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VOLIBEAR BUILD GUIDE: [Season 3] Jungle volibear guide by DTStudios

by DTStudios (last updated over a year ago)

713,700 Views 5 Comments
9
Greater Mark of Attack Speed( +15.3% attack speed)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
0
21
9
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
0 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 2/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 1/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 2/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Chosen of the Storm
QRolling Thunder
WFrenzy
EMajestic Roar
RThunder Claws
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
0 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 2/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 1/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 2/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Chosen of the Storm
QRolling Thunder
WFrenzy
EMajestic Roar
RThunder Claws

Champion Matchups

Introduction

Hey, my name is DTStudios, and Volibear is my main. I love to play him in the top lane as well as in the jungle, which i will release a guide for. Volibear is a great champion but does have some pros and cons, and takes some time to get used to. When playing volibear you need to really focus on map awareness because as a jungler this is crucial.

General Info


  • Volibear is a Tank
  • His passive can be shut down with Ignite
  • His jungle route is initially slow but improves quickly
  • Starting at either buff is very viable
  • his cc is just enough for good ganks as a jungler
  • If played solo top he can still be very usefull

When and when not to pick Volibear

Volibear is a great pick, but is not always a smart move. His jungle time is slow initally and really isn't made for invades unless you start blue and run to their red to smite steal it. Some champions that you shouldn't try to pick volibear against are:


Champs that can beat volibear easily


BOTH SITUATIONS
He's darius. Top lane and in the jungle HE WILL DESTROY YOU EVERY TIME you need to get a second person to help and it is crucial to shut him down early, or he will outplay you. Against darius you really dont want to do a lot of counter jungling so you should start with because he can out duel you without your passive up, which can sometimes be triggered if you drop too low.


Warwick has a lot of sustain and in a duel will beat you almost every time. Warwick almost always gets a and that is one of the biggest counters to volibear. The combination of that and his Q will win him the exchange. This is another case where you should start with but it is possible to start because he really won't do too much damage early on. If you know that you will run into him around level six it is crucial to make sure you have your before because you can't do anything alone about his ultimate.


Olaf's true damage really hurts voliear, because volibear relies on armour. Since Olaf can just cut right through it it will be a challenge to kill him. make sure to shut him down early if you can. Get because you need to run from him. His W gives him lifesteal and he will out duel you, so running is the best option for survival.

Champs that volibear can tear through



Riven is always a strong pick, and in the jungle she is very tough to beat. If you can counter her early you will gain dominance over her most times. She is trick however and should not be taken lightly. Start because she does a lot of damage


Jax should be easy to take down. His stun on his E is the only thing that can make him a threat. You're a tank and as such will shut him down because you also can do tons of damage. make sure to land all of your cc and he will go down easy, is the best option because he can do a lot of damage and has time to get off hits when you are stunned.


Gangplank is just annoying. Crit plank will be hard to mess with but he is not naturally tanky and will be destroyed. all you have to do is make his waste his remove scurvy and he will be easy to take down. he has no natural escape and if you can fling him out of his ultimate and fight him there. ALWAYS start he hits hard, especially if he's building crit-plank.

Masteries, 0/21/9 or 9/21/0

For masteries I take 21 in Defence and 9 in Utility because for me, it works well. Voli is not strong early game and having some of those masteries in utility will help with movement speed early game and keeping buffs up longer. He is ,afterall, a tank and or bruiser depending on how you build him. This guide mainly focuses on being more of a tank than a bruiser.

In my defense tree, I take everything that i can that give me more tank ability. i do however max initiator because that movement speed plus Rolling Thunder is a great combo

Taking the 9 in the utility tree give you a bit more mana regeneration, movement speed, and longer flashes for closing in gaps

Alternatively

  • If you took Damage or Armor Penetration Runes you can run 21/9/0 because you still need some defence
  • You can chose to take 0/9/21 if you want to play more of a supporting role, but i don't recommend it.

Defensive

[http://i.imgur.com/1B8DM.png?1]

Offensive

[http://i.imgur.com/5hQ4e.png?1]

Runes/ Alternatives

I take Attack Speed marks, Armor seals, Magic Resist per level glyphs, and health quints. The quints can be subbed for armor penetration or movement speed.

Attack speed marks will help you in team fights to get your frenzy ready faster! Who wouldn't want that? You can also use Armor Penetration marks for more damage early game until they start to build more!

Armor seals are a necessity on almost any jungler. you're by yourself, you need to be able to take some hits, there no support to heal you. If you're extremely aggressive you can take Attack Speed seals as a second choice

Magic Resist per Level glyphs are important. I normally end up playing solo tops like riven or darius that use attack damage, so having magic resist at the beginning isnt really needed. plus you end up with more resist than if you used glyphs of warding, which are still a good alternative

Movement Speed Quints are very good for volibear, he has a very low base movement speed and these will give him the much needed boost. If you want you can sub out one of the Quints for something like Armoor Penetration or Attack Damage but it's all preference

Alternatively


You can Take Armor Penetration Reds or Attack Damage Reds if you plan on being more of a carrying Jungle. The passive effect on Frenzy give you a mild attack speed bonus that can compensate


Standard

[http://i.imgur.com/01VrJ.jpg]

Offensive

[http://i.imgur.com/vINkE.jpg]

Item Builds

Introduction


If you read the item section above you will notice that I have an offensive and a defensive item set. These are both there for certain reasons, and should be used with the rune pages I specified above. Using the Defensive items with the offensive runes and masteries will work, but not the other way around, using offensive runes and masteries with a defensive start can get you killed easily because you won't be tanky at all

The defensive build is for your team if they really do not have a good tank, and you are the only one that can really take damage. If needed with that build you can get any items that help you tank, and can be completely changed. Try switching the for a or anything else tanky like a or Alternatively if your carries have enough time to just melt the entire enemy team you can swap the wriggles for something with more Attack Speed since you can just help them out, but only do this if you know you will still be alive throughout the fight.


The offensive build is for your team if you have tanks in a few lanes. For example if you have a supporting and a tank like in the top lane. Of course you can have either of them or even both it really doesn't matter. If building offensive getting attack speed is essential, and it is 's main source of damage. Building a or is good, but not both because you want to have attack speed. Do not buy Zerker's Greaves or Phantom Dancers or really any items that use the B.F. Sword. They are not worth it on this champion. Volibear needs to be a bit tanky at least and these items are for Squishy AD Carries. Something like a is very controvercial since it gives great bonuses and also helps out the AD Carry. It does give a bit of health so if you are melting them and you always have your passive it's okay to use.

Summoner Spells



Explanation:
I use flash because, well, it's flash. its great to make sure you can land your

Smite.You're a jungler!!! Why wouldn't you have this???? Frenzy can do a lot of damage but that requires you to be fed and you can't just walk up and one hit certain mobs with it. It has to stack 3 times before it is available, which is a crutch if you don't take smite.


Explanation:
Exhaust is great for Volibear aswell. After you use your and you really have no other CC and unless you run cooldown reduction in your build, which is not bad, you wont be able to do much for your team. Exhaust helps and keeps them under cc for a lot longer, giving your team more time to attack them

Skills

Passive: Chosen of the Storm
Heals volibear for 30% of his Maximum Health over 6 seconds when he drops below 30% Health.

120 second cooldown


Explanation:
Usefull for tower diving and getting away, NEVER use it just because you can. make sure to stay behind minions so that you don't accidentally waste it. With the initial clear of the jungle this passive allows you to take red before smite is up, but it will still probably get triggered if you go golems first because they will get you low.




Q: Rolling Thunder
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.

12/11/10/9/8 second Cooldown

Costs 40 Mana


Explanation:
Initiate with Rolling Thunder to set them back, max this last but take at level four. Rolling Thunder gives you a movement boost if you are not running towards an enemy, just not as much I normally max it last because of this, but take it at level 3 or 4 depending on how fast i need to gank




W: Frenzy
Passive: Volibear gains 8% 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.

Cooldown 18 Seconds

Cost 35 Mana


Explanation:
your most IMPORTANT skill. this is what makes Volibear powerful, and will do damage scaling off of THEIR missing health. I can't tell you how many times I've seen someone use it when they are low and the enemy isn't because they thought that was how it works. If you know you can get close while you are near minions, you can charge it twice on minions then get in range. This tactic works if you know they can outrun you but are close enough to burst




E: Majestic Roar
Volibear deals (60/95/130/165/200) (+60% of ability power) magic damage to nearby enemies and slow them by 30% for 3 seconds.

Cooldown 11 Seconds

Cost 60 / 65 / 70 / 75 / 80 mana


Explanation:
After initiating with Rolling Thunder, slow them with Majestic Roar to make sure you can get some auto attack off AFTER you use your ultimate. The fear only effects mobs. Alternatively, you can use this durring Rolling Thunder if you just can't catch up.




R: Thunder Claws
Volibear channels the storm, causing all basic attacks for (12) seconds to deal (75/115/155) (+30% of ability power) magic damage, which chains to 4 nearby enemies.

Cost 100 Mana

Cooldown 100 / 90 / 80 seconds


Explanation:
His ultimate attack. After initiating with Rolling Thunder and Landing it use Thunder Claws and then Majestic Roar to make sure your auto attacks while the enemy is slowed do tons of damage!

TIP
If the enemy is escaping and there are minions, Thunder Claws will sent lightning through the minions, and if the enemy is within range they will be hit by the 75 magic damage.



Skill Order

Maxing first is very important, you get that early damage and really destroy in lane. Take at level 2 and max immediately

Maxing second is smart but can be maxed second if you so desire, they are both good. Some people just take and max it last since the slow doesn't scale, but the damage is good. Put one skill in it first for the fear in the jungle

As explained above can be maxed third or second depending on preference.

Your ult will be taken whenever available at levels 6, 11, and 16

Team Fights

When in team fights, volibear is a very important part of the team, hes the Tank! His croud control is not the best but can set up some great kills and leaves enemies crying. Be sure to initiate instead of having an AD or AP Carry do it. You're a better tank, and the enemy wasting cooldowns on you is a good thing. IF you are finding that for some strange reason they are still taking you out too early, get a or something of the sorts like a

Jungle Route

If you want to jungle, Take Movement Speed Quints instead of Health, which is okay if you know that they have a strong jungler like . This will help you go from camp to camp faster making things easier.

When jungling you want to take first for the fear on mobs

Jungle Route is as Follows:


  • Wolves
  • Blue
  • Wraiths
  • Wolves
  • Red
  • Gank
  • Teleport Home

Or:

  • Wraiths
  • Red
  • Golems
  • Gank
  • Blue
  • wolves

***you can go wolves before blue if you know they havent tried to counter jungle***


Clear small camps and gank untill buffs are back up after any of these paths, and make sure to pay attention to what lanes will be kills, what will be trades, and what will be failures.

Final Comments / Update Log

Update Log


  • 1/25/13 fixed some spelling errors
  • S3 Update
  • 7/26/12 Added Update Log
  • 7/26/12 Updated Item Build Section






I put a lot of effort into this guide, and will update it as needed or when i stumble across some important information. If you feel i have left something out or you want me to add a champion to the list of counters and non counters just drop a comment below.Thank you so much for reading this guide and I hope you enjoy it!

Comments

August 27, 2013 - 02:20 PM #1

Ok, its a very good guide, but need a little atualization... force of nature dosnt exist anymore.

tell me if Ravenous Hydra would be a good item for voli, it gives you sustain and add a good damage.

August 17, 2012 - 05:36 PM #2

@Tekno It really depends, i like philo since early game it helps with your health regen, and if you stay in the jungle a lot your mana will eventually deplete. you can get heart of gold but the philo builds into shurelya's and that gives you better ganks.

August 12, 2012 - 09:19 PM #3

Is there a particular reason that you recommend Philo stone over a Heart of Gold? It seems to me the Wriggle's would handle your sustain rather nicely, and the Heart of Gold would benefit your tankiness.

July 26, 2012 - 12:22 PM #4

Not enough here.

July 25, 2012 - 09:24 PM #5

Make sure to like and comment if you enjoyed this guide!

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