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VOLIBEAR BUILD GUIDE: [S3] The Tanky-Support Junglebear by SqnZkpS

by SqnZkpS (last updated over a year ago)

172,228 Views 3 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
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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

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0 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

Season 2 after the release he was one of my most favorite champions due to his skill set, which includes: lightnings, deep manly or I would say bearly voice, charging towards people and flipping them behind. I got discouraged after his nerf. However, with recent jungle changes and slight buffs in season 3, the Flippinbear is coming back to the scene! RAWRRRR!

I am a big fan of Diamondprox (Gambit Gaming), who is really an innovative guy. Thus after the game where he jungled Volibear during LCS, I decided to repick my fluffy friend and came to conclusion that he is viable again. This guide is mainly inspired by Diamondprox's playstyle therefore runes, masteries and itemization are aimed towards team fighting and supporting your team. You will not get to carry and deal tons of damage, but you will be the ultimate furry helping hand of your team and lead them to victory with your fearless charges.

If you are not familiar with the chapion, you might want to watch the Champion Spotlight:



http://www.youtube.com/watch?v=v1avb_yOoyk - Music so you don't get bored, while reading. I discovered this song, while Volibear was released and I kept playing it during my Voli gameplay. Drum and Bass really fits the fast and dynamic playstyle of Voli.


Pros:
+ High resilience in jungle (Hardly counterjungled).
+ Strong peeling capabilities.
+ Strong single target kill securing nuke.
+ Decent ganks.
+ Big, chubby, adorable and scary at the same time.


Cons:
- Easily kited.
- Squishy early game.
- No innate sustain.

Masteries

[http://i.imgur.com/xmIF6Gs.jpg]


Optimal runes in my opinion, but feel free to tinker around suiting your personal preferences. Below I will explain which perks to take and reasoning behind them.

Offense:
  • Summoner's Wrath - Take it only if you want to pick Ghost instead of Flash.
  • Fury - Increases your jungling speed by having more Madred's Razors procs and increases DPS due to increased amount of Thunder Claws procs.
  • Deadliness and Weapon Expertise - Slightly increases your DPS and jungling speed.

Alternatives:
  • Butcher - You will lose 2% attack speed for 4 bonus damage on minions, which will slightly increase your early game jungle clear. Fury is still a better option.

Defense:
The defense tree is a bit trickier. You want to have all the health gaining perks this is Durability, Veteran's Scars and Juggernaut. The rest is up to your personal preferences.

What to pick:
  • Safeguard - Junglebear excels at tower diving due to his tankiness and safeguard might be helpful. Although with a bit more armor and health towers are not a big issue.
  • Unyielding and Block - Great to have in case you get invaded or the enemy counterganks and a small skirmish breaks out. Priceless in teamfights.
  • Tenacious - As a tank you want as much tenacity as you can. With Mercury's Treads should give you 44.75% tenacity (a lot).
  • Defender - Gives 5 armor and 5 magic resistance in a full 5v5 team fight at cost of 1 point. As a team fight oriented bear u want to take this perk.
  • Reinforced Armor - Great late game perk against full item AD carries. However I would take Defender since it's more all game against all purpose perk.

What to avoid:
  • Relentless - Not worth taking, because Tenacious provides more slow reduction and on top of that reduction from any sort of CC.
  • Legendary Armor - 3 points for 5% increased armor and magic resistance is not worth it. With 100 armor and magic resistance you get 5 armor and magic resistance, which is the same amount that Defender would give you in a full team fight spending only 1 point.
  • Good Hands - This is a great late game perk, however Volibear falls off late game (becomes a massive meathshield). You want to spend your points into early-mid game perks that will strengthen Junglebear as much as possible.

Utility:
Utility tree is mostly picked by mana hungry junglers (e.g. Amumu or Maokai). You will profit more from Offensive tree.

Runes

[http://i.imgur.com/meb5UUX.jpg]

Quintessences
  • Greater Quintessence of Movement Speed (+4.5% MS) - Volibear has no gap closer, thus additional movement speed will help you with ganking and positioning during team fights. Also there is not much choice in terms of items that provide movement speed that would profit Volibear, thus making these Quintessences priceless.
  • Greater Quintessence of Health (Alternative) (+78 HP) - Additional health will help you survive first clear and increase damage on Frenzy by minimum 11.7 - maximum 23.4.
Marks
  • Greater Mark of Attack Speed (+15% AS) - Best choice of marks for Junglebear. Faster attack speed results in more Madred's Razor and Thunder Claws procs.
  • Greater Mark of Hybrid Penetration (Alternative) (+8.1 Arm Pen and 5.5 Mag Pen) - Increases your late game DPS at cost of slower jungle clear. Take Attack Speed Marks instead.
Seals
  • Greater Seal of Armor (+13 Arm) - You are jungling, this is a must have.
Glyphs
  • Greater Glyph of Scaling Magic Resistance (+24 MR at lvl 18)- Extra magic resistance never hurts. Break even with non-scaling glyphs at level 9.
  • Greater Glyph of Magic Resistance (Alternative) (+12 MR) - Good against AP heavy enemies, when you have to take extra magic beating early game when ganking.
  • Greater Glyph of Attack Speed (Alternative) (+5.7% AS) - More DPS! Take only when your enemies don't have AP champions.

Summoner Spells

OR +

Explanation:
  • Flash - Volibear has no gap closing skills. Can be used offensively to initiate or gank with + or defensively to escape.
  • Ghost - You can replace with if they don't have many gap closers, disengaging or hard CC skills. Beware that you won't be able to follow a low health champion if he flashes over the wall (which sometimes might cost u a first blood).
  • Smite - You are jungling. Smite is a must in order to secure objectives (Baron Nashor and Dragon) or kill bigger monsters, increasing your jungle speed.

Skills

Passive: Chosen of the Storm
INNATE: When Volibear's health drops below 30% of his maximum health, he will heal for 30% of his maximum health over the next 6 seconds.

COOLDOWN: 120 seconds


Notes:
- If Chosen of the Storm comes off of cooldown while Volibear is under 30% health, it will not trigger unless Volibear takes damage.

Explanation:
Strong passive mid-late game that will help you in many sticky situations. Negligible early game due to your low health and long duration for full heal (6 seconds) so you might want to use this to sustain yourself in the jungle during those few first clears.


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Q: Rolling Thunder
ACTIVE: For the next 4 seconds, Volibear will gain 15% movement speed. This bonus increases to 45% movement speed when headed toward a nearby visible enemy champion. Additionally, Volibear's next autoattack during this time will deal bonus physical damage and will fling the target behind him.

COOLDOWN: 12 / 11 / 10 / 9 / 8 seconds
COST: 40 mana
RANGE: 300
BONUS PHYSICAL DAMAGE: 30 / 60 / 90 / 120 / 150
BONUS MOVEMENT SPEED: 30 / 35 / 40 / 45 / 50 %
FLING DISTANCE: 300


Notes:
- Rolling Thunder resets the autoattack timer and will apply the bonus damage on towers.
- Rolling Thunder can knock an enemy through very thin walls.
- Rolling Thunder will retain its movement speed buff for the full 4 second duration even if the fling is activated prior to the end of the buff.

Explanation:
This is your main ganking/initiation skill. Be careful when coming from side, because you might throw enemy closer to their tower thus helping them to escape. You can also use it to escape, although 15% increased MS is not that much. Keep in mind that it resets autoattack timer and apply the bonus damage on towers, so use it if you are pushing with your team after a victorious fight (you don't want to have it on cooldown when there are still alive enemies around).

Rolling Thunder can also be used to peel for your carries by throwing the enemies that reached them away. Be cautious in the later stages of the game not to throw their tanks to your carries' faces, but most of the time enemies run away from a charging Volibear and the poor guy who gets caught dies in the heavy rain of your team mates' skills.


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W: Frenzy
PASSIVE: Volibear temporarily gains bonus attack speed after an autoattack. This bonus stacks up to 3 times and lasts for 4 seconds.
ACTIVE: While Volibear has 3 stacks of Frenzy, he can activate this ability to bite a target enemy. The stacks won't be consumed. The bite will deal physical damage that scales with his own bonus health. This damage will in turn be increased by 1% for every 1% of the target's missing health.

COOLDOWN: 18 seconds
COST: 35 mana
RANGE: 400
PASSIVE ATTACK SPEED: 8% / 11% / 14% / 17% / 20% per stack
MAX ATTACK SPEED: 24% / 33% / 42% / 51% / 60%
BASE PHYSICAL DAMAGE: 80 / 125 / 170 / 215 / 260 (+ 15% of bonus health)
MAX PHYSICAL DAMAGE: 160 / 250 / 340 / 430 / 520 (+ 30% of bonus health)


Range of Frenzy:
[http://i.imgur.com/ogMy9Ki.jpg]

Explanation:
This skill has two component a passive buff and active single target nuke.

The Passive component is a stacking attack speed buff, which will increase the chance of Madred's Razors' procs and the number of Thunder Claws procs during its duration.

The active component is a massive single target nuke, but due to its long cooldown it's mostly used as finishing/kill securing tool. Be careful no to secure too many kills, ideally you want to give kills to your carries. It requires you to have three stack of Frenzy before you can use it, which is not that hard because Rolling Thunder will give you one stack and landing additional two auto attacks is not that hard when enemies are slowed with Majestic Roar.


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E: Majestic Roar
ACTIVE: Volibear lets out a powerful roar that deals magic damage and slows nearby enemies for 3 seconds. Minions, monsters and pets are also feared for 3 seconds.

COOLDOWN: 11 seconds
COST: 60 / 65 / 70 / 75 / 80 mana
RANGE: 425
MAGIC DAMAGE: 60 / 105 / 150 / 195 / 240 (+ 60% AP)
SLOW: 30% / 35% / 40% / 45% / 50%


Notes:
- Majestic Roar will fear clones such as Mordekaiser's Children of the Grave or Shaco's Hallucinate.

Range of Majestic Roar:
[http://i.imgur.com/hcUhf8R.jpg]

Explanation:
This skill is an AOE spell which will slow your enemies and fear creep/pets/jungle monsters. Majestic Roar will help you clear your jungle faster in the early stages of the game when you have blue buff. If your mid laner does not profit from blue buff and you can keep taking it (energy or resourceless) feel free to spam it in the jungle.

When ganking bare in mind, from which direction you are coming at the enemy. If you are coming from behind it is obvious that you would want to use Majestic Roar prior to Rolling Thunder. The fear component will help to decrease DPS taken from bigger creep waves. Let me give you an example: the enemy is overextending, because the creep wave is pushing, which makes ideal opportunity to gank. However, the minion agro might be painful (especially in the early stages of the game, where minions can actually kill you) and that's where the fear shines. It will render massive creep waves (no matter how big) useless for 3 seconds.


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R: Thunder Claws
ACTIVE: For the next 12 seconds, Volibear's autoattacks will blast his target with lightning that will also bounce to up to 3 nearby enemies. Each bolt of lightning will deal magic damage and will only hit each target once per autoattack.

COOLDOWN: 100 / 90 / 80 seconds
COST: 100 mana
MAGIC DAMAGE PER BOLT: 75 / 115 / 155 (+ 30% AP)
BOUNCE RANGE: 300


Explanation:
Great early-mid game source of AOE damage. More attack speed you have, more procs you will get out of this skill. Don't be afraid to use it even if there is only one enemy, because the damage of Thunder Claws will fall off pretty fast (still good against squishies).

Be careful when activating. It has a cast time, therefore will stop your movement or auto attack. Ideally you want to activate it before a team fight or after the enemy got threw behind with Rolling Thunder.

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For comparison I included auto attack range below:
[http://i.imgur.com/z0dhxNA.jpg]

Skill Order

Skill Priority:
-> -> ->

Explanation:
Sadly there is not much freedom in skill order of Junglebear. You will want to max Frenzy first for increased attack speed as well as damage on its active. Majestic Roar should be maxed second, because it grants more damage per skill point than Rolling Thunder and the increase in slow %. One point in Rolling Thunder for utility purposes.

If you are starting Wraiths>Red Buff first, take Majestic Roar then Frenzy. If you are starting Wolves>Blue Buff first, take Frenzy then Majestic Roar. The reason behind this is that Majestic Roar will deal more damage on 4 weaker monsters than 3 stronger ones and vice versa.

After finishing your second buff you should be level 3 and have one point into each three skills ++ and proceed to gank if there is a possibility.

Item Build

Starting Items (500 gold):
+

You want to start with Hunter's Machete since it is core starting item for jungling in Season 3. Health Potions are meant to keep u healthy during first clear.

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First Buy (850 gold):
+ + +

Ideally you want to have enough gold to buy Boots of Speed, upgrade your Hunter's Machete into Madred's Razors, Sight Ward and couple of Health Potions. If you cannot afford to keep farming (e.g. you burned all Health Potions after unsuccessful gank or you got invaded) and you don't have enough gold, just skip Boots of Speed.

Why Madred's Razors not Spirit Stone and why no Wriggle's Lantern?
The reason why I chose Razors over Stone is that with recent changes to jungle big monsters have much more hp and small have less. Thus Madred's Razors on a single target is better than consistent true damage of Spirit Stone. Sure Spirit Stone upgrades ( / / ) are cost efficient, but they are very selfish items and we are playing tanky-support Junglebear not a Killerbear.

Upgrading Madred's Razors into Wriggle's Lantern is an investment of 900 gold. That almost half the price of the Locket of Iron Solari. Upgrading Wriggle's Lantern will cost you 900 gold and increase the proc true damage by only 200 damage (the % chances remains the same) and give you life steal, which is an AD scaling stat (useless for Junglebear).

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Core Items (2000 + 2150 gold):
+

Locket of Iron Solari - A core item on most of the junglers in season 3. The stats given by it are worth 2174 gold at cost of 1850 gold (not including it's active). Use the active part of the Locket of Iron Solari when a team fight is about to break out or you want to shield your escaping ally.

Aegis of the Legion - Another good support item that should be bought second after Locket. The stats are worth 2320 gold for a price of 2150 gold. Every additional ally nearby boosts the value by 860 gold. After some elementary math: Aegis of the Legion is worth 5760 gold if whole team is together. Now that's an OP item.

Runic Bulwark - You should upgrade Aegis of the Legion to Runic Bulwark only if enemy is AP heavy or their AP is fed. Since you we all love numbers: Bulwark alone provides 3216 gold worth stats at cost of 3200 gold, with your team mates around the value increases to 7856 gold.

To sum up for 4150 gold you get: +650 HP, +65 Arm, +35 MR, 20 HP regen per 5 seconds and priceless aura + an AOE shield scaling with level. 8200 gold worth stats if your whole team is nearby.

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Choice of Boots and Enchantments:
/

You should think about upgrading your boots somewhere after finishing Locket of the Iron Solari. In my opinion most of the junglers should only think of two boots upgrades, which are:

Boots of Mobility - Get them if enemy doesn't have much hard CC and you want to increase your mobility around the map.

Mercury's Treads - Best boots against heavy CC enemies. With Tenacious perk gives you 44.75% Tenacity, which is almost half of the duration of any CC.


Enchantments:
Don't upgrade your boots to tier 3 if you don't need to. Normally you would upgrade them very late into game since they are not really worth the gold. The only exception is getting Homeguard upgrade when you are losing the game.

Homeguard - Get only if you are losing the game (Tier 1 and 2 towers are down).
Captain - Very good choice for tanky initiators. I find that they are underestimated and should be implemented into late game more.
Alacrity - +15 Movement Speed is nice, but not worth the gold.
Furor - Not worth it, better get Alacrity (I could put a massive table with all combinations of boots, masteries, items and runes and a graph presenting when Furor is better than Alacrity, but I think it's enough math for today).

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Supplementary Items:
/ / /

Above mentioned items are supplementary, which means they are situational and should be built depending on enemy team composition and how fed are particular enemies. I will explain why those items are best for Volibear and when to build them. Most of them are built from Giant's Belt and provide hefty amount of health. Later in game you can sell your Madred's Razors and buy 3 of the below mentioned items.

Warmog's Armor - Recently nerfed, but it is still gold efficient at its base values. This item gives most health in game possible and increase damage of Frenzy by 150 minimun - 300 maximum. You can get two if you really want.

Frozen Mallet - Alternative for . Gives 300 less health, but provides you with perma slow on you attack speed. It is totally up to you which you preference. Bare in mind that is significantly less gold efficient than Warmog's Armor.

Randuin's Omen - Buy when they have a lot of AD and you still have trouble with taking punishment due to your low armor (you don't want to go over 200 with new penetration buffs though). The active on Randuin's Omen is very strong if activated in the middle of enemy team. You should be able to get 35% slow for about 3 seconds on their whole team.

Spirit Visage - Gold efficient at its base cost. Great item when you are facing multiple AP champions. Gives you 50 magic resistance, 20% Cooldown Reduction (which is huge!) and a bit of health, but you are not buying Spirit Visage for health are you? Of course not! The unique passive increases your healing, regeneration and drain effects on yourself by 20%. Coupled with Warmog's Armor and your Passive - Chosen of the Storm you are almost invicible.

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Optional Items:
/ / /

Not the best items for Volibear, who needs to stack health. They either don't profit Volibear that much or are too expensive (gold inefficient) for a jungler to get.

Sunfire Cape - It is best to be bought as early as possible in game, since it's AOE damage has no scaling. It is highly cost inneficient. Never get it unless you are very ahead in early stages of the game (e.g. 4/0/4).

Thornmail - Get this instead of Randuin's Omen only if they have many auto attack reliant champions (e.g. double AD carry, Xin Zhao/Tryndamere top).

Frozen Heart - It is gold efficient even without it's aura, which to be honest is really strong. The main problem with this item is that it gives you no health. You could get Randuin's Omen for nearly same cost and profit more.

Ruby Sightstone - Great to buy if you have a small lead early game (e.g. first blood). It gives mediocre amount of health, but if you have this item, you could entirely shut down their jungler and free your solo laners from buying any wards. Gold efficient after placing 8 wards.

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Warning:
Gold efficiency is very important when jungling, since you have lower income than laners. However don't fall into trap of gold efficiency. Bulwark is very efficient, but it doesn't mean you have to upgrade your Aegis blindly even though enemy deals no magic damage.

Jungling

Jungling is a complicated role if not one of the most complicated role in League of Legends. It can come down simply to farming and ganking or it can be as complicated as counterjungling and counterganking. I won't be explaining in every single detail how to jungle, because it would take a whole guide, so I will keep it short and sweet.

Pre Game
For you as a jungler the game starts at champion selection (or at the loading screen if it's blind pick). There are several factors to consider for each lanes:

Allies:
- Do they have enough damage or CC to follow up your gank?
- Is the lane a negative matchup?
- Does the lane have snowballing capabilities?

Enemies:
- Do they have escaping/disengaging skills?
- Does their jungler excel at invading?
- Is their jungler weak early game?

Based on the answers for above question, you might want to invade (e.g. enemy has jungling Amumu) or watch out for invades (e.g. Lee Sin). This is also important to know when is the champion is strongest and if the lane is gank worthy. For example, Darius (ally) vs Singed (enemy) top lane is a favorable matchup for Darius early game. A good Singed will just play passively and farm up to mid-late game where he outscales Darius, also Singed is damn hard to successfully gank later in the game, so it is logical that you want to come as many times as possible early game for ganks to shut Singed down and snowball Darius. This knowledge comes with playing many champions against even more champions, as a jungler it is crucial to play all the roles on mediocre level, because you have to understand their mindset, reasoning and role in the game.

Another thing to watch out for is agressive early game counter junglers such as Lee Sin. It is common that Lee Sin will invade you when you are doing your second buff and probably kill you. Ask your support to ward the entrance to your jungle.

First Clear - Routes
Volibear is not a mana hungry jungler (although having blue will increase his jungle speed significatly) and he does okay with just Madred's Razors, so you can start anywhere you want. With recent changes to leashing, it's much better to start from bottom part of the map (red buff for blue team, blue buff for purple team), because AD carry and a support will have you a nice hard leash, while still being able to go back to lane on time. IMPORTANT: don't use your potions on the first buff. Wait for your passive to kick in then use the potions (your passive won't save your butt from a fight with 0 items at level 3 while being ignited, but will give you that extra health for your first clear).

[http://i.imgur.com/Eikgex2.png]

Starting from Ancient Golem (aka blue buff):
Wolves > Ancient Golem (save Smite) > Wraiths (skip if enemy has a early counter jungler (Lee Sin/Shaco) > Red Buff (Smite) - Level 3

Starting from Lizards (aka red buff):
Wraiths > Lizards (save Smite) > Wolves (skip if enemy has a early counter jungler) > Blue Buff (Smite) - Level 3

After finishing you second buff, you can go gank top or mid, don't bother going bot (heavily warded early game) or keep jungling.

Additional Read
There are some great guides that I found on SoloMid.NET about jungling and I suggest you to check them out:
The Psychology of Jungling by tapobu - http://www.solomid.net/guides.php?g=27085-tapobu-generic-build-guide
Jungling 101: Ganking, Counterganking, Being a Man by Gudo - http://www.solomid.net/guides.php?g=47351-gudo-generic-build-guide

Early Game (Level 1-7)

As a jungler your main focus early game is to farm up, control buffs and have global map awareness. There are few things you can do after you cleared most of your jungle:
  • Gank - The enemy never warded and is overextended? Pay him a visit.
  • Counterjungle - A ward spoted enemy jungler going for a gank? Steal his jungle monsters (preferable the big one and leave the others, so the camp won't respawn delaying enemy jungler with his leveling).
  • Countergank - A ward spoted enemy jungler heading towards a lane? Follow him and wait for enemies to make a move then pop out. Coutner ganking requires either reading in opponents mind or nice ward coverage of his jungle.
  • Push - Simply walk to a lane and auto attack the heck out of the creepwaves and tower. Do this only if you AND YOUR TEAM want to end lanning phase faster and progress into mid game. There are several reasons you would do this (early game team composition, lane is losing, create more pressure on that lane).

Keep in mind when ganking that some lanes are lost from beginning and trying to gank this lane would waste your time. It's better to focus on snowballing others or getting objectives. For example, your Fiora is losing to a Singed (WTF NOOD GANK MY LANE, ENEMY CAME 999 TIMES ALREADY), first of all your top laner has no cc and no damage, their top laner excels at escaping. Most of the laners have no idea what jungling is about, just ignore them.

You should always ward one spot and it is gonna be either your jungle entrance or their jungle entrance. You have to ask your mid laner where will he be warding "enemy entrance or your team's?" and then just ward the other one. Having a ward at enemy wraith camp is crucial (prevents their mid from roaming and gives you information about enemy jungler whereabouts).

Example for blue side (defensive):
[http://i.imgur.com/HViPENG.jpg]

Example 2 for blue side(offensive):
[http://i.imgur.com/x6H4yrF.jpg]

Another ward you could put is at their blue buff brush so you can smite steal it. The ward should be put 1-2 minutes before 7 minute mark (which is most common time when it will respawn provided enemy started blue):
[http://i.imgur.com/uXHAWW0.jpg]


Mid Game (Level 7-12)

Mid game starts when few towers have fallen and people start to roam around the map. Mid game is all about objectives and map control. You should have your Locket of the Iron Solar and Boots of Speed and Madred's Razors by now.

At this stage of the game you want to destroy the middle tower, which provides a lot of map control. Not having a middle tower means that mid laner can freely roam around with his/her jungler. Mid lane also cuts through the jungle, so it may disrupt jungling paths.

You are tanky enough to perfom 3-man dives top and 4 man dives bot. Nowadays most of bot laners run exhaust (support) and cleanse/barrier/heal (AD carry), which means they have no means to reduce healing from your passive (with few exceptions such as Miss Fortune's Impure Shots).

After successful ganks you should try to get the tower or dragon if the gank was around mid-bot lanes. Be careful of their junglers position, becaue he/she might try to smite-steal the dragon (unless he is dead, then you don't have to worry). Always have the dragon dewarded by you or your support using Vision Ward to deny any vision on it. At this stage of the game always keep your smite up unless all big monsters are down (Baron Nashor (not likely), dragon and buffs), because any good jungler will take advantage of your smite being down and at this stage of the game not many skills can outdamage smite.

Late Game (Level 12-18)

Late game starts when all of the tier 1 towers and some of the tier 2 towers are down and people have their core items. This stage of the game is all about sticking together, pushing and forcing team fights. Be sure to always have your lanes push out in case a team fight breaks out and if you lose it you won't get pushed too hard or if you win you will be able to push easier.

The main emphasis is on tier 3 towers and inhibitors rather than kills and Baron (I saw crazy game where I won by split pushing although we were 20 kills behind).

Baron is a huge risk-reward objective (it might end up with Baron stolen and half of your team dead even when you had big lead). You should never attempt Baron unless:
+ 3 or more enemies are dead (including jungler).
+ Enemies are out of position (e.g. AD carry farming bottom and jungler just recalled).
+ You want to force a teamfight (e.g. their turtling power is too strong making you unable to push, because they have Anivia).

You could also try to split push to split their team up and catch people alone one by one. Picking up an Oracle's Elixir will help you deny vision/map control, thus making catching people easier. For example you could clear up every ward around Baron area, camp with your team in a brush and kill them when someone tries to check Baron).

Team Fights

You are tanky-support Junglebear, which means you want to stay in the middle of your team so they can profit from your auras as well as it enables you to react faster to the situation. The only time when you will initiate is that someone is totally off position (a squishy AP carry that stands in front of his team), then you should try to attempt a flash + Rolling Thunder + Majestic Roar combo.

Early-Mid game you can focus on dishing out as much damage as you can with your Thunder Claws active and disrupting enemy team with Rolling Thunder and Majestic Roar. Try sticking to their main damage dealer to zone them out of the fight. Most of the carries with 1/3 heath should die under your Frenzy active.

Late game your damage falls off (you didn't build AP/AD so your skills deal less damage except Frenzy). So your main focus is to protect your carries and peel for them. Majestic Roar and Rolling Thunder are perfect skills to do so. Let your top lane do the diving for enemy carries, since he has much more items (tankiness/damage). Of course everything depends on how fed is your team and how fed is the enemy team. If their carries are still squishy and deal no damage (because they got shutdown early-mid game), feel free to dive for them ("A fool and his head are easily parted").

Final Comments

Hope you enjoyed my guide to playing the Tanky-Support Junglebear. He is very noob friendly (no skill-shots), but also a solid pick in any elo brackets (as well as competitive play aka Damiondprox). His main nuke is the cause of many KSes sometimes leading you to be incredibly fat and sometimes if the game is in your favor you can build a Sonic Speed Booooom Volibear for fun.

If you have any question please feel free to ask me in the comments below. Building criticism welcomed!

May the storm follow in your wake, summoner and good luck on the fields of justice!

I leave you with this beautiful video of Siv HD :)

About Me

Hi! I'm SqnZkpS and I play on SEA server at platinum league. I started playing league at the very beginning of season 2 and totally fell in love with jungling and later on with supporting (which I find somewhat similar). I main supporting and jungling, because I find those roles being able to change the tides of the game without direct involvement into the game.

My favorite champions are: Lee Sin, Singed, Volibear, Kayle and Zed. I might be doing some Kayle or Zed jungling guides, since they are more unorthodox than the rest of the junglers.

Please feel free to follow my twitch channel, where I do commentaries on champions that I play - http://www.twitch.tv/sqnzkps

Changelog

4/17/2013
+ Changed Rolling Thunder description due to a nerf.
+ Adjusted cost and gold efficiency for Locket of the Iron Solari.

2/27/2013
+ Added "Jungling" chapter.
+ Added "Early Game" chapter.
+ Added "Mid Game" chapter.
+ Added "Late Game" chapter.
+ Added "Team Fight" chapter.

2/25/2013
+ Guide released!

Comments

March 8, 2013 - 03:50 AM #1

summoner spells and skills chapters still need work. Game phases are not dictated by level or time, but by current game state. There should be no images mixed into you're sentences. when writing a sentence, you need to write out the name of the object your describing(in the case of skills, you could opt to use Q/W/E/R instead).

February 25, 2013 - 06:25 PM #2

I will add them later on this week :)

February 25, 2013 - 05:16 PM #3

Missing early game, middle game, late game, and team fight sections.

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