Not Updated For Current Season
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
x
x
![](/images/avatars/volibear.png)
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
![](/images/mf-thumb-icon.png)
I didn't like this Guide
![](/images/mf-thumb-icon.png)
![](/images/mf-thumb-icon.png)
![](/images/mf-thumb-icon.png)
![](/images/guides/vote-popup-heart.png)
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Ghost
Exhaust
Ability Order
The Relentless Storm (PASSIVE)
Volibear Passive Ability
His Lore
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
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
I have been way to neglectful of this guide and the fans of this guide, for that I deeply apologize. So now I will be more diligent on updating, and keeping this guide fresh. Without further ado, here are the patch notes.
Ahri Patch notes
Volibear
-Frenzy base damage reduced to 80/125/170/215/260 from 90/140/190/240/290
-Frenzy bonus health scaling reduced to 18% from 20%
Sejuani Patch notes
Volibear
-Base armor increased to 20 from 17.5
-Rolling Thunder
-Damage increased to 30/60/90/120/150 from 25/50/75/100/125
-Volibear now gains 15% Movement Speed for the duration. This bonus increases to 45% Movement Speed when moving toward enemy champions.
-Fixed a bug where Rolling Thunder's attack would sometimes cancel against fast moving targets
-Frenzy bonus health to damage ratio reduced to 15% from 18%
-Majestic Roar damage increased to 60/105/150/195/240 from 60/95/130/165/200
-Chosen of the Storm (Passive) cooldown no longer resets on death
![](/images/spacer.png)
![](/images/spacer.png)
-Frenzy base damage reduced to 80/125/170/215/260 from 90/140/190/240/290
-Frenzy bonus health scaling reduced to 18% from 20%
![](/images/spacer.png)
Volibear
-Base armor increased to 20 from 17.5
-Rolling Thunder
-Damage increased to 30/60/90/120/150 from 25/50/75/100/125
-Volibear now gains 15% Movement Speed for the duration. This bonus increases to 45% Movement Speed when moving toward enemy champions.
-Fixed a bug where Rolling Thunder's attack would sometimes cancel against fast moving targets
-Frenzy bonus health to damage ratio reduced to 15% from 18%
-Majestic Roar damage increased to 60/105/150/195/240 from 60/95/130/165/200
-Chosen of the Storm (Passive) cooldown no longer resets on death
So why is
Volibear our top choice?
![](/images/spacer.png)
- Great harassment at top
- Able to sustain well with wriggles
- Natural attack speed
- Great gap closer
- Aoe slow and minion fear
- Does more damage the less life they have
- No real escape ability
- Hard to farm early
- No real sustain
Runes
![](/images/new-guide/new-runes/precision.png)
![](/images/reforged-rune/fleet-footwork.png)
![](/images/reforged-rune/phase-rush.png)
![](/images/new-guide/new-runes/.png)
The runes I run are basically all defensive runes with the marks being personal preference. I choose the greater seal of defense and
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Runes
![](/images/new-guide/new-runes/sorcery.png)
![](/images/reforged-rune/phase-rush.png)
![](/images/new-guide/new-runes/.png)
greater mark of desolationThe reason we get Armor penetration instead of the magic penetration other guides suggest is because even though our
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Runes
![](/images/new-guide/new-runes/sorcery.png)
![](/images/reforged-rune/phase-rush.png)
![](/images/new-guide/new-runes/.png)
greater seal of vitality This rune is oriented towards our late game, so only use this rune if you plan on being less aggressive early on and a major wall on your team. This rune promotes more of a defensive aspect, instead of early aggression.
![](/images/spacer.png)
Runes
![](/images/new-guide/new-runes/sorcery.png)
![](/images/reforged-rune/phase-rush.png)
![](/images/new-guide/new-runes/.png)
![](/images/spacer.png)
![](/images/spacer.png)
Runes
![](/images/new-guide/new-runes/precision.png)
![](/images/reforged-rune/fleet-footwork.png)
![](/images/new-guide/new-runes/.png)
![](/images/spacer.png)
![](/images/spacer.png)
greater quintessence of Desolation Also the same reasons why we might run greater mark of desolation.
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
GOOD SPELLS
He has no real escape mechanism so he needs this badly. Also, since this spell is buffed by our
Summoner's Wrath
, it's even more of a plus to take over
Flash. Combined with
Thundering Smash it is an unstoppable chase.
This will help team fights, as it shuts down their carry or at least makes them less of a nuisance. Also as said before,
Volibear has no escape so this would be a more friendly running away tool than
Ignite. Also this spell is included in our
Summoner's Wrath
mastery.
IF YOU WANT
This is a spell only if you feel like you won't do enough damage to completely finish them off; therefore, you use ignite to get that last bit of damage.
If you feel comfortable that you can dominate top late against the opponent, then exhaust or ignite should be replaced with teleport, as you can to go to your allies quickly and be able to help in any given situation.
Your passive heal only activates when you are under 30% health. In most cases, if you are that low, it means you're being attacked quickly and by a lot of foes all at once. So before your passive can fully do its work you might die beforehand. Heal increases your health instantly while your passive does its amazing work.
BAD SPELLS
These are all spells that are not needed on this champ. Surge is pointless as my build already gives enough attack speed and an ap boost is useless with his low ap ratios. Promote? Really? And lastly if you are running out of mana then you are spamming your abilities too often.
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
IF YOU WANT
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
BAD SPELLS
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
These are all spells that are not needed on this champ. Surge is pointless as my build already gives enough attack speed and an ap boost is useless with his low ap ratios. Promote? Really? And lastly if you are running out of mana then you are spamming your abilities too often.
![](/images/spacer.png)
Volibear heals rapidly for a few seconds when his health drops to a critical level.
This passive is phenomenal in the way that during a fight, both one-on-one or in a group, the enemy will not suspect this sudden increase of health regeneration. So during a very close duel, the enemy may think that he has the upper hand when suddenly you have more health than him. But, this ability should not be relied on for sustain in lane, as it does have a rather long cooldown of 120 seconds. Though 30% of your health being regained is nice, since it has an ultimate-like cooldown length, it should be treated as an ultimate, and not a spell or passive that can be spammed repeatedly.
![](/images/spacer.png)
Volibear drops to all fours and runs faster if chasing an enemy champion. The first enemy he attacks is knocked into the air.
Volibear gains 45% Movement Speed while moving toward enemy champions. Lasts 4 seconds.
Volibear's next attack deals an additional 25/50/75/100/125 physical damage and flings the target behind him
This is your initiator, your spell to start all fights, and also to catch up to the stragglers that leave the fight. This spell should be used to pull a person out of a group and throw them closer to your allies. It should be quickly followed up by
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Volibear's repeated attacks grant him additional Attack Speed. Once Volibear has attacked four times consecutively, he can perform a vicious bite on his target which deals increased damage based on the target's missing health.
Passive: Volibear gains 8/11/14/17/20% 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 90/140/190/240/290 (+ [20% of bonus Health]) physical damage, increased by 1% for each 1% health the target is missing.
Your bread and butter. This is what kills the player off. Your garen ult in a nice little package. This is not an ability to be spammed, and it should be held to the last possible second where you think it'll do enough damage to kill them. This spell is the reason why we will be building those health items and
![](/images/spacer.png)
![](/images/spacer.png)
Volibear lets out a powerful roar that damages and slows enemies. Minions and monsters are feared as well.
Volibear deals 60/95/130/165/200 (+0.6) magic damage to nearby enemies and slow them by 30/35/40/45/50% for 3 seconds.
Minions and monsters are feared as well.
This is your only escape mechanism. so be sure to use it intelligently. If you are going to harass a champion and use the roar within your combo, you will be open to free ganks, so be sure to commit and know that you are safe. Other than that, it is a useful ability to be able to harass a champion inside a creep wave without the fear of minions ganging up on you in an instant.
![](/images/spacer.png)
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 75/115/155 (+0.3) magic damage, which chains to 4 nearby enemies.
Now this spell is an extremely subtle AoE spell (and I say subtle because no one will take into account your ultimate during a teamfight that often), as it bounces off 4 other enemies to dish out EQUAL damage to all. Remember that, this ability does not get weaker with every bounce, but does the same damage to all enemies hit. If there is that one champion running away from the group who is low on life, it is possible to attack an enemy close to you to allow those bounces to reach the enemy and finish him off.
Your skills should be
Frenzy
at level one, then
Sky Splitter at level two,
Frenzy
again at level three,
Thundering Smash at four, and maxing
Frenzy
and
Stormbringer when you can first.
Thundering Smash should be maxed second and lastly
Sky Splitter. Your skill order should eventually look like this.
Another ability scaling that you can choose to use instead, as my friend pointed out, "lvl 1 is determined by CC and not damage skills. A fling means extra spacing for minion damage/aggro, +/- 60 extra damage, more if he does not flash. also, means you get 1 extra attack animation which is a plus if you exhaust mid fling, you can set up for almost guaranteed kill if it is an engagement." So with this in mind, another early game scaling can go like this. (By the way this doesn't affect our actual playstyle)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Another ability scaling that you can choose to use instead, as my friend pointed out, "lvl 1 is determined by CC and not damage skills. A fling means extra spacing for minion damage/aggro, +/- 60 extra damage, more if he does not flash. also, means you get 1 extra attack animation which is a plus if you exhaust mid fling, you can set up for almost guaranteed kill if it is an engagement." So with this in mind, another early game scaling can go like this. (By the way this doesn't affect our actual playstyle)
This is what your core build should look like
For the counter AD team
To counter against the AP heavy
No such thing as to much health(highly not recommended)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
This is where I'll explain items that I might use in different situations and such.
Frozen Heart is an item that not only gives a huge amount of armor, but also a good bit of mana and cooldown reduction. Even though these are nice benefits for a champ like
Volibear who has rather long cooldowns, he honestly does not have mana issues if you use your abilities correctly. In this case I would much rather get different armor items such as,
Randuin's Omen and thorn mail.
The reason for this item being a good choice over
Frozen Heart is that it not only provides a huge amount of armor, but also gives you health, simultaneously boosting your
Frenzy
activation. Also provides a good amount of health regen for those times you're just sitting outside the enemy tower harassing it down. Also this item's active is a great chaser and/or way to slow down enemies you pulled. Since you do not have a escape mechanism this can act as a very nice backup plan.
This is a great item for initiation as when you run it, the enemy must waste an ability to pop your shield in order to stop you, and in some lucky cases, a crowd control spell would be wasted on accident. I choose this over
Force of Nature not just because of the health and mana boost, but also the bonus movement speed is not needed as
Thundering Smash already gives enough burst speed to get in there and fling someone out.
These are the items i'm not to fond of getting.
The reason I don't like getting this item is because even though it buffs the passive and give a cooldown reduction, I believe getting even more attack speed and magic resist is much more beneficial. Spamming your
Frenzy
will not be happening and your passive is not meant to heal all of your life.
You will not be spamming your abilities enough to be able to make full use of this item. Also your abilities that scale off AP are quite low and the only practical use for this item is your ultimate. Therefore I believe
Frozen Mallet is a better choice.
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
These are the items i'm not to fond of getting.
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Now for the laning phase, the strongest time for you to duel is lvl 1. You will most likely have the faster auto attack, the more tankyness, and the sudden heal and damage output from
The Relentless Storm and
Frenzy
. When the two minion wave collide at top try to give a false sense of security to the enemy champ as you farm last hits. Once they get close, begin to harass with auto attacks. Once they start, back off, and activate
Frenzy
to do that last bit of damage. This will most likely make them think that your activation will only do that much. But the trick is in the second encounter, before reaching level two, you must do this again and if they have not somehow magically healed back to full health you should be able to get first blood. If needed, use your summoner spells to secure the kill.
The reason why I say you should be able to accomplish this is that if they fight back, first, they will unknowingly think that your activation will only do that much damage all the time since it was the first time they saw it. Second, they will not be expecting
The Relentless Storm to heal you so suddenly, which will halve the time they have to turn tail and run, saving you from any further harm and allowing you to run after them and kill them. On the off chance they keep fighting be sure to be ready exhaust in case they might be doing very high amounts of damage. But your
Frenzy
should finish them off this time seeing as how they should have lower life now.
After you have gotten first blood, go back to base and purchase
Boots and a
Long Sword. From there your harassment should be like this: use
Thundering Smash to close the gap suddenly and fling them over,
Sky Splitter so they cannot run away, and fear minions around you from doing too much extra damage to you, finishing off with a
Frenzy
activation when the slow finally wears off.
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
The reason why I say you should be able to accomplish this is that if they fight back, first, they will unknowingly think that your activation will only do that much damage all the time since it was the first time they saw it. Second, they will not be expecting
![](/images/spacer.png)
![](/images/spacer.png)
After you have gotten first blood, go back to base and purchase
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Your role in fights is to be the initiator and the tank. When with the group, be sure to keep an eye on any carries on the enemy that go out of position. If anyone has a stun make sure to quickly run up the the stunned person to throw them towards your allies, unless it's their tank of course. Make sure when the fight does start, you are constantly attacking their carry with your ultimate, as this will still damage all other enemies, and make sure you do not spam your
Frenzy
whenever it's up. It should be saved like a
Garen ult
and be used only when you see an enemy champ low for a guaranteed kill.
![](/images/spacer.png)
![](/images/spacer.png)
![](/images/spacer.png)
Well this is my guide to
Volibear The Thunder's Roar. If there are any suggestions, questions, or complaints, please leave a comment below. Other than that, I hope you will be able to use this guide to dominate top lane against the many other champions out there.
If there is anything you would like to see added to this guide, be it videos, more pictures, other builds for him, a jungle guide, then please say so below and I'll be sure to quickly edit to your satisfaction to gain your vote as one of the best
Volibear guides around.
I would also like to thank my good friend Micah who proof read this guide and corrected many of the grammatical errors I made, which I'm sure many had to suffer to get through the guide.
![](/images/spacer.png)
If there is anything you would like to see added to this guide, be it videos, more pictures, other builds for him, a jungle guide, then please say so below and I'll be sure to quickly edit to your satisfaction to gain your vote as one of the best
![](/images/spacer.png)
I would also like to thank my good friend Micah who proof read this guide and corrected many of the grammatical errors I made, which I'm sure many had to suffer to get through the guide.
You must be logged in to comment. Please login or register.