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All Guides Volibear Guides BronzieBear (an in-depth Volibear guide) Updated!
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Volibear Statistics for Bronzemarkian

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

Value
Average
Games Played
4
5
Win %
75
44
Kills
4.3
5.7
Assists
6.0
8.3
Deaths
3.0
6.1
KA:D Ratio
3.4
2.3
Gold Earned
10.6K
11.3K
Creep Score
151.8
83.6
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Viable summoner spells
4.png

Flash is a quite obvious choice, and is pretty much manditory for almost every champion in the game. Nice engages, safer laning, chasing if the enemy flashes away, etc.
A neat thing I have done a lot is getting the enemy low at level 2, and then at level 2 or 3, when your cooldowns are up, sometimes you can get your w up, flash Q-->E-->W and they die. I don't get how, but none sees this coming and i've gotten so many kills this way, it's just stupid.


14.png or 12.png?

As of late, i've started to run TP in near to every matchup. Teleport simply offers so much utillity, that being ganking bot, teleporting top after you've went back, or maybe securing dragon/splitpushing later on. If you build 3748.png, you'll find that Volibear is a very good splitpusher.
Ignite is also a really strong summoner spell on Volibear, and I actually do go ignite in specific matchups, though mostly in matchups where the opponent has no way of getting away from me. I'll go more in depth about when you actually pick ignite over teleport (or, well, when I would pick it) but as a general rule of thumb: If you're unsure, pick teleport, if you feel like there's no way you won't kill them if you went ignite, go ignite.

But remember, summoner spells might vary from playstyle to playstyle.


Summoner spells not to pick (that i've seen used)
6.png

I've seen ghost on Volibear before, and while it might be "okay", Volibear's problem is usually being cc'd a bunch, where flash helps a lot. Flash is also way better in lane due to the surprise factor, and the overall utillity. I guess you can go ghost and still be succesful, but I just wouldn't advice it.

New Runes Back to Top

Masteries Back to Top

My standart runepage. If you don't want to read the explanation, just pick what I picked.

When making a rune page, the first thing to figure out, is: "Which keystone do I want?, and does the tree offer other good stuff? ".
I will go over the relevant ones (so obviously not keystones such as warlords, deathfire touch etc)
(If you just want to hear each choice individually and you dont care about keystones, scroll down to "Minor prefferences")

Keystones


Grasp of the Undying

This keystone is really good right now, especially on tanks. It gives you quite a bit of damage (which scales off of flat hp) and some sustain. This is insanly good for tanky champs who likes extended fights, as this gives works every 4th second. Absoloutely insane mastery. Also, the other masteries in the resolve tree benefits you way more than 

Strength of the Ages

Mostly used on junglers, this isnt a very good mastery on volibear top. The 300 hp it gives when you get it fully stacked doesnt mean much compared to Grasp, and grasp gives damage while also providing you with flat health.


Bond of Stone

This gives you some nice tankyness. However, Volibear in lane is suposed to be played aggresively! He is so strong in lane, playing passivly is far from adviced. Also, Grasp still gives you some healing, and late game, Grasp is very good too, helping you keeping up that damage! This keystone isn't terrible, but i'd still pick Grasp anyday.

Thunderlord's Decree

Even before the nerf, Grasp was still preffered over this one. This gives you a slight short burst and helps your damage, but then that's it. It's awkward for you to proc, and after the burst, it gives you no sustained damage, which is what we like on Volibear. Far outclassed by Grasp.


Now that we've established that Grasp of the Undying is the better keystone, let's dive into the small individual choices leading up to this, and also where to place your other 12 points.

Minor prefferences - Resolve Tree


Unyielding v Recovery

 - I prefer Unyielding.
It scales very good with additional armor and magic resist, which you will buy, as Volibear is a tank afterall. +5% bonus armor and magic resist is just so good compared to 2hp/5s. You also don't really need that much sustain on volibear either, as you're a full out 1v1'er. If you really need sustain in a matchup, i'd rather just buy a dorans ring.

Explorer v Tough Skin

 - I prefer tough skin. 
While movement speed might be very good on Volibear, 15 in bushes and river isn't that much, and taking 2 less damage from champion auto attacks is actually rather huge in a lane, that being poke or an extended fight.

Runic Armor v Veterans Scars

 - I prefer Veterans Scars.
Now, Runic Armor looks real tempting, but it is simply not worth it. Flat hp is really good on Volibear, and 45 is actually quite a bit for a mastery. The only thing Runic Armor does is giving your passive more healing, and while this certainly is good, the flat hp for early game I feel is better. We can do some math on it.

Runic Armor makes your passive heal 30% * 1.08 = 32.4% maximum health. Having an additional 45 hp makes your passive heals you for 13.5 more health. With my preffered rune page choice and a dorans blade, having Veterans Scars gives you 782 flat hp at level 1, while having Runic armor gives you 737 instead.

With Veterans Scars, your passive heals 782 * 0.3 = 234.6 hp.
With Runic Armor, your passive heals 737 * 0.324 = 238,8 hp.

So at level one, having Runis Armor heals you for an additional 3.8 hp, at the cost of 45 flat health. In no way is that benneficial early-game. It does get better and better the more hp you have though. So let's make a calculation on if you had 3500 hp.

With Veterans Scars, your passive heals 3545 * 0.3 = 1063,5 hp.
With Runic Armor, your passive heals 3500 * 0.324 = 1134 hp.

At late game, where you typically hit around 3500-4000 hp, it heals you for 70,5 more hp over the course of 6 seconds. So you're giving up 45 hp early (which is also damage on your W) for 3.8 more healing level 1, and around 70 more healing late-game. Worth it?

Insight v Perseverance

 - I prefer Insight.
Having a shorter cooldown on Flash and Teleport is really good, and might also surprise your opponent. If they don't have this mastery point, your flash will be up 45 seconds ealier than his (if you flashed at the same time), and taking advantage of this can net you a surprising kill. The healing is good too for sustain, I just prefer the summoner spell cooldown. Late-game, having flash and tp up as often as possible is way better than some sustain.

Swiftness v Legendary Guardian

I prefer Swiftness.
Volibear's number one problem is getting kited. This mastery helps him with that. A bunch, actually. Legendary guardian gives you some nice armor and magic resistance, however since you're already going to buy so much of that, it's not as impactful as it could've been. 


Now, where to place the other 12 points? I prefer the cunning tree over ferocity, as both assasin, merciless and dangerous game are insanely good on Voli. Putting 12 points in ferocity isnt terrible, but cunning is just better on Volibear.


Minor prefferences - Cunning Tree


Wanderer v Savagery

I prefer Wanderer
This doesn't matter as much, but I prefer having the movespeed for roaming, ganking, or just getting back to lane quicker. The savagaery helps you last-hitting, so if you're having difficulties doing that, take savagery instead.

Runic Affinity v Secret Stash v Assasin

I prefer Assasin.
Runic Affinity is quite bad on Volibear, as you rarely get buffs. Secret Stash is fine, but generally you don't buy many health potions, and mana isnt a problem eitther. Also, elixers on Volibear arent something you rush, you'd rather get them when you can't get any item. 
Assasinate gives you 2% additional damage while alone, which you are in top lane. And no real downside either. This mastery point is simply amazing. Nothing much to add here.

Merciless v Meditation

I prefer Merciless.
Two reasons as to why this pick is very simple. Mana regen on Volibear is almost a wasted stat, as he doesnt burn much mana.
Also, merciless is amazing on Voli. 5% additional damage when below 40% hp? So a better execute, and generally better damage? Yes please! This is the biggest reason as to why you pick 12 points in cunning. So much damage.

Bandit v Dangerous Game

I prefer Dangerous Game
This one is also quite simple. Dangerous Game helps you survive ignite or some DoT damage if you kill the enemy first. It also helps immensly in a 1v2 situation (in which you'll find yourself quite a bit)
Bandit isn't very good. It gives you a little amount of gold at the cost of a pretty good mastery. Would not advice.

Abilities Back to Top

W
Q
E
W
W
R
W
E
W
E
R
E
E
Q
Q
R
Q
Q
Passive
Q
2
14
15
17
18
W
1
4
5
7
9
E
3
8
10
12
13
R
6
11
16
VolibearPassive.png
Chosen of the storm is Volibear's passive, and what a passive it turns out to be! The heal it gives is gigantic, and this spell, together with frenzy, buying hp on Volibear better than other champions, so remember that when unsure about buying hp or armor/mr. This is also an excelent baiting tool. If the enemy ignites you, the reduced heal barely beats the ignite damage and still actually heals you for a little. Try not to fight unless you have this ability up, because it is amazing and will save you so many times. If you get bursted down in a teamfight and your passive pops, flashing out to regain hp could be worth it, so that you can re-enter the fight with nearly full hp.
Also, the new tp-meta made this ability even stronger.


VolibearQ.png
Pick this level 2
A great ability which empowers your next auto attack and flings them behind you. Remember that this can (and should) be used as an auto attack reset to maximise the damage. It is usefull for chasing and makes ganks for a volibear very easy. At level 1 or 2, flinging them into your minion-wave could easily result in either a kill, summoner burn or just a hella lot of damage.
You max this last because it doesnt really give much compared to the other items.


VolibearW.png
Pick this level 1
This is the ability we all love (or hate, depending on if you're playing as or against him). Not only does it give you a bunch of free attack speed, the executing damage it deals is absoloutely insane, and can easily give 200 damage at level 2 if the enemy doesnt have that much armor. If your oponents underrestimate volibear, it will make them go like "wtf that damage" in all chat. This is what you're suposed to max. And the fact that it scales on hp too? Insane! I sometimes find myself suprised about how much damage this is dealing. 
Do remember, though, that this ability deals more damage the lower hp your enemy has, and since it has such a high cooldown, and you therefore will only be able to use it once in a 1v1, use it to execute your enemy for maximum damage! If they have a dash though, like renekton, shen, etc, make sure to use it before they dash away though, to get the best out of the trade.
You max this first. The damage this gets per level is insane, and better than the other options.

Also, a neat thing with this and grasp is auto attacking minions till your grasp of the undying and W is up, then auto the enemy once and bite them for a lot of level 1 damage. 


Majestic_Roar.png
Pick this level 3
Majestic roar is Volibear's E, which deals magic damage in a small aoe, silences enemy minions while slowing enemy champions for 3 seconds. This is a nice ability which you should be maxing 2nd.
Be sure to use the slow to it's full potential. It should be rather simple, however i'll still go a bit more in-depth as we go through the guide. A nice solid spell.
You max this 2nd, as it is better to max than your Q, but W still gives too much damage to pass up.


Thunder_Claws.png
Volibear's ult, and what an ult this is! When activated, it deals magic damage, and then for a whole 12 seconds, your auto attacks will deal an on-hit magic damage which spreads to enemies in chains.
At level 1, this ability deals 75 magic damage on hit! That is absoloutely insane. This ult is what makes Volibear so good in teamfight, and what makes him able to deal so much damage despite building full tank early on. And the fact that this deals magic damage makes itemizing vs a Volibear quite difficult.
Don't forget that if an enemy barely escapes with like 70 hp, auto attacking nearby minions once or twice could result in you still getting a kill. I've gotten several kills this way.

In very rare occations, you can use your ult for waveclearing, if you're certain that you won't need it for the time it's on CD, and you pushing hard could give you a slight edge.

Items Back to Top

Starting Items

    Common start
    Ignite vs easy lane
    Little kill potential
    No escape ranged
    vs poke

Core Items

    Good early game items
    Almost always get
    Situational items if ahead
    Other generally good items
    Boots

Situational Items

    IM VS 5 AD HELP
    In need of MR
Let me make clear, that if I tell you to get something as your 2nd or 5th item, it is excluding boots.

Starting items


1055.png2003.png
As starting items, usually I go with a dorans blade and a health pot. This provides some damage, some hp which gives you tankyness, better passive, and even more damage, and some not so useful lifesteal. A pretty good solid start.


1036.png2003.png2003.png2003.png
I don't really go long sword anymore, but if you went ignite in a very easy lane, it still works. It helps you build into your next item quicker.


1028.png2003.png2003.png
If you're in a matchup where you already know it'll be a farm fest (98.png!), or you'll just have a hard time killing them if they know what they're doing then pick this. The dorans blade wont help you, and neither will long sword, and so going this makes you more tanky, still gives you damage, and also this builds into something, unlike dorans. If you're buying this, you're facing a champ where you most likely would take tp as well.


1054.png2003.png
If you're against a poking champ who'll auto attack and you single-target abilities on you alot, go with this item. Not only does it give you a lot of sustain, it gives you some nice hp and blocks a bunch of their damage.


1001.png2003.png2003.png2003.png2003.png
If you're facing a champion who has no escapes and who has no chance to duel you, EG 4.png, going this start can help you masivly as you get to stick on them, which can potentially net you a kill. Don't underrestimate movement speed on Volibear as it is really useful! 


Core Items


1011.png1001.png3052.png     Best items to get early

These are often some of the first items you'll buy, depending on what you need. 

Giants belt   1011.png

Giants belt is amazing on Volibear, as it buffs your passive, w damage and, obviously, it makes you more tanky. Since Volibear has so much base damage and doesnt scale that much off of buying damage, buying tanky stuff is very beneficial. I cant stress enough how good Giant's belt is on Volibear!


Jaurim's fist     3052.png

I am actually starting to buy this way more often, just because of how good Titanic Hydra (3748.png) is. Rushing a titanic hydra lets you 100-0 dive the enemy if they have no hard cc, which is very, very nice. Also makes splitpushing a reality. I get this pretty much every game, because the damage is gives is just too much. 


Boots of speed    1001.png

As Volibear has no leaps, movement speed is very important on him, making boots pretty good. Since you're so strong early, combat stats are not super vital, and the boots will help you keeping up. Against EG a riven, rushing Ninja Tabi is very good. 



3748.png3742.png   Almost always get


Titanic Hydra   3748.png

Titanic Hydra is now my main damage item on Volibear, and if I am doing good in lane, I always rush this item. The damage  is provides is simply outrageous, and the fact that it scales off of hp is also very, very nice. The active is also an auto attack reset, and usually deals around 300 damage by itself. In mid-game, if you ult, then AA the marksman, then Q for the auto attack reset, and then use your active proc on titanic hydra, you can W them, and you pretty much one-shot them. This with flash usually surprised the enemy team and wins you the teamfight. So remember, use this active as an auto attack reset!

Basically, if you're winning lane, always rush this!


Dead Man's Plate   3742.png

This item is very good on Volibear, even after the nerf. It gives you health, armor, a lot of potential movement speed, and some extra damage on your first auto attack. This helps you immensly catching your foe, and then with the slow proc it gives, if it's a squishy, you can often kill them before they get to do anything. Very good item on Volibear.



3026.png3800.png3053.png   Situational items if ahed

These items are generally very good, if you're ahed by a pretty good amount. With the exception of Righteous Glory, you actually don't really want these items if you're not far ahed. Also, never buy both Guardian Angel and Sterak's Gage! I'll first explain why the item is good on Volibear when ahed, and then i'll go into detail as to when you want to buy it. 


Righteous Glory   3800.png

This item is insanely good on Volibear! Mostly you're buying it for the 500 hp and the active, which is just insane on Volibear. Movement speed is generally insanely good on Volibear, as he has no other utillity like a dash or so. Using this to engage with will almost always net you a grab, which, if your team follows, usually means a dead marksman. It is also insane for just catching someone off-guard.

If I am ahed in lane, and the enemy doesnt have a fed ad mid or jungler, getting Righteous Glory as a second item usually snowballs you and your team to victory. If you go even in lane, or maybe ahed by a little, you'd rather get this item later on, when you feel like you're tanky enough, because this item is generally something you want in most matches anyways.


Guardian Angel   3026.png

This item is very good on Volibear as your 4th or 5th item (not counting boots as mentioned above).
Guardian Angel on tanks is usually an okay buy, but nothing too major. On Volibear, however, it synergizes so well with your passive. If you die before your passive gets to fully heal you, it sucks. But with Guardian Angel, while you're "dead", your passive still heals you, and so you come back with a massive amount of hp, usually around half your total hp bar, ready for more. A pretty good item if you're vs a lot of executes and far ahed.

Buy this as your 4th or 5th item over Gage (excluding boots) if:
  • You're far ahead
  • Your team has little cc
  • No one engages with you

Sterak's Gage   3053.png

This item is actually also pretty good on Volibear. It gives you 400 hp, some fine ad, and an amazing passive. If you're really far ahed, about to buy your 5th, or maybe even 4th item, if you were very hard to kill before, this makes you literally unkillable, and you also gain some swag points by growing in size. 

But this as your 5th item over GA if (excluding boots) if:
  • You're far ahead
  • Your team has a lot of CC
  • Someone engages with you


3065.png3143.png3083.png3068.png   Other generally good items

These items are generally very good. You'll get the two on the left more often than you'll get the two on the right, but there are situations at which the ones at the right are best.


Spirit Visage   3065.png

Spirit Vissage is insane on Volibear, and if you're against some ap, you'll want to get this item at some point in that game. It gives a bunch of health and magic resist, and the passive makes your passive heal for way more. If you're facing an ap in lane, getting 3211.png early might be a good idea. This item is basically amazing on Volibear, and you should get it almost every game that the enemy has some nice ap damage. Heck, even one ap mid laner who went even can make you get this. So good!


Randuin's Omen   3143.png

If you're facing a bunch of physical damage, this is amazing. It slows attacker's attack speed, provides an AoE slow, and gives you 500 HP and 60 armor, along 10% reduced damage on crits. This item is a pure stat-bomb. If you're against heavy AD teams, getting this along with Dead Man's Plate is amazing. If you're aqgainst a lot of auto attackers and/or champs or crit, you should probalby buy this over Dead Man's Plate even! 


Warmog's Armor   3083.png

This item is a bit more situational than the above. You're mostly getting this due to the 800 hp and the fantastic passive. But you're only really getting this item in some games.
If you're facing a poke comp, this item becomes very, very good.
If your team fights are usually pretty long, or they don't have much cc so that you can easily escape and heal up, this item becomes pretty good. 


Sunfire Cape   3068.png

I usually only get this if I am behind, as in I lost lane. It did get buffed recently, so it gives you some nice stats along with some cool damage. But it's very rare I buy this item. Still, it isnt bad, I just don't think it's as good as the other top dogs.


Situational Items



3075.png   Need armor?


Thornmail   3075.png

If you need armor, and already have randiums and ninja tabi, while being against a bunch of auto attackers, pick up your thornmail, it's still good despite the changes. I mainly don't buy it due to it providing you with no additional HP. It's still kind of good I guess, but I think there are better armor items.




3091.png3156.png3190.png   Need MR?

If you need MR, and you already have MR boots and Spirit visage, getting either Wof these items could be a good idea, depending on the situation. 


Wit's End   3091.png

You want more damage, and they don't really focus you or just are slow at killing you? Buy Wits End as it gives you a nice on-hit, some nice MR and a lot of attack speed, which goes very well with your ult. This is only worth it if you can get a bunch of auto's off.


Maw of Malmortius   3156.png

You want more damage, but you can't really get to auto attack that much, either because they burst you down too quick, or just have a lot of cc preventing you to do so? Then this item gives you some damage, a nice chunk of MR, and ofcourse, a nice shield which goes very well with your passive, helping your passive to reach it's full heal.


Locket of the Iron Solari   3190.png

You don't want more damage, because you're so far behind and you cant do much? Getting this vs a lot of ap champs if your support or jungler havnt already will help not only you, but your team a lot. I rarely pick this up, however it definately is an option!


3047.png3111.png3009.png   Different boots


These are the 3 different boots you want through your games. But when do you buy what?


Ninja Tabi   3047.png

I love these boots. Nice armor and awesome passive. They are so gold-effecient. I might overvalue them, but I get them a lot. Also, if you're against an AD laner, getting this early allows you to follow and catch them better with the movespeed. So get this early, either before or right after Titanic Hydra.


Mercury's Treads   3111.png

If you're against a lot of ap, or they just have a bunch of CC, get this pair of boots. Again, get them early due to the movespeed it provides, but maybe not as early as Ninja Tabi.


Boots of Swiftness   3009.png

Provides even more movement speed, and even a slow resist! The bad thing though, is that they don't provide you any form of tankyness, which is neccecary on Volibear. As a result, I only buy these boots on Volibear sometimes. Nice if you're ahed and vs a lot of slows.

Matchups Back to Top

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

  • Akali
    Easy
  • Cho'Gath
    Easy
  • Darius
    Easy
  • Diana
    Easy
  • Dr. Mundo
    Medium
  • Ekko
    Easy
  • Elise
    Medium
  • Fiora
    Medium
  • Fizz
    Easy
  • Gangplank
    Easy
  • Garen
    Hard
  • Gnar
    Hard
  • Hecarim
    Medium
  • Heimerdinger
    Medium
  • Irelia
    Easy
  • Jarvan IV
    Easy
  • Jax
    Easy
  • Jayce
    Medium
  • Kassadin
    Easy
  • Katarina
    Easy
  • Kayle
    Hard
  • Kennen
    Medium
  • Kha'Zix
    Easy
  • Lee Sin
    Easy
  • Lissandra
    Medium
  • Nautilus
    Easy
  • Olaf
    Easy
  • Renekton
    Hard
  • Riven
    Medium
  • Shen
    Hard
  • Sion
    Easy
  • Tryndamere
    Easy
  • Wukong
    Easy

VS

Akali

Easy
Run 4.png12.png
Start 1055.png2003.png and W
Get an early 3052.png if confident, otherwise go for a 3211.png
If winning, rush 3748.png. If losing, rush 3065.png

This is a very simple matchup. She simply can't deal with you at all since you're too tanky and she's very squishy. As long as you either have a pink ready, if you fling her she's pretty much dead. At level two, get a fling and do a lot of damage to her, possibly killing her.

Keep in mind:
  • She can dash away before you W
  • Her shroud is annoying, get a pink

VS

Cho'Gath

Easy
Run 4.png12.png
Start 1075.png2003.png and W
Get an early 3052.png 
Rush 3748.png if winning, rush 3065.png if losing.

Cho'gath is also quite an easy matchup for you. Generally, enemies with no escapes and melee ranged are very easy to deal with, as you can pretty much just fling them and either kill them or deal a crapton of damage to them. Just make sure that even if your combo is down, zone cho as his passive provides him with a lot of sustain.
Also be vary at level 6, as his ult can kill you before your passive triggers. 

Keep in mind:
  • He has really good sustain
  • His ult executes you

VS

Darius

Easy
Run 4.png14.png
Start 1055.png2003.png and W
Get a quick 1011.png, or 3052.png if stomping
Rush 3748.png if winning. Rush 3068.png if losing.

The new darius is very easy. At level two or 3 you can literally grab him and just hit him untill you can kill him. If he tries to get 5 stacks, he dies before or right after he gets them. Remember that if he uses Q, either dodge it or stand in his face as he won't get the full damage off, nor will he get the heal and passive stack.

Keep in mind:
  • His ult is an execute

VS

Diana

Easy
Run 4.png14.png
Start 1036.png2003.pngX3 or 1055.png2003.png and Q
Get an early 3211.png, or 3052.png if winning.
Rush 3748.png if winning. Rush 3065.png if losing.

Diana is a really easy matchup. She has no escapes, she's somewhat squishy, and she simply doesnt deal enough damage to you. A trend you'll notice is that champs with no escapes usually has a hard time vs Volibear

Keep in mind:
  • Nothing really

VS

Dr. Mundo

Medium
Run 4.png12.png

Start 1055.png2003.png

A matchup which has become very rare now, and I never really had the chance to play against him. But dodge his Q as they deal a lot of damage obviously.
I'm pretty sure you should be able to kill him as he has no dashes, and you therefore should be able to zone him, especially if you went ignite, however I don't have any real experience here. Not even sure what to rush, and im not entirely sure which summs to run.
Difficulty might change as I gain experience.

Keep in mind:
  • His Q melts you
  • His ult heals a lot

VS

Ekko

Easy
Run 4.png12.png
Start 1055.png2003.png and W
Get an early 3052.png if confident, get 3211.png if not.
Rush 3748.png if winning. Rush 3065.png if losing.

Despite him having a dash and a stun, this matchup is still quite easy due to him being so squishy. His dash also isnt that long, and his stun be dodged. Just like most champions, he just doesn't deal enough damage to you. Remember to keep his ult in mind though.

Keep in mind:
  • Placement of his ult clone
  • His Q as it returns
  • His kiting ability with slow and speed-up

VS

Elise

Medium
Run 4.png12.png

Start 1054.png2003.png
Get an early 3211.png and 1001.png
Rush 3065.png

She isnt such a hard matchup anymore, and she's also really rare. If you get a fling on her while she having no stun, you've pretty much killed her, and if you manege to land one at level 2, you should either be able to blow a summoner or get a kill... or both! 
Remember to take advantage of the bushes to avoid taking too much poke.

Keep in mind:
  • Use bushes to farm due to poke
  • Her Q is a minor execute

VS

Fiora

Medium
Run 4.png14.png or 4.png12.png
Start 1075.png2003.png and Q
Get an early 1011.png, or 3052.png if confident
Rush 3748.png if winning. Rush 3068.png if losing.

Fiora is actually really strong, and so annoying to deal with in lane. She is still quite squishy though, so killing her definitely is an option. Be wary of her riposte though, as it not only can possibly negate your w or q, it slows your attack speed a lot.
A good idea can be to approach her with e, maybe baiting her riposte. If you succeed, go fling her. Remember though, to w a little earlier than usual, as she can otherwise dash away from you.
You're used to be able to straight out 1v1 the opponent at level 6, but unless you went ignite, you might actually lose it. So when she ults, back off.

Keep in mind:
  • Her riposte can block your W or Q and cripples your attack speed
  • Placement of her passive
  • She can dissengage with her Q
  • She might be able to 1v1 you at 6

VS

Fizz

Easy
Run 4.png14.png
Start 1055.png2003.png  and Q
Get an early 3211.png and 3047.png, or 3052.png if confident.
Rush 3748.png if winning. Rush 3065.png if losing.

After ad fizz got nerfed, he is not seen top anymore. While he, on paper, does well against you due to your passive being halfed, in reality it's a whole other story. You stomp him due to him being a squishy melee champ. I actually start Q in this matchup, and even go ignite.

Keep in mind:
  • A lot of dissengage tools
  • W halfes your passive heal

VS

Gangplank

Easy
Run 4.png12.png
Start 1075.png2003.png and W
Get an early 3047.png or 1011.png, then 3052.png if confident.
Rush 3748.png if winning. Rush 3143.png if losing.

Volibear actually deals with GangPlank extremely well.
Try and make him use his heal before you use your slow if possible. Be smart with your trades, and try and zone him away from the barrels he places so that you can GAIN THAT 10G!!!
Shouldn't be too hard, though be careful of where and how he places his barrels.

Keep in mind:
  • Placement of barrels
  • Try and slow after he heals

VS

Garen

Hard
Run 4.png12.png
Start 1055.png2003.png and W
Get an early 1011.png,1029.png
After giants belt: rush 3748.png if winning. Rush 3068.png if losing.

I would actually say that Garen is a hard matchup. It is close and can both go either way. He has a good execute, can get away from you, his silence is anoying etc. But you outtrade him in a straight out duel. His passive brings a lot of sustain to the table though. Try and get some early damage in at level 2 or 3, and dont W him while he's wearing the shield.

Keep in mind:
  • Damage him before passive procs
  • His shield
  • He can execute you

VS

Gnar

Hard
Run 4.png12.png
Start 1054.png2003.png and W
Get an early 3047.png or 1011.png
If winning, get 3047.png then 3052.png. If losing, get 3143.png

Gnar is a pain. He's ranged, has a slow, deals damage depending on your max hp, has a movement speed boost and has a jump. One thing to note though, is that when he's mega gnar, you can actually fight him and come out on top. Otherwise, try and bait out his leap (19 seconds cooldown or something, way more than your q) by charging towards him, forcing him to leap, at which you then quickly fling a minion to get the cooldown going. This will make you take damage, but you'll be able to zone him off while his leap's off cooldown, and if he's stupid you might be able to fling him and kill him.

Keep in mind: 
  • His dash has a long cooldown
  • You can 1v1 him as megagnar

VS

Hecarim

Medium
Run 4.png14.png
Start 1055.png2003.png and W
Get an early 3052.png if confident, otherwise get 1011.png
If winning, rush 3748.png. If losing, rush 3143.png

Another matchup I don't have as much experience with, though I do have a little. The fact that he runs teleport ignite, while giving him good fighting potential, makes his escapes solely based on e, which has a kind of huge cooldown and isnt even a dash. He's tanky, however it should be nothing you can't chunk through, and I imagine that he isn't too hard to beat.
Difficulty might change as I gain experience.

Keep in mind:
  • Nothing speciel

VS

Heimerdinger

Medium

Run 4.png12.png

Start 1055.png2003.png or and W
Get an early 3211.png and 3111.png or 1011.png
Rush 3111.png if winning. Rush 3065.png if losing.

Heimer dinger is an anoyance to most champions, and that also counts for Voli... HOWEVER, heimerdinger is so very squishy, that if you get to Q him, he's pretty much either dead or has to burn a summoner, which might not even be enough. Therefore, 
Usually Heimer uses his turrets to zone the enemy off, however since you're so tanky as Volibear, you can take the damage while killing heimer really quikcly. Go in at level 2 or 3, and try to dodge his stun.

Keep in mind:
  • Watch out for when he's overexstended and you can Q

VS

Irelia

Easy
Run 4.png12.png
Start 1075.png2003.png and W
Get an early 1011.png, or 3052.png if confident.
Rush 3052.png --> 3047.png --> 3748.png if winning. Rush 3143.png if losing.

Irelia is actually quite easy to beat, and even when she reaches her powerspike at lvl 7-9, you can still 1v1 her with your ult.
You can pretty much zone her, starting from level 2 or 3. Just be sure to W her before she stuns you and runs away, and it should be simple.
If she runs ignite, be careful if you're low as she actually has some nice burst with her W,Q,E spells stacked.

Keep in mind:
  • Watch minion placement as she can Q to them
  • Her burst with ignite is rather huge

VS

Jarvan IV

Easy
Run 4.png12.png
Start 1055.png2003.png and W
Get an early 1011.png and 1029.png, or 3052.png if confident.
Rush 3748.png if winning. Rush 3068.png if losing.

Jarvan is quite a strong and underrestimated top laner, however he has a hard time against Volibear. If he e-q's onto you, you should just be able to kill him. Be wary of his Q auto attack early game as that actually hurts quite a lot.
If you go and auto-fling him, move either to the left or right, depending on what fits the situation most, while going towards his tower, as he'll most likely try and do a quick e-q to get away - don't get hit by that!

Keep in mind:
  • He can dissengage
  • Dodge his E-Q after you Q him

VS

Jax

Easy
Run 4.png14.png
Start 1055.png2003.png and Q
Get an early 1011.png3047.png, or 3052.png if feeling confident.

Jax has nothing to do against you really. Unless you fall far behind, he can't 1v1 you. At level one he usually has his e, and so try and farm, untill he comes close at which you can Q him (don't auto Q as he will react to that) and use your movement speed boost to get away from his E. You can also bait out his E with AA'ing him and then walking away. Once he has no e, he can't stay anywhere near you, so zone him! His E has like a 20 seconds cooldown. Once you get the hang of it, this match should be yours.

Keep in mind:
  • He outtrades you level one
  • He can dissengage

VS

Jayce

Medium
Run 4.png12.png
Start 1055.png2003.png or 1054.png2003.png
Get an early 1011.png and 3047.png

Jayce is kind of hard, however I don't believe he's as hard as other people make him out to be. You'll get harassed quite a bit early on, and you'll have to play smart, using bushes etc, but he can be beaten. Often if you do an unexpected Q charge towards him, he will knock you back while you still get the hook, at which you e to slow him and get some nice damage off of him. He'll never be able to 1v1 you unless you're really low, so try and zone him if you get ahead! Otherwise, just try and farm. He's not as dangerous as you'd think.

Keep in mind:
  • After he swifts to ranged form, charge at him!

VS

Kassadin

Easy
Run 4.png14.png
Start 1036.png2003.pngX3 and Q
Get an early 3052.png

A very easy matchup, you get a fling on him before he reaches 6 and he's pretty much dead. So be sure to zone him after lvl 2-3. After he reaches lvl 6, however, play it a bit like fizz and make sure to get your w damage off before he just ults away.

Keep in mind:
  • At 6 he can dissengage

VS

Katarina

Easy
Run 4.png12.png
Start 1036.png2003.pngX3 and Q
Get an early 3052.png 

She's very easy to beat. She can't 1v1 you at any point in the game, and you can easily kill her from level 2 and onwards. Her shunpo though can be anoying, so remember to get off your W before she shunpos away - rather make it deal 20 less damage, than not dealing damage with it at all. Make her dependant on q-farm. Should be no problems here.

Keep in mind:
  • Can dissengage

VS

Kayle

Hard
Run 4.png12.png
Start 1054.png2003.png
Get an early 3211.png

This is a very hard matchup, as kayle has ranged attacks, a slow, a heal, a movement speed boost, she's hyprid and she can ult to not take damage for 2 seconds. She can misplay it though.
At level 1, make her use her E and then back off, making her push the wave when she farms. Stand in the bush and try and go out for csing, then re-enter the bushes. When her E is down, you have a short window where you can actually kind of zone her off untill it comes back up, at which she'll push the wave. 
When you've reached a fine level, and she harasses you with e, suddenly turn and Q+E her, sometimes you'll catch her offguard and then you'll be able to deal a nice chunk of damage to her. Otherwise, just farm it up really.

Keep in mind:
  • When her E is up, back away
  • his Q and W cooldowns

VS

Kennen

Medium
Run 4.png12.png
Start 1054.png2003.png
Get an early 3211.png

Kennen can be quite anoying to deal with with his constant harass. Keep and eye out for when his w passive is up, and try and back off when it is. If he ever gets so close that you can fling him, do it, but bite almost as soon as it's up as he can stun you can escape kind of easily. Otherwise just farm it up.

Keep in mind:
  • Back off when his W passive, the on-hit attack, is up

VS

Kha'Zix

Easy
Run 4.png12.png
Start 1055.png2003.png or 1036.png2003.pngX3 and W
Get an early 1011.png, or 3052.png if you're feeling confident

Kha' Zix is quite easy to face. Basically he's too squishy, and at level 2-3 you should be able to kill him rather easily. Remember to try and stay near allied minions though to reduce his q damage. Also, he has a dash, so remember to W in time.
Where it might get a little tricky is when he hits level 6, his ult is pretty good vs yours as he goes stealth and gives you little to no time to AA him. Just AA minions, being sure that your W is up and possibly getting ult damage off of him anyways. You shouldn't lose this.

Keep in mind:
  • He can dissengage
  • Stay near units to avoid giving him isolated Q
  • He's tricky to trade with at 6

VS

Lee Sin

Easy
Run 4.png12.png
Start 1055.png2003.png and W
Get an early 1011.png, or 3052.png if feeling confident

Lee sin can be a little tricky, but once you get the hang of him it should be fine. Again, he can easily jump away from you, so be sure to get your W off before he jumps away. Also remember that he can q, ult, q you, and you might possibly die before your passive really triggers. After level 6, getting kills on a Lee is hard, however zoning him should be no problem! He can't 1v1 you at all, as long as you play it right.

Keep in mind:
  • A lot of dissengages
  • He can execute with Q-R-Q

VS

Lissandra

Medium
Run 4.png12.png
Start 1001.png2003.png2003.png2003.png2003.png
Get an early 3211.png

Lissandra is anoying, however she will never kill you. The problem is, she can W to immobilize you and E to get away. Even her Q slows. She harasses you, but by doing so she pushes the lane, and her mana has limits. Don't be afraid to use your passive as a regular heal instead of a fighting tool.
The only way you'll get damage on her is if you get to e her while walking towards her, making her W. Then, for the period that her W is down, you might be able to fling her. Otherwise, just farm it up, because if she playes correctly, you won't get any kills on her.

Keep in mind:
  • When she has her E up
  • Her ult heals - remember that
  • Dont dive her

VS

Nautilus

Easy

Run 4.png12.png


Start 1055.png2003.png

Rush 3052.png if confident. Otherwise, go 1011.png
Develop into 3748.png if winning. Build 3065.png if losing.

Nautilus is actually quite an easy matchup. You just boarderline deal more damage than he does, and he doesn't have any real disengage tools either. He does have some awesome jungle synergy though, due to all of his cc, so be careful about that!

Things to watch out for:
  • He has great jungle synergy 

VS

Olaf

Easy

Run 4.png14.png

Start 1055.png2003.png and W
Get an early 1011.png and 3047.png

This match is actually really easy. If you have ignite and he doesnt, you can fling him at level 2 and straight out 1v1 him - something most champs can't do. I do start w however, because I don't actually want to fling him level one and 1v1 him from the getgo. Executing here is pretty important as without, he gets insane attack speed and will most likely kill you without it.
All of this said, don't underrestimate his lvl 2, it is still very strong.
Later on, whenever you fling him, he has to either ult or burn a summoner just to stay alive.

Keep in mind:
  • He's strong at level 2, but you're stronger
  • He beats you at level 1

VS

Renekton

Hard
Run 4.png12.png
Start 1028.png2003.pngX2 and W
Get an early 1011.png3047.png

Renekton is a really anoying lane opponent. Don't get me wrong, you can pretty much always 1v1 him, but the problem is, he won't let you! If you manege to fling him, he'll use his stuff, do some nice damage, stun you and double e away and just wait for his cooldowns, which is a winning trade for him. If he underrestimates your early game though, you might be able to net a kill, however against a good renekton who knows what he's doing, you won't get a kill, so just run tp. Dont let him get free trades on you, and dont underrestimate his general damage.

Keep in mind:
  • He can dissengage
  • Ult gives a surprising amount of HP

VS

Riven

Medium

Run 4.png12.png

Start 1028.png2003.pngX2 and W
Get an early 1011.png3047.png

This matchup is weird. While most guides will tell you that it is easy, it all depends on the skill level of the riven. If she is good, she'll keep doing small trades to you, while all you ever get is an e and one auto attack. She'll keep jumping in and out like that, engaging and dissengaging. I usually get kills in this matchup, beacause they think they can kill you at some point, at which they go all in... and die :p
Easy if she's mediocre, but if she's good, it's quite hard.

Keep in mind:
  • She has a lot of dissengages
  • You can almost always 1v1 her
  • Her ult is an execute

VS

Shen

Hard

Run 4.png12.png

Start 1028.png2003.pngX2 and W
Get an early 1011.png

The new Shen is really good against Volibear. His Q melts you due to the %hp damage added to his aa, his w blocks your auto attacks, aka. all your damage, and he can just dash away from trades. He also has insane map pressence. Avoid this matchup if possible. Otherwise, remember to keep an eye on where his sword is placed.

Keep in mind:
  • He can block your auto attacks
  • Look for when his shield is down
  • He can dissengage
  • Keep a watch on the placement of his sword

VS

Sion

Easy
Run 4.png12.png
Start 1036.png2003.pngX3 and W
Get an early 3047.png

Sion is quite easy, as once flung, he has no real way to escape outside of 6. He's tanky, but so are you, and you hurt way more. You can start going aggresive at lvl 1 or 2, as flinging him at lvl 1 won't really do much. Once you get ult, you can use it once you fling him, he's pretty much dead unless he's too tanky. Remember to dodge his q though.
Just remember to warn your opponents when he's gone as his ult has a really good ganking potential. He can never kill you.

Keep in mind:
  • His ult can dissengage
  • Get out of his Q or interrupt it with your Q
  • His passive brings him back - get away

VS

Tryndamere

Easy

Run 4.png14.png


Start 1055.png2003.png or 1036.png2003.png2003.png2003.png and Q

Get an early 1011.png and 3047.png

Tryndamere is quite easy. From level 1, if you find a good oppetunity, auto-Q him and start doing damage, getting ready for that level 2 or 3 cheese. Remember that he can escape with E though, so if it's a regular trade you might want to bite earlier than usual. The fact that your W is an execute makes it really hard for him to do a correct ult - either he has to do it too early, or he wont even get to ult. When he ults, wait for the last second or two, and then ignite him - it deals damage through his heal and should kill him.

Keep in mind:
  • Ignite right before his ult runs out
  • He can dissengage

VS

Wukong

Easy

Run 4.png12.png

Start 1055.png2003.png 
Get an early 1011.png3047.png

Wukong is a really easy matchup, so easy in fact, you don't even need ignite to zone him off. While wukong has some fine level 2-3 damage, it is nothing compared to you. Just remember his clone and don't let him fool you into q'ing or w'ing it. Once you fling him, just keep autoing him. Once you notice him using his clone (you can see difference between him clicking S and him clicking W) use your E and follow the path so that you'll cut him off. He can't fight you at all. 

Keep in mind:
  • Dont W or Q his clone
  • Dont dive him

Introduction Back to Top

Hello there! I am Bronzemarkian on the European West serves, and I am currently placed in Diamond 5.

I originally picked up Volibear back in season 3 as a kind of "for fun" pick top lane. I quickly learned, however, that he was actually really frikin strong. I've played him countless times since then, though mostly in normals due to dynamic queue first being a feature of season 6, and i've always had a group of friends to play with. I have still used him (and wukong, all hail the animals!) to climb to diamond, and since I don't totally agree with the other guides, and also have wanted to create my own guide for quite some time now, I decided hey, why not?

If there are anything you think I need to fix, like an added matchup or so, tell me and I will look at it! 
If you want to learn him, i'd sugguest playing some normal games just to get a feeling of how strong he actually is and how much he can and can't do.  Because even I become surprised every now and then, and I bet you'll be positively surprised!

Volibear has a fine spot in the meta I find. The tp meta makes your passive pretty good, and with an item like Titanic Hydra, your snowball potential becomes insane, while also giving you some tankyness. He's also not overly complex to play, and your opponent tend to underrestimate you. I can't count how many kills i've gotten due to the enemy underrestimating me. 

Pros and Cons and why you should pick Voli Back to Top

Table of content:

Pros:

  • One of the strongest laners
  • Very good mid-game
  • Okay at peeling
  • Fine carry potential
  • Very beefy
  • Very underrated; people underrestimate you heavily 
  • Easy to learn


Cons:

  • Falls off late-game
  • Not so strong if behind
  • Gets kited easily
  • Not too high of a skill cap


Pros:


 -  One of the strongest laners

The great thing about Volibear is, that he's one of the strongest laners in the game. While he has either a little hard or very hard matchup against most ranged top laners, he does insanely good vs most melee champs. You're so tanky, whilst also having an insane amount of damage. 

 -  Very good mid-game

Other than having a very strong laning phase, Volibear's mid-game is also really strong as long as you don't get completely crushed in lane of course. Right before the moment that everyone gets 3 or 4 of their items, and getting CC'd means dieing, Volibear is a monster, one-shotting squishies while still being really really tanky. 

 -  Okay at peeling

Even if you do fall behind, you still have some peeling tools: you can fling the enemy backwards, creating nice distance between him and the carry you're protecting, you have a slow, and you're also tanky enough to take some hits before you go down.

 -  Fine carry potential

While I will admit that other champs do have a bigger carry potential, Volibear's carry potential isn't something you can ignore either. If you get ahed of a melee champs who's divable, aka. someone without too much cc and a dash/jump, you can keep diving them, again and again. You split-push like a god, and if you roam, you can transfer your personal snowball to a global snowball, simply by you being so darn strong in the mid-game. Use this power, and you can carry. Volibear is also very good at catching people overextending.

 -  Very beefy

Volibear is, lightly said, very, very beefy. With the titanic hydra, when I reach for 4th item (boots not included), I usually have around the 4k hp, still with one item to go, also having loads of armor and magic resistance. So if your team needs a tank, Volibear definitely fits that criteria.

 - Very underrated

This is probably my favorite aspect of Volibear. I've always loved playing something commonly underrated. It also has the major upside of enemies underrestimating you, netting you oh so many kills and possibly making the enemy frustrated at how strong Volibear actually is.

 - Easy to learn

Volibear is also quite easy to learn. While it definitely takes some time getting used to him and learning his exstends, he doesn't have much mechanical gameplay to him. As soon as you learn the small "combos" i've put at the ability section, and know when it's most effecient to do what, you're pretty much good to go! 


Cons:


 - Falls off late-game

Despite him having a very strong early and mid game, his late game isn't that good. Kind of par with Renekton, in the sense that you can still one-shot carries if you get to them, but you most likely won't be able to do that anymore, at least not before dieing. It is at this point that Volibear starts falling off. Just either try and do a good engage, or peel for your carries as they're the one doing damage late-game. Not you.

 - Not so strong if behind

Volibear has some huge numbers going for him. Unfortunately, his cc isnt really outstanding, nor does he do something out of the ordinary. If you fall far behind, you'll be nothing more than just a tank. A fine tank, but that's it. Forget all about one-shotting, because that just isn't going to happen.

 - Gets kited easily

Now, while this problem is slightly reduced with a Righteous Glory, getting it takes some time, and even with it, you still get kited. You have no stun to keep your enemy in place and you have no dash either - your only way of getting to the oponents face is the old-fasioned way - putting one leg ahed of the other. So if you're against a team with a lot of cc, and maybe a very mobile marksman, expect to get kited.

 - Not too high of a skill cap

There's always two sides of a coin. While him being easy to learn makes him a great champ to pick up, it makes him outplayable. You don't have many mechanics to rely on, and so you're often quite easy to read. While your damage sure is unexpected, nothing else is. This also makes his succes kind of dependant of your enemy's skill.

Early game Back to Top

Table of content:
  • Levels 1-6
  • Laning phase almost over

Levels 1-6

As Volibear in the laning phase, you usually have one goal in mind: to kill the enemy. Of course, if there's no way to kill them, just farm up as much as possible and try and tp gank. If you can kill them, however, I'll try and give a guideline of stuff you can do early game, just to get you started! I'll only do this early game section split up in levels, don't worry :p


Level 1

In almost every matchup, get your W and just auto attack, trying to hit level 2 before the enemy does, but without pushing too hard. When your W and grasp of the undying is up, if he walks up near you, try and get that auto-W off for some pretty nice amount of damage. Do this as early as possible, so that your w is up quicker, being ready with that level 2. Generally remember to try and proc your Grasp of the Undying as often as possible, if it's convinient of course. Also, you don't want to straight out 1v1 them for too long, just do this short trade and back off.


Level 2

At level two you should have Q and W. More likely than not, you can 1v1 him, and if you can, try and use your Q as an auto attack reset and do a trade. For more insight, look at the "combo" section I have made. You can 1v1 almost every champ here, though you still need to trade well - you can't just go headless in, tank minions and whatnot. Still make favourable trades, or you'll get outtraded.


Level 3

At level 3, having an ability, obviously, strengthen you. On Volibear, however, it gives you more of an edge than what you might expect. If you're against one of those champs who goes in, deals damage and then runs away, leaving you with the choices to either cancel the trade or tanking minion damage, your slow grealty hinders that. If you are in such a situation, use your slow to make an extended trade! If you still feel like you can't beat him here, you have two more powerspikes coming up.


Level 4

Typically, if you are having difficulties beating your lane opponent, getting a second point in W makes it deal so much more damage, and really helps giving you an edge. So, if you're having trouble at level 1-3, level 4 will usually be where you are able to turn it around!


Level 6

Level 6 is where you hit your biggest powerspike, and your ult gives you more than almost every other top laner, making you able to 1v1 pretty much everyone at level 6, maybe with the exception of Fiora due to her heal, depending on how it's played. 



Laning phase almost over

So when is laning phase over? That differs a lot from game to game: some games, you're still in lane at level 11, where other ends at like level 8. Is your team starting to group, or are the enemies taking objectives? Then it's probalby the end of the laning phase.


Far ahead

If you get far ahead in the early game, so like getting two kills on them, and you get your titanic hydra, you can literally 100 to 0 dive a lot of top laners if they aren't that tanky yet, like Maokrai, Irelia (though watch out for the stun), Darius, Rengar and so on. If you get to this point where you can literally dive your opponent, which is possible, split top and remember to ward, aiming at either taking some towers, or drawing the jungler's and maybe even mid laner's attention top, granting your team easy dragons and generally removing preassure, enabaling your jungler and mid laner to really shine.
If you can't dive them, try to deny the enemy laner. Maybe try and get the tower, maybe calling the jungler and doing a dive with him, and then proceed to roam to other lanes, lending them a helping hand! Secure objectives!


Even or lost

If you went even or even lost your lane, focus a bit more on the tanky aspect. If you lost pretty hard, you prob. do not want a titanic hydra. If I lose a lane (as if, pff), I find Sunfire Cape into another tanky item pretty handy. Just be your team's tank and either peel, dive or be a meatshield, depending on what your team seems to need.

Mid game Back to Top

Table of content:
  • Lost lane
  • Even lane
  • Won lane
  • Stomped lane

Volibear has different goals doing the mid game, depending on if you lost, went even, slightly won or stomped your opponent. Generally speaking, your job is to be as usefull as possible given your current situation and avaiable resources, that being grouping, applying preassure elsewhere and so on. Some of this is going to be repeated from the early game section.


Lost lane

If you lost lane, you're generally going to be building as a pure tank, instead of getting some early damage. You should therefore try and group with your team. Even if you lost lane, as long as you didn't get compleatily stomped, you are still somewhat strong. But mostly your goal is to protect your own carries, or if the carry is someone like a Kha'Zix, Vi, so someone who dives the enemy, dive with them and show them that even a poor Volibear can be quite deadly. You can go top to push the wave, but as you're pretty weak, don't overextend or  split push too much.


Even lane

In an even lane, building Titanic hydra still works fine, giving you loads of waveclear and therefore good splitpush power. Since you went even, you should still be able to 1v1 most people, and so split-pushing a bit is fine. Still try and join your team to take objectives, but don't be afraid of splitting from them, as long as you're not overextending too much and you're applying preassure elsewhere. If you're just going to randomly farm wraiths, you have no preassure and so at that current situation, it's a 4v5. Remember to be usefull!.


Won lane

You won your lane, maybe got a kill, and you've zoned your opponent a little, but you can't quite dive them? Then this is the section for you!
Your first goal should be getting the opponents tower. A thing I like to do is calling in the jungler for a dive, at which you can then take the tower. Since you're owning a Titanic Hydra, your splitpushing is amazing. So always shove the wave into your opponents tower, and if isnt there to protect it, ward up and try and destroy it. When he arrives, you can either dive with the jungler, or you just roam to other lanes, farm in the enemies jungle and so on. Get drake and Rift Herald, and just try to apply as much preassure as you can. Also have a look out for some neat teleport ganks (if you have teleport of course). 


Stomped lane

When this happens, I know I am in for a treat! You can most likely 100 to 0 dive the opponent under tower, due to the sheer damage and tankyness you're having. Keep pushing top, applying as much preassure as possible, and remember to get it warded so you don't just die. The enemy team is literally forced to have their top laner and either the mid laner or the jungler to be top constantly, at which the rest of the team will be in a 4v3. Tell them you're drawing the jungler's or mid laner's attention top, and that they should group for objectives. If you've stomped your lane, chances are you can even 1v2 the top laner and jungler, or perhaps even the top and mid laner! The amount of preassure you're applying is just absurd!

Late game and teamfighting Back to Top

Table of content:
  • Objectives
  • Teamfights
  • The schizophrenia Q&A

This is where the enemy adc starts to melt through tanks and become the primary carry of a game. A champion's lead also begin to fade away, and most people end up being more and more even in term of items. This is Volibear's weakest point of the game, and you most likely can't 1v2 them anymore, unless you've kept up your gigantic lead. 


Objectives

Late game is all about objectives and teamfights, and therefore i've also included the teamfighting section down below. The most important objectives are barons and inhibitors, and of course the 5th drake. Towers are also pretty important, as they give your team more options. If you've brought tp and you're quite strong, split push and always try and make sure, that all of the waves are pushed. With your Righteous Glory, you are excelent at catching someone. And getting a kill late-game can potentially be game-breaking, especially the enemy carry, that being the adc, mid laner, carry jungler or even top laner. Even getting the support sets the stage in a 5v4 situation, at which you can possibly push an objective, maybe even get baron or an inhibitor! 


Teamfights

A teamfight in the late-game will often determine the outcome of the whole game. It might not always be easy to know exactly what you should be doing, so i've gathered some questions you can ask yourself, and depending on your answers in a given situation, you can play accordingly. I don't claim that my answers are 100% correct, this is just how I tend to act in these situation.



The schizophrenia Q&A



"Am I still strong enough to charge in and kill the enemy carry, alone or with a teammate? "

Yes

If yes, go and do that, and be the carrybear that you've always dreamt of being! This is obviously most effective if you have another teammate who also dives their backline, as they have two different and very dangerous people to cc and kill. This is my favorite situation, at it allows Volibear to shine even in late game! You can still do it alone sometimes, however, you have to be pretty darn far ahead!

No

If no, scroll further down to next question. 



"Does my adc need peeeling as he dies in teamfights, and will I be able to possibly save him? "

Yes

If yes, peel for your adc, this late he's way more useful than you, and you're better off protecting him rather than try and kill the enemy carry, because that most likely won't happen.

No

If no, scroll further down to next question. 



"Does my team need a meatshield as I am our only real tank? "

Yes

If yes, go and be exactly that! A meatshield! Since your adc seems to be fine without you, and you won't really get anything done with diving their backline, tanking for your team and trying to be some impassable wall seems perfectly fit! Nothing much to explain here as it is pretty straightforward.

No

If no, try to either join the meatshield team or just dive their team a little bit, occupieing the enemy. If none of the above responses are appropiate, being either a part of the frontline or kind of diving them are your casual go-to options.

Combos Back to Top

Combos..?

While there might not be any complex combos to pull off on Volibear, using your spells to the maximum potential should still be your goal, which i'll show you how to do down below, just if you should be unsure.


At level 2
At level 2, you should have a point in your Q and W. Go towards them, doing one auto attack and then quickly Q'ing him, taking advantage of the fact that your Q is an AA-reset. Then keep auto attacking them, then click somewhere in front of them so you'll follow, AA again and keep doing this melee kiting-like thing, untill you won't have more reach at which you use your w either to execute or just for maximum damage. If you're sure that you, using ignite, can either kill him or burn a flash, use it around the time you fling him so that your w will deal the most damage.
So:
AA-->Q-->(possibly add ignite)-->AA-->click move-->AA (keep doing this as long as you can) --> W


At level 3+
At level 3, you should have all your abilities. What is important here, is that you don't Q and E him at the same time, and that you shouldn't Q him while he's slowed, unless you have to, because you want to take full advantage of your slow. So a typical lvl 3 combo would look like this:
AA-->E-->AA-->click move (keep doing this till he's no more slowed)-->AA-->Q 
and the rest is pretty much the same as level 2. Ofcourse you can mix it up by Q first and then using E, depends on the situation.


Level 6+
Pretty much the same as level 3+, except that you add in an ultimate somewhere. Just make sure than when you use it, you burn a summoner, force your enemy to go back, or kills him.
With the slight "buff" they gave him, you get a slight amount more damage if you ult right as you're close to him. Usually I ult him after i've q'd, because you get slightly "stunned" when you ult, giving your opponent a chance to escape.



Now obviously, you won't always be able to perform these "combos" perfectly, you might have to Q to your enemy and E them before you can even get to fling them. These options above are just the ideal orders to use your abilities in if possible.
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