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All Guides Volibear Guides Thunderbutt Carry S6 ~
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Volibear Statistics for Elf Lord420

Author's performance with Volibear compared to the ranked average.

Value
Average
Games Played
4
4
Win %
50
45
Kills
6.3
5.3
Assists
10.5
8.0
Deaths
10.5
5.6
KA:D Ratio
1.6
2.4
Gold Earned
12.4K
10.5K
Creep Score
121.5
134.1
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Always take teleport in top lane.~

 12.pngTop lane should be always be looking for teleport gank opportunities or save your turret and recover cs.

4.png  Flash is always recommended on almost any champion you play that doesn't already have a spell that could replace flash (i.e. any dashes 98.png245.png, spins 23.png, bounces 79.png, etc etc.). Flash can save your life in stupid situations or get that kill you need.

3.png Is definitely a good replacement for flash if you're confident and the other team has multiple assassins that rely on attack speed/attack damage 11.png5.png62.png as well as ADC's 67.png

14.png Ignite is for those games you either know you're gonna steamroll through and force them to ff@20 or you have a matchup that relies on sustain 8.png36.png114.png(Fiora for her ult)48.png


Not Recommended

6.pngghost is pretty sweet on voli, the few times i've done it, however Voli's Q does the same thing on a shorter cd as well as the flip and his slow. The play potential with flash definitely outweighs Ghost.

7.png Lol no.

New Runes Back to Top

Masteries Back to Top

Resolve

          Tier 1. we take Recovery to add on to the HP regeneration that we will have from Perseverance and Doran's shield followed by an 8% increase in effectiveness from Runic Armor which leads to a whole lot of sustain and your passive finishing faster & stronger (thats what she said)

          Tier 2. I take Tough skin to make up for all the pokes you'll probably take early on trying to farm or get first blood. Explorer is very good however I usually build voli with boots of swiftness but even then his Q provides him with the movement he needs.

          Tier 3. As ya boi stated before we take runic armor to stack onto our health regen and to buff Voli's passive. Veteran's scars is a nice damage boost to your w early game however will fall off quickly. Runic armor is more versatile with the health regen on items you'll build andespecially if you have a 16.png or 37.png to dish out them heals.

         Tier 4. I took perseverance to add to HP regen and a huge buff to your passive so as soon as you drop down below 30% health you'll pop back up to around 68%-70% in two seconds. Insight is always a good choice however I dont find myself needing flash as much as I would need the stacked HP to stay in lane and pull of continuous kills.

        Tier 5. I almost always take swiftness as it's basically a free merc tread (at 5% tenacity decrease) all throughout the game and helps you pull off your Grab 'n Growl against those hard to get champs with slows and stuns 67.png

96.png

       Tier 6. Finally I took Grasp of the undying as it is really most viable choice of the three. Strength of ages should never be used top. I REPEAT NEVER TAKE STRENGTH OF AGES IN A LANE. It is a jungling keystone and will provide any benefit 30 minutes in when its gg. Bond of stone is good if you plan on playing more safe and giving the kills the the carries. Grasp is amazing however for dueling and adding to that ridiculous sustain voli's got.


Cunning

         Tier 1.I feel savagery won't get much use unless csing is a problem for you and you need that extra umph. I take wanderer to get back to lane faster, gank mid when my laner leaves/dies, and just overall move around faster before a fight happens.

        Tier 2.we take that must have top lane mastery, Assassin, by far the only mastery in its row worthwhile top. Secret stash isn't needed because your sustain is already amazing and potions wont be used very much. Runic affinity is just like Strength of Ages, a jungler mastery.

       Tier 3. We take merciless which synergizes with voli's w flawlessly in that his W is based off missing health plus the added damage of assassin if nobody is nearby and they're under 40% Health; his W basically becomes an execute.dariusexecute.png  garenjustice.pngfeast.png

      Tier 4. We take dangerous game for that little HP/mana bump after any kill/assist which is very often if you're playing voli right.


Abilities Back to Top

W
Q
E
W
W
R
W
Q
W
Q
R
Q
Q
E
E
R
E
E
Passive
Q
2
8
10
12
13
W
1
4
5
7
9
E
3
14
15
17
18
R
6
11
16

volibearw.png Frenzy - A.K.A. Execution by Bear

               Should always be maxed against all champions as it is your biggest damage dealer as well as an attack speed buff that ramps up after 3 Auto attacks. Frenzy is hands down the strongest level 1 ability in the game when dueling and can be very easily used to get first blood off a naive opponent. However it takes some practice to learn the perfect time to use it and how the damage scales. The lower your enemy's health, the more damage it does, that simple. Now combined with the mastery, Merciless, Frenzy is now small execute until it has about four points in it that it becomes a full GG execute. Try to use it just under half health at 40% to get the merciless buff and it will usually be a kill unless they're straight tank ( 54.png36.png223.png) in that case you just use W at around 30% health instead to be safe.


volibearq.png Rolling thunder - When to start and add an extra point

              Rolling thunder has amazing level 1 potential based on the circumstances. For example the best and easiest way to use it effectively at level 1 is to organize an early gank with your jungle as early as possible (before level 2 or there's no point) and take first blood. Also Q is a great starter if your team is fully dedicated to an early invade and would help secure first blood almost always. If you're against a tough matchup such as an ADC top or mage that keeps eluding you, take an extra point or two (depending on the matchup) in Q to help gap close, pop a slow off, and take a chunk of their health if not the kill.

volibeare.png Majestic Roar - you better be pro to slow

             Your E can be used to start but waaaay less often as Rolling thunder will be more effective early on in lane and for ganks. Majestic Roar is a perfect start however for a team invade if your team has good initiation (Preferably hooks 53.png111.png412.png89.png). The same thing can be done as I said above, if you're in a tough lane matchup with an ADC top or str8 tank then you can take an extra point in your q as well as your e if you need that extra slow. I feel having two points in Q,W,E, and one point in R can balance the lane out significantly with the mobility needed to get to the adc.

volibearr.png Thunder claws - 99% split use/ 1% fight use

            Don't get me wrong this spell is the bee's knee's in a fight and has turned the tides of battle for my team on occasion or earned me a couple penta kills with the bear; however my ignorant yet effective use of the ult is to splitpush like nobody's seen or clear a giant mob of minions taking our tower. The CD is extremely low after visage and at max level its always up when you need it. R can also be used to take out either a fleeing enemy or a low health champ under his tower, you just need minions between you and the enemy champ to be the conduit and be close enough. Say you get a Sion to less than 20% health, he's sitting under the tower either waiting for a jungle gank (which you'll be ready for cause you aren't pushing without the river and tri bush warded right?) or attempting to B; your ultimates up an theres minions fighting right there. Mkae sure your W buff is at 3 stacks before casting, then upon casting your ult hit the minions which then jumps to the champ if hes in range and finish the kill or force him to run. This trick takes a few times to practice but is really easy once you get the hang of it.


Items Back to Top

Starting Items

    General starter
    Vs ADC top or AD safe lane
    Vs any AP carrys or ap champs with blinds, slows, or hard CC

Core Items

    1st Item Vs. Any AD top laner
    1st item Vs ap top laners and tough AP matchups
    1ST Item optional Offensive choice Vs AP
    2nd Item Rush if ahead
    Build 2nd or after Hydra, whichever you didn't build first.
    Build Hydra if it hasn't been built for 3rd item.
    If enemy team has three+ AP champs build Maw if you haven't, otherwise you should be good.
    Voli damage items (in order of preference)
    Vs. AD team with at least two ADC champs or champs that rely on crit (tryndamere, yasuo, etc.)
    Vs. AD team with good mobility that require you to initiate
    General end game build

Situational Items

    I usually fit Rot in as 3rd or 4th item in most games that need lane pressure

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Medium
  • Ahri
    Easy
  • Akali
    Easy
  • Cho'Gath
    Easy
  • Darius
    Easy

VS

Aatrox

Medium

VS

Ahri

Easy

VS

Akali

Easy

VS

Cho'Gath

Easy

VS

Darius

Easy

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