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VOLIBEAR
Solo top guide to the armored bear
by baddermitten
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RUNES>
9 Greater Mark of Desolation
9 Greater Seal of Vitality
9 Greater Glyph of Warding
1 Greater Quintessence of Swiftness
2 Greater Quintessence of Vigor

MASTERIES>
Offense (9)
Summoner's Wrath

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Defense (21)


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Utility (0)


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SKILL ORDER>
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Chosen of the Storm (Passive)
Rolling Thunder X X X X X
Frenzy X X X X X
Majestic Roar X X X X X
Thunder Claws X X X
ITEM BUILD>
starting-regrowth-pendanthealth-potion or cloth-armorhealth-potion5 or boots-of-speedhealth-potion3 Regrowth can be turned into philosophers-stone while cloth-armor builds into wriggles-lantern, boots is always good if your faceing a skill shot champion

mid game goals-wriggles-lanternwarmogs-armoratmas-impaler i think getting wits-end around mid game is good, as well i would probaly get it after a giants-belt helps with 1v1 situations that might around because the attack speed helps.
Wriggles will give you sustain along with philo stone in lane and wits end compliments your utimate and your W, warmogs + atmas is good for beefiness and plus your W scales with your bonus health

If your team needs some tankiness-force-of-naturefrozen-heart or thornmail

If your team needs more damage madreds-bloodrazortrinity-force

ninja-tabi or mercurys-treads for boots

frozen-mallet Would be viable for him also because he is auto attack based and the extra CC could help, however Volibear does have a decent amount of CC without it. I would only get it if my team was low on CC.
Introduction
Hello, this is my first guide I've made ever, in my League of legends career, so if it is bad I apologize. I'm not 2k elo I am about 1500 elo my top rating being 1571, so i consider myself to be about an average player. So this may not be a pro guide but if you had time to take a peek i would appreciate it. Volibear just came out and I have been playing him all day and think I might be close to a good way to play him As solo top. I haven't played him in the jungle yet but plan to in the future. I feel volibear plays best as a tanky dps because his passive and his W both scale with his hitpoints. He has a fair amount of CC a fling similiar to singed and a slow. He has a built in ghost( only when chaseing) and decent damage output which can make him hard to ignore at times. IMO i think Volibear will end up being a decent champ in solo queue, as i do not have enough experience to say how he will do in competitive play.
Masteries
I use 9/21/0 mastery set on him for the tankiness of defensive while getting some attack speed in offense.
Armor pen marks-for more damage on W early game
Health per level seals- health is his strongest stat
Magic resist glyphs-for champs with magic dmg early game like singed
1 move speed quint and 2 regen-for lane sustain and some more chaseability
Summoner Spells
[summoners/exhaust.png][summoners/flash.png]

Explanation:

I use flash/exhaust on him because both the abilities can be used both offensively and defensively.

[summoners/teleport.png]- would be good as well and i find myself using it alot as well.

[summoners/ignite.png]-I would prefer exhaust over this, but you could take it if you want to go for some early game kills

[summoners/smite.png]-Necessary if your going to jungle for baron/dragon control

[summoners/ghost.png]-An ok choice i personally prefer flash over ghost in most cases

[summoners/heal.png]-I've seen it used, haven't played much with it after the buff, just not use to using it

[summoners/surge.png]-I guess it could help out in some 1v1 situations but i would get exhaust for that.

[summoners/promote.png]-I wouldn't recommend it

[summoners/cleanse.png]-Could be a good choice for heavy CC teams, I use it alot more after its buff as well.

[summoners/clarity.png]-I haven't found Volibear to be too mana hungry imo, but i guess it could be used.

[summoners/clairvoyance.png]-Let the support get this

[summoners/revive.png]-I don't think this would be good for Volibear IMO
Skills
[skills/volibear/p.png] 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:


A pretty good passive IMO, its kind of like a mini Mundo ulti, and can bait someone into a turret dive that they don't have the dmg to pull through on,(unless they have ignite/grievous wounds)



[skills/volibear/q.png] 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:


This is similar to singes fling, and can be used for ganking and initiating, your can force a fight with it or force someone to flash away. I max this second



[skills/volibear/w.png] 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:


I max this first because i feel it gives the best damage output, and when you get atmogs the active can hit really hard up to 800 at times.



[skills/volibear/e.png] 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:


I get this at level 4 for the slow and max it last.



[skills/volibear/r.png] 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:



a good ulti, it lasts for 12 seconds which is long enough for any 1v1 situation and synergizes well with on hit effects like [items/madreds-bloodrazor.png] or [items/wits-end.png].


Early Game
Early game I think its best to sit back and farm, if your jungler comes to gank u have enough CC to maybe pull off an early gank depending on who the jungler is, if they have weak early gank (Warick) then i wouldn't bother. Concentrate on those last hits.
Mid Game
Once you get Wits end/Atmogs you will have enough damage out put to be a threat to any squishy, so feel free to gank if your lane allows, or have the jungler gank your lane.
Late Game
I feel volibear is still good late game as well, he can bring down squishies and if built with madreds his damage output is very hard to ignore. he can initiate the fight and is tanky enough to absorb some damage for the team. He should be in the frontline trying to start the fight with your Q.
Team Fights
I prioritize protecting your carries over going for the other teams, but if you can always take down there squishies you should be able to go through them pretty quickly.
Jungling
I think he would make a fairly decent jungler, his ganks are good and his clear time is alright, however i think he would do better with the farm of a lane and with the jungle change i think a solo lane would give more exp/gold depending on how good you are at last hits, so IMO i would prefer to lane with him at solo top.
Final Comments
So, this conclude my first guide, I made it the same day The champion came out so it probably wont be the best, but i feel this could be a good way to Play Volibear, I will take any criticism if it is designed to be helpful and not insulting, username for league is baddermitten. Thanks for reading and hope this guide helps out anyone who trys out my build.I will most likely edit this guide in the future when i have more playtime, I plan to add some lane match ups after i get some more experience at soloing top with him.

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Comments: 11
  • wsfkzheg
    1 year ago
    Grammar and spelling errors make guides like this painful to read. At some point, I lose interest in the material because you seem less intelligent and I can't be bothered to care what you have to say.
  • baddermitten
    1 year ago
    Movement speed wont help you when your faceing good kiters, volibear is susceptible to being kited. i agree with you on reds they are better IMO and i will edit, however i dont think i will change the MR glyphs to cdr, i think that the MR works but cdr would be viable. personal preference.
  • stomp
    1 year ago
    Don't agree at all with those runes. Quints I'd definitely go move speed, because you wanna avoid getting kited at all costs. For reds I don't think AS is really the best choice. Armor pen helps a lot more with your w and voli doesn't really have any reason to max as. For the blues MR is a decent option, but I think I'd prefer cdr because it maximizes his impact in fights and you'll get mr items anyway (diminishing returns kick in at some point).
  • baddermitten
    1 year ago
    Ghost and flash is viable for every champion IMO you cant really go wrong with it, ghost really isnt necessary though because you will be able to catch most champions with your Q, and if i did go ghost and flash i wouldn't use them to chase unless i knew i was going to get a kill and it would be safe, so i would end up just useing Q alot anyway
  • whiplashz
    1 year ago
    I think ghost > flash in the case of volibear, it gives you such an unprecedented speed boost which combined with your q closes the gap between you and your enemy EXTREMLY fast and you can catch them off guard.
  • baddermitten
    1 year ago
    I like wriggles because it helps sustaine in lane because you auto attack, but i could try some other things and see how i like them. As for rylais, it wouldn't give much dmg to your ult realy 30% of 80 AP so it wouldn't be worth getting that for damage unless you were going to go more ap oriented, or wanted the cc which frozen mallet would be better anyway, and i think atkspd>ap anyway because he only has two abilities that scale with ap and unlike sion the scaleing is ok but not really worth it to build ap but I'll try it out. and i think the defensive masteries help in lane and for your W it scales best with health so building more tanky would increase it more than getting straight damage. but I'll try out your advice and if i like it i will make edits.
  • Ancient Titan
    1 year ago
    Oh, didnt mention that for how I play him, I go for straight up damage in masteries. People expect him to be supper tanky, so when you come out dealing 1200-1400 on your W, people dont know how to respond.
  • Ancient Titan
    1 year ago
    Never liked wriggles on him. Since its nerf its not worth it IMO. Armor can be made up for item with runes. Attack speed runes I would swap out for armor runes. With his W passive, dont need attack speed much unless you are relying on ult for damage. If so then you need more AP from crystal cepter. Can then grab another HP item (such as frozen malet)to keep them from running and boosting W damage.
  • Cyraan
    1 year ago
    Works very well. Tried this build a bit and did amazing. Thumbs up.
  • baddermitten
    1 year ago
    yes very legit...lol thanks for pointing it out
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Last update: 537 days ago
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