The information below will help you get familiar with the game on the Solo Baron Line VOLIBEAR. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword +12 Attack Damage
500
Heartsteel
Increase Maximum Health +700 Max Health
+150% Health Regen
+20 Ability Haste
Colossal Consumption: While within 700 units of an enemy champion, charges for 2.5 seconds before dealing a huge strike against the enemy champion. This charged attack deals bonus physical damage equal to 140 + 3.5% of maximum Health, and grants maximum Health equal to 15% of the damage dealt. The charge for each target has a 20 second cooldown. 3000
Heartsteel TIPS: Tanky item that is good for skirmishing with the enemy.
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Titanic Hydra
Attacks deal bonus damage in a area +450 Max Health
Colossus: Gain AD equal to 15 + 2.5% bonus
.
Cleave: Every 1.75 second(s), your next attack deals bonus physical damage equal to 25 + 3% bonus (also applies to turrets), creating a shockwave that deals physical damage equal to 80 + 10% bonus
to enemies behind the target. Ranged champions deal 75% of the damage.
3000
Titanic Hydra TIPS: Good for skirmish heavy champions.
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Mercury's Treads
Reduces Magic Damage +200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Teleport Enchant
Teleport across the map
Teleport (Active): After channeling for 3.5 seconds, teleport your champion to an allied champion, structure, or ward. (180s Cooldown) 800
Gargoyle Enchant
Shield
Stoneplate (Active): Gain a shield that absorbs 28% of your max Health. The shield decays over 4 seconds. (60s Cooldown) Fore every enemy nearby, gain an additional shield that absorbs damage equal to 14% of max Health, capped at 3 shields. Damage dealt is reduced by 40% for 4 seconds. If the shield breaks early, damage reduction will end. 500
Heartsteel
Increase Maximum Health +700 Max Health
+150% Health Regen
+20 Ability Haste
Colossal Consumption: While within 700 units of an enemy champion, charges for 2.5 seconds before dealing a huge strike against the enemy champion. This charged attack deals bonus physical damage equal to 140 + 3.5% of maximum Health, and grants maximum Health equal to 15% of the damage dealt. The charge for each target has a 20 second cooldown. 3000
Heartsteel TIPS: Tanky item that is good for skirmishing with the enemy.
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Titanic Hydra
Attacks deal bonus damage in a area +450 Max Health
Colossus: Gain AD equal to 15 + 2.5% bonus
.
Cleave: Every 1.75 second(s), your next attack deals bonus physical damage equal to 25 + 3% bonus (also applies to turrets), creating a shockwave that deals physical damage equal to 80 + 10% bonus
to enemies behind the target. Ranged champions deal 75% of the damage.
3000
Titanic Hydra TIPS: Good for skirmish heavy champions.
Amaranth's Twinguard
In-combat durability +60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Spirit Visage
Increases healing and shielding received +350 Max Health
+100% Health Regen
+50 Magic Resistance
+20 Ability Haste
Blessed: Increases all healing, regen, drain effects and shields on yourself by 30%. 2800
Spirit Visage TIPS: It is a strong item to amplify in-build sustain (to increase healing and health regeneration). It's good against magic damage champions who deal sustained damage like Vladimir and Swain; against burst mages like Syndra and Veigar to survive their initial burst and heal up quickly.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Amaranth's Twinguard
In-combat durability +60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Chempunk Chainsword
Reduces enemy healing +250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2800
Chempunk Chainsword TIPS: Strong item to build when facing enemy champions with high sustain like Mundo, Soraka and Yuumi who have significant healing abilities. It can also be useful against champions who rely on lifesteal like Aatrox, Darius, and Fiora.
Amaranth's Twinguard
In-combat durability +60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Divine Sunderer
Anti-Health attacks +425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next basic attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage on-hit, with a minimum damage equal to 125% base AD and a maximum damage against monsters equal to 225% base AD.
If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health and a minimum heal equal to (90% melee / 50% ranged) base AD (1.5 second cooldown, begins after using the empowered attack).
Limitations: Limited to 1 sheen item. 3400
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Randuin's Omen
Attack to heal from enemy Critical Strikes +400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Frozen Heart
Reduces all nearby enemies Attack Speed +80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks. 2700
Frozen Heart TIPS: Recommended whenever you need to increase mana usage; reduce enemy attack speed. It's effective against AD champions who rely on basic attacks (Jinx, Tristana, Vayne) or use their abilities frequently (Yasuo, Riven, Zed).
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Barrier
Gain a shield that absorbs 120 (120–560 ) damage for 2.5 seconds.
Cooldown: 100s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Grasp of Undying
Tank, Heal
Every 3s in combat, your next attack on a champion will be enhanced.
Bonus magic damage: 3%.
Heal: 2.5%.
Permanently health increase: 10.
On Ranged champions, the effects are reduced by 60%.
Courage of the Colossus
Shield
Gains a shield that absorbs up to 25-45 () + 1% of max Health
for 3s when immobilizing an enemy champion.
Cooldown: 10s
Second Wind
Heal after taking damage
Gain 5 Health every 5 seconds.
After taking damage from an enemy champion, regenerate 6 + (2% of your missing health) over the next 5 seconds. This effect is doubled for melee champions.
Perseverance
Armor and Magic Resistance, Tenacity
Gain 10% Tenacity. When immobilized, gain 16-30 Armor and Magic Resistance () for 1.5 seconds. Refresh duration time when immobilized multiple times.
Demolish
Destroy Turrets
When within 5.5 range of the enemy turret, gain a charge every 0.5 seconds, up to 6 times. When fully charged, your next basic attack against the turret deals an additional (200 + 30% max ) Physical Damage.
Cooldown: 30s
(Q) THUNDERING SMASH
13/12/11/10s
50
Volibear gains 10/15/20/25% Move Speed, increased to 20/30/40/50% towards enemy champion for the next 4 seconds. While active, Volibear's next Attack deals 15 (15/40/65/90 + 100% bonus ) physical damage and Stuns the target for 1 seconds.
If Volibear becomes Immobilized before he Stuns a target, Thundering Smash's duration is paused.
(W) FRENZIED MAUL
5s
35/40/45/50
Volibear mauls an enemy, dealing 67 (5/30/55/80 + 100% + 5% bonus
) physical damage. If Volibear maul's a champion or Large Monster he goes into a Frenzy for 8 seconds.
If this Ability is used when in a Frenzy, its damage is increased to 108 (8/48/88/128 + 160% + 8% bonus
) physical damage and Volibear restores 20 + 20/30/40/50% (7%) missing Health.
This Ability applies on-hit effects.
Deals 80% damage to monsters.
(E) SKY SPLITTER
13s
60
Volibear summons a thundercloud that fires a lightning bolt, dealing 80 (80/110/140/170 + 50%
) plus 11% max Health magic damage and Slowing by 40% for 2 seconds.
If Volibear is inside the blast zone, he gains a 91 (75% ) plus 14% max Health Shild for 3 seconds.
Damage against non-champiuons is capped at 150/250/350/450.
(R) STORMBRINGER
90/80/70s
100
Volibear transforms and leaps, gaining 175/350/525 Health and 50 Attack Range for next 12 seconds.
Upon landing, Volibear cracks the earth, Disabiling nearby towers for 3 seconds an dealing 300 (300/450/600 + 100% + 200% Bonus
) physical damage to them. Nearby enemies are Slowed by 50%, decaying over 1 second. Enemies directly underneath Volibear suffering 300 (300/450/600 + 100%
+ 200% bonus
) physical damage.
We have prepared lists of champions that can really annoy you during a match with the game on the Solo Baron VOLIBEAR. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
We have prepared a list of items and spells that will help counter Solo Baron VOLIBEAR in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400
Guardian Angel TIPS: Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.).
Randuin's Omen
Attack to heal from enemy Critical Strikes +400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Iceborn Gauntlet
Attacks create a slowing field +250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures. 3100
Iceborn Gauntlet TIPS: Makes you tankier while slowing and dealing damage to enemies.
Dead Man's Plate
Increases Movement Speed +250 Max Health
+50 Armor
Relentless: +5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 50% for 1 second. 2800
Dead Man's Plate TIPS: Great for tanks and bruisers who need extra movement speed and durability. Also provides excellent burst especially in combination with spellblade items (e.g. Divine Sunderer).
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing +15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 800
Oblivion Orb
Magic damage reduces enemy healing +30 Ability Power
Cursed: Magic damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 800
Bramble Vest
Reflects damage and reduces enemy healing +30 Armor
Thorns: When struck by an attack, deal 4 magic damage + 6% bonus armor to the attacker and inflict 40% Grievous Wounds for 3 seconds if they are a champion.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 1000
Mortal Reminder
Armor Penetration (%) and reduced enemy healing +30 Attack Damage
+25% Critical Rate
Last Whisper: +33% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 3300
Mortal Reminder TIPS: Must have item versus champions with a lot of healing such as Soraka, Yuumi, Dr. Mundo or Vladimir.
Chempunk Chainsword
Reduces enemy healing +250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2800
Chempunk Chainsword TIPS: Strong item to build when facing enemy champions with high sustain like Mundo, Soraka and Yuumi who have significant healing abilities. It can also be useful against champions who rely on lifesteal like Aatrox, Darius, and Fiora.
Morellonomicon
Magic damage reduces enemy healing +150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2500
Morellonomicon TIPS: Mage’s grievous wounds option for tackling enemy comps with heavy healing & sustain. Perfect against champions like Soraka, Dr. Mundo & Vladimir.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Divine Sunderer
Anti-Health attacks +425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next basic attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage on-hit, with a minimum damage equal to 125% base AD and a maximum damage against monsters equal to 225% base AD.
If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health and a minimum heal equal to (90% melee / 50% ranged) base AD (1.5 second cooldown, begins after using the empowered attack).
Limitations: Limited to 1 sheen item. 3400
Liandry's Torment
Abilities deal bonus damage +250 Max Health
+75 Ability Power
+7% Magic Penetration
Torment: Damaging abilities or empowered attacks deal 20 + 0.5%+ 0.4% of enemy's max Health as bonus magic damage over 3 seconds.
3000
Liandry's Torment TIPS: Liandry's is good against tanks. Pick it up when the enemy consists of multiple tank champions.
Blade of the Ruined King
Attacks deal bonus damage +25 Attack Damage
+35% Attack Speed
Thirst:+10% Physical Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 6% of the enemy's current Health
on-hit. (Melee attacks deal 9%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed for 2 seconds. (60s Cooldown)
3000
Blade of the Ruined King TIPS: Is a great source of sustain with it’s lifesteal but mostly picked for it’s ability to cut through tanks or champions who heavily stack health like Dr. Mundo.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Serylda's Grudge
Armor Penetration (%) and apply slows +40 Attack Damage
+15 Ability Haste
Last Whisper: +33% Armor Penetration
.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second. 3100
Serylda's Grudge TIPS: There is a need to slow down enemy champions and improve their kiting potential. A good item to build if you want to control the pace of the fight and peel for your team.
Rylai's Crystal Scepter
Abilities apply slows +350 Max Health
+70 Ability Power
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second. 2700
Rylai's Crystal Scepter TIPS: This item will allow you to slow the enemy whenever your abilities deal damage to them. Pick up on champions with lots of AOE.
Iceborn Gauntlet
Attacks create a slowing field +250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures. 3100
Iceborn Gauntlet TIPS: Makes you tankier while slowing and dealing damage to enemies.
The information below will help you get familiar with the game on the Jungle Line VOLIBEAR. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword +12 Attack Damage
500
Trinity Force
Well-Rounded +250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values. 3333
Trinity Force TIPS: Offers a variety of stats. Good if your champion uses their abilities often but also auto-attacks alot.
Mercury's Treads
Reduces Magic Damage +200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Riftmaker
Ramping Damage +150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste
Assimilation: +11% Omnivamp.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage. 3300
Riftmaker TIPS: This item increases damage over time while fighting.
Mercury's Treads
Reduces Magic Damage +200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Gargoyle Enchant
Shield
Stoneplate (Active): Gain a shield that absorbs 28% of your max Health. The shield decays over 4 seconds. (60s Cooldown) Fore every enemy nearby, gain an additional shield that absorbs damage equal to 14% of max Health, capped at 3 shields. Damage dealt is reduced by 40% for 4 seconds. If the shield breaks early, damage reduction will end. 500
Protobelt Enchant
Small dash
Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. (60s Cooldown)
If champions or monsters are hit by more than one missile, the additional missiles deal only 10% damage. 500
Protobelt Enchant TIPS: Buy this when you need to close the gap to get on to the enemy.
Trinity Force
Well-Rounded +250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values. 3333
Trinity Force TIPS: Offers a variety of stats. Good if your champion uses their abilities often but also auto-attacks alot.
Mercury's Treads
Reduces Magic Damage +200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Riftmaker
Ramping Damage +150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste
Assimilation: +11% Omnivamp.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage. 3300
Riftmaker TIPS: This item increases damage over time while fighting.
Psychic Projector
Converts bonus Health into Ability Power +300 Max Health
+60 Ability Power
+7% Magic Penetration
+15 Ability Haste
Conversion: Gain Ability Power equal to 4% of bonus Health. Up to 60 Ability Power can be gained this way.
Projection: When taking champion damage, gain a non-tacking shield that absorbs damage equal to 30 + 10% AP+ 5% bonus HP
for 3 seconds (for ranged champions, the shield absorbs damage equal 60% of this value).
Triggered every 3 seconds. 3100
Psychic Projector TIPS: This item will increase the damage of abilities based on your health. It also has useful defensive characteristics and increases survivability. It is perfect for melee champions.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: Increase survivability in team fights to be tankier frontliner. It's effective against champions with burst damage like Zed, Talon and against champions with heavy CC like Lissandra and Nautilus, as the shield can help you survive their initial burst and crowd control.
Amaranth's Twinguard
In-combat durability +60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Trinity Force
Well-Rounded +250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values. 3333
Trinity Force TIPS: Offers a variety of stats. Good if your champion uses their abilities often but also auto-attacks alot.
Divine Sunderer
Anti-Health attacks +425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next basic attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage on-hit, with a minimum damage equal to 125% base AD and a maximum damage against monsters equal to 225% base AD.
If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health and a minimum heal equal to (90% melee / 50% ranged) base AD (1.5 second cooldown, begins after using the empowered attack).
Limitations: Limited to 1 sheen item. 3400
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: Increase survivability in team fights to be tankier frontliner. It's effective against champions with burst damage like Zed, Talon and against champions with heavy CC like Lissandra and Nautilus, as the shield can help you survive their initial burst and crowd control.
Chempunk Chainsword
Reduces enemy healing +250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2800
Chempunk Chainsword TIPS: Strong item to build when facing enemy champions with high sustain like Mundo, Soraka and Yuumi who have significant healing abilities. It can also be useful against champions who rely on lifesteal like Aatrox, Darius, and Fiora.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: Increase survivability in team fights to be tankier frontliner. It's effective against champions with burst damage like Zed, Talon and against champions with heavy CC like Lissandra and Nautilus, as the shield can help you survive their initial burst and crowd control.
Frozen Heart
Reduces all nearby enemies Attack Speed +80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks. 2700
Frozen Heart TIPS: Recommended whenever you need to increase mana usage; reduce enemy attack speed. It's effective against AD champions who rely on basic attacks (Jinx, Tristana, Vayne) or use their abilities frequently (Yasuo, Riven, Zed).
Amaranth's Twinguard
In-combat durability +60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Randuin's Omen
Attack to heal from enemy Critical Strikes +400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Smite
Deal 600 true damage to monsters, epic monsters or enemy minions, and restore 127 Health (70 + 10%) when smite a monster. Smite can be upgraded to Chilling Smite after being used 3 times.
Jungle Expertise:
+20% bonus gold and 20% bonus XP from jungle monsters, but temporarily earn 60% less gold and XP from minions.
+15% bonus basic attack damage and +30% bonus ability damage to jungle monsters.
Restore 40 Health over 5 seconds when dealing damage to jungle monsters.
Restore 4 Mana every second while in the jungle or river.
Gains one charge every 45 seconds, up to a max of 2.
Cooldown: 10s
Сhilling Smite
Deal 800 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%).
Against champions: Deal 70 true damage (38 to 184) ato enemy Champions and steals 25% of their Movement Speed for 2 seconds.
Cooldown: 10s
Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 2-6 bonus or 3-9
for 6s.
Fully stacked bonus: Melee - 8%, Ranged - 5% bonus Omnivamp .
Triumph
Execute, Heal
Champion takedowns restore 10% of lost health and 10% of maximum mana and energy.
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
Legend: Bloodline
Omnivamp
Gains 1% Omnivamp . Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp
.
Overgrowth
Bonus HP
When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.
(Q) THUNDERING SMASH
13/12/11/10s
50
Volibear gains 10/15/20/25% Move Speed, increased to 20/30/40/50% towards enemy champion for the next 4 seconds. While active, Volibear's next Attack deals 15 (15/40/65/90 + 100% bonus ) physical damage and Stuns the target for 1 seconds.
If Volibear becomes Immobilized before he Stuns a target, Thundering Smash's duration is paused.
(W) FRENZIED MAUL
5s
35/40/45/50
Volibear mauls an enemy, dealing 67 (5/30/55/80 + 100% + 5% bonus
) physical damage. If Volibear maul's a champion or Large Monster he goes into a Frenzy for 8 seconds.
If this Ability is used when in a Frenzy, its damage is increased to 108 (8/48/88/128 + 160% + 8% bonus
) physical damage and Volibear restores 20 + 20/30/40/50% (7%) missing Health.
This Ability applies on-hit effects.
Deals 80% damage to monsters.
(E) SKY SPLITTER
13s
60
Volibear summons a thundercloud that fires a lightning bolt, dealing 80 (80/110/140/170 + 50%
) plus 11% max Health magic damage and Slowing by 40% for 2 seconds.
If Volibear is inside the blast zone, he gains a 91 (75% ) plus 14% max Health Shild for 3 seconds.
Damage against non-champiuons is capped at 150/250/350/450.
(R) STORMBRINGER
90/80/70s
100
Volibear transforms and leaps, gaining 175/350/525 Health and 50 Attack Range for next 12 seconds.
Upon landing, Volibear cracks the earth, Disabiling nearby towers for 3 seconds an dealing 300 (300/450/600 + 100% + 200% Bonus
) physical damage to them. Nearby enemies are Slowed by 50%, decaying over 1 second. Enemies directly underneath Volibear suffering 300 (300/450/600 + 100%
+ 200% bonus
) physical damage.
We have prepared lists of champions that can really annoy you during a match with the game on the Jungle VOLIBEAR. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
We have prepared a list of items and spells that will help counter Jungle VOLIBEAR in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400
Guardian Angel TIPS: Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.).
Randuin's Omen
Attack to heal from enemy Critical Strikes +400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Iceborn Gauntlet
Attacks create a slowing field +250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures. 3100
Iceborn Gauntlet TIPS: Makes you tankier while slowing and dealing damage to enemies.
Dead Man's Plate
Increases Movement Speed +250 Max Health
+50 Armor
Relentless: +5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 50% for 1 second. 2800
Dead Man's Plate TIPS: Great for tanks and bruisers who need extra movement speed and durability. Also provides excellent burst especially in combination with spellblade items (e.g. Divine Sunderer).
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing +15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 800
Oblivion Orb
Magic damage reduces enemy healing +30 Ability Power
Cursed: Magic damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 800
Bramble Vest
Reflects damage and reduces enemy healing +30 Armor
Thorns: When struck by an attack, deal 4 magic damage + 6% bonus armor to the attacker and inflict 40% Grievous Wounds for 3 seconds if they are a champion.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 1000
Mortal Reminder
Armor Penetration (%) and reduced enemy healing +30 Attack Damage
+25% Critical Rate
Last Whisper: +33% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 3300
Mortal Reminder TIPS: Must have item versus champions with a lot of healing such as Soraka, Yuumi, Dr. Mundo or Vladimir.
Chempunk Chainsword
Reduces enemy healing +250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2800
Chempunk Chainsword TIPS: Strong item to build when facing enemy champions with high sustain like Mundo, Soraka and Yuumi who have significant healing abilities. It can also be useful against champions who rely on lifesteal like Aatrox, Darius, and Fiora.
Morellonomicon
Magic damage reduces enemy healing +150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2500
Morellonomicon TIPS: Mage’s grievous wounds option for tackling enemy comps with heavy healing & sustain. Perfect against champions like Soraka, Dr. Mundo & Vladimir.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Divine Sunderer
Anti-Health attacks +425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next basic attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage on-hit, with a minimum damage equal to 125% base AD and a maximum damage against monsters equal to 225% base AD.
If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health and a minimum heal equal to (90% melee / 50% ranged) base AD (1.5 second cooldown, begins after using the empowered attack).
Limitations: Limited to 1 sheen item. 3400
Liandry's Torment
Abilities deal bonus damage +250 Max Health
+75 Ability Power
+7% Magic Penetration
Torment: Damaging abilities or empowered attacks deal 20 + 0.5%+ 0.4% of enemy's max Health as bonus magic damage over 3 seconds.
3000
Liandry's Torment TIPS: Liandry's is good against tanks. Pick it up when the enemy consists of multiple tank champions.
Blade of the Ruined King
Attacks deal bonus damage +25 Attack Damage
+35% Attack Speed
Thirst:+10% Physical Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 6% of the enemy's current Health
on-hit. (Melee attacks deal 9%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed for 2 seconds. (60s Cooldown)
3000
Blade of the Ruined King TIPS: Is a great source of sustain with it’s lifesteal but mostly picked for it’s ability to cut through tanks or champions who heavily stack health like Dr. Mundo.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Serylda's Grudge
Armor Penetration (%) and apply slows +40 Attack Damage
+15 Ability Haste
Last Whisper: +33% Armor Penetration
.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second. 3100
Serylda's Grudge TIPS: There is a need to slow down enemy champions and improve their kiting potential. A good item to build if you want to control the pace of the fight and peel for your team.
Rylai's Crystal Scepter
Abilities apply slows +350 Max Health
+70 Ability Power
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second. 2700
Rylai's Crystal Scepter TIPS: This item will allow you to slow the enemy whenever your abilities deal damage to them. Pick up on champions with lots of AOE.
Iceborn Gauntlet
Attacks create a slowing field +250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures. 3100
Iceborn Gauntlet TIPS: Makes you tankier while slowing and dealing damage to enemies.
Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.
Gromp
Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
REWARDS
Earn XP and gold upon defeating them.
Blue Sentinel
Large Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
The Blue Sentinel, sometimes called the blue buff, is a common starting monster for junglers thanks to its powerful Crest of Insight buff.
REWARDS
Upon dealing the killing blow to the Blue Sentinel, the player will receive the Crest of Insight Buff effect that lasts 90 seconds. Recover an amount of Mana or Energy every second.
Get 15 Ability Haste.
When a player who possesses the Crest of Insight buff is defeated by an enemy champion, the buff is transferred to the champion who defeated that player.
Greater Murk Wolf
Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Wolves tend to be easier and safer to bees at than other monsters. They are commonly s ight by junglers when passing by or while the higher priority monsters are respawning.
REWARDS
Earn XP and gold upon defeating them.
Crimson Raptor
Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Crimson raptors deal surprising damage t but the small ones can be quickly dispatched. Junglers commonly seek them out while pre| to gank the middle lane or while waiting for hi; priority monsters to spawn.
REWARDS
Earn XP and gold upon defeating them.
Red Brambleback
Large Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
After completing the final strike to the Red Brambleback, you can obtain the Crest of Cinders buff effect; when the player with this buff is defeated, the buff effect will be transferred to the enemy champion who defeated them.
REWARDS
Upon dealing the killing blow to the Red Brambleback, the player will receive the Crest of Cinders Buff that lasts 90 seconds.
For Melee Champions, basic attacks burn targets on hit, reducing their movement speed by 20% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
For Ranged Champions, basic attacks burn targets on hit, reducing their Movement Speed by 6% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
When a player who possesses the Crest of Cinders buff is defeated by an enemy champion, the bufs is transferred to the champion who defeated player.
Ancient Krug
Monster ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Ancient Krugs split into two upon defeat until they are so small they can split no more. Junglers oftem fight these monsters for extra gold and XP while waiting for gank opportunities or higher priority monster spawns.
REWARDS
Earn XP and gold upon defeating them.
Rift Scuttler
Large Monster ABOUT
Spawn time: 85 second(s) into game.
Respawn interval: 120 second(s).
REWARDS
The Rift Scuttler grants XP and gold on takedown. A Speed Shrine also spawns at a fixed location on the same side of the river which provides the following buffs to your team:
Grants vision of the area.
Vision radius: 4.5m. Enemy champions who pass through this area will be maked and revealed.
Allied champions who pass through the area receive a 40% out-of-co Movement Speed boost for 2 second(s).
To make this Pro Volibear Jungle Path work you'll be starting on the Blue Sentinel and using (E) SKY SPLITTER at level one to kill it. As soon as it dies, unlock (W) FRENZIED MAUL and proceed to clear the Gromp and Murk Wolves. Clearing these grants you level three— unlocking (Q) THUNDERING SMASH. Having this skill unlocked makes you very hard to invade as you can duel most champions in the game at this point and it helps if there's a free kill available for you to pick up on a nearby lane. Next up are the Raptor, Red Brambleback and Krug camps which you can clear relatively quickly due to the AoE from The (PASSIVE) THE RELENTLESS STORM and (E) SKY SPLITTER. At level four upgrade (Q) THUNDERING SMASH and path to secure river priority and kill the Rift Scuttler after which you can gank a lane connected to the river side that you're at.
It's also possible to start Murk Wolves instead, and do Blue Sentinel at level two, with Gromp being the third camp.
The information below will help you get familiar with the game on the Jungle Lethality Line VOLIBEAR. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared lists of champions that can really annoy you during a match with the game on the Jungle Lethality VOLIBEAR. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared a list of items and spells that will help counter Jungle Lethality VOLIBEAR in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
The information below will help you get familiar with the game on the Jungle (AP) Line VOLIBEAR. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared lists of champions that can really annoy you during a match with the game on the Jungle (AP) VOLIBEAR. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared a list of items and spells that will help counter Jungle (AP) VOLIBEAR in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
Volibear's gains 5% (5% + 4% ) Attack Speed for 6 seconds whenever he deals damage with an Ability or Attack, staking up to 5 times.
At 5 stacks, Volibear's claws ignite with lightning, causing his Attacks to deal an additional 11 (11 - 11 + 40%
) magic damage to the target and 4 closest enemies.
13/12/11/10s
50
Volibear gains 10/15/20/25% Move Speed, increased to 20/30/40/50% towards enemy champion for the next 4 seconds. While active, Volibear's next Attack deals 15 (15/40/65/90 + 100% bonus ) physical damage and Stuns the target for 1 seconds.
If Volibear becomes Immobilized before he Stuns a target, Thundering Smash's duration is paused.
5s
35/40/45/50
Volibear mauls an enemy, dealing 67 (5/30/55/80 + 100% + 5% bonus
) physical damage. If Volibear maul's a champion or Large Monster he goes into a Frenzy for 8 seconds.
If this Ability is used when in a Frenzy, its damage is increased to 108 (8/48/88/128 + 160% + 8% bonus
) physical damage and Volibear restores 20 + 20/30/40/50% (7%) missing Health.
This Ability applies on-hit effects.
Deals 80% damage to monsters.
13s
60
Volibear summons a thundercloud that fires a lightning bolt, dealing 80 (80/110/140/170 + 50%
) plus 11% max Health magic damage and Slowing by 40% for 2 seconds.
If Volibear is inside the blast zone, he gains a 91 (75% ) plus 14% max Health Shild for 3 seconds.
Damage against non-champiuons is capped at 150/250/350/450.
90/80/70s
100
Volibear transforms and leaps, gaining 175/350/525 Health and 50 Attack Range for next 12 seconds.
Upon landing, Volibear cracks the earth, Disabiling nearby towers for 3 seconds an dealing 300 (300/450/600 + 100% + 200% Bonus
) physical damage to them. Nearby enemies are Slowed by 50%, decaying over 1 second. Enemies directly underneath Volibear suffering 300 (300/450/600 + 100%
+ 200% bonus
) physical damage.
Use this combo to unexpectedly All-in the enemy.
From a distance, use (E) SKY SPLITTER, activate (Q) THUNDERING SMASH then immediately FLASH into range to eAA the enemy and stun them. From there, quickly burst the target with (W) FRENZIED MAUL and (R) STORMBRINGER. Finish with more AA's.
To those who still revere him, the Volibear is the storm made manifest. Destructive, wild, and stubbornly resolute, he existed before mortals walked the Freljord's tundra, and is fiercely protective of the lands that he and his demi-god kin created. Cultivating a deep hatred of civilization and the weakness it brought with it, he now fights to return to the old ways—when the land was untamed, and blood spilled freely—and eagerly battles all who oppose him, with tooth, claw, and thundering domination.