This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Ignite
Ghost
Items
Ability Order
The Relentless Storm (PASSIVE)
Volibear Passive Ability
Items!!!!!!!! (IMPORTANT)
Warmog Armor: HP on Volibear... The bite will become ridonkulous. Also, his health regeneration will begin to get a little crazy. (When you get Baron, he heals at 24 health every second naturally from health regeneration without his passive)
Mercury Treads (Alacrity): Movement for chasing and magic resist for those pesky mages. Also the Tenacity is pretty helpful (stacks with Masteries).
Spirit Visage: Futher increases Volibear's HP regeneration, HP, and is like a jaggerbomb to his passive. Slowly he becomes too beast... On top of that, there is the magic resist and cooldown reduction, which really makes you scarier too. Think of Cho'Gath's ultimate going off every few seconds...
Randuin's Omen: HP again for another bite boost and the armor as well. It also slows whoever attacks you and when you use the active.... ohhhhhhhh ****.....
Thornmail: This is a very peculiar item... It is extremely helpful without the special circumstances of a Blade of the Ruined King being used against you, although, it may be just as useful to go with Guardian Angel... See more on this under Guardian Angel... Gives you amazing Armor and 30% return on damage from auto attacks. This can save you from a fed adc or just Yi lol. It is pretty cheap also which is good, although, I leave it to later in the build because that Health is really really needed to be OP.
Banshee's Veil: I didn't talk about this too much, but its awesome. They edited this item in a patch or so ago and it became even better than it was. Before it had mana with it I believe although NOW it has the buff of Health Regeneration every 10 seconds after taking damage from an enemy which just bolsters Volibear even more! So more HP, more Magic Resist, A spell shield which is great for catching those early hefty spells for your team in a fight, and the regeneration, which gives you layers and layers of regeneration. This helps in a kind of scrambled wider field team fight, where you can escape for two seconds. Voli can disengage and come back with full HP.
Guardian Angel: OKAY so this I haven't tried yet with Voli although I have heard many great things about it. The reason I haven't tried it with Volibear is because I have had bad experiences with this item because the rebirth is only beneficial in a team fight when you have your allies to make sure you don't get gang banged. With Volibear however, I have heard through other builds and whatnot, that this item causes Voli to rebirth with his passive renewed and active, giving him way more health than the item usually respawns you with. If this is the case, it may be worth while... Use at your own risk though since I don't trust it -.-.
Blade of the Ruined King: Last, but not least, the mighty giant killer. The reason I list it with Voli is because he has high dps and stacks with him very nicely. Because his health regeneration is already ridiculous, imagine, adding lifesteal and HP sapping power into his furry little paws, not to mention a little more attack speed! Don't forget Spirit Visage either, which will boost the lifesteal.
Your first goal should be getting health!
Get what you can afford! Ruby Crystal or Giant's Belt or both! I wouldn't bother with the rejuv beads right away (building Warmog Armor first btw...). Once you get the HP, get boots.
Then you want to get the beads and upgrade to Warmog Armor. I find that sometimes you just really need the boots to make that kill happen.
So after you complete Warmog Armor upgrade your boots to Mercury Treads (get Alacrity when the chase is a little too close for you sometimes). After Mercury Treads, it really is up to you whether to build Randuin's Omen or Spirit Visage first... Depends on where your damage is coming from. If you ever die, ALWAYS look to see where the most damage came from. Minimize that damage. Personally, I have always gone Spirit Visage first because it is kickass with your passive. You heal for more and you heal faster. You still get HP and the resist usually helps balance out your Armor to Magic Resist ratio (Since your Runes are Armor). Afterwards I get Randuin's Omen which helps a lot in team fights or 3 vs 3. I always get the HP Armor/Magic Resist items first because that HP is crucial to your w damage. I always get the HP root item first when building an item, UNTIL I reach Banshee's Veil. When I do Banshee's Veil, I usually build the Negatron Cloak first as you will only have one slot available and you will need that Magic Resist. If you can afford the whole Banshee's Veil in one go though, go ahead :D
Sometimes I'll even use ghost too, just so that, there's not too much time that my team is in the fray without me. A few seconds can mean a difference. I find that this method is actually very successful because as Volibear, you are ridiculously targeted because of your high damage bite, your ulti, and your flip, so what happens instead, is when you delay rushing in for a second, and then BANG you're suddenly in the middle of the fray, it confuses a lot of people on who they should target (Should I target the person I already started attacking or Volibear who is on a killing streak and who can finish us all when we are low HP?) Also, when you rush in delayed and unleash your cc's, your team then swings the tide of battle dramatically. When I mean delayed though, I mean that you come in 1 to 2 seconds at most behind your teammates. Whatever works best though. Changes a little each game depending on the match ups!
Anyways, the flip usually causes a little bit of confusion which helps you take less damage. On the side note... cooperation with adc is absolutely necessary if you want to survive unless you are flipping them into your turret ;) The first few times you attempt this as well, i suggest STRONGLY, on saving ghost until after you kill the chosen champ (preferably their adc) so that you can run for your dwindling life as your health fights to regenerate. If you screw up and die, it usually doesn't hurt you at all because your adc will most often still get the kill! As long as you get assists and target their adc, you usually will be ahead. Just don't die to often...
Use ghost once you really need to flip them when they are as far away from their turret as possible. Always wait for your passive to come back also before trying these mad maneuvers. How close would I cut it sometimes? I would sometimes be flipping in between the bush and their turret, which yes is in turret range, which means that yes you have to deal 1000 damage in 5-10 seconds which requires a lot of help from your adc, but still means that you have to haul *** out of there. In case you dont know either, best combo at the beginning: ignite, q, e, w. E after you flip them btw, gives you an extra second of slow, rather then it being wasted while the champ is in the air over your head. Last thing on that part: try and get the adc to ONLY last hit while you chill in the bushes pinging which target you're taking. This way you wont push to their turret.... if you push to the turret, you cant chase so give them a little space to help them feed you :) Once you kill both of them however, knock that turret down as fast as you can so that you can have a long chasing stretch with your q and ghost. That is where you will find LOTS of kills.
As for warding..... I've heard all sorts of **** regarding warding and honestly, i think wards are a waste of cash. All it really takes is for you to watch the corner map and watch when people disappear and keep track of what direction they disappear to and how long they are gone for. If you get ganked.... thats why you also want to get the adc to only last hit, you have ghost, you have q, you have e, and your adc should be behind you. If you arent senile and dont push the turret like crazy at the beginning of the game, then you wont get caught being ganked. If the adc complains about your turret stealing last hits, tank the minions for them... easy enough when you got a pool of hp because of how full you are from feeding ;)
An interesting Volibear trick that works if you have fed and the enemy adc hasn't: if you are alone in your lane against the support and adc and you are all half health and you have your passive, and all spells off cooldown (especially thunder claws) you can most likely get a double kill if you can get them to overlook your passive. Just make sure to really save the bite until they are half health and really use your ignite too. Full effort. I was doing this against the support, the adc, and the jungle, alone getting a double kill. Sounds not bad? I had 4 minion kills so my adc could farm. For Volibear, you just need to be extremely aggressive and coordinated with the adc. Even if you don't get over 3 kills in your lane, your enemies are going to be turret hugging so hard and losing TONS of cs. If they are turret hugging? Get your jungle and adc to lunge and go for kills while you unleash all you got: q, w, e, r, and ignite! That is actually usually the play that kills the bottom pair and wins you that turret kill.
Also, I must insist... do the Volibear dance within view of your enemies every chance you get...
You must be logged in to comment. Please login or register.