[Champion] Volibear - Page 3
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Requizen
United States33802 Posts
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obesechicken13
United States10467 Posts
He gets less move speed from Q when running away so you can punish him then. He has a lot of problems though. Without ult he can't farm creeps very quickly. He has no escapes so he has to build tanky or die if he ever gets targeted by two damage dealers in a team fight. If he just tanks on the front line there's a good chance he'll die before doing anything to all the ranged crap coming from the enemy team, but that's the tank's job: to soak damage. He's good at coming from the sides to 1v1 someone and good at flinging someone away from a squishy and then using thundering claws to beat them into submission. Even melees with good range can poke at him in lane. Similar to how Olaf can chuck axes at Darius even though they're both melee, Wukong can hit you with free Q's if you're not careful. | ||
GhandiEAGLE
United States20754 Posts
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Slusher
United States19143 Posts
On November 27 2012 09:50 Requizen wrote: I rarely get a Vamp Scepter at all. Wriggle's is meh, even in the jungle, and I don't like Zeke's on him. I'd rather put Kindle into SV, and I'm not a fan of making Voli into the aura carrier in the first place. I'm thinking http://www.finalesfunkeln.com/s3/#Ua5Ma2xAsMgd as kind of a base, shuffling points around based on who you're laning against and whether you're jungling or not. a vamp sceptor is going to provide far more healing than SV over time on a character with a massive aspd steroid and their only self heal having a 2 min cd, the synergy between Zeke's W passive and Wits is both more damage and more survivability not to mention if the person you are dueling has ignite they will save it for your passive so putting all of your eggs in that passive is dicy at best. This argument is really dumb tho with it only being relevant for like 7 days at most but it really bothers me when people look at Zeke's as an Aura item when most bruisers who scale off hp get a LOT out of it. | ||
Bladeorade
United States1898 Posts
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Requizen
United States33802 Posts
Sadly, the new Zeke's has half the Lifesteal and AD instead of AS, for a more expensive package. | ||
Requizen
United States33802 Posts
However, in the jungle his clear speed is pretty impressive and safe, and his ganks can be very very effective with a small amount of coordination. Spirit of the Ancient Golem is monstrously good on him as well, making his building out of the jungle very strong. It's made me want to update my S3 Voli guide, but it would be mostly (if not completely) focused on jungle, and I don't know how many others play him there as opposed to top. | ||
yokohama
United States1116 Posts
On February 05 2013 00:47 Requizen wrote: Despite my deriding comments in General Discussion, I've started playing a large amount of jungle Volibear recently to great success. I still feel that he's a poor laner, as he has a fair amount of bad matchups against common laners and has issues being behind if he gets zoned or ganked. However, in the jungle his clear speed is pretty impressive and safe, and his ganks can be very very effective with a small amount of coordination. Spirit of the Ancient Golem is monstrously good on him as well, making his building out of the jungle very strong. It's made me want to update my S3 Voli guide, but it would be mostly (if not completely) focused on jungle, and I don't know how many others play him there as opposed to top. I would definitely read a Voli jungle guide if you updated yours, I play him as my main top lane champion and right now I am learning jungle with Xin Zhao, but if I could utilize Voli in jungle as well I think it would be great. | ||
Requizen
United States33802 Posts
I used to be a pretty vocal outcrier of how bad Volibear was, and I still hold that he's not a great laner. That said, Season 3 has been very, very good for jungle Volibear. He feels at home there, in my opinion, his E feels designed for both ganking and safe clearing, his Q is a great gank tool, especially if coupled with another CC from the laner, and he thrives on getting tanky out of the jungle, especially with how good health is right now. Roles: Let’s talk about roles for a second. Melee characters can have a few roles. They can be heavy damage dealers like Talon or Akali. You can be an unkillable tank that disrupts and supports like Shen or Nautilus. Or you can be somewhere in between, a tanky sonovabitch who also happens to do a respectable amount of damage, like Olaf or Darius. I feel that Volibear fits in the latter. Thanks to your good AS from W’s passive, your bite execute, and your ult, you will end up doing both a good amount of single target burst and decent sustained to both your target and the nearby enemies. With a couple health and resistance items and perhaps a single AS item, you become pretty tanky and are still threatening enough to scare a squishy AD or Mage. However, you need to know your limits. You do not have an instant gap closer like Jax or Irelia, and you can’t ignore CC like Olaf. So sometimes diving straight to the back as the first initiate on your team means you get CC’d and locked down before you reach that target. You don’t have a lot of front-loaded burst, so you can’t expect to go in and kill something instantly, you need to stick to your target as long as possible. And finally, your escape is minimal and has the same mobility and CC issues as your initiate, so a lot of times when you’re in, you’re in. You aren’t a hyper carry like Jax or Irelia, you aren’t an unkillable wall like Singed or Shen. You’re somewhere in between, and it makes you very strong as long as you recognize your downfalls and play to your advantages. Pros/Cons: + Show Spoiler [Pros/Cons] + Pros: Gains damage and extra survival from health, meaning you get better pretty much all around the more health you get. Good teamfight synergy in many comps. That passive. Amazing dueling. Pretty good base stats (decent to high health and armor, enjoys MR/level, and higher end MS) Fairly low mana consumption. Good clearing capabilities. Surprisingly good damage even when building tanky. Works well with a whole crapton of items. Cons: No built in sustain aside from passive. No ranged abilities Gap closer isn’t instant. No innate tankiness aside from passive. Abilities: Passive: Chosen of the Storm Description: When Volibear's health drops below 30% of his maximum health, he will heal for 30% of his maximum health over the next 6 seconds. Cooldown: 120 seconds (internal) Notes: + Show Spoiler + -This passive is awesome. It’s basically a Mundo ult that kicks in when you get low. It helps win duels with sustained damage dealers, it discourages people from diving you, and generally makes you a tough badass. It has great synergy with Spirit Visage and any Health item you can get your hands on. -Watch out for burst (especially execute moves like Darius, Garen, or Riven ults) and Ignite/Grevious Wounds. This isn’t necessarily negated by Ignite effects, but they cancel each other out. So if Ignite is ticking, it won’t save you from the enemy, but it will save you from Ignite killing you. Know when to use it to stay in fights and know when to use it as a way to escape alive. -Especially hilarious when you walk off into the fog of war with low health and this ticking, only for the Karthus to ult and wonder why you didn’t die. Q: Rolling Thunder Description: For 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. Cooldown: 12/11/10/9/8 seconds Cost: 40 Mana Fling Distance: 300 arbitrary units Bonus Damage on Fling: 30/60/90/120/150 Notes: + Show Spoiler + -Gap closer, escape tool, CC, interrupt, damage, attack reset, and it dices too. The bonus damage also works on towers, which is sort of nice. This is an amazing ganking tool, and tool to stop slippery escapers. This basically precludes anyone from escaping without a jump or CC, as you can catch anything that’s running from you for the most part. It also helps for running away, although obviously not as much as other, more powerful sprints. All in all, it’s a really nice mobility tool that forces CC on you over someone squishier. -Always remember that this works as an attack reset and gives you a stack of Frenzy, so if you don’t need to use it to get in range, it is better to auto-Q-auto rather than hitting it first. W: Frenzy Description (Passive): Volibear temporarily gains bonus attack speed after an autoattack. This bonus stacks up to 3 times and lasts for 4 seconds. Description (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. Cooldown: 18 seconds Cost: 35 Mana Bite Distance: 400 arbitrary units Bonus Attack Speed on Passive: 8% / 11% / 14% / 17% / 20% per stack (24% / 33% / 42% / 51% / 60% total if you can’t do math) Bonus Damage on Bite: 80 / 125 / 170 / 215 / 260 (+ 15% of bonus health) -> Up to a max of 160 / 250 / 340 / 430 / 520 (+ 30% of bonus health) based on enemy health Notes: + Show Spoiler + -Another great ability, and very fun to use. Bitchslap people a couple times, and then bite their face off. What’s not to love? Especially nice because it gives both sustained damage (AS) and burst damage (Bite) in one nice package. -Make sure you have full stacks when you pop your ult for obvious reasons. -Always be aware that this is an execute style ability. It may be better to just hold on to it until they’re low enough to ensure the bite will kill them. The cooldown is long, so you generally only get to use it once, maybe twice. -Great synergy with Hunter’s Machete, stupidly good synergy with Spirit of the Ancient Golem. E: Majestic Roar Description: Volibear 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. Cooldown:11 seconds Cost: 60/65/70/75/80 Mana Roar AoE: 425 arbitrary units Roar Damage: 60 / 105 / 150 / 195 / 240 (+ 60% AP) Slow Power: 30% / 35% / 40% / 45% / 50% Notes: + Show Spoiler + -The ability I originally wrote off as “standard” or “boring”, but the fear is really nice. Allows you to fight in creep waves even better than many tanky champs. I take it first, as it means you take way less damage than you should, basically a free extra pot or two early on. -Don’t be so fast to hit this after you land your Q flip. It has a decent AoE range, so sometimes it’s better to hold on to it until they’re just about out of range, rather than when they’re right on top of you. -The fear affects pets. Not amazing, but kind of cool to help your team against Annie and Morde. -The CD is pretty hefty, so try not to get baited by gap-openers like Flash. -Damage is pretty low, but it can 2-3 shot small jungle creeps and, at max level if pushing out a lane, it can push rather hard when coupled with ult. -This fears Shaco and LeBlanc clones, allowing you to differentiate them against sneaky bastards. R: Thunder Claws Description: For 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. Cooldown: 100/90/80 seconds Cost: 100 Mana Chain Lighting Distance: 300 arbitrary units Bonus Damage from Zapping: 75 / 115 / 155 (+ 30% AP) Notes: + Show Spoiler + -Good multi-purpose ult. The AoE gives him pretty good pushing potential, and increases your damage by quite a bit during teamfights. It allows you to zap at their back line (not for a lot, mind you) even if you can’t reach them. -As above, try to make sure your Frenzy passive is fully stacked before hitting ult. Even if it’s only for those two slower swings, that’s less AoE damage you’re putting out -The bounces will jump to stealthed targets, always a bonus. -Not much else to say. Hit it when you're fighting, especially against bunched enemies, or you want to push a lane. Skill Order: E-W-(E/Q)-(Q/E) into R>(E/W)>(W/E)>Q + Show Spoiler + You want E first for your clearing, if not for the AoE, then for the fear that basically gives you enough mitigation to not need all your pots. Especially with a good leash, you can take Wolves and Blue with little life lost. W next, because of AS and Machete being so sexy good together. At 3, you either get Q if you're going to gank, or another rank in E if you're just going to keep clearing. Get R whenever you can, as the chain lighting is far from negligable in teamfights. Q should be last, as I personally find that the CDR and damage from leveling it aren't enough to warrant taking it over W or E. E max makes your clearing super fast and the extra slow is actually pretty noticeable. W max gives you a crapton of free damage. Which you max first is personal preference, and should be decided based on the game. If you need a bit more CC or find yourself farming more, go E. If your team needs you to be a damage presence, go W. I prefer W somewhat more often, but either works. Summoner Spells [Ghost] + [Smite] + Show Spoiler [Reasonings] + I take Ghost pretty much at all times. Flash is Flash, but Ghost couples with Q, gives extra sticking power (good for your sustained damage), and just generally lets you run around teamfights being a Bear. I guess you can take Flash if you really want, it’s necessary against some opponents such as Jarvan or Anivia if you ever want to escape with your life. I do miss being able to chase over walls and the like, but Ghost feels stronger most of the time. Smite because you're a jungle bear. Duh. Exhaust is also good. If the enemy team isn't as kite heavy, you might be able to forego Flash or Ghost and get Exhaust, giving you stupidly powerful ganks and helping you dive squishies later in the game. That said, I find it highly situational and I almost never use it. You already have a strong slow and the displacement, but I suppose if you want the AS and damage dealt debuff, it's a decent choice. Masteries Defense is your friend. You want to be tanky, and really tanky, and unkillable. It also offers Tenacity and Slow reduction and gives you more health, which you like because you're Volibear. Runes Reds: AS. Synergizes with your W, gives more damage from Machete/SS/SotAG, and gives you more ult procs. ArPen or Hybrid Pen are possible substitutes, but I'm not crazy about them. Yellows: Armor. An argument can be made for Health/lvl, I guess, but you’re going to want that armor at low levels. Blues: MR. Whether you bring Scaling or Flat is up to you and the laners. I like Scaling unless there's someone like LeBlanc that's going to make my early ganks a nightmare of burst or something. Quints: Move Speed. You need more MS for Q to be as effective, to stick, and to escape, and there really aren’t that many other good options. Stats: Volibear likes Health. Volibear likes Health a lot. It makes you hit harder, it makes you harder to kill with your passive, and it’s fucking Health, so it’s good anyway. Armor/MR are the same as they are on any other champ. Buy what you need based on enemy comp and fed champ, etc. You don’t need Health on everything, but it’s worth noting that with his passive and W, Voli gets more out of it per point than most champions. Offensively, Voli likes Attack Speed, as it synergizes well with W and R. Armor Pen is nice, since you’re going to be autoing a lot and Bite is physical, but I’d not itemize for it. CDR is good, as it is on nearly every champ. With low mana costs on W and Q, a fair amount of CDR gives you a lot of damage and disruption. Sadly, your passive doesn’t come up quicker with CDR, but we can’t have everything. W and E especially are good with more CDR, but even with max you won’t get more than 2 off a fight mostly. Basically, defensively you want Health on most items, mixed with what resists you need. Offensively, you want AS and CDR (CDR also increases your utility with slows and what not). AD and AP or either Penetration added on are ok, but not required or should be sought out. Items Starting: Machete 5 is the jungle standard. I can't think of anything else right now, unless you get like a huuuuuge leash and do Machete/Ward/Pot start. Boot Choices Shocking, but I buy Boots of Swiftness almost every game. Mercs, Tabi, and Mobo are still good, though: + Show Spoiler [Reasonings] + [Boots of Swiftness][Mercury Treads][Ninja Tabi][Mobility Boots] Swiftness boots used to be a joke. Now, they also reduce slow duration, which can help you way more than you realize, especially when you stack it with Tenacity and the Defense tree. The extra MS was always good, but never better than Tenacity + MR. Now, you get Tenacity from Spirit of the Ancient Golem, and Spirit Visage is core (often along with Runic Bulwark), so I'd not even put Merc's above Tabi. Even then, unless they have an auto attacker getting fed, you get plenty of Armor from runes/masteries/SotAG(/Aegis) that Swiftness feel pretty strong in comparison. Mobility Boots are a pretty normal jungle ganking item, but I've never been a fan, since a stray auto or spell will cancel them out. You also have Q charge, which puts you over the cap with Mobos, so I rarely feel like I need that first burst of speed to initiate a gank or fight. On the other hand, it helps you get around the map, so don't discount them. Everything else is for no. You don’t need AS badly enough to pick Zerker’s, and you don’t care about MPen enough. You like CDR, but I don’t think it outstrips any of the four I listed above. Boot Enchants Volibear can use all of the enchants, so buy depending on your playstyle and situation. [Alacrity] Flat MS is good, and you get a lot stacking these with Swifities. I get these often, and they feel good, but I'm sure a number cruncher will tell me otherwise. [Furor] Sticking power and also gives you a charge when you Bite. Good for never letting someone escape, or Bite-Slow-run away combo. [Captain] You likely will be the first or second person to run in, so yeah, self-explanitory. If you’re initiating, consider as a great team follow up for Q. If you’re split pushing, consider as well. Not high on buy priority, but worth a thought. [Distortion] You bring Ghost, so I can see this being useful. Not that great generally though. [Homeguard] If you’re being pushed back, this is always a good choice. If you're looking to upgrade your boots early, though, these are a good choice. Until you get some regen under your belt (Aegis, Locket, Warmog's), you'll be backing unless you have pots/Flask. This cuts down on your time in base. Items I don't really believe in "build paths", but you do have more or less a core. Spirit of the Ancient Golem + Boots + Spirit Visage is a strong core that can deal with most, if not all, mid games and transition you into other items as you need them. Your first back should almost always be Spirit Stone + Boots1 unless you desperately need a low level defensive item. From there, build Giant's Belt and upgrade your boots in no particular order. If you want MR early, you can either grab a NMM and sit on it until Aegis, or get a Negatron if you can afford it to build into Spirit Visage. From there, read on. Core Items - The big two items I talked about above. Get these with boots in pretty much any situation, and you’ll be golden. Hunter's Machete/Spirit Stone/Spirit of the Ancient Golem - + Show Spoiler + The only option out of the jungle items. Sure, Machete can work well with your W free attack speed, but Health, Armor, and Tenacity is all you want and more. Plus, the regen never hurts since you have no sustain of your own. Seriously, if you have to ask why SotAG is good after looking at the stats, you probably shouldn't play Volibear. Spirit Visage - + Show Spoiler + Oh my goodness. This is exactly as good as you think it is. CDR, MR, Health, and the passive are all so good that it feels like a sin not to buy this item even if they have no magic damage at all. Grab a Kindlegem early and you can sit on it until this, if you feel you don't need the MR immediately. Great Items - These are items you should consider in every game. Use your own judgement as to when you should buy what, but these are items I think always have a place in a standard game. Warmog’s - + Show Spoiler + This seems obvious, and it kind of is. You love Health, I love Health. As a pure health option, it’s good. Voli can rock pure health and eat the regen as tasty dessert, especially since you don't have much of your own. However, of course, this doesn’t give anything else. FMallet as a “pure health” item gives more sustained damage and sticking power, so don’t always herp derp Warmog’s, but it’s perfectly good as a core item. Phage/Frozen Mallet - + Show Spoiler + Good mid game health item. However, it’s more of a tanky dps than a beef item, and you don’t get as much out of the AD as others. The slow is still good, but you have a pretty good slow and a lot of MS between items/runes/Q. Consider this if you want a big health item, but want more sustained damage than Warmog’s, or if you really think you need more sticking power. Aegis of the Legion/Runic Bulwark - + Show Spoiler + It’s Aegis, so it’s good. You like the stats, your team likes the stats. Confer with your Support/Top as to if you should build it or not. Bulwark is a great item to build towards if the enemy team is AP heavy. Locket of the Iron Solari - + Show Spoiler + It got more health, CDR, and a lower price during the transition to S3. If you have a Kindlegem and think you don’t need SV right away, consider this. As people on TL will tell you, it's a stupidly good item, just remember the active. Especially consider this if you're too poor to get Warmog's/FMallet/etc. Good Items - As it says. These work with Voli for reasons listed, but generally not picked above the Great Items for one reason or another. Never count out these items if the situation arises, but generally don’t rush them I’d say. Randuin’s Omen - + Show Spoiler + Good item if you need a lot of armor. Champs like Riven, Panth, Trynd, and Talon can be stopped with the armor, and your other health items + the Giant's Belt on this can deal with things like BC. Additionally, you can build this to fuck over a fed Vayne or Kog with the active. Sightstone/Ruby Sightstone - + Show Spoiler + Wards? Check. Health? Check. This is really damn good if you want vision and health. So... it's really damn good. However, don't panic buy this every time. You get passive boost and damage out of it, sure, but often times other items + Wards is a better option. It's a good item for later on when you want wards but don't want to waste slots on it, especially if your team isn't warding and you need the vision. Wit’s End - + Show Spoiler + MR and AS. Pretty good as a single damage item, especially if you need MR against a Ryze or Cass or something. However, SV and Bulwark are better items in my eyes, and you’re spending too much on offensive stats. While AS is nice, you’re not a primary damage dealer. Situational Items - Maybe these items could be good on Volibear, but I’m not 100% yet. Some of them are very situational and you’d buy maybe 1 in 50 games, some of them are good, but not as good as other items that bring similar stats. Glacial Shroud/Frozen Heart - + Show Spoiler + CDR and armor are good, of course. FH is a good item on Voli, and if you find yourself needing more armor even with Omen already built, it’s a good item. That said, I’d never prioritize it over Omen, and especially since you already have a good amount of armor from SotAG, so yeah. DShield - + Show Spoiler + An interesting item. I generally don’t think about getting this a lot, but it can be a good situational early pick against ADs that are getting ahead. I generally don’t like building Doran’s items out of the jungle on any character, but it’s a strong pick for him if you get some gold and want power right now. Shurelya's Reverie - + Show Spoiler + Health, CDR, and regen isn’t bad. If you feel like you need more mobility (especially for your team), it’s not a bad choice. However, I feel like if your team really needs it that badly, your support should probably be getting it. Kindlegem should go into other items. Catalyst of the Protector/Banshee’s Veil - + Show Spoiler + I don’t know about this one. Health good, passive is nice in early game where you have little to no sustain. Consider early (to take advantage of the passive) if you’re going for Banshee’s or Ohmwrecker (read below). Against really heavy Magic teams/poke teams BV can be good alongside the other two. Pretty good to help your charge ignore CC incoming. Skip, mostly. Guardian Angel - + Show Spoiler + Less great since the nerf, but still decent resists and a revive. Consider if you’re getting focused quickly and hate dying during teamfights, or as a final item for a full build if you get to that point. They’ll have to burn through you, your passive, and then 30% of your health again. 160+% health Bear is funny. Damage Items - Sometimes you have a Cho/Malph/Galio on your team as a pure tank and you can stand to build some extra damage. These two are decent choices after Wit’s. Guinsoo’s Rageblade - + Show Spoiler + This is one that I never really considered, but the more I muse on it, the nicer it seems if you have a crapton of money and can go straight Murderbear, or even as a luxury item for a standard build. The AS passive works with W, the AD and AP give a bit more damage, so it’s nice. The real beauty, though, comes from the second passive. The Lifesteal/Spellvamp can really stick together with your passive if you’re getting focused/dueling to give you hella regen and make you hard to kill. I’ll buy it in games where I can and report back on it. Zephyr - + Show Spoiler + Every stat on this is amazing for Voli. Tenacity overlaps with SotAG, but it’s still dumb effective on him if you can afford it. If you can afford to fill a slot with a pure damage item. Item buying tl;dr Get your core of SotAG + upgraded boots -> SV and then build from there. Pure health is so strong right now, so you can go for Warmog’s to get tanky or FMallet for a similar result but a bit more damage + sticking power. You can go Locket or Aegis if you want auras or mixed resists. Wit’s is if you want more damage (not likely). General Notes - Know when you have “power spikes”. You are pretty scary for your first level 3 or 4 gank, but Voli with just Machete stops being scary quickly. When you get Spirit Stone + Boots, you get more ganking prowess, but not any tankier, so your non-dive ganks become scary. The point that you get Giant’s Belt or Kindlegem while others are just getting Long Swords or Amp Tomes is the point where you are the most terrifying early on, so abuse that time. - Rolling Thunder is one of the best ganking tools in the game, but you can really screw your team over if you fling them badly. NEVER fling them away from your team, if you have Q up and they juke you or something, it’s better to not auto until you are between them and your allies. Also, try not to fling them out of skillshots or AoE spells your teammates may be laying down. - Your W active can work as a “double smite” of sorts. Since it is an execute and you’re getting the bonus from Butcher on SotAG, you can Smite a couple hundred HP early and then follow it up with W to have good control on Buffs/Dragon/Baron. - When looking at team comps, you love people with ranged CC for obvious reasons. A Taric stun, Elise web, Lux/Morg/Zyra snare, or even a slow like Nasus Wither or Nunu Ice Blast is a great thing for you to follow up with Rolling Thunder. - If you’re playing more gank heavy, especially around bot lane, an Oracle’s can be invaluable. Because you need to run at a target and you don’t have Hecarim or Rammus levels of speed, you need to make sure you can get close enough for Rolling Thunder and Majestic Roar to connect. - While it is good to charge into a teamfight and fling/slow the enemy carry, you’re also a strong peeler for the same reasons. You can keep a bruiser off of your carry pretty well, so if they have a strong Jax/Irelia type, work on bodyguarding your AD. It wins games, especially if it’s someone like Varus or Ashe who has issues with strong divers. Final Thoughts Volibear is a good champion, and one of my favorites currently. He’s not “finesse-y” like Lee or Zed, he’s very straightforward in his kit. I like that playstyle. You just have a strong kit that does damage, is tough, and helps your team, and is fun on top of all that. I don’t claim to be the best player, or a great one, or even a great Volibear player, but these are my thoughts and a skeleton guide for players who are trying out Voli and want to see what he can do. | ||
Requizen
United States33802 Posts
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Skithiryx
Australia648 Posts
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Scip
Czech Republic11293 Posts
I'd add CDR blues as a possible reccomendation, he doesn't use CDR THAT well for jungling, but it's still better if they got insignificant amount of magic damage or got someone who's just not going to attack you, like Fizz. You're probably expecting me to say to add Locket into the core items, but yeah, here I go. It's a more expensive than SotAG (1600g vs. 2000g) and it doesn't provide tenacity, but even when you take Voli's passive into account Locket gives the same amount of HP, and while you trade Tenacity for CDR, which isn't necessarily desirable, the shield for your allies is worth waaay more than some 500 gold. A special synergy that Voli has with the shield, you can use it after your passive activates, giving you an extra HP layer to protect you against burst before you regenerate enough. The difference here at this point is only something like 80hp, but it may be something to consider, especially because the utility of these 2 items is so close together anyway. Also I prefer flash, but you can probably guess the reasons, so yeah. | ||
Zdrastochye
Ivory Coast6262 Posts
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Slusher
United States19143 Posts
1)After playing a good amount of Vi I decided to try leveling q second, and I really like the cdr, it's a significant drop in damage from w second but I'm still toying with the idea. (Diamond, I know you are wondering, went E>W>Q) 2)I still think because of his W Voli is and always will be a wriggles (claw because TL don't upgrade the x-man claw) jungler 3)I can't get behind swifties, Tabi/Zephyer is too good on voli 4)Locket is core 5)Visage is highly overrated on Voli, just make a bulwark 6)at some point you actually do need to finish lantern even tho Yango will vomit lifesteal makes you last a lot longer (the argument of vamp sceptor vs visage from s2 still holds true today) Still have more to test (hence the lack of an updated OP) EDIT: Actually I will update the OP tonight when I have time (2/10 US) and just credit Requizen, I want to make the OP more of a mix of both of our thoughts if it's going to have my name on the OP | ||
Requizen
United States33802 Posts
As far as Zephyr as a Tenacity item, sure it's good damage, but I can't stand building him with pure damage items. I'd love to build it, since the stats are pretty amazing, but I really think he's not nearly as good at utilizing damage items/stats as he is getting health and resists and being a big tanky bear. Maybe it's just a playstyle difference. Locket I can get behind. I'm starting to agree that SV is not as core as I thought it was. Mathematically, I like the extra healing, but I've never really noticed it as much as I thought I would. Bulwark feels better. | ||
Slusher
United States19143 Posts
Zephyr is hard to defend, it's a costly item at 2850g but it's really good if you have the dough, on this champion it's cost effectiveness is extremely high. This is where I find doran shield to be a really great earily item to help you bridge the gap into major items, once you have tabi and a dorans shield you can withstand ridiculous amounts of abuse from ad based champions. Ninja tabi are just broken I don't even know what to tell you, best item in game when combined with dorans shield and defensive masteries. don't know where this "pure damage" thing is coming from a wriggles will generate far more health than SV could ever hope to on a character with an aspd steroid, and Zepher if you can work it in, you'd be suprised how long you can live off of just a dorans and tabi (here's a hint the ad won't kill you.) I don't want to be too rigid because I really like your style of presenting items as ideas, and not as a build just trust me when I say your view on machete item will be reflected in the OP, and I'm glad you posted as it will make your side of the argument more clear. | ||
Requizen
United States33802 Posts
I think saying "damage vs defensive" is a bit of a miswording on my part. Zephyr/Tabi/Wriggles will make your jungle super fast and safe, but I feel that early/mid game ganks and skirmishes need more than some lifesteal and ~60 armor. I will fully admit that Tabi/Shield/Block makes autoattackers screwed early on, but I don't think I'd feel safe vs AD casters or early game mages like LeBlanc or, say, Akali with a decent lead. I feel super duper safe with a nice SotAG. Maybe grabbing a Kindlegem and a NMM (for Aegis) can make up for that, but I don't know. Having a big health item (especially in today's meta) as a first core item just feels like it's nice. But to be fair to the community, I'll be testing out Wriggles/(non Swiftness) boots/Zephyr/Aegis/Bulwark as the type of stuff I shoot for, at least for a few days worth of games. Also, have you been doing Lanebear at all? I still think his weaknesses (lack of range, sustain, escape) are pretty bad for laning, but I'm sure there's some kind of setup that works for him. | ||
Slusher
United States19143 Posts
Machette > Claw/boots1 > tabi > belt buckle > gobstopper, then freeform jazz from there. (this is actually the exact same open I use on J4 and Xin) never play lane bear, s2 guide was written by Barbsq, I generally try to get mid or jungle and if I can't I volunteer to support. I don't know Zephyer is so good movespeed (obvious) cdr (On q last this is a minimum of 1 second off every ability) tenacity (obvious) and aspd I love the item, I wish it was cheaper so I could make a better argument for it but I really like to run this item. The only thing I can say is on him the gold is efficient. honestly I'll go to what I said in my season 2 guide, Volibear isn't a true tank in the sense that you cannot force yourself to be attacked he has decent peel in his slow and his flip but at the end of the day he has no taunt like ability, therefore you must be a threat to either kill a bruiser before they kill your carry, or to kill a carry before they can kill you in order to draw attention to yourself, and while Voli scales pretty damn well with hp items, it eventually just does not cut it. | ||
Requizen
United States33802 Posts
However, that said, I think Voli is a perfect example of someone who can play with a myriad of items and do well, so I'm not saying that there's anything wrong with your build. | ||
Thereisnosaurus
Australia1822 Posts
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