Help Support

Our Growing Community

MOBAFire is a community that lives to help every LoL player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support MOBAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Mobafire League of Legends Build Guides Mobafire League of Legends Build Guides

Volibear Build Guide by HVfun

Jungle platinum

[10.6] Volibear Jungle - Flippin Nippin n Rippin to victory

By HVfun | Updated on March 19, 2020
68 Votes
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!

Thank You!

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.



Legend: Alacrity

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


LoL Summoner Spell: Chilling Smite

Chilling Smite

LoL Summoner Spell: Flash


LeagueSpy Logo
Jungle Role
Ranked #7 in
Jungle Role
Win 53%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

[10.6] Volibear Jungle - Flippin Nippin n Rippin to victory

By HVfun
Hi all, my summoner name is HVFun on the NA server. I'm a platinum Volibear main, and wanted to make this guide because I feel none of the current guides are 100% correct on the best way to play Volibear in the current meta.

The main reason I like Volibear is because of his versatility, simplicity, and the reliability of his engages. Tanks are very strong in the current meta, and Volibear is arguably the best jungle champion that you can build full tank on and carry from the jungle. The reason I say this is because you can solo kill squishy mages or ADCs if you work your combo correctly, and you can also provide peel and CC for your team if that's what is needed.

Shout out to Pref Not Sup for helping me work on this guide. Enjoy!
Early Game Back to Top
To start the game, ward the enemy team's red buff if you start bot side, or the enemy team's blue buff if you start top side. Reset, change your trinket to sweeper, and go to the first camp you want to take.

The most efficient path in the current meta is to start red or blue buff, take your other buff and gromp, and gank a lane at level 3. For your first gank, you want to try to walk up behind the enemy you're targeting, hold your flip and roar until they try to escape or use flash, and finish the fight with your W. In most cases, you can get a kill, often times for first blood. Don't hesitate to use your flash if needed.

From here, your priority is to look for ganks that are open, but don't try to force anything that isn't available. If your lanes aren't set up for ganks, look to shadow and farm.

Your next priority is to zone out the drake. Buy a pink ward and sweeper early, and look to use them to secure vision on the drake. Volibear isn't the best at soloing drakes, but sometimes you can do it early if the enemy jungler shows top. Look to take the drake after you get a kill either midlane or bottom, or if the enemy laners reset.
Mid Game Back to Top
Your next priority is to take the rift herald. Path in a way that puts you in a position to take this right at it's 8 minute spawn. If you can get the rift close to 8 minutes, sometimes you can make a play that will essentially end the game. Take the rift and look to gank top or mid. If you have your cinderhulk complete you can potentially tower dive. If you can get the kill here, you can drop the rift, and take a ton of plates, or sometimes even the full tower. This play puts you and your laner ridiculously far ahead, and if you play cleanly you can snowball and close out the game.

Securing rift heralds and drakes are extremely important in the current meta. Obviously take ganks if they're available, but your job as a jungler should be primarily to control these objectives, and don't give easy kills. Strive to make your ganks worth the time spent every time. In other words, don't get in a habit of spending time in lanes that you don't get a kill or assist out of - your time is better spent doing something else most of the time. And in most cases if you help get a kill in a lane, help your laner push it in to take plates and deny the enemy of CS.
Late Game/Team fight stategy Back to Top
By late game, you're going to be grouping a lot. One of the main reasons I main Voli is because you get to have control over your team's engages. Essentially you always want to be using your sweeper and pink wards to control vision, and always be looking for an opportunity to catch their squishies out. If you're fed or in a decent spot, DO NOT hesitate to take the game by the balls and constantly kill any backliner who even shows themself. With that said, its very rare that you want to engage on an enemy team's tank or bruiser. Flipping them into your team is a good way to throw a game.

Your main combo for an all in is proc Righteous Glory > Q > Flash if needed > E while they're in the air > R > AA > AA > W for the kill. Use your blue smite for additional CC if they flash or dash away after you hit your Righteous Glory and Q. The enemy team will either burn an absurd amount of resources to keep your target alive and your team can follow up with the damage for the team fight, or you will just get the kill and win the fight from there.

The other option on Voli in team fights is to peel your backline. Say for instance you're having a bad game against a Rengar. At this point, you can literally just sit next to your ADC and wait for him to engage. Flip him away, and unleash the rest of your combo on him. Again, this is a reason I really like Voli. You can play him in different ways depending on how the game is going. He has a simple kit, but at the same time he's not really a 1 dimensional champion.

After you win a teamfight, even if your team just gets a 3 for 2, look to take an objective, whether its a tower, drake, baron, or even just the enemies Red or Blue buffs if that's all that's available. One of the biggest mistakes in low elo is teams not taking anything after team fights are won.
Explanation of Shadowing, Pressure & Tempo: Back to Top
Shadowing is a term used to describe the act of being in an area to help a laner who is in a shaky situation. Let's say your mid lane has 1/3 health because they just killed their enemy laner, and they need to push out their lane. However, enemy top, bot or jungler are missing.
This is an example of when your midlane needs a shadow. If possible, aim be nearby him in case anything happens, and danger ping their lane if you're not in a position to assist. This is called shadowing. You'd stick around and MAYBE do scuddle or another nearby camp, and be prepared to walk to him if he needs help.

This shadowing will give Pressure. Pressure will give the feeling to the enemy like they cannot gank your half-health midlaner because they think you might be nearby.
You have felt pressure before, it feels like any time you make a move on the map, an enemy champ will show up to counter you. The enemy team just seems to always be there. Or any time you take an objective, to your dismay the enemy team takes an alternative objective at the exact same time.
This pressure is more strictly based off of objectives and loosely based off of minion wave positioning throughout the map. Splitpushing is a good example -- draw Pressure to one side of the map. If your toplaner does this toplane and gets ganked by 4 ppl, then you are free to take drag.
The pressure is felt more strongly around certain areas (like objectives or towers), but exists within a dimension of time that is known as Tempo.

Tempo is keeping up Pressure across time, so that the opposing team is always reacting to you as you setup for & make the decisive moves.
You've felt this - it feels like the enemies keep steamrolling objectives/kills and you never get a chance to play your own game, farm, etc.
These concepts are the big-brain, mental warfare strategies that a jungler uses to win a game. You want to shadow your own lanes, but also their jungler (called Tracking their jungle - always keep your eyes on the minimap). Any time he makes a move, you are there, or at least have a counter play. It devastates opponents.

This is why you ward one of the enemy teams buffs at 1:05. You know where to apply a shadow based off enemy jungle start, thus generating Pressure, and allowing you to dictate the Tempo. If you keep this tempo all game, they will feel the Pressure and make desperation/reactionary moves, which you can be prepared to follow up on and clean up the fights.

These tools of the bread and butter of jungling largely, regardless of current Meta, Champion or ELO. Learning this skill has no skillcap, it isn't easy, and yet it will allow you to be the master of any chessboard of pieces.
Conclusion Back to Top
Volibear is a fun and underrated champion, especially in solo queue. He's a great champion to learn how to jungle on, and can be useful in many team comps. I hope you enjoyed the guide. Thanks for reading!
League of Legends Build Guide Author HVfun
HVfun Volibear Guide
[10.6] Volibear Jungle - Flippin Nippin n Rippin to victory