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Choose Champion Build:
Spells:
Smite
Flash
Ability Order
The Relentless Storm (PASSIVE)
Volibear Passive Ability
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:
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.
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

- 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

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

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

- Weaker duelist (passive is always great)
- Will fall behind if bad ganks
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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 ![]() |
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Cons
![]() - Need to get close to gank - Long cooldowns - Your passive doesn't save you from burst - Ignite counters you passive really good |
![]() Flash I like to go with this and with the ![]()
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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
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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





















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

- 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

- 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

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



Starting items
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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.
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.
I've been able to record a start on the dear bear yet, it will come, here's is stonewalls
In text format






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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