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Volibear Build Guide by NinjaBetty

Volibear the way of tanking

Volibear the way of tanking

Updated on December 15, 2011
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League of Legends Build Guide Author NinjaBetty Build Guide By NinjaBetty 7,780 Views 1 Comments
7,780 Views 1 Comments League of Legends Build Guide Author NinjaBetty Volibear Build Guide By NinjaBetty Updated on December 15, 2011
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Intro

Hey there MobaFire NinjaBetty here :)
Im here to show you how i play Volibear The Thunder's Roar as a Tank

First i just want to say that Volibear is relatively new so i still got some testing to do, and im open for any suggestions on how to improve my guide :)
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Story

To all of those who like to read the story behind the champion to learn him/her better here you go :)

Lore :

Though the northern reaches of Freljord are some of the most unforgiving lands in Valoran, the Ursine have survived upon the region's barren, stormy tundra for centuries. As a fierce and respected warrior of the Ursine, Volibear devoted his life to the protection of his people and loyalty to his elder brother, the tribe's chief. When his brother was killed during a hunt on the tundra, the tribe looked to Volibear as his successor. It was an honor and a burden that Volibear had never expected, but he shouldered the charge with pride. However, by Ursine tradition, the tribe could not recognize Volibear as chief until he returned from a journey to the peak of their sacred mountain, a place forever shrouded in a thundering maelstrom. There, Ursine chieftains must speak to the storm itself, gaining clarity and wisdom to empower them as mighty leaders.

Donning the chieftain's traditional armor and enchanted gauntlets, Volibear began the long and perilous climb up the slopes of the mountain. When he reached the peak and gazed into the raging storm above, he saw a horrific vision of a Freljord utterly consumed by war. Amidst the carnage, the Ursine fell dead upon a bloody battlefield. Believing the vision to be an omen of things to come if he did not act against them, Volibear traveled to the capitol of Freljord. The Ursine had not ventured across the southern mountains in centuries and his appearance was met with unease. However, Queen Ashe recognized Volibear as a wise and powerful ally. In what Volibear considered the first step against a war-torn future, they forged an alliance. As part of their agreement, he joined the League of Legends in the name of a unified Freljord, representing the primal might of his nation on the Field of Justice.

''Few can weather the storm that follows in the wake of Volibear's roar.'' - Ashe, the Frost Archer
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Pros and Cons

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Pros


+ Fairly tanky
+ Can jungle (but not what you are here for though)
+ Good chaser
+ Hard to get down because of his passive
+ Have a good slow
+ Got chain lightning as ult :P
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Cons


- Only got 320 base movement
- Suck if played AP because of low ratio
- No escape skills

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Masteries


In offence I pick up improved ghost, feel free to put this elswhere if you want.
In defence I pick up some magic resist and armor to be more tanky :) I also get health some damage reduction and CDR, and picking up Juggernaut.
In utility I get improved summoner spell less death time (because im tank) and more movement speed :)
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Runes

Runes

Precision
Fleet Footwork
Phase Rush

For runes I have chosen some fairly basic tank runes:


Quints

For quints I get for more survivability and some more damage on . You can also go for for a movement speed boost if you think you need that :)

Marks

For marks you can go many ways, I chose Greater Mark of Desolation because I like the armor pen so I can deal some extra damage early on.
you can also go for even more attack speed, or for flat damage

Seals

For seals I have chosen Greater Seal of Vitality for more health late game, but you can go for a armor boost if you think you need it

Glyphs

For Glyphs I have chosen wich i think is the only viable choise in that department :)
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Summoner Spells



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: Flash is one of the best escape skills you can get, sadly riot nerfed the reage of it but dont worry you can still jump over walls :)

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: I see ghost as one of the best summoner spells in the game, because you can chase, escape, and charge (if nessesary).

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: Cleanse is the bane of all CC champions, it lets you remove all cc (blind, stun, poison etc.) and after the season to patch it also removes ignite and exhaust :P

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: Exhaust is the best slow in the game if you dont count Nasus , use this to shut down those anoying carries, or stop those who flee :)

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So thiese is the summoner spells i consider viable on any tank, I personaly go and , but if you ask me it is up to the player to deside what he/she think suits there playstyle :)

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Volibear's Skill set



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: Chosen of the storm is Volibears pasive ability. It can and will save your *** once in a while, and it also does so you can be in the fight longer.

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: Rolling Thunder is your Q ability. Rolling thunder makes you a good chaser because of the increase of movementspeed while chasing and a good initiater because of the fling :)

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: Frenzy is your W ability. This is your farming ability, and your surce of damage, and because of your high health it will deal alot of damage :P

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: Majestic Roar is your E ability. This is your slow, and a pretty fairly good one actualy. Use this after you use Rolling Thunder for increasing the chance of a kill :)

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: Thunder Claws is your R ablility. It is basicly a chain lightning, meaning that you hit a target and lightning will bounce from main target to other nearby targets. This is good when you are in the middle of a teamfight so you can damage allmost whole enemy team :)

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Skill sequence explained

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

I start with Rolling Thunder and max it out first for some good chaseing and initiation, next I take Majestic Roar for the slow and max it second. I take 1 point in level 4 and max it last, and I take ult when i can :)
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Items and explanation

Starting items :
Here you have two choices, you can either buy or you can buy + 3 potions of your choice (i use 3 hp potions). I only use boots and hp pots if im going solo for the lane sustaining.

Core items

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: I buy merc treads in 9 out of 10 games, the only exception is if the enemy team got no cc and are full AD champions. If thats the case go with .

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: Wardens mail is the next best tank item imo (in my opinion), only surpased buy the upgrade . The stats on is extrodenary and the pasive is godlike to escape with if needed.

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: What else can you say about this item except it's all the 2715 gold worth, this is gonna save your *** every 45sec and give you some nice magic resist on top of that :P

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The Rest ;)

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: I take this for some mutch needed mana, armor and CDR. I build it into last (if the game takes that long).

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: This is a item that im not quite sure about, so any feed back would be nice. But the main point with this item is that it increases the healing of your passive. I also take it for the CDR, magic resist and health.

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: This is (as I said earlier) the best tanking item in the game imo. It gives you another mass slow to both movement and attack speed for 3sec, and it increases the stats of while adding some health.

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: Warmog is a good item because of the insane amaunt of health it can give you, and you dont even lose the stacks if you die, so win-win right there :P

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: Frozen heart is the last item I buy, if the game is still going that is :)
I get because it get's me a nice aura that slows attack speed of all nearby enemies.

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: If the enemy team have more ap than ad I would probably get instead of .

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So what to do on the Field?

First thing you do is to buy items ofc, next thing is to se if your team have a jungler.
If yes you'r going solo top if there isn't a champion that need it more than you do, like Renkton or etc.
If you dont have a jungler you are going with a ranged champion if possible, because two melee chapions in same lane is not good.
why? if you get up against one ranged and one melee, the ranged is going to kick your ***es and thats not good.
And if there is two ranged champions take what i said above and dubble that ;)

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Early Game:


Now your role in a duo lane is enableing your team mate to get some kills, and i cant stress this enough tanks dont need lots of kills, they need assists.
I dont say you should have 0 kills, I say that you should have as few as possible.

Now if you got your self a solo lane (you lucky ***) you'r goal is to get more CS (creep kills)
than your enemy. The only tricky part is when you are solo against a duo lane.
if that happens let your jungler know you are going to need his help a little more often, and just try to get as many CS under the turret as possible :)

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Mid Game:


So you just enterd mid game, wich means teamfights are going to break out sooner than later.
This means that you have to be there to suport your team through out the fights, and this means that you are going to take as mutch damage as possible so all your squishy teammates dont die. The primary way of doing this is to be the first one to charge in (but dont be reckless) and the last to back out.
I will say that it take some games to get the feeling of when the time is right to go in and back out, so my advice would be to be just a little cautious in the begining.

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End Game

The positive game:

So you finaly reached the "end game". Your team have possibly lost some turret's and taken alot of the enemy's turrets, so all there is now is to go take Barron, (if possible and if it's warded be sure to know that you got time to kill him before enemy team arives ;) and make the final push to down the enemy nexus :)

The not so good game:

So you have finaly reached the "end game".
Almost all your turrets are down, and the enemy have only lost the first row. They even got Barron buff, and a fed carry, and all hope seems to have run out.
Now you cheer up your team and tell them that you still have a way to win ;)
That's right you still havet lost your nexus so it's not game over yet.
Now what you do is gather up all five and keep the chat running with info about where the enemy team is so you dont get ganked.
Then you take four in one lane and one in a side lane to push, the trick is for the solo guy to get to his destination a little later than you, the enemy team will then have to chose if they want to lose eather a turret or a turret, because if they end one out to the side lane then you just call out on the chat to your man to get out of there and com help, and then you are more than them, to face roll them ;)
Now if that didnt work and you got aced and losed, just complement yourself with a "well we didnt give up without a fight!" and found out what went wrong :)

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Summary and spesial thanks

So that was my guide to Tank Volibear, i hope you liked the guide and would like to try it out and leave a rating :)

My special thanks goes to Jhoijhoi for the template (found in how to create a guide) and inspierring me to create a guide of my own, so go check out her guids they are damn good if you ask me ;)
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FAQ

Here I will post some of the most asked questions :)
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Change log

Here i will post all changes made to the guide and Volibear himself :)

30/11-11 : Volibear was releast :)

1/12-11 : guide was writen and releast

15/12-11 : Reached 2500 views :)
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