heavy CC teams. Post-buff, it's really powerful and can actually help you position yourself from the CC reduction it gives.


Heal

Already have enough health regen; if you're careful, there shouldn't be many times when you actually need to use it.


Ignite

Nope. Not for your role.


Promote

Nope.


Revive

Shouldn't be dying all that much.


Teleport

Haven't tested yet, but looks like it could work.
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Jungle Route

Have someone leash blue, and once you gain aggro, use Sky Splitter for the fear. Use a health pot if needed. Raise Frenzy

Move onto Wolves and focus down the large one. Same procedure, use Frenzy on the third attack.

Same thing for Wraiths.

Same thing for Double Golems

Same thing for Red (Continuously use Frenzy on red whenever up).

You can now either gank a lane if you're not too low, or continue jungling. Go back to base when you have enough for your Philosopher's Stone.
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League of Legends Build Guide Author BaNisH
BaNisH Volibear Guide
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Volibear - Tanky DPS (Jungle)

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