IntroductionHey guys, Allorim (In Game Name: Allorim) here to bring you a guide for Volibear top lane! I've been playing LoL for around a year and a half now, starting back in late season 1. I was 2.3k elo in Season 2 and I'm working on getting it back in Season 3. I have never been part of a major team but I'm fairly known around the community as "that Volibear guy". Contact me in game with a friend invite and I'll be sure to answer any questions, it doesn't have to be guide related either so ask away anything you may need. I don't specifically play top lane so I can answer most things about any lane/role!
I am also known to be one of the best if not THE best Volibear in all of NA/EU and charts put me at #1 Volibear spot pretty often!
I Stream pretty often and have many recordings on Youtube with a variety of characters but of course, mainly Volibear.
Here's a preview of my early game build in action! (Taric OP btw, lol)
Here's some achievements/stats I've made as a Volibear main! (Including 4th Bruiser and #1 Voli on Elobuff!)
Description and RoleVolibear is a tanky dps champion that should be focused more on being a damage dealer than as a beefy tank. Your goal in the game is to win/out farm your lane, protect your carries, and jump the enemy carry. Volibear has a kit that makes him not as easy to kite as other melee characters (that don't have a gap closer), your Q and E help a lot when you try and race to the enemy carry, zoning them out of the fight. With his passive and Spirit Visage he immediately becomes a Dr. Mundo 2.0 and at the time of your passive proc you are very tanky, especially if you build HP.
-High damaging execution
-Great kit to match his play style
-Effective build is cheap
-Unbearably awesome dance
-Will fall off as a damaging tank if not farmed
-Can be kited
-Ineffective if cooldowns's are wasted
I would typically pick this mastery set in almost all situations. Volibear benefits greatly from the offensive tree, especially from the AS and armor penetration masteries. Put 9 in the defensive tree to give yourself extra armor/MR and health to increase tankyness, and even the health provides that little bit more damage on your bite that may finish someone off and save you. I also take the turret damage mastery because of his high attack speed allows you to take the objective quicker.
I go 9/21/0 if the lane has a heavy harass champion such as Nidalee, Jayce, or Darius. Champions like those are a pain in the neck to deal with and you need to have extra tankyness to endure their constant harass and not die at the same time. You could also go this mastery path if you must be the tank of the game and you have a generally squishy team.
This rune build is built around all around tankyness as well as being an advancement toward your R and W. Armor penetration gives your W that "oompf" it needs early game to really chunk the enemies HP bar. The attack speed gives you an easier time revving up your W stacks and gives your R faster procs. Armor and MR runes are always necessary as they give you the extra tankyness you need to survive someones burst (which is especially handy to keep up your passive). Now some may say getting Magic Pen is better than getting Armor Pen. There is a trade off between the two, magic pen gives you a late game advantage with your items and R. However Volibear shines in the lane phase and armor pen is much better for your bite (which is what makes his lane so great). Hybrid pen runes are a viable option if you want a mix between early and late game, but I like to go with early game.
This rune page I used specifically for the champion we all hate: Darius. Surviving lane phase is key, so I stack armor and health, but keep the armor penetration for early trades when he's weaker. Another case to use this page is if you really need a pure tank for your team.
Why are these the best?:
Flash is necessary on most champions, Volibear is no exception. Flash can be used aggressively and defensively, whether it's over walls or back to your turret this is a great spell to use. This also gives your Q initiate a better and unexpected fling on the enemy carry, if they are just out of reach, flash Q them back into your team and win the fight. Make sure you bring flash every time on Volibear as he has no gap closer/large escape without it.
Ignite helps a lot with finishing a target off with W. The true damage quickly burns through their hp and your W will significantly benefit from the damage dealt, most of the time ensuring a kill. Make sure not to waste this skill if you can't guarantee the kill, or else it is just damage that can be recalled or healed up over time. A good trick is to use this early in a fight that you know they will stay to fight so you can fully benefit your W when it burns their HP.
Also a good option due to the fact that heal bait is too OP. But in all seriousness, it really isn't my first choice of a summoner and normally isn't something I would do. The only time I would bring heal is if I decided on going my defensive mastery tree, grabbing the heal upgrade, and only because the enemy top is a real pest to deal with and I need the sustain or to make it an easy bait in ganking situations.
I wouldn't bring this unless you need to count on split pushing or you need to get back to lane because of constant harass (IE: Yorick, Jayce). Teleport in general is a good summoner because you can push, but still be in the next fight as long as you have a place to teleport to.
Passive: Chosen of the StormWhen Volibear's health drops below 30% of his maximum health, he will heal for 30% of his maximum health over the next 6 seconds.
This passive is incredible for lane sustain and will save you multiple times every single game... Guaranteed... However, you cannot completely rely on this ability every single time you get low health. Anyone with a large execution ability or high burst will make your passive useless, it takes a while to get to the maximum amount of health gained so burst/ignite will completely cut off your healing. Many people try and bait out this passive an if it's a case where they harass you to the point of death: let them. Just use it as sustain as well as potions, pick up a Spirit Visage early for more healing.
Q: Rolling ThunderFor 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.
Volibear's Q is your initiating/escape ability. While it does not benefit much as an escape, it is a fantastic initiate. A 45% 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, and who knows, it may ensure an objective or win a team fight. Also, when attacking towers, your Q 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.
W: FrenzyPASSIVE: 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.
Now this is why we all pick Volibear. Nomming on people is just too much fun, but the timing on this needs to be perfected in order to deal maximum damage in an efficient manner. You don't want to overkill them, it wastes time/they get more damage off on you, but you don't want to bite too early, that makes damage minimal and they might get away. Use your thinking skills and determine, your health, their health, their armor, and if you can guarantee a finished kill. 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 I aim for a squishy carry on the enemy team, biting them at 1/2 isn't so bad if you have extra help from teammates to finish them. Use this skill wisely, it has a long cooldown!
E: Majestic RoarVolibear lets out a powerful roar that deals magic damage and slows nearby enemies for 2 seconds. Minions, monsters and pets are also feared for 3 seconds.
This ability is used for damage/escape/catching. Attempt to use it in a group of people to maximize damage and to slow everyone on the enemy team, especially if you need to protect your own carry. A good tip for this skill is to use it when the enemy team has a creep wave attacking you or 1v1ing someone when they have creeps on you, fearing all of them gets the damage off of you. This is also a good ability for when you face Yorick, fearing all 3 of his ghouls makes him deal significantly less damage. Remember your E works on Tibbers, Zyra plants, Shaco boxes, Heimerdinger turrets, and Malzahar pets.
R: Thunder ClawsFor 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.
This ability is what breaks hell in teamfights, get the roar going and wreck all over kids. This is the sole reason Volibear builds Attack Speed and not Attack Damage. More AS means more procs off your ulti, which means more chains, which means a TON of damage. Be careful of your surroundings, attempt to dodge all AS debuffs as it will lower your dps significantly. Also, waste no time when this ability is activated, get all the auto attacks you can to deal maximum damage.
This skill path involves dealing the highest possible damage in the shortest amount of time. Maxing W first gives you the execution you need and sometimes it deals more damage than you may think so don't be afraid to use it as the trade is ending. Maxing E second is essential, as it deals AoE damage in teamfights as well as a large slow. Maxing Q early on doesn't give much use to it that you can get just from leveling it once, so max that last always.
In certain situations, getting Q first is necessary to get an early gank off (like a level 2 jungler gank) or to escape from an enemy if they try to gank you early on. I suggest that you hold off on getting your first skill for a bit just in case the enemy jungler tries to gank you and you can grab Q instead of W. I have heard some people suggest getting E over W, however this lowers your maximum damage significantly only provides a larger wave clear.
Overview on my items for Volibear
Volibear has a very specific set of items that make him a bigger threat every time you complete a full item. My first concern for all Volibear players is that they do not build AD items unless it's Blade of the Ruined King, BC, Frozen Mallet, Wriggle's Lantern, or Dorans Blade. My reasoning for this is that Volibear has 0 scaling for AD and should not be built like he's Jarvan IV or Darius. Volibear's skill set includes many things that work well with Attack Speed and On hit effect items. His R and his W are the whole reasons Volibear builds attack speed and not attack damage which I will go more in depth later in the guide.
I also do not build straight tank Volibear, I've done it a couple times and it's not quite on par with the Volibear build I use. This is because Volibear with a straight tank build is reliant on W to do all your damage. You are not Darius with a refreshing skill, so saving your bite until the end will get the kill but then your damage is gone, also you can't use it early or else it does very minimum damage. Tank Volibear has very low attack speed meaning his large base damage on his R is not being taken advantage of.
Typical starting items on most top lanes. Go boots and 3 potions in a normal situation, or if they are playing someone AP, use your judgment to decide whether you feel you may be getting harassed a lot, or you will go more aggressive. I typically pick boots 3 in almost all situations unless I am fighting someone that is purely AD (IE: Renekton, Fiora) in which I go cloth armor and 5 potions. However, no matter make sure you farm to the best of your ability and use potions when necessary. Potions are mandatory for any lane, as they keep you sustained for better trades and may even save your life in a 1v1 situation. A new set you can get for Voli top is if you choose to go Crystalline Flask. This is good if you want extra sustain, but most importantly you get to start a ward and with that you can be more aware of early ganks. I don't go Crystalline Flask unless I'm really worried about those early ganks.
First Back Objectives
After you go back for your first time, you hopefully have 1) Gotten a kill from a 1v1 or a jungler gank. 2) Farmed up around 1000 gold. Now against AP tops going 2 Dorans Blades would be favorable, as going Wriggle's against an AP is too expensive for giving you so little, the armor is almost useless. Now remember this WARDS>ITEMS>POTIONS. This is because wards save lives much better than an extra item will ever do for you. Warding your lane is crucial because if Volibear is undisturbed by the enemy jungle, you will quickly become a threat, and with the extra insurance that you won't die, you are well on your way to being a successful bear. I feel like Brutalizer is better for Voli now because it can build into a BC and the new BC is a very good W helper along with autos.
Ok now that Warmog's is OP as hell it's actually good to go Warmog's early. Early health was never bad it was just never AS good. Now that health is really good when it's stacked, it's Volibears time to shine. Get an early Warmog's GG your unkillable and still hit a shit ton of damage, it's only a matter of time before people find this out lol. But yah, getting an early Giant's Belt is great now, sustain, bite damage, tankiness. Love it!
As far as boots go choosing between Merc and Ninja Tabi should be generally easy. If they are very AD heavy go tabi, CC/AP heavy go Merc treads. Or go Tabi in lane and late game get Merc treads, it all depends on the situation/enemy champions. As for enchantments, go with Homeguard or Furor. Homeguard to get back to teamfights faster, Furor for stick power.
Now let's discuss the reasons why I choose these items for Volibear's core. Starting with Spirit Visage, this item benefits Volibear in every way damage wise and survival wise. The health increases your execution damage which is crucial in order to finish off an enemy carry or trading better in lane, especially if the enemy lane is AP. The passive of Spirit Visage will make your passive heal a significant amount more (more health = more passive heal), which means you will be a bigger threat because you are much much harder to kill. Going onto Wit's End; this item also greatly benefits Volibear in damage and in being a tank. Volibear should not be focusing on getting AD as I've said before. With Wit's End, his R damage is increased as more auto attacks are being pulled off with more attack speed. Attack speed items in general work very well with Volibear because of his constant steroid from W stacks, making his R a huge threat. Last, is the newly adjusted item: The Black Cleaver. I felt this was a good replacement for his build because it now gives him health and allows your W to destroy them with the auto attack armor reduction. Also, the new item Blade of the Ruined King has a fantastic synchronization with your fast autos and provides excellent sustain. It's a great item but one flaw is it gives no HP or any tanky stat (but so far I believe this is the best replacement for Ionic Spark). One thing you may need to do now is get a tanky item before the dps.
*UPDATED*: New Core Item
This is now an absolute must. I have recently come to a liking of this item just because it provides a great amount of tankiness with low cost and a bit of damage. The health is great: passive and W get improved. The armor is great: let's you go even more balls deep once you get GA. The damage is great: it really doesn't seem like much but it stacks up when you stick onto an AD carry. Overall, fantastic item on him to replace Ionic Spark, especially if the team is AD heavy.
Yup, this item is truly ridiculous now. Build it on any tank and become an unkillable monster. Build this on Volibear: become an unkillable monster AND have massive damage. So yah, get this, get Sunfire Cape then get the DPS items. Seriously, there isn't a situation where NOT building Warmog's is suggested. GET THIS ITEM AND YOU WILL TAKE A DUMP ON THEM!
Volibear's end game item should almost always be a form of tankiness. I specifically like to choose Randuin's Omen because of its fantastic active when you chase carries and the amount of armor it gives you for being the teams tank. I would sometimes get a Warmog's Armor depending on if the team I face is not heavy in physical damage. On top of that Warmog's Armor gives 1000+ health for Volibear's W and passive to benefit from. Last, you may want to pick up a Shurelia's Reverie if your team desperately needs an initiator. The Shurelia's active along with your Q make you an absolute speed demon, almost ensuring an initiating flip on whoever you aim for. Frozen Mallet can also be a good choice but I typically avoid it because you get slow from your E anyway, but if you are going for early game ganks it might be better off to go phage into FM. Plus, the health gives a large bonus to passive and W.
Guardian Angel is a very significant late game item as in synchronizes EXTREMELY well with your passive. What happens is when you die, your passive healing still goes toward your health pool and you actually get reborn with however much that passive gave you. Not only this but when you do respawn with that health, it just makes you a target threat because your build is built for damage.
Items that I don't recommend (that some Voli's build)
Please don't... I've tried this item several times, it provides very minimal damage, and while the attack speed is great, it provides no tank power and getting this just hinders you ability to carry without dying really fast. The critical strike rating isn't any good because you stack attack speed/tanky items on Volibear; Not AD.
It's almost the same deal with Statikk Shiv. It's not worth the cost as it provides no tanky aspects and as for the tenacity, you should have Mercury Treads end game anyway. It does provide a lot of damage but I don't think it is a "carry" item which is what we are really going for with Volibear.
I've seen a number of people ask me about this and I just don't like it. It's an expensive item that doesn't provide attack speed, all you need is your E and Q to stick to people so I don't think it's worth it for the slow. I say if you want an item to help stick to people/help dps a little bit: go with Frozen Mallet.
I mean. It's OK but not great. Fantastic for DPS, decently cheap, but doesn't really provide the "oompf" for carrying when I tried it out. Not a bad item, but I don't recommend it. If you want something to provide carrying power that's like this, I say go BC or Blade of the Ruined King.
Volibear has a decent level 1 fight. Not the best and I certainly would not recommend going in head first at level 1, your bite simply does not but forth the dps you need. What's key for Volibear's lane phase is to farm for a few levels, then head for trades at levels 4-9 when you are your strongest. W does deceptively large amounts of damage and with a combo of E Q R, auto attacks, and W: you can win almost all trades and 1v1's.
Getting ganked/ally ganks
If you get ganked by anyone, make sure you don't waste Q and E. E when they are close to you so that they both get slowed and outrun them with Q immediately after. Remember to keep wards out so you can time your abilities correctly or avoid the whole gank entirely.
When you have an ally ganking for you make sure to keep good communication between everyone. 1) Ping your target, make sure the person ganking knows who to target. 2) Tell them in some way that you are heading in, quickly activate Q and E to slow and fling backwards. At this point your ally has come into the lane and your enemy may be forced to flash or fight it out. A fling in a gank is probably one of the best and most effective ways of ganking someone as it puts them behind both you and the ganker, making it hard to get around you.
Volibear's job varies from either peeling for your team or focusing an enemy carry. If it is A) Focusing a carry: quickly activate Q and make sure you land E on them or else you will be kited very easily, especially if they have a peel. Attempt to stick to that target until they are dead, they will most likely be getting zoned as you continue to aim for them, granting easier access to enemies for your own carries.
If B) You need to peel for your team: make sure you Q the enemies that attempt to reach your carry. After you fling them away, E them so that the slow grants easier access for kiting and makes your AD carry/AP carry's life a hell lot easier. As you peel, R and burn down the person with your carry so you can move on to the next target.
Now you also have to judge whether rushing the carry is wise or not. Making sure you have key items and your passive up is necessary to your survival. If you and your team want to engage, check to see if your passive is up, if it isn't: tell your team to wait for it, there is no reason to go into a fight without a lifesaver off cooldown. If you have your Spirit Visage and you have a decent amount of MR/Armor/HP, look at the enemy team, if they have an incredibly fed AD carry with a Janna and Malphite protecting them, it might not be worth it charging in, see if you can peel for your team instead. If not, Q in and mess up their carries.
Late GameAround the same as Mid game. Make sure you keep onto the AD Carry or AP Carry or peel depending on if you are relying on your other dps's to carry.
Farming under turret is an ease for Volibear as his Q E and W passive grant him the damage to finish off a low HP creep. Attempt not to push your lane too hard as you farm or else you are in a position to get ganked, and you can't trade reliably with them underneath their own turret. Do not use R to farm creeps unless it is a dire situation and you need to clear them as fast as possible. Also, freezing the lane with E keeps creeps from doing too much damage to you. Last hit well and if the enemy attempts to trade, punish him for it and fling him over into your creep wave making him take extra damage.
Harassing and Zoning
If Volibear gets any sort of lead in the beginning his lane phase gets to be a terror. If they get anywhere close to you, a combo of Q E, auto attacks, and W chunk the enemy for massive proportions of their health. Never harass with a simple W, make sure you gain maximum damage off of the W; using all of your skills and auto attacking as much as possible. If you are able to zone properly, you must keep warded and keep yourself from missing any last hits as they gain none. Try and position yourself into a way that you have a "danger zone", if the enemy steps in your "danger zone" react to it and punish him with a combo.
Q and E are not the only things you need to know for an initiate, you need to know your limitations and make sure you have your passive up. If you initiate without your passive, you will most likely get burned down in seconds and just waste your potential in a team fight. Attempt to always Q the carry, even if it means flashing for it. If you can land a Q on a vital target, it will almost guarantee a kill and maybe even a immediate win for the fight.
Tips and Tricks
If you have your passive up, diving a Volibear is dumb as all hell. A good tip is when they dive you: do not fight it out under the turret. Let them to continue diving you as you kite them with your fling and your E slow while running around the turret, possibly fitting in an auto attacking every now and then for a bite. This makes them take many tower shots and probably ends to their death as your passive heals you up. A very deceptive passive indeed.
Baiting Out Aggression
If you know you can kill the enemy player when your passive procs, try and act like someone stupid to deceive them into fighting you. Take free harass, take minion hits, anything that gets them to engage on you. If it is someone like Lee Sin: I like to purposely get hit by his Q so when he activates the second part of Q you fling him into turret range and slow him. People with an instant gap closer can be baited and flung back into turret range so use that to your advantage.
Out Smiting Junglers
With a enough health and a low HP target like Dragon or Baron, you can easily kill the target before they can smite it. Act like it would be something you would use the actual summoner spell on, W it right when it gets to the point of HP you need to kill it in 1 shot. If you are fed enough or built a HP path, your W will most likely hit a good bit more than smite.
Micro Managing Auto Attacks
A lot of people only feel that this applies to AD carries where micro (aka orb walking) takes place to be a great player. However, with Volibear, mastering his auto attack pattern is necessary to be a great Volibear player. What you need to do is after every auto attack you take (assuming you are chasing down an enemy that you can get a kill on) you need to move one step closer to their path of travel, then rinse and repeat: auto attack, move, auto attack, move. Doing this enables you to get those extra auto attacks in and a better finishing bite. This is probably the hardest trick with Volibear as doing this requires a lot of speed and you need focus to make every attack count (plus not canceling your auto attack).
Synergies and Counters
People with attack speed increase or other displacement abilities work very well with Volibear. The chain CC will keep an enemy carry disabled and killed very fast. Attack speed increase like Blood Boil let you pull off more auto attacks for W, R, Ionic Spark, and Wit's End. For hyper carries like Vayne and Kog'Maw, your displacement on the people who stick on carries is crucial to their survival: allowing them to freely auto attack without a large disruption.
Anyone with constant AS slow or a shield that comes back fairly quickly are very big pests to Volibear. It's not to say that Volibear can't win, but it requires help from a jungler most of the time. As for Jayce, his ranged attacks and knockback will constantly keep you away from him even if you land a Q fling, so again: help from the jungler is necessary. The reason shields counter Volibear is because it just prevents you from lowering their HP for a bite and its an annoyance to get through it. AS slows are fairly obvious; Volibear relies on W stacks and R auto attacks, lower attack speed makes it much more difficult to pull off these things. Also, executes that deal a HUGE amount of damage like Cho'Gath or Darius are a big problem because they nullify your passive heals.
Who Does Volibear Stomp?
There are a list of champions you will say YESSSS against when you see them on the enemy team, the list above is just a short few. But the people you really beat are people who have to stay in a long trade to deal maximum damage. The reason for this is because Volibear is a KING of duels with his ultimate and once you activate it, you go ham and get a free kill with your combo. Also, anyone that is even slightly squishy will be decimated by the W, especially if you have more armor penetration.
Answering Questions PageQ:With the incoming removal of Ionic, how are you gonna build him? Im thinking that new item Zephyr + Wit's End + Randuins?
A: To be honest I am disappointed in the removal of Ionic Spark, it was a beast item on him. However, I'm thinking of replacing Ionic Spark with one of the new AS items or Statikk Shiv, I will have to evaluate stats on the PBE or when S3 comes. But if I can predict my actions, it's going to be another pure tank item or a tanky AS item.
Q:Can you explain how volibear beats yorick?
A: Alright, let me tell you the big secret behind beating "The Annoying Ghoul Man". Yorick is his strongest when he has all 3 ghouls up. Now, if we look at the Volibear E, we notice it fears minions for a total of 3 seconds. Yorick's ghouls are up for 5 seconds, with your fear being 3 seconds and lets say it takes Yorick a total of 1 second to activate every Ghoul (assuming he leads with E). When all his ghouls are up, use E: Slowing Yorick/Damaging him, and it will fear the primary annoying ghoul until it dies (or it may get one more auto in, but assuming the damage on your E will get rid of a second). This makes his lifesteal significantly lower and makes him reliant on E activate rather than ghoul autos, allowing Voli to rail on him. This takes a bit of practice and timing, but once you get it down it's easy wins!
Q: How do you feel about building Kindlegem early instead of HoG?
A: I wouldn't recommend it unless you want to build an early spirit visage, I feel saving it until you get Shurelia's is a waste, it would be much more worth it to get HoG or Philo if you really want to go the Shurelia's path. CDR is good on Volibear but not a necessity.
Q: How do you feel about running Cleanse?
A: I feel it's a viable summoner for Volibear but really only for the beginner Volibears. While it is a great summoner, a well practiced Volibear know's his limits (when it comes to ignite damage + enemy champ) and would rather go the aggressive path with Ignite than the defensive path with cleanse.
Q: How do you think Voli is against Riven?
A: Riven is a character that generally stays in extended fights to kill you, and as we all know: Volibear is a king of skirmishes. My best advice on beating riven is to kill her at level 2. If you kill your minions faster than her then you will gain a level advantage, get Q and W and proceed to dominate. If that doesn't work do your best to kill her pre 6 (generally with the same level advantage strat). After 6 it gets risky with her ignite and execute, but the odds are; if you are both at full hp and stay in a 1v1 scenario without backing off, you should win (just remember to ignite early)
Q: How do you fare against an Irelia?
A: Irelia is easy pickings! She has to extend a 1v1 fight to do maximum damage and your autos with Ultimate (or even earlier fights) out damage her by a HUGE amount. Even around level 3 or 4, if you just keep autoing her and using W at the end of the engage you should win a fairly easy lane. Just watch out for level 2 ganks, they really screw up Volibears laning.
Q: With the nerf to ArmPen quints, do you still recommend these over flat AD or AP? Or perhaps some Movement quints would be better?
A: I still like the armor pen for you W in lane. Flat AD is ok but not great, flat AP god no. Move quints are only a good option if you are facing a ranged opponent that is hard to stick to (IE: Teemo, Nidalee, Jayce)
Q: Wouldn't putting points into Blast and Arcane Knowledge give you much better offensive output than Havoc/Destruction/1 point of Brute Force?
A: Late game yes. Early game no. Depends on how you like to play your bear. I personally love early game dominance so I go into the armor penetration. But if you want your R/E do be more of a threat, go for the magic penetration.
Q: What about running hybrid pen reds and AS quints?
A: I like em. Lot's of damage with all your attacks. The only reason I don't use them is because I've never done as well with them as I have with the AS marks. I guess that's not a very good response but it's just what happens.
Q: How do you feel about Zephyr on Voli?
A: Said it in the items I don't suggest sections ^.^
Contact me for any questions and enjoy your unBEARable time with Volibear!My e-mail is firstname.lastname@example.org
You can add me in game any time, I'll most likely accept it and you can ask any questions.
I do offer tutoring but we need to work out times and cost.
I have no fan pages on Twitter or FB or anything :( I'm not that popular right now but I hope to reach the top of the ladders some day so I can be!