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VOLIBEAR BUILD GUIDE: Jungle Volibear by omar123

by omar123 (last updated over a year ago)

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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
9
21
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
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
9 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 1/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 2/3
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
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 0/3
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 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
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
0 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 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
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
9 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 1/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 2/3
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
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 0/3
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 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
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
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

Hello guys, welcome to my Volibear guide, my in-game name is: OmarCarrera, feel free to post a comment to give me feedback about this guide. Please do not add me in game :)

Volibear is a very strong jungler overall, he plays the TANK role, his only weakness is that he can be kited easily, he is an excellent duelist and his passive makes him durable in teamfights. You can first pick Volibear because he has no counters, his ganks are very strong and he can start ganking at level 3. He has good cc.

Pros:
  • Powerful ganks level 3
  • High sustain
  • He is an initiator
  • Extremely tanky if built according to my guide
  • Decent jungle clear time.
  • His passive makes Volibear an extremely good 1v1er, you can also bait people at turrets.
  • Good base damage(He doesnt need damage items)
  • Can hit tanks in teamfights and will still do damage to the backlines with his ult.
  • Good peel

Cons:
  • Can be easily kited

About the author

My name is OmarCarrera, I have been playing league of legends for 1 year starting back in season 2, im a Diamond I player in the NA server. I main jungle and i have recently found volibear as a very solid pick.

My S3 volibear stats(14/04/2013):
[http://img716.imageshack.us/img716/345/volibearstats.jpg]

Statistics

Level 1

Damage 54(+3.3 / per level)
Health 440(+86 / per level)
Mana 220(+30 / per level)
Move Speed 345
Armor 16.5(+3.5 / per level)
Magic resist 30(+1.25 / per level)
Health Regen 7(+0.65 / per level)
Mana Regen 7(+0.65 / per level)
Attack speed 0.658(+2.9% / per level)
Range 125

Level 18

Damage 113.4
Health 1988
Mana 760
Move Speed 345
Armor 79.5
Magic resist 52.5
Health Regen 18.7
Mana Regen 18.7
Attack speed 0.933
Range 125

Retrieved from wikia.com

Masteries

I run defensive masteries because volibear should be played as a pure tank, you will not be building damage on him because his base damage is high enough to kill people. The 9 points in offensive will increase your early game damage and will provide you with a little bit of cooldown reduction, which is really helpful.

Take this if you are going to run

[http://img15.imageshack.us/img15/6893/masteriesflash.jpg]

Offensive:

4 points in Sorcery: cooldown reduction is really good on volibear because you can + people faster.

4 points in deadliness: Opens "Weapon Expertise" masterie, and provides you with AD per LVL which is helpful.

1 point in weapon expertise: Armor penetration increases your early game damage.


Defensive:

1 point in summoners resolve: Grants 10g whenever you use , stacks up.

4 points in durability: health per level scales well with your passive. Your scales off your bonus HP as well, this means more damage.

2 points in tough skin: Reduces damage taken from monsters in the jungle = more durability.
1 point in hardiness: Grants extra armor to reduce damage taken from camps, auto-attacks and physical damage skills.

1 point in bladed armor: Deals true damage to monsters that attack you, this will increase your clear time. Sometimes this masterie will do enough damage for you to kill blue buff or red buff when trying to donate it to your teammates, so watch out for that.

2 points in unyielding: -2 damage taken, makes you even tankier.

1 point in block: -3 damage from auto attacks = more tankyness. This can be the difference between surviving or not.

3 points in tenacious: Reduces CC's duration, which makes it harder to kite you.

2 points in juggernaut: increases maximum health, which scales with our and our as well.

1 point in defender: grants more tankyness in teamfights, up to +5 Armor and +5 Magic resistance, not bad.

1 point in reinforced armor: More tankyness to survive auto-attacks from the ad carry.

1 point in honor guard: Reduces damage taken by 3%, this is actually a really good masterie that will make you tankier.


Take this if you are going to run

[http://img802.imageshack.us/img802/8530/masteriesghost.jpg]

Pretty much the same masteries, the only difference is that you put 3 points in Sorcery and 1 point in Summoner's Wrath to increase your movement speed when popping ghost, the 8% movement speed difference is actually crucial, that is 29 extra move speed, which can mean the difference between killing someone or not, getting away from a bad fight, or getting in time to steal/fight for baron or dragon.

Runes

[http://img201.imageshack.us/img201/4704/runessmr.jpg]

Or


[http://img441.imageshack.us/img441/6718/runesfmr.jpg]

Or


[http://img191.imageshack.us/img191/4332/runesmmr.jpg]

Attack speed runes are good to proc your more often, and this will speed up your clear time. More AS means more procs off your , which means more chains, which means a TON of damage.

Armor runes are pretty standard for any jungler to soak up damage taken from neutral monsters, it will also help you when ganking to reduce damage taken from auto-attacks or even turret shots, and if you are going to fight the enemy jungler 1v1 this should give you an advantage because early teamfights rely most of the time in auto-attacks for damage.

For blues you can either run flat MR or MR per LVL depending on your opponents, if you are playing against an AP heavy team, you could take flat MR for early teamfights, if they dont have much AP then you can run MR per LVL. You can also mix runes if you feel you will need MR at every stage of the game(early game, mid game, late game) You can go 3x FLAT MR and 6X MR per LVL to do this.

For quintessences I run Movement speed quints because as volibear you have to use your to flip people, and this will help you reach them faster, this will also allow you to move faster through your jungler which will decrease your clear time, you will also be able to reach places faster, from ganking faster to getting to a dragon/baron fight faster or just to get to a teamfight faster, this can really make the difference.

Summoner Spells

Or

Explanation:



is basic on every jungler for securing buffs (Dragon, Baron) and it also helps you to steal Red buff / blue buff. This will also help you clear camps faster, because it does 490-1000 TRUE DAMAGE to creeps/neutral monsters, try to time this with your auto-attack when taking a buff (blue or red) so that you do the exact amount of damage to kill it when you smite it, this way you will always prevent steals from the enemy team, same applies to baron and dragon.



For your second summoner you can run if the enemy team has heavy cc / many slows because this way you can just + someone withouth being kitted, the surprise factor is amazing, most of the time if you + someone he will not be able to react in time to get away, therefore you should win the teamfight assuming you used either on the AP/AD carry. This can be replaced with if the enemy lacks CC because you will be able to land your anyways since they dont have enough CC to stop you.



If the enemy team lacks cc you can run , because you will be able to just run towards them and them. also has a lower cooldown than , so its worth to trade your for an enemies . NOTE: Even if people flashes away when you pop + you should still be able to catch them if you keep running towards them because lasts for a fairly decent amount of time.



Do not take this, you need or to initiate. You will also be building tanky items so you shouldnt need this.



Please never take this, this summoner spell should only be taken by a support to provide vision for his team, however you can still do this by buying



Your masteries/merc treads are enough to reduce CC, instead of taking this against a heavy CC team you can just run for the surprise factor because they will not be able to CC you before you get your off.



is a pretty good summoner spell, but it shouldnt be you taking it because you will need either or to get close enough to someone, so no.



You already have your , dont take heal, there are better summoner spells for Volibear as mentioned above.



You are just a tank, let your teammates get kills as well, because you cant carry a game if you take every single kill, ignite is really good against healing abilities like Fiddlesticks W or your , however let someone else grab this.



This summoner is really effective on Karthus, along with teleport, it gives you so much kill potential, however as volibear you are not supposed to die anyways, because you are a full tank with so many resources to survive.



This may work for surprise intiations, however I wouldnt recommend it because you can easily be kited if you are not running or .

Skills

->->->


Passive: Chosen of the Storm

Explanation:

Very strong passive, it will heal you when you are about to die (30% hp left), this synergizes well with because you can pop it and then heal back for HUGE AMOUNTS OF HP. Always watch out for because it will reduce your health regeneration to 50%, keep in mind that this skill WILL NOT make you invicinble, so people with high burst damage or executes will still be able to finish you off even if you proc this. This passive is extremely good when you are towerdiving people, because most of the time it will give you enough health to survive the turret hits.


Q: Rolling Thunder

Explanation:


Volibear's is your initiating/escape ability. A 30% increase in movement speed makes you most likely faster than anyone on the enemy team. This skill is also good for getting to objectives faster, using it on your way to turrets or on the way to a fight makes you get there a few seconds earlier. Also, when attacking towers, your resets your auto attack and deals bonus damage toward the tower. So when downing a turret, use it to your advantage so you can destroy the turret faster.
If you manage to auto-attack a champion, it will flip him BACKWARDS. You get this level 3 to start ganking. You max this last.


W: Frenzy

Explanation:

Maxed second. Gives you passive attack speed whenever you auto-attack, stacks up to 3 times. Its active will need you to land 3 consecutive auto-attacks to enable it, it will deal damage according to the % of missing health. So use this as a finisher. Typically the time to bite is when they are 1/5 health or so, unless they are tankier targets, in which they need to be lower health to completely finish off. If you are aiming for a squishy target on the enemy team, biting them at 1/3 HP left isn't so bad if you have your teammates ready to finish him off. Use this skill wisely, it has a VERY LONG COOLDOWN.


E: Majestic Roar

Explanation:


Maxed first. This ability is used for damage/escape/catching purposes. Attempt to use it in a group of people to maximize damage and to slow everyone on the enemy team, especially if you are peeling for your own carry. A good tip for this skill in the jungle is to land one auto-attack to a monster, then when his attack animation is about to go off; you press and it will get feared, stopping any damage you take for a while, increasing your durability. Spam this ability when farming your jungle, it really helps you to reduce damage taken. Remember your works on Tibbers, Zyra plants, Shaco boxes, Heimerdinger turrets, and Malzahar pets.


R: Thunder Claws

Explanation:

Volibear will deal magic damage up to 3 opponents around him, this way you can just auto-attack a tank and it will hit the backlines, max this whenever you can (levels 6, 11, 16). Waste no time when this ability is activated, get all the auto attacks you can to deal maximum damage. This ability is also helpful when you want to take dragon/baron really fast, this will increase your damage output for you to take it down faster.

Reasoning behind this:

I max everytime I can (levels 6,11,16) because this will give you alot of extra magic damage and utility in teamfights, you will be able to hit the backlines by just hiting tanks.

I max first over , because you get 45 extra damage per minion, plus an extra 5% slow (from 30% to 35%)per level. This means more utility in ganks/teamfights, as maxing will give you 7% extra attack speed when fully charged per level, thats roughly 0.7 attacks every 10 seconds, this means 2 more attacks every 10 seconds after putting 3 extra points in W, that is = 150 extra damage, instead you can get +135 extra magic damage per minion putting 3 points in . This proves that maxing -> will give you a faster clear time and way more utility.

Your level 1 will give you 30% extra movement speed, that is (345+25(from boots))*1.3 = (111+370) = 481 movement speed when moving towards an enemy champion, that is enough speed to outrun ANYONE in the game, this is the reason you only put 1 point in and max it last, because you already have enough movement speed and you will not use this to farm your jungle.

Item Builds

Basically on Volibear you want to get Cooldown Reduction to and people more often, you want Health because it scales with your and adds damage to , then you want Armor/Magic resistanceto become the tanky bear we are trying to build, this obviously deppends if the team is AD heavy or AP heavy, if they dont have any AP damage at all you can skip Magic resist and build full armor.

->

You should always start with and , this will give you the fastest clear time early game and sustain to survive through the camps. Allowing you to farm the 750g you are aiming for to get your next 2 items.

Then:

+++

You should always try to get 750 gold before your first back so that you can get and , if u dont have enough just get and then on your next back.
The point of getting these items is: will give you some nice armor which is helpful to reduce damage taken from camps, but the most important point is that its passive will have a 25% chance to deal 300 magic damage against minions and monsters, which will speed up your clear time a lot(There is a chapter next which explains why this item is better than spirit stone). The point of getting is that as Volibear, your goal when ganking is to your target into your teammates, this will give you more movement speed to make it easier for you.

I added a chapter explaining why I use instead of .

Then:


After this your goal is to get (you get first). Like I mentioned above, Volibear benefits from EVERY single stat of this item, armor will reduce even more damage taken from camps, cooldown reduction will increase your clear time as well because will be able to more often, health will scale with your and and you will be more tanky as well, its active its also really good as it will grant a small shield (50-230 deppending on level) to all nearby allies (including you) this adds up to 1150 effective health for your whole team, you have 2 options for using this item: Using it at the beggining of a fight or you can use it as soon as your procs because it could grant you the extra health you need to survive, use your judgement on when using this item, you get the first because you already have a good amount of armor, therefore health and cooldown reduction is more useful.

Or

You should get if you are against a team that has 4+ forms of CC, the magic resist is also good against heavy AP teams. If they lack cc and have mostly an AD team, then you can get because its passive will reduce damage taken from auto-attacks (physical damage) by 10% and you will get some extra armor as well.

Depending on the situation


If you are going to teamfight soon you can get next and upgrade it to if they have an AP heavy team because this item will grant defensive stats (armor and magic resistance and health regen) to nearby allies, making you stronger in teamfights. If you are not teamfighting soon you can just get against an AD heavy team because it grants you with alot of armor and health, as well as a nice passive that will slow anyone that attacks you for 10% of their movement speed and will reduce 15% of their attack speed as well, 's active is godlike as well, it will slow every enemy surrounding you for 35% of their movement speed for 2 seconds (+1 extra second for every 100 armor). You could get if they have mixed damage or alot of true damage. If you dont have enough money for anything you can go which will give you some tankyness (hp and armor) for a relative cheap price, its passive is also good as it will do magic damage to everything about you, which will speed up your clear time and make you a bigger threat to the enemy.

Against heavy AP damage
Get first

If enemy has alot of AP damage you can get , you get the first because you need the magic resistance, this will give you 20% cooldown reduction, 50 magic resistance and 200 health, also its passive synergizes with your . After this get the other items mentioned above.

Against a full AD team
Or

If enemy has only AD damage, is a good choice(after or ) as this will return 30% of damage taken by auto attacks as magic damage and this will give you an extra 100 armor to reduce physical damage taken.
You can get after if you feel you dont need to avoid being kitted. is always good against AD teams because its aura will reduce the attack speed of nearby enemies by 20% and it will give you 20% cooldown reduction as well, which is very helpful.

If you only have 475g and got nothing else to buy


is a very good enhacement to your boots, you should get this if you are getting pushed towards your base, if enemy is about to rush baron/dragon, or if you need to get somewhere as soon as possible. However try to have at least a before you buy this item. This item can be the difference between getting to a place in time or not.

If you plan on doing baron


If you are fed you should get to help your team clear and dont forget to buy + and a whenever you can ( can save you from , and are always helpful, vision win games).

Before a big teamfight



This will increase your HP, therefore it will increase your survivability and it also scales with and .

For your 6th item

Or any item mentioned above

For your final item, you will be selling your and then you can get if you are dieing in teamfights, because this will grant you awesome defensive stats and an additional life. If you are not dieing in teamfights you can get any item you are missing from above, after you have your final build make sure to buy elixirs/oracles whenever you can.

IMPORTANT NOTE: keep in mind that the maximum cooldown reduction you can get is 40%, so when building items make sure you dont exceed 40% or you will be wasting money in stats that are not being used.

Examples of full builds:

Against an AD team:

Or Or

This build will grant you 30% cooldown reduction(you get 3 or 4% from masteries) so you will end with 33% or 34% which is enough, you also get tons of armor and a lot of attack speed reduction for auto-attackers, for your 6th item you sell your and you can choose between or , you should get thornamil when the enemie has 2-3 people that relies on auto-attacks for most of their damage (Example: Ad carry bot, Ad carry top and jungle tryndamere). If you want to have an extra life you can get which will grant you awesome mixed defensive stats as well as a passive that will revive you upon dieing. For boots you should get if the enemy has alot of CC(crowd control) if not you can just get .

Against an AP team:



This build will grant you 30% cooldown reduction(you get 3 or 4% from masteries) so you will end with 33% or 34% which is enough, you will also get a lot of health points and a decent amount of magic resistance and armor. You sell and get your .

Against a mixed damage team:

Or Or

This is the build you would probably use the most. It will grant you 30% cooldown reduction(you get 3 or 4% from masteries) so you will end with 33% or 34% which is enough, you will get huge amounts of health points and a lot of resistances (armor and magic resistance), you upgrade your boots to if the enemy has alot of CC(crowd control) if not you can just get . For your 6th item you can get if you feel like you need more armor and health to be even tankier, if you are dieing in teamfights then you can get which will grant you awesome mixed defensive stats as well as a passive that will revive you upon dieing.

Why is "madreds razors" better than "spirit stone" on volibear?

Ok so I have seen many people go on volibear, I'm going to explain why is better.

Lets take a look at both items first:


Stats +25 armor
Passive:
Unique - Maim: Your basic attacks against minions and monsters have a 25% chance to deal 300 bonus magic damage.
Unique - Rend: Basic attacks deal 10 bonus true damage to monsters.
Item cost 700g
Sell value 490g


Stats:
+14 Health regen per 5 seconds
+7 Mana regen per 5 seconds
Passive:
Unique Passive - Butcher: Damage dealt to monsters increased by 20%.
Unique Passive - Rend: Your basic attacks against monsters deal 10 bonus true damage.
Item cost 700g (40g)
Sell value 490g

Comparison:

Both items have the same price, both of them deal 10 bonus true damage to camps and they can both be sold for the same amount, there are 2 main differences:

  • Stats:
gives you 25 armor, considering costs 300g and gives you 15 armor, doing some simple math we can tell that 25 armor is worth 500g.
gives you +14 Health regen per 5 seconds and +7 Mana regen per 5 seconds, considering costs 180g and gives you +5 health regen per 5 seconds, we can tell that +14 health regen per 5 seconds is worth 504g and considering that costs 180g and gives you +3 mana regen per 5 seconds, we can tell that +7 mana regen per 5 seconds is worth 420g, for a total of 924g all together. At this point it seems that is better, because it is more cost-efficent.

Results:
25 armor = 500g
+14 Health regen per 5 seconds and +7 Mana regen per 5 seconds = 924g
is more cost-efficent (TALKING ABOUT STATS ONLY)

However here comes the interesting part:

  • Passives:
: Unique - Maim: Your basic attacks against minions and monsters have a 25% chance to deal 300 bonus magic damage.
: Unique Passive - Butcher: Damage dealt to monsters increased by 20%.

Ok, so we will discuss about having a 25% chance to deal 300 bonus magic damage every auto-attack(this means 1 out of 4 auto-attacks will proc this) vs 20% increased damage to monsters.

Using our runes setup, we get
(1.7 * 9) = 15.3% extra attack speed.

Considering volibear has 0.658(+2.9% / per level) attack speed level 1, this will increase it to (0.658(+2.9% / per level)*1.153)= 0.758 attack speed level 1, assuming you get your by level 3 AT LEAST, you would have 0.802 attack speed, which means you will land 8 auto-attacks every 10 seconds, that is theorically 2 procs every 10 seconds, which equals 600 bonus magic damage every 10 seconds. Now your will give you 24% extra attack speed when its fully charged, this means you will have 0.99 attack speed level 3 with your fully charged, that is 1 auto-attacks every second level 3 = 300 bonus magic damage every 4 seconds.

Assuming you get your by level 3 AT LEAST, you will be doing 20% increased damage to monsters from every source of damage.
Your will do (60*1.2) = 72 magic damage every 10 seconds when you are level 3, this means 12 extra damage per minion, your autto-attacks will deal (60.6*1.2)= 72.7 damage level 3, this means 12 extra damage per auto-attack, your will deal (30*1.2)= 36 physical damage every 10 seconds, this means 6 extra damage, you can use your 's active every 17 seconds, since you use it as a finisher, you can only use it once per camp. it will do around (140*1.2) = 168, this means 28 extra damage.

Results(Every calculation is made assuming you are level 3, and have 1 point in each ability)(Damage is based on a 10 second duration which is around what you take to clear a camp withouth ):

will give you 750 extra damage every 10 seconds.
will give you (12(4)(assuming 4 minions hit by )+(120 from auto-attacks)+(6 from )+ (28 from ) = 202 extra damage every 10 seconds.

Conclusion:

will give you a 3x(almost 4x) faster clear time, this will help you because you will only need to use your + auto-attacks to farm your jungle, instead of spamming every ability using , the armor will help you in skirmishes and tower dives more than the health/mana regen, since you clear your jungle faster you will have more time to gank, which equals more global pressure, more gold from farming in the long term, and you will only lose 210g after you sell it, to get a better item(instead of upgrading to ), this definetely proves that following my guide, is way superior.

Explaining the differences between and +

Ok, there was a comment stating that rushing was better. Next I will explain everything in detail:

Well, lets say you rush first, you will have 500 health, 10% CDR and some regen(14 health per 5 and 7 mana per 5), 25% increased damage to minions and 35% CC reduction for 2000 gold, if you go -> instead, you will have 300 health, 35 armor, 10% cooldown reduction and some health regen(10 per 5) for 2250 gold, so here are the differences between those 2 builds:

-I'm trading 200 health for 55 armor(30 from + 25 from ) that means less damage taken from camps, better tower dive opportunities.
-I'm losing 48 health per minute and 84 mana per minute, which doesnt make much difference.
-I'm trading 35% CC reduction for for an extra shield (50+10 per level) for the whole team, which is better in early teamfights for dragon and also makes tower diving easier, if you need the CC reduction you will get later on anyways.
-You will have a 3x faster clear time(this is explained above) and 25 extra armor(this is where the extra 250g comes from) because you have
-You have the same 10% cooldown reduction from both builds.

That is my reasoning behind this build, and that is why I think my build is superior.

Early Game

Grab your and then move as fast as you can to a mid lane brush and hide on it, this way you will be able to see if the enemy team is invading your jungle, if your team has alot of CC you can go for an invade, you must guess where the enemy jungler is starting, try not to spend much time there because you have to get to your jungle in time, if you see the opportunity to + someone for a secured kill do it, this will slow down your clear speed early game but first blood is definetely worth it, just ask for your teams help on leash if you do this.
NOTE: pick your only when you are 100% sure you can catch someone, otherwise just start and proceed to farm your jungle.

If you are blue side:

Do Wraiths -> Red buff(Smiteless) -> Blue buff(Smite) -> Gank top/mid

If you are purple side:

Do wolves -> Blue buff(Smiteless) -> Red buff(Smite) -> Gank top/mid

If you dont get a good leash, you can smite the first buff, then proceed to take the 2nd one anyways, you will have to use all your health pots tho.

To maximize your damage output in the jungle, you must land 1 auto-attack then press really fast to fear the camp and avoid taking damage for a while, save your to finish a creep that has 1/3 hp left, if you have blue you can use your to reset your auto-attack and do even more damage, you can also use this to move faster to places. (Do not do it if you dont have blue buff because you will run out of mana)

You should gank lanes that have no or havent placed a yet. Also try to gank lanes that are pushing towards your tower, if you dont see any gank opportunity try to counter-gank or just farm your jungle.

You should always counter jungle if you are safe and you know where the enemy jungler is.

When you have 750g go back and get + (if you have more get +)

+++

IMPORTANT NOTE: Make sure you get timers on EVERYTHING, this will allow you to take control of every buff/dragon/baron, because you will know the exact time it spawns so that you can be there in time. Here is a list of timers:
Blue/Red buff: 5 minutes
Dragon: 6 minutes
Baron: 7 minutes

The timer will start once you clear the last minion of that camp.

Once you hit level 6 you can try to gank mid or bot, if you manage to get a succesful gank you can try to force dragon ONLY if you have a to take their vision away.

Mid Game

Ok, mid game is the point where the lanning phase ends, it will normally happen after the first turret go down, people will start to roam and you will fight for dragon control, using .

Always buy and dragon/baron whenever you can, try to get dragon after you perform a succesful gank, try to catch people of guard by using + or + to flip someone out of position TOWARDS your team for an easy kill.

This is probably the moment where you will be teamfighting, so refer to the "teamfights" chapter for more information about how to play it correctly, you should focus on finishing your as soon as possible, once you get this item you will be tanky enough to teamfight, then your next item would deppend on the enemy team, if they have a lot of AP, you should get to provide this defensive stats aura to your team, this will make you way superior in teamfights, if the enemy team has a lot of AD instead, you should focus on building because this item will give you enough armor to survive, plus a nice passive that will slow people when they auto-attack you, and a nice active that will slow nearby enemies, if the enemy have mixed damage or alot of true damage, then you rush , this will give you enough health points to survive teamfights. If you dont have enough money for then you can get to give you some extra armor to increase your tankyness, you will upgrade this to next. Then proceed to get the items you missed.

IMPORTANT NOTE: Make sure you get timers on EVERYTHING, this will allow you to take control of every buff/dragon/baron, because you will know the exact time it spawns so that you can be there in time. Here is a list of timers:
Blue/Red buff: 5 minutes
Dragon: 6 minutes
Baron: 7 minutes

The timer will start once you clear the last minion of that camp.

And Or Or Or

Late Game

At this point you will most likely be fighting for baron, get if you are fed enough and try to catch people off guard. Buy to do this. Make sure to clear wards around baron with your team, this way you can't be caught, try to bait the enemy to facecheck a brush where you are hiding, this will give you a huge advantage in teamfights.

Stay with your team all the time, you are the one that should intiate the teamfights (refer to the "teamfights" chapters for more information), if you manage to kill someone you could try to force a baron, just make sure the enemy has no visiton at all, if they try to fight you at baron just turn on them and fight it. NEVER TRY TO FINISH BARON WHEN THE ENEMY JUNGLER IS NEXT TO YOU: This is a common mistake alot of people do, whenever the enemy jungler is in range to use , you cant try to just finish baron, because it will be a 50%-50% chance, and if you dont get to it your team will flame on you most of the time. So what you do in this case is that you kill the jungler first, you have to ward over to see if the jungle is waiting there to +, if he is there just send someone on your team to kill/zone him (You have to stay at baron to smite it when it is low enough). Always try to time your smite with another skill just do to the exact damage to kill it so that no one can steal it (this comes with experience).

IMPORTANT NOTE: Make sure you get timers on EVERYTHING, this will allow you to take control of every buff/dragon/baron, because you will know the exact time it spawns so that you can be there in time. Here is a list of timers:
Blue/Red buff: 5 minutes
Dragon: 6 minutes
Baron: 7 minutes

The timer will start once you clear the last minion of that camp.

After you finished your 4th major item you can get:

Against a heavy AP team

Or Against a heavy AD team

Refer to the "Item builds" chapter for more information about finishing your build.

Ganking

Ok, so you are level 3 already, you are ready to gank, here is how to do it:

You have your Or UP

is up

You can come through river or lane, always try to gank a lane that is pushing towards your tower, pop ,use when you are close enough to get the movement speed bonus and flip your target TOWARDS your teammate. Then you use your to slow them down and you auto attack until they are low enough for . (Use earlier if you want your teammate to grab the kill)

is up

You can come through river or lane, always try to gank a lane that is pushing towards your tower, when you are close enough to your target, press and flash to flip your target TOWARDS your teammate (If they flash while your animation is being casted you will still flip them and they will burn ), if they away as soon as you just keep chasing them and you should be able to catch them. Then you use your to slow them down and you auto attack until they are low enough for . (Use earlier if you want your teammate to grab the kill)

You DONT have nor up

Always try to come from behind your target if you dont have your or up, this way you will have to press when you are close enough to flip him TOWARDS your teammate. Then you use your to slow them down and you auto attack until they are low enough for . (Use earlier if you want your teammate to grab the kill)

Tower diving

Volibear excells at tower diving because of his , after you get your you should be able to towerdive people as long as your is UP. (Use as soon as your procs.

Team Fights

You are an intiator, if you see an opportunity to + their ADC or their AP carry(you always want to use on squishies, NEVER on tanks) dont hesitate to do it. After you initiate you have to peel for your carries using your to slow people, and your for some extra damage, pop your as soon as the fight begins and make sure you are always hitting someone, because your will deal damage to the backlines even if you are hitting a tank.

If you get below 30% and your procs, use your to give you some extra health for you to survive.

After you win a teamfight, force objectives, here are your options:

  • Push a lane and take a turret.
  • Kill dragon
  • Kill baron
  • Take down an inhibitor

Ok so the priority should be: Inhib -> Baron -> Turret -> Dragon

Explanation:

Taking down an inhibitor, will make your minions stronger IN EVERY LANE this means your lanes will be pushing, this is really good because you can force objectives, and the enemy team will be force to defend other lanes or lose turrets/inhibs/lots of farm and exp. If you dont have enough time to take down an inhib, then you can just force baron, just make sure its 100% safe, because if the enemy team can come back in time to kill you, they will just take baron for free and you will be in a really bad position, you can take baron after everyone is around level 13 or above, if you just won a teamfight but you are level 4-11 then you can just push a lane an then take down a turret and then move into dragon as well, you just have to make sure you have enough time because the enemy respawn, because they could just come back and kill you.

Jungle match ups



Difficulty: Easy
He does little amounts of damage compared to you, he is easy to kill after he uses his W->Q combo.



Difficulty: Medium
He is weak early game, so try to counter-jungle everytime you can, if you shut him down early you should win, however he is still very scary in teamfights so stay split to avoid getting caught in his ultimate. NEVER HIM.



Difficulty: Medium
All you have to do to beat him is to dodge his Q, he is squishy early game but he becomes too tanky late game. Never force dragon/baron when this guy is alive, because his ult does 1k true damage to monsters, so he can easily steal it.



Difficulty: Hard
She is really strong early game, dont counter jungle if you dont know where she is, try to dodge her Q and you should be ok, DONT FIGHT HER 1V1 you will lose. You outscale her lategame and your ganks are stronger, just try to avoid her.



Difficulty: Medium
Mundo is squishy early game, however as soon as he gets a few tanky items he becomes true terror, you should be able to 1v1 him early.



Difficulty: Very Hard
Elise will definetely kill you 1v1, she farms pretty fast, your only hope against her is to outscale her late game, she becomes less useful than you late game, so just play passive against her and you will outscale her eventually. Ward your jungle because she will try to look for you and kill you, she can 100 to 0 you if shes running ignite.



Difficulty: Medium
Evelynn is pretty squishy early game, however his damage output is really high, so watch out for an early invade because she can definetely kill you, you should be ok as long as you survive early game because she doesnt build tanky, so you can focus her down in teamfights.



Difficulty: Hard
Fiddle is probably the most annoying champion, he has a lot of CC to stop you, you must run against him, that is your only chance to kill him, DONT fight him 1v1 because he will just heal back and kill you, try to deny his blue and he will become useless.



Difficulty: Very Hard
Hecarim scales even better than you late game, and he has better intiation than you, however your ganks are stronger and you can certainly 1v1 him, try to counter gank when he ganks for an easy kill, shut him down early and he wont scale to late game.



Difficulty: Hard
J4 ganks are godlike, he is really annoying, and he should win 1v1 unless you dodge his EQ combo, you must run to escape his ultimate, but you will outscale him late game, ward your jungle and play defensively, you are more useful in teamfights.



Difficulty: Very Hard
Jax is a very strong 1v1er, try to avoid fighting him, he will look for you in your jungle and will kill you if you are not prepared, so ward your jungle to prevent this. Run away when he pops his E because it will stun you, he scales really well into late game, however his ganks are not that good.



Difficulty: Easy
Lee sin is one of the strongest junglers early game, be careful for an early invade, however he scales really bad into mid/late game, you just have to survive the first 15 minutes and you will outscale him so hard, even harder if he doesnt build tanky. Watch out when you are doing baron/dragon because he can Q-> to steal it, try to kill him before forcing objectives or you will end most likely lossing it.



Difficulty: Medium
He is very weak pre-6, however once he hits 6 his ganks will be better than yours, he is really tanky and his initiation is strong, however his clear time is really slow, try to shut him down early.



Difficulty: Easy
Maokai is really weak now, he needs blue buff early or he will run out of mana, so try to take it away from him, his ganks are still very strong but his damage output is really low, you can definetely kill him 1v1 and you outscale him late game.



Difficulty: Very easy
Master Yi is really squishy, as long as you him into your team, he should be a free kill, just focus him in teamfights and you should win.



Difficulty: Very Hard
Nasus has the best CC in the game, if you get withered you will be unable to anyone, he is pretty tanky as well and he scales better than you late game, his ult is really good to kill dragon/baron, you should win 1v1 early game so you must shut him down or he will crush your team late game.



Difficulty: Easy
Nautilus is very weak early game, so abuse this fact and counter jungle him all day, you should be able to kill him, he has a lot of CC but it is hard to land a full combo as nautilus. Shut him down early game, his clear time is really slow.



Difficulty: Normal
He is very weak pre-6, however once he gets his ultimate his ganks will be stronger than yours, he also scales well into late game and his clear time is extremely fast, you will naturally notice him outleveling you, try to exploit his early game.



Difficulty:: Normal
He does alot of damage early game, try to avoid him, your ganks are stronger and you scale better than him late game.



Difficulty: Easy
He is very weak early game and his clear time is very slow, however his ganks are pretty strong because he has a taunt and he is pretty tanky as well, your intiation is better. Try to counter jungle him.



Difficulty: Normal
Sejuani has a perma slow and she is ok early game, however she falls off late game and you outscale her hard.



Difficulty: Easy
Shaco is a very annoying jungler, his ganks are pretty good early game, however if you find him in your jungle you can probably kill him, try to counter gank for an easy kill, he falls off hard late game, so just survive til late game and you should win.



Difficulty: Normal
Vi is not as strong as she used to be, she can still beat you 1v1 but you are considered a counter to her, your interrupts her Q and you are tankier than her. Just focus her in teamfights and peel for your carries.



Difficulty: Hard
He is stronger than you early game, so ward your jungle and play it safe, his ganks are really strong as well, however he falls of late game, you outscale him so hard.



Difficulty: Medium
Skarner has fallen apart season 3, since riot changed the way jungle works(Now small minions have less hp, but the big minion has way more hp, this really hurts area of effect champions like skarner or shyvana). However he is a strong duellist, he is extremely tanky because his "W" gives him a shield, and he has a perma slow, if he catch you low in your jungle you will be a dead bear, there is no way you can outrun him after he slows you, unless you pop . His ultimate will pull someone to him for a few seconds, you are better and stronger in teamfights, just protect your carries.



Difficulty: Medium
She has a good clear time, therefore she would outfarm you, however her weakness is that she doesnt have any CC, making her ganks weak, you have alot of CC so you should explot this by ganking early and snowballing your lanes, she is strong in teamfights and she excells at stealing baron/dragon with her ult, so try to kill her before forcing objectives. Do not try to 1v1 her.

Final Comments

Volibear is a very strong jungler even after the nerfs and he is viable in competitive play as well, he should be played as a TANK, you never get damage items on him.

Thank you for reading and I would appreciate it if my guide helped you please thumbs up or comment, also you can provide me feedback to make it EVEN BETTER!!! :D, feel free to post a comment if you want to discuss about it or ask me questions as well, I will answer back within the same day if possible.

CYA FRIENDS!

Comments

July 30, 2013 - 05:22 PM #1

Great guide ! =)



July 24, 2013 - 06:07 PM #2

To the wrigles vs Spirit stone:

Did you count with fact that your efective health is maxed when hp and resistances are balanced?

For 2000 hp is best to have 100 mr/armour, dor 3000 hp 200 and so on.

Also with more armour you have its less efective

I am not saying that you are wrong. But it seams like your build is rly strong for dueling early but any AP champ can melt you.

That are just my opinion, everbody can play it like he want. Again i m not saying that your style is bad. I just prefer more balanced defensis so i cannot be suprised:D

May 8, 2013 - 06:39 PM #3

@ dalems: selling Machete you lose 190 Gold, selling Madred's or Spirit Stone you just lose 210 gold, there's only a 30 gold increase between Machete and its upgrades (once you sell them), so even if you sell Madred's when you have the other 5 items completed you're not gonna lose that much.

May 6, 2013 - 09:29 AM #4

The wriggles vs spirit stone section... THANK YOU SO MUCH for doing that math. too bad madrids doesn't build into anything useful anymore RIP Bloodrazer.

May 5, 2013 - 10:29 PM #5

It's beautiful. So great, my first two games using it I commanded the field. Keep it up, omar.The only change I made was I bet Wriggle's Lantern and then sold it for Guardian Angel later in the game.

May 4, 2013 - 10:27 AM #6

Why so many dislikes? Such a great guide. :)

April 28, 2013 - 09:42 PM #7

Well, lets say you rush spirit of the ancient golem first, you will have 500 health, 10% CDR and some regen(14 health per 5 and 7 mana per 5) for 2000 gold, 25% increased damage to minions and 35% CC reduction, if you go madreds->locket instead, you will have 300 health, 35 armor, 10% cooldown reduction and some health regen(10 per 5) for 2250 gold, so here are the differences between your build and mine:



-I'm trading 200 health for 55 armor(30 from locket + 25 from madreds) that means less damage taken from camps, better tower dive opportunities.

-I'm losing 48 health per minute and 84 mana per minute, which doesnt make much difference.

-I'm trading 35% CC reduction for for an extra shield (50+10 per level) for the whole team, which is better in early teamfights for dragon and also makes tower diving easier, if you need the CC reduction you will get mercury's later on anyways.

-You will have a 3x faster clear time and 25 extra armor(this is where the extra 250g comes from) because you have madreds.

-You have the same 10% cooldown reduction from both builds.



With that say, i can prove that your argument is invalid, because you dont get more utility by rushing spirit of the ancient golem.

I max E first over W, because you get 45 extra damage per minion, plus an extra 5% slow (from 30% to 35%)per level. This means more utility in ganks/teamfights, as maxing W will give you 7% extra attack speed when fully charged per level, thats roughly 0.7 attacks every 10 seconds, this means 2 more attacks every 10 seconds after putting 3 extra points in W, that is = 150 extra damage, this proves that maxing E -> W will give you a faster clear time and way more utility.



I will try maxing E -> Q -> W, this is a pretty interesting idea so it deserves a try, and I will update my guide as soon as I get the results to let you guys know.

April 28, 2013 - 07:02 PM #8

rushing spirit of the elder golem gives you more utility than madreds, especially with the long cooldowns of his skills and you maxing e 1st over w and not maxing q 2nd

April 28, 2013 - 06:33 PM #9

I take madreds because it gives you a faster clear time, there is a whole chapter explaining why madreds is better than spirit stone on volibear, your level 1 "Q" will give you 30% extra movespeed, that is (345+25(from boots))*1.3 = (111+370) = 481 movement speed when moving towards an enemy champion, that is enough speed to outrun ANYONE in the game, this is the reason you only get 1 level in "Q" and max it last, because you already have enough movement speed,

April 28, 2013 - 05:51 PM #10

you took madreds yet you didn't max q. im so confused, i thought you only take madreds if you plan to max q for early aggression

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