Unkillable Tank Volibear
Hurt Them With Your Health
N
March 8th, 2023 ⸱ 6 min read

Quick Volibear Tank Jungle Build
Runes
After hitting an enemy 3 times,
makes them vulnerable causing you and your teammates to do bonus damage against them. With
Volibear 's Q>E>W combo this is very easy to trigger when entering fights.
, , and provide sustain, tenacity, and bonus damage which are all important for dueling and teamfights.
and provide bonus movement speed which makes ganking and peeling for teammates much easier. Summoner Spells
allows you to teleport on top of enemy champions and instantly stun them with Q (
Thundering Smash ) or escape enemies chasing you.
is required to jungle and to purchase jungle companions.Skill Path

Volibear
Your Q (
Thundering Smash ) is a powerful engage tool that gives you a burst of speed and stuns the first target you hit.
Thundering Smash is great for ganks and chasing down enemies, but not so great against the stationary jungle monsters so we wait to grab this until level 3, but max it first. Your W (
Frenzied Maul ) is a targeted short range attack which deals bonus damage and heals you when used against targets you've already hit with
Frenzied Maul in the last 8 seconds. With
Frenzied Maul 's 5 seconds cooldown you won't be marking more than 1 person at a time in 8 seconds so make sure you're focusing one target when using it. Your E (
Sky Splitter ) is a large AOE with a large radius which shields you and slows enemies. The shield from
Sky Splitter protects more health than
Frenzied Maul heals at level 1 so we grab
Sky Splitter first.
Sky Splitter 's upgrades only increase damage, but we only care about the shield and slow, so we max
Sky Splitter last. Your R (
Stormbringer ) lets you leap forward, damaging enemies and disabling turrets where you land.
Stormbringer is perfect for diving turret or enemy backlines or leaping over small walls to entry into a fightItem Builds
Starting Items:
provides tenacity, slow resist, and shield which is more useful than the movement speed provided by or the slow to enemies provided by .
is optional, but helpful for keeping your health topped off after early duels, ganks, and invades before your first recall. Boots:
provides significant damage reduction in the early to mid game. provide ability haste and summoner spell haste allowing you to cast your abilities and spells more often. provides magic restance and tenacity, shortening the duraction of crowd control effects. All are decent options depending on the matchup, but I generally prefer the damage reduction from . Core Items:
's ability provides permanent maximum health every time it activates and does more damage as you gain health. get stronger the longer you own it so always buy it first. does sustained damage that increases the longer a fight lasts which is great when you're a beefy bear that isn't going to die any time soon. Armor:
provides a ramping move speed buff that deals a burst of damage and slows enemies when you hit the max speed. provides Greivous Wounds to enemies that hit you to lessen their healing and regen effects. Magic Resist:
gives you magic resist and movement speed when you're hit by magic damage or crowd control effects. increases shielding and healing.Health:
provides a crazy amount of health regen to get you back in the fight faster. does more damage the more health you have like and gives your autoattacks a damaging AOE efffect.The Strat (When and How to Invade)
Volibear is currently has one of the fastest and highest health jungle clears in the game. With proper technique it's possible to complete full health clears up to 15 seconds before Scuttle even spawns. It's important to abuse this fast clear to gain an early advantage. The way we do this is simple: invade, invade, and invade. Besides, level 3
Volibear ganks just aren't that good. Without the second point into his
Thundering Smash (Q),
Volibear can't quite rundown and bully enemy laners just yet. That's why level 4 is so important. Instead of ganking lanes we invade the enemy jungle. Most enemies are going to be clearing much slower so
Volibear can often invade, steal 1-2 camps and keep the enemy jungler from reaching level 4. Always save your second smite to help you steal enemy camps or duel for scuttle crab.So when do we invade? If you spawn on the Red(Right) side then every time. Volibear's clear and pathing are so fast that it allows you to often catch the enemy jungler while they are still fighting blue buff. With smite you can steal the buff and the precious heal that many junglers rely on. This often leaves the enemy jungler at 75% or less health against you, a full health Volibear with 2 buffs and a level advantage. You almost always want to go for the kill, but keep an eye on the minimap to make sure the top or mid laner isn't coming to help. Whether you get the kill or not this chases the enemy out of jungle and lets you steal Gromp giving you even more of an advantage.
On Blue(Left) side the speed advantage is slightly less due to the long travel time from river to Krugs. So we only invade if the enemy jungler ganks early. If they gank early you rush to red buff, steal it, and then ward so you have vision on them while you steal Krugs. If the enemy jungler doesn't gank early you can use your speed advantage to take both scuttle crabs.
Regardless of the side you've spawned on, after your invade you try to get both scuttle crabs and farm to level 5 to get ready for dragon fight. From here you play the game much like any other jungler: farming, ganking, and taking objectives to help your team.
With the newest batch of jungle changes (Patch 13.5), farming and invading just got a lot more profitable. With increased gold from monsters and faster clear times in enemy jungle, there is even more reason to invade and steal resources from the enemy jungler. So if there are no good ganks to be had, just farm away until you become the unkillable bear that can turn any gank into a good gank.