- Quick Guide
- Page 2
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
- Questions Page/Extra Info
Rune, Masteries, and Summoner Spells
Greater Quint of Armor Penetration x3
Greater Mark of Attack Speed x9
Greater Seal of Armor x9
Greater Glyph of Magic Resist x9
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.
Alternative Rune Builds:
Greater Quint of Swiftness x3
Greater Mark of Alacrity x9
Greater Seal of Resilience x9
Greater Glyph of Warding x9
If your team absolutely needs an extra initiation and you are the only one that can do it effectively, drop the armor penetration for Movement Speed quints so you can benefit from Q movement speed to fling someone.
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 go 9/21/0 if the lane has a heavy harass champion such as Nidalee or Jayce. 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.
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.
Other Summoner Spells
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.
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