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Recommended Items
Runes: GENERIC (1)
+8 Ability Haste
+2% Movement Speed
+10-180 Bonus Health
Spells:
Flash
Ignite
Items
Threats & Synergies
Akali
Akali can be very deadly for Volibear. Her shroud makes it impossible for you to w heal most of the time, and she always wins every small trade she makes on you. Your best bet is to bait out her w, then all in. Once it's gone, your w won't fizzle out due to get going into stealth last second. Always be careful of her all in pottential, especially with ignite. She beats you 1v1 late game unless you have Force Of Nature or Anathema's Chains to counter her damage. Q max is needed to be able to catch up to have enough speed and do your rotation and to also be able to run out of her range. Doran's ring works best into her. Focus on building a lot of bulk, so a lot of health and resists. Anathema's Chain rush can work. First rune page should be used. Flash+Ignite are the preffered summoner spells.
Sejuani
Sejuani is an amazing jungler to have as Volibear. Her stun gets stacked from both Thundering Smash and Frenzied Maul, meaning it is very quick to get onto an opponent. On top of that she can follow up your engage very well with her ultimate or her q, or even engage herself.
Sejuani
Sejuani is an amazing jungler to have as Volibear. Her stun gets stacked from both Thundering Smash and Frenzied Maul, meaning it is very quick to get onto an opponent. On top of that she can follow up your engage very well with her ultimate or her q, or even engage herself.
Champion Build Guide
ABOUT ME
On League I go by Federals1, and since 2018 I have hit challenger with at least 900 lp every single season. My highest rank as of right now is rank 3 back in season 9, and peaked rank 3 again in season 13. I was also the number 1 Darius in the world at that point, and over the years have gotten top 10/5 on Volibear, Mundo, Sett, Garen, Malphite, Olaf, Aatrox and Mordekaiser. Most of the time I will play on my main account, so you can check out what I do there. I am also available on tapin. gg, so if you want to give it a shot you can use the link here to try it out and see if you like it: https://tapin.gg/r/Federals1
FUTURE GUIDES
I will be making more guides in the future, some already being in the works. My goal is to make a guide for every single champion I am extremely confident with, and ones I've been playing for a very long time where I have unique insights to share.
I am currently working on multiple guides but I cannot give an exact date when they will be out. I will post them gradually as I finish them, so if you want to see when they are out for a new champion you can follow and be up to date. To make sure they are done quicker not all of them will them will have a matchup spreadsheet at the start, that alone takes me a week by itself, it's massive.
You will find every single champion matchup in the game here. It has matchup information for every champion, stuff like particular skill order, tips and tricks and general playstyle into said champion.
You can make sure you have priority up in top in almost every melee matchup if played correctly, meaning you can follow up on any invade your jungler might want to do. This way you create a solid snowball from the beginning and get the lead going. Solo invading can be done, but it is riksy and most of the time it is not worth to try it.
If you are maxing q your general trade pattern will be: run towards them with q and just as you're about to make contact with them press your e. It has no cast time so it's very smooth to do. After that you will connect the q auto attack into an auto+w, then try to back off. It doesn't take more than 2 times in matchups where the opponent is squishy to do this so you can get a kill on the third combo. Sometimes you can do the combo once and then on the second one can hard all in for a kill.
Playing out the early game properly has become more important with the introduction of the Voidgrubs. You can almost always ensure you are able to rotate and get them. If you constantly have the enemy at their tower you can now look to use that downtime and get some Voidgrubs. You don't need to take all 3 at once, you can do it slowly, perhas 1 or 2 the first time and then finishing it off a second time.
Volibear becomes hard to 1v1 mid game with the bruiser build, and can escape with relative ease if he has just Dead Man's Plante, as the slow resist added makes a big difference, forcing people to hard cc him or he will outrun them, or by taking Phase Rush in his rune setup. Around 20-25 minutes however, you want to group up with your team and force plays together. Volibear can disable the enemy turret for a while, depending on ultimare rank, meaning mid game dives become safer, on top of them not having enough damage to burst you down as long as your team is backing you up.
Alternatively you can look to split push a lot and force people to answer you. That way you open up the map for your team to farm waves safer, or take the enemy jungle if possible, perhaps even objectives on the other side of the map.
You still have a lot of damage for teamfights, but any build you do will leave you feeling very easy to kill due to items like Lord Dominik's Regards or Void Staff. If you hit your ultimate onto a squishy you can usually chunk them to half health,sometimes even full on burst them if they're not paying attention. If they are however, you can make them panic and force their team to focus fire you, before going down. You can also play the role of the peeler, and stun whoever is trying to reach your carries, like a Zed or Kha'Zix. In general, try not to let a game to beyond 25-28 minutes as Volibear, or you will feel the loss of power.
If you are insanely fed, then sure you can still decimate people, but you seriously need to close out the game quick before other people get to their items and are able to reliably deal with you. Split pushing can still work, but again, you need to be very mindful of enemies and how likely you are to win 2v1s and 3v1s
BASIC COMBOS:
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These 2 are just some normal combos you can perform on Volibear. They aren't groundbreaking or anything, but they're the essential combos you need to win very short trades. You can throw in an extra auto attack before and after spell uses as well but it takes a lot more time to do, so I put the basic attacks where it feels the smoothest to do generally.
BURST COMBO/MAIN TRADE COMBO:
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That is the bread and butter combo you will use for most of your trades if you want to dump everything on your opponent. If you want to save your e, don't use it. It is just a simple trade combo if e is not used
MAXIMUM BURST COMBOS:
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If they have 0 tenacity your ultimate damage in undodgable if you use q and then instantly ult right after. There is no way they can do anything. That is the combo you can use at 6 to dive your opponenent from full health. In the ideal situaton you want to have them w marked before the dive to do even more damage and also heal.
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This is another high burst combo that uses ultimate to get on top of the opponent from a distance. You can also use your e anytime during that combo as it has no cast time and adds more burst to it, as well as some tankiness due to the shield you get, or shorten the amount of time it takes to do the full combo by cutting out on the basic attacks. You don't even need to cut all of them out, you can think about how many basic attacks you are willing to trade for a quicker burst.
THE RELENTLESS STORM (P)
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Your passive procs on both your Q and W, which means they can do a bit of extra damage off it. It will not proc effects from Liandry's Torment, Rylai's Crystal Scepter or stack stuff like Conqueror, but it will help to stack stuff like Jak'Sho the Protean or Riftmaker, and even works with Spear of Shojin to give you stacks for it. Be careful when having passive if someone is under their own turret as it can bounce to them and make the tower hit you.
THUNDERING SMASH (Q)
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It can be used as an auto attack reset, and if you have your passive up it procs the extra damage. You can guarantee your ultimate damage connects with your opponent as long as they don't have tenacity or some cleanse ability like Olaf Ragnarok. When it gets interupted by crowd control and resets, you do not lose the bonus movement speed. It will stay for the full 4 seconds, meaning you don't need to instantly use it again. You can ride off the initial 4 seconds before using it again, giving you the speed for 8 seconds total. It is also an unstoppable auto attack, meaning something like a Riven q displacement or Vi q displacement will not stop the attack from going out once it started. It won't even cancel on blindness effects like Quinn or Graves.
FRENZIED MAUL (W)
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Like his Thundering Smash, it can be used as an auto attack reset, and it also procs his passive damage if it is up. Unlike his q, it will get canceled if Volibear is blinded or if you lose vision of the enemy. You can also use the bite heal to sustain off of minions if you get multiple bites in, with less health gained in total, but at least it's some compared to nothing.
SKY SPLITTER (E)
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Using it does not interupt your movement as long as it is inside the range of the ability. If you cast it outside of it, Volibear will move to the cast direction until he is in that particular range and he will cast it. If the spell is used inside the cast range Volibear will not turn his character model if he were to use it behind himself, meaning it can be a very good way to trick opponents into where you are going to use it.
STORMBRINGER (R)
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Much like Nasus ultimate or Renekton ultimate, Volibear does not gain the health instantly upon cast. It has a delay of about 0.25 seconds before you get the health. He also gains 50 extra range on his basic attacks, his q and his w. Volibear gains displacement immunity while mid air, and the ability cannot be interupted by anything.If you use it to ult through a crowd control spell such as a Morgana Dark Binding (Q), you will still be in the cc at the end of the duration if it's long enough. Volibear can jump certain walls with this spell. If he tries to jump a wall that is too thick, he won't move from where he originally stood at and the damage will come out faster. He also cannot use this ability when he stands on Singed Mega Adhesive or Cassiopeia Miasma.
This season Volibear has an absurd amount of diversity. The synergy he has with some of the new items is very good, and some of the old item changes are actually better for him. I highly recommend testing and experimenting to see what playstyle you like best. I have put all the items I consider viable, but there might be some you like more. I have tested almost every single item at this point, with some exeptions like not taking any crit items on Volibear, it's his worst stat by far and I think it's never proper to build a single crit item on him. With that being said, I have put the breakdown of every item I have on the build option section.
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This season I have tested out a ton of runes, and I will have to say, much like with items, you can go nuts with these. Volibear right now is one of the most flexible champions in terms of build variety and rune choice. You can take almost anything you feel like it and it might work decently. Like with items there's some setups that tend to work more than others, play around with them and see what fits your playstyle. You also don't need to have only the secondary trees I put on the rune section earlier. You can have for example Conqueror with inspiration secondary, that's another one I run, or Grasp with domination secondary. I didn't want to put every single tree because it would be well over 15 rune pages total, with each individual thing changed. With that being said, here is my explanation for every single possible rune that works on Volibear in my opinion:
KEYSTONE RUNES:
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RUNE SLOTS:
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+High 2v1 potential early on
+Sustained damage, can fight for a very long time
+Can stonewall a lot of matchups where the enemy wants to snowball
+Amazing dive setups
+Surprisingly quick when maxing q
+Mixed damage types
+Build variety, one of the highest in the game
+Good split pushing power
+Very good in early skirmishes
+Decent teamfighting mid game
-Basically useless without flash or ultimate in late game teamfights
-Struggles into a lot of ranged matchups if played incorrectly even by a small margin
-You need to learn your range and damage limits very well or you risk getting run over very hard
-Very immobile, his q speed is not enough into high cc comps or high mobility comps
-Very hard to make him work when behind, basically just a turret disabler
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