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Volibear Build Guide by Khatorn

Volibear - The tournament jungler

Volibear - The tournament jungler

Updated on August 13, 2012
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League of Legends Build Guide Author Khatorn Build Guide By Khatorn 19 6 78,591 Views 31 Comments
19 6 78,591 Views 31 Comments League of Legends Build Guide Author Khatorn Volibear Build Guide By Khatorn Updated on August 13, 2012
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Choose Champion Build:

  • LoL Champion: Volibear
  • LoL Champion: Volibear
  • LoL Champion: Volibear
  • LoL Champion: Volibear

Introduction


Hello everybody, and welcome to my mobafire guide - I've worked hard to make this guide helpful, yet compact so please leave a rating, and your thoughts on my work - Hope you enjoy! ;)

Before you move on, I would like to ask you guys a favor, please please please... Don’t just downvote my guide, give me critics, or any source of reason why you downvote at least. There's nothing worse than getting random dislikes, when you can’t do anything about it.
- Thanks! ^^

Oh, and before you start reading on - I would like to say this thing, which you should always remember:
Don’t just play 100% like I say in this guide, adapt to Volibear, find YOUR playstyle, and what you think is best for him! ;)

Future Updates:

Volibear in tournaments
Team composition
A Volibear spotlight


Green = Positive that this will be done in a near future.
Orange = Not sure when it will be done, but it will come at some point!
Red = May not come at all, but i hope i'll be able to make it.
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Different builds, and what to chose

Thunder Bear


The thunder bear build are all about aggression and forcing objectives since volibear is really good in a teamfight, and you want to use that in your favor, you will be able to die, but can easily end up grapping 2-5 kills

Thunder Bear


- Pros:
- Very aggressive
- High damage output
- Great duelist
- Great AOE damage

- Cons:
- Not much sustain
- Need another tank to engage
- It's actually possible to burst through your passive ;)

Tanky Bear


Sometimes you need a tank to engage and to survive the first burst put out, here your passive will increase your survivability a lot but also will you be a great benefit to your team due to aura items and high sustain

Tanky Bear


- Pros:
- Very tanky
- Great initiator
- Great benefit to your team (aura items)
- Can tank their whole team and don't care :D

- Cons
- Less damage (still decent with Stormbringer
- Weaker duelist (passive is always great)
- Will fall behind if bad ganks

Tournament Builds


Yes, i've been using these builds in small tournaments in Denmark, and it have been with great succes, got no replays tho :/
Soon going to another tournament will see if Volibear comes in handy

Thunder Bear (tournament edition)


The few things changed with this is only, start cloth + 5 potions, since you will face a lot of counter jungling and you will have to fight them. I also added Heart of Gold since you will always want to get gold, (there are a lot less kills in tournaments), the rest are the same as the other Thunder Bear describtion

Thunder Bear


- Pros:
- Very aggressive
- High damage output
- Great duelist
- Great AOE damage

- Cons:
- Not much sustain
- Need another tank to engage
- It's actually possible to burst through your passive ;)

Tanky Bear (Tournament Edition)


This is a very cheap and cost efficient build, since it gives a lot of great stats both for you and your team, it also gets some of the items a support would pick, but this will only take the pressure of support so he/she can get more wards and other good items

Tanky Bear


- Pros:
- Very tanky
- Great initiator
- Great benefit to your team (aura items)
- Can tank their whole team and don't care :D

- Cons
- Less damage (still decent with Stormbringer
- Weaker duelist (passive is always great)
- Will fall behind if bad ganks
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Pros/Cons

s
Pros


+ Hard to kill with a nice passive
+ Does amazing damage special his AOE ultimate!
+ Great at assisting since he got both slow and fling
+ Really strong ultimate in team fights
+ Not very mana dependent
+ Can do lots of damage and be tanky at the same time special with his E Frenzy
space
space
Cons


- Need to get close to gank
- Long cooldowns
- Your passive doesn't save you from burst
- Ignite counters you passive really good
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Summoner Spells

Summoner Spells

Flash
I like to go with this and with the Summoner's Insight it got even shorter cooldown, it can be great for both chasing and escaping dangerous situations

Smite
YOU NEED THIS ONE FOR JUNGLING! PLEASE DO NOT TAKE ANYTHING BY ELSE, used for both securing buffs and then also for stealing dragon, baron and buffs
Situational

ghost
This is a viable chose for most champs, and since the chasing ability when using Thundering Smash is almost guaranteed a knock back and you can easier escape combat
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Runes

Runes



Greater Mark of desolation Greater Mark of desolation
Provides you with the necessary amount of armor penetration to do some nasty damage, both in the jungle but also in a lane
Greater Mark of Strength
These marks gives you just a little bit more damage on your auto attacks

Greater Mark of alacrity
If you rely on your Frenzy (W) this applies the 3 needed stacks really quick or if you simply just want some nice attack speed.

Greater Mark of resilience
If you simply just want some more survival early on, this is perfect but you wont get either attack speed or armor penetration (only take this for the tank build)

Greater Seal of resilience
Gives you some flat armor i would like to pick the dodge runes but their getting removed :/
It increases your survivability in the jungle but are less needed later on

Greater Glyph of shielding
Some nice magic resist which increases each level


Greater Quintessence of Strength
Some nice extra damage on auto attacks which always help

Greater Quintessence of swiftness
This is a really awesome rune because it allows you to catch up with enemies easier and thats really needed for junglers that need to be close to the enemies to gank
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Masteries


I think a lot of people would actually run 21/0?/0?, with either 9 points i defense or utility. But i have always loved to be tanky and i think Volibear really fits that role quite well

Summoner's Wrath: If you took Ghost, this are really great

Butcher: These are basically just for a faster clear time, and some extra damage on the creeps in the jungle, i take two points in this instead of Brute Force , since his scaling are really not that great

Weapon Expertise : 10% Armor penetration is one of the most point efficient masteries in the game, since it gives you some really great, it's one of the most important masteries for all AD's since it allows you to bypass some of the enemies armor

Summoner's Resolve: This point are only decent, since the only benefit you get are 10 golds when you use smite, but hey you use smite about one times every 70 seconds do why not get 10 gold for doing it anyway?

Veteran's Scars: You always want some early damage to keep you alive in the jungle, especially if you don't get that good of a leash, then you will drop low and maybe end up dying

Initiator: Extra movespeed when you're above 70% hp, which are really beneficial since Volibear scales with movespeed, the bonus isn't really that big, but hey damage is damage right?

Juggernaut: This is your bread and butter, you always would want this, the bonuses it gives are just to great to skip, increased max hp (with 3%) but the most important 10% reduced disables, now you can hack and slash everybody all night long

Summoner's Resolve: This point are only decent, since the only benefit you get are 10 golds when you use smite, but hey you use smite about one times every 70 seconds do why not get 10 gold for doing it anyway?

Veteran's Scars: You always want some early damage to keep you alive in the jungle, especially if you don't get that good of a leash, then you will drop low and maybe end up dying

Initiator: Extra movespeed when you're above 70% hp, which are really beneficial since Volibear scales with movespeed, the bonus isn't really that big, but hey damage is damage right?

Juggernaut: This is your bread and butter, you always would want this, the bonuses it gives are just to great to skip, increased max hp (with 3%) but the most important 10% reduced disables, now you can hack and slash everybody all night long

Swiftness: You need to get close to actually do anything so some more movespeed are always nice

Runic Affinity : Some extra time of the buffs you gets, it's always nice.

Summoner's Insight: If you decided to go with Flash over Ghost take your one point in Improved Recall and put it here.
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Skills

Basic overview over Volibear's abilities and a short description on them



- Chosen of the Storm


Volibear heals rapidly for a few seconds when his health drops to a critical level.

You won't believe how many times this spell can and will save.

Effective use


To use this most effective get some health because it increases the effect from your passive Spirit Visage are also a really great item since it gives you increases health gain from abilities and it also gives you health and CDR, this abilities allows you tower dive (not recommended)

- Rolling Thunder


Volibear drops to all fours and runs faster. This bonus speed increases when chasing enemy champions. The first enemy he attacks is thrown backwards over Volibear.
Volibear drops to all fours to hunt his enemies, gaining Movement Speed. This bonus increases while moving toward enemy champions.

Volibear's next attack during this time deals an additional physical damage and flings the target behind him.

This is your bread and butter when ganking and can increase your jungling speed

Effective use


To use this most effective try to fling your target into your team when ganking, if your team can cc it's really good, it can also be used defensive thanks to the increased movement speed.
In teamfights don't fling their tank or bruiser in the middle of your team go for the carries since they are often really squishy but beware you can easily end up in a bad position.


- Frenzy


Volibear's repeated attacks grant him additional Attack Speed. Once Volibear has repeatedly attacked three times, he can perform a vicious bite on his target which deals increased damage based on the target's missing health.
Passive: Volibear gains 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 physical damage, increased for each health the target is missing.

This is your most offensive ability.

Effetive use


To use this most effective keep up the attack speed stack all the time when you're ganking and only use the active for finishing enemies since it does more damage the less hp they got, but beware they can use flash before you can get to execute them with Frenzy

- Majestic Roar


Volibear lets out a powerful roar that damages and slows enemies. Minions and monsters are feared as well.
Volibear deals magic damage to nearby enemies and slow them for 3 seconds.

Your slowing ability and your aoe damage when you're jungling

Effetive use


To use this most effective try to slow just after you fling them with Thundering Smash to secure they can't escape after you've flinged them, this can also be used to get rid of minions when you gank or to expose the right shaco when he jumps you.
In teamfights try to fling and slow people or fling one and slow the rest to prevent them coming to rescue.

- Thunder Claws


Volibear channels the power of the storm causing his attacks to blast his targets with lightning that bounces to other nearby enemies.
Volibear channels the storm, causing all basic attacks for 12 seconds to deal magic damage, which chains to 4 nearby enemies.

This is nice aoe spell used to increase damage output

Effective use


To use this most effective use it in the start of an teamfights just after your Frenzy is stacked to three to get the most possible attacks out of it, it greatly increases your damage output so also use this when you gank just one person. You can buy a Rylai's Crystal Scepter instead of Frozen Mallet to slow all people your ult hits.
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Items

Starting items



Regrowth Pendant
I start with and regrowth pendant to get that little bit of health regen in the jungle, but also so i can rush my Philosopher's Stone, your Spirit of Dread (W) and Regrowth Pendant will both help keep you healthy in the jungle.

Health Potion
A single health potion will help keep your health close to max, if you get a good leash.

Different Start


Boots of Speed
If you're against junglers who likes to counter jungle, like Dr. Mundo and Shyvana you will have to clear a jungle fast enough so they can't take your jungle (they will mostly aim for your wraiths)

Health Potion
Now instead of one potion you can get three, which allows you to "**** up" a bit more due to the high regen of Health Potion's

Cloth Armor
If you're against junglers who likes to counter jungle, like Dr. Mundo and Shyvana you sometimes will have to face them head to head and this is where Cloth Armor gives you an advantage

Health Potion
Now instead of one or three potion(s) you can get five, which allows you to "**** up" a bit more due to the high regen of Health Potion's

Core items (Thunder Bear)



These are your main items without you're nothing but with them you can't be killed xD

Mercury's Treads
Some nice boots, you love them xD
they give decent movespeed and really powerful tenacity

Wriggle's Lantern
This is a great jungling item, lets you farm you jungle fast and quick with high sustain.


Ionic Spark
Letting you be the thunder bear you would love to be, gives great amount of health and attack speed but most of all an amazing passive which synergies well with your ultimate Stormbringer.

Preferred items



These items gives you the last bonuses you need

Wit's End
A great item which gives you great magic resist and some great attack speed


Frozen Mallet
Great health, small attack damage and really good CC, the increased hp works wonder when combined with your Frenzy (w) and your passive The Relentless Storm

Atma's Impaler
This item gives you great armor, decent crit and tons of AD from the passive

Core items (Tanky Bear)



These are your main items without you're nothing but with them you can't be killed xD

Berserker's Greaves
Some nice boots, you love them xD
they give decent movespeed and an powerful attack speed bonus
Philosopher's Stone
Philosopher's Stone
When you're jungling you want some health and mana regen to keep up the good jungling, but the best thing is the passive gold generation


Heart of Gold
Some more gold generation and some health, real good cheap stats.

Preferred items



These items gives you the last bonuses you need

wit's End
This items works wonder on volibear, it gives him all the attack speed and magic resist he needs

Shurelya's Reverie
Only real good upgrade from your Philosopher's Stone
Zeke's Herald
Zeke's Herald
This item is considered a support item, but Volibear benefits a lot from it, as he is used best in an aoe combo, it also benefits your team, it gives you great lifesteal + attackspeed + hp and even CDR, a lot of good stats for cheap gold


Frozen heart
You want some late armor and attack speed reduction to help out your team and this is the best item for it.


Frozen Mallet
Great health, small attack damage and really good CC, the increased hp works wonder when combined with your Frenzy (w) and your passive The Relentless Storm

Optional items




Spirit Visage
This item is very optional some likes it some doesn't, it gives you a little hp and magic resist boost plus some CDR, but most important the increased healing gained


Aegis of the Legion
A cheap great item which benefits your whole team when you are around them


Frozen Heart
This is actually one of the best items for a thunderbear since you need to be in the middle of the team, but are better for the more tanky second build and is an replacement for the Randuin's Omen


Banshee's Veil
This item is great against people who need do a combo like an stun opener.


Force of Nature
If they got lots of casters on the other team this is a very good and therefore i use it for the second build


Warmog's Armor
Many people love to build this on volibear due to his Frenzy scaling, but back in the days when he was released it was actual viable to build like a Dr. Mundo, but they nerfed the scaling on it from 20% to 12% and now it's just not worth it anymore, i will always prefer Frozen Mallet over Warmog


Guardian Angel
Let the thunderbear rise again to dominate them.


Locket of the Iron Solari
A great cheap weaker version of randuidn's omen when you needd defence straight away or you need the active, works wonder against Karthus


Madred's Bloodrazor
A great item with gives tons of attack speed, decent damage and a great passive to kill those high HP targets.


Phantom Dancer
This item is really good item and can be considered instead of Ionic Spark.


The Bloodthirster
Great replacement for the wriggle since it gives some mixed stats and these are even better than the stats from wriggle


Quicksilver Sash
Those ignites and healing debuffs be gone, if you find yourself only saved by passive or really hard countered by it


Sunfire Cape
I used to buy this item, since it gives and maxing amount of both armor and health but the upgrade from chain west and giant belt to sunfire cape is way to expensive.

Optional Boots



Boots of Swiftness
fastest boots i the game can be useful for both chasing and escaping, some like them

Ninja Tabi
Great against auto attackers[/color]
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Warding

This section is taken from Apotheosis Guide to Tryn with his permission of course :)

Warding is way too over looked by many teams. I'm going to show you how to ward correctly, or at least how my team and I ward. The ward possibilities are obviously endless for 5s. These are the primary areas that you and your team will be warding each and every game.

Order of priority; Use Sight Ward and Vision Ward where necessary:

Baron/Dragon Wards:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!

Note: I would recommend using Vision Ward for these locations, especially Baron mid-late game. If not Vision Ward, then make sure someone, usually the tank, has Oracle's Elixir for discovering enemy wards.

Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.

Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.

Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.

Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.

Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
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Jungling - what is it?

What is jungling?


Normally players will gain gold and experience by moving along one of the three lanes and killing enemy creeps. Jungling is the term used when a player instead tries to gain gold and experience by killing the neutral creeps in one of the many camps littering the forested “jungle” area of the map.


Advantages to jungling


-Junglers will generally get less more quickly than other players. This is because a jungler often get fewer creeps and the jungle creeps are not worth that much.

-A jungler’s teammates will generally get experience more quickly than the other team if they don't have a jungler. This is because experience is split among two heroes sharing a lane, such that a hero who is alone in a lane (commonly referred to as a ‘solo’ or ‘solo lane’) levels up faster than either of two heroes sharing a lane. Normally there are five heroes splitting the experience from three lanes (2-2-1), however if one hero jungles there are now effectively four heroes splitting the same experience (2-1-1). Just remember that solo lanes mean faster leveling, and a team with a jungler has two solo lanes.

-A jungler’s moves are harder to predict. Because a jungler spends most of his time outside of the enemies field of vision, it is harder for the enemy team to guess where he is or what he is doing at any given time. This makes it easier for a jungler to assist one of his teammates in a surprise attack, or ‘gank’, on an enemy player.
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Jungle Route

I've been able to record a start on the dear bear yet, it will come, here's is stonewalls



In text format


- Start at the wolves camp. Fear them and kill them.

- Make your way to the blue golem. You may want to activate a health potion early. Make sure you have smite ready. Focus the blue buff and smite him around half health. Hit lvl 2.

- Now make your way to the wraith camp and focus the blue one first. Use majestic roar to reduce the damage. Finish the blue wraith with frenzy.

- Head back to the wolf camp. Hit lvl 3.

- Smite should be up or close to it. Go to red buff. Attack the big lizard and then use roar. Should leave you around half health.

- Head bottom to get the two golems. Hit lvl 4. Now if you want to gank take Q. If you want to continue and maybe raid the enemy jungle take another point in W. This route takes roughly 2:40 minutes.
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Thanks for helping me with this

Thanks to
Rys Aberdeen for the jungling section, This guide made an awesome volibear guide too, remember to upvote it!
Apotheosis - For the warding section, Check out Your Tryndamere Resource, by Apotheosis!
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