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Recommended Items
Runes: GENERIC (1)

+8 Ability Haste
+2.5% Movement Speed
+10-180 Bonus Health
Spells:

Flash
Ignite
Items
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

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.
Synergies

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.

I have also hit Challenger on EUW

I was also the number 1

Over the years have gotten top 10/5 on
I will be livestreaming at https://www.twitch.tv/federals123 , so if you want to check it out and see how it's going be sure to tune in! I will be answering any questions and trying to give my thought process while playing, giving general tips and such. I hope if you end up checking it you will enjoy your time.
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.

In the picture you can see that I have managed to get six accounts in Challenger AT ONCE, as well as having an extra GrandMaster account at the same time. These accounts are mine and no one else's. It took quite a while, but I am very happy with this acomplishment. I streamed almost the entire climb, and I had a lot of fun! (no like, for real, like legit fun not ironically)
https://docs.google.com/spreadsheets/d/1YlLA-G0gjV6etsbwOGy8x6OqWOqGBu-2ALLHa_qBIZs/edit?usp=sharing
xMid Game xLate Game
xCombos xAll final items explained |
xPros xCons |
start with
+E
so your trades feel a lot smoother and have a big punch to them. You can also 2v1 starting with level 3, as you have the ability to do the burst combo on the enemy jungler or the enemy laner if he is chunked.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
. 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 especially if he has
Alternatively you can look to split push a lot and force people to answer you, especially with the heavy split push build. 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 like
.
, but you will almost always get crushed in anything that involves 3 or more people, sometimes even 2 people. Your best bet is to be a damage sponge that is a good disruptor.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
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 In general, try not to let a game to beyond 25-28 minutes as
.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.
THE RELENTLESS STORM (P)

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
or THUNDERING SMASH (Q)

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
displacement or
displacement will not stop the attack from going out once it started. It won't even cancel on blindness effects like FRENZIED MAUL (W)

Like his
damage if it is up. Unlike his Q
, it will get canceled if SKY SPLITTER (E)

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,
STORMBRINGER (R)

Much like
or
,
on his basic attacks, his Q
and his W
. BASIC COMBOS:
+
+

+
+

These 2 are just some normal combos you can perform on
whenever you want in the combo, as it has no cast time.BURST COMBO/MAIN TRADE COMBO:
+
+
+
+
+

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 MAXIMUM BURST COMBOS:
+
+
+
+
+

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.
+
+
+
+
+
+

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.
items on
item on him, exept
. With that being said, I have put the breakdown of every item I have on the build option section.
Iceborn Gauntlet: Very consistent item on
Heartsteel: This item works very well if you are going for a heavy tank build. It gives massive
and
Jak'Sho, The Protean: It is a very solid choice. Not a whole lot to say here. It can be built into mixed damage matchups like
Trinity Force: This item had very little time when it was actually the best choice for
Riftmaker: Very good item if you want to go for a more AP focused build. On top of that, the
and E
are AOE, so now that he fully heals off it, it's great.
Cosmic Drive: Right now I actually tend to rush
Rod of Ages: At first I didn't really like it all that much. There is a build setup where you do this item plus
Black Cleaver: It's a solid choice when looking to shred down tanks such as
Sundered Sky: Very good item on
Warmog's Armor: It is quite a weak item right now, especially due to it being hit with some rather large nerfs. That being said, it can be done second if you absolutely need the
Thornmail: Solid heal reduction item. Not a whole lot to say here. Works well against a lot of healing and if you need defensive stats.
Force of Nature: Very good once fully stacked, giving a ton of
.
Overlord's Bloodmail: It can provide you a lot of extra damage later on, but most of the time I tend to buy it around 4th or 5th item at the earliest if I choose to do so.
Kaenic Rookern: The best anti mage item in the entie game for tanks and bruisers right now, in most cases. If you struggle to survive certain AP matchups in lane just rush this and they won't ever beat you. It's hilarious how strong it is. You will always come out on top of short trades, and basically eat any chip damage they deal.
Guardian Angel: Can be a very good last item for a specific teamfight to end the game. Usuaully late game a single fight will decide if the game ends in a win or a loss, so if you have the revive for it at that point then it's great. Can also sell your full boots to have it in the hyper late game.
Sterak's Gage:
.
Stridebreaker: It's not anything too amazing, but the stats are decent and the slow effect is quite good as well. Not a super amazing item, but it's decent. If you use the active of the item while your are in your Q
the animation will play as if you actually used the empowered attack to stun someone, possibly confusing the enemy. This works great vs
thinking you used the attack to stun.
Titanic Hydra: The active is nice on
Manamune: Insanely good damage item. The sheer damage this item gives for
item it does mean your
Winter's Approach: Not the best defensive item, but it does get the job done. If you don't need the damage from Manamune while also needing more
Archangel's Staff: The weakest out of the 3 Tear
items, but it's not bad. It can be bought if you are going for an AP focused build, and the shield makes you a bit tankier.
Edge of Night: This item in particular is very good against
Serpent's Fang: Good item against a team comp with a lot of shields. Your E
will also proc it so you can do it from range at a safer distance if you wish to.
Chempunk Chainsword: The offensive heal reduction item for
Bloodletter's Curse: Your passive
will actually proc the shred from the item, so you can actually get some pretty good usage out of it.
Hullbreaker:
Navori Flickerblade: This is the second item you will be doing in a 3 core setup consiting of
and W
proc the effect on top of your auto attacks, and both abilities are also auto attack resets, so they work very well. This item can also be placed in virtually every single
Spear of Shojin: Every single one of his abilities gets the damage amplifier from it, including his Q
. He will stack it very quick and have his W
deal the maximum damage every time. The
Unending Despair: The mixed resists are very good and the healing the item provides is solid. Can be rushed vs lanes who do both types of damage, such as
Guinsoo's Rageblade: If you combine this item with
more as it is another on hit.
Spirit Visage:
choice if the enemy champions have a lot of mixed damage, like with
does help into it. If you need heavy
Abyssal Mask: Very niche item. Can be used as a decent damage amp for the AP allies when you use your ultimate
to get into the middle of a teamfight, but it's basically never bought as the other
Dead Man's Plate: It has to be bought as a 4th or 5th item, sometimes even sooner. It doesn't feel amazing for
in the hyper late game.
Terminus:
Randuin's Omen: Solid tank item. Works best against champions with crit
. The active slow also works nicely when jumping in the middle of a teamfight and using it.
Frozen Heart: Very good rush item into certain champion matchups like
Nashor's Tooth: Very good item for an AP focused build and split push build. Your attack speed will be insane with it.
Stormsurge: Only ever built into full AP burst builds, it doesn't really have a place in other ones. It makes it so if you one tap someone in a teamfight quickly with an ult hit the enemies also take a massive aoe from it as well.
Rabadon's Deathcap: It is best used into an ability power focused build. It will spike your damage massively when you complete it later on.
Lich Bane: It is best used into an ability power focused build, or to sell boots and buy it for the speed
and damage in the hyper late game.
Zhonya's Hourglass: This can be the last item in your build, or can work into an ability power focused build. The stasis is amazing at buying time, and if you use your E
then use the active, by the time you get out, you will have the shield on you.
Mejai's Soulstealer: It is best used into an ability power focused build. Best bought if you think you can hard snowball a game. You can sit on
Blade of the Ruined King: The item in theory is very good for
and W
proc it, but sadly the lack of resistances is too glaring. Unlike an item like
Wit's End: Tier 2 boot upgrades:
Ionian Boots of Lucidity:
Plated Steelcaps: Very good boots to rush in certain lanes where they allow you to hyper stonewall or hard win the 1v1. They give great value
Mercury's Treads: The tenacity from these boots is great for
Boots of Swiftness: These boots are the ones that make Tier 3 boot upgrades:
Crimson Lucidity: The extra speed
these boots provide when you hit an enemy champion with a spell will always be on because of how much you cycle your spells. The extra
Armored Advance: Solid shield for taking more physical damage, allowing you to win out a lot of melee duels more consistently.
Chainlaced Crushers: If there are a lot of AP champions poking you down, the shield ensures it takes them a bit longer to do so.
Swiftmarch: You get a bit quicker and gain some damage, not bad at all
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.
with KEYSTONE RUNES:
Grasp of the Undying: This is the most consistent keystone rune
Press The Attack: Another great keystone rune. It is very consistent and will increase a lot of your burst power by a lot, while trading the sustain aspect from a rune like
Conqueror: This rune is a mix of both
Lethal Tempo: Works best when going for an AP focused setup, but because you cannot go over 2.5 attack speed
it's not super amazing. That being said, they on-hit damage you get is pretty solid, and the rune itself can be quite strong in the early and mid game.
Phase Rush: Very underrated rune. The speed means that after every short trade you can get out without much damage taken. It works best against high slows. There's a lot of matchups now where you can take it and they will become much easier, the best example is by far
duration and then turn on him. Another good example is RUNE SLOTS:
Triumph: Very consistent rune. It can really help you to clutch out fights with barely any health remaning.
Presence of Mind: Can be used if you are struggling with
also procs the effect if it his a champion.
Legend: Alacrity: Can be taken instead of
Legend: Haste: Default take in this tree.
Legend: Bloodline: Can be used in a healing focused build. The least reliable out of the 3 Legend runes.
Last Stand: The best one out of the 3 from its respective space.
Taste of Blood: Your passive Chain lighting passive
will proc it. Can be used as a decent sustain option.
Sudden Impact: Your Q
will actually proc this because when you hit someone from around max range it is a small lunge and that procs up the rune. Your ultimate
will also proc it.
Deep Ward: Best one from its respective space generally.
Ultimate Hunter: Works well as
cooldown.
Manaflow Band: Very good rune for
Nimbus Cloak: This is a very good rune vs ranged matchups when you run
you gain for using
+E
combo off one time guaranteed and then on the second commbo you can
Transcendence: Volibear uses
Celerity: Generally the best rune in its respective space that gives quite a bit more speed
while in your Q
, making you catch up to people just a bit faster, which can be important in a lot of cases.
Waterwalking:
Gathering Storm: Can be used instead of
Demolish: Solid rune if you want to take early tower plates or split push a lot.
Shield Bash: A bit more tankiness and damage throughout the game.
Conditioning: More scaling as you get into the mid game
Second Wind: Best rune in its respective space for sustaining in the lane.
Bone Plating: Works best against combo champions like
Revitalize: Very good rune. It increases both W
healing and E
shielding. It's a really good option that you have in that tree.
Overgrowth: I actually take this a lot more and have been liking it quite a bit.
Magical Footwear: It basically gives you 300 gold for free once you obtain them, with a bit more speed as well. It will mean that your laner is forced to spend 300 gold and buy their boots, but you will get them for free.
Cash Back: It can allow you to cheat out your items a bit quicker. If you are going for
that item combo is already quite cheap. If you combine it with this you will get it even quicker by a bit.
Triple Tonic: The first potion is complete filler, it's good that it gives you the 40 gold when it's done but it's filler. The second one at level 6 is actually very good and allows you to get an even better all in. Since it gives 20 adaptive force if you start
and Q
maxed out as soon as possible, so having them both fully maxed out a level sooner can be very impactful.
Cosmic Insight: Generally good rune.
Approach Velocity: Your E
and Q
will proc it on top of items like +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
Garen Top Guide
Darius Top Guide
Olaf Top Guide
Dr. Mundo Top Guide
Mordekaiser Top Guide
Udyr Top Guide
Warwick Top Guide
Update Log
Season 15
Patch 25.2011th October 2025:
- added
- added a new rune paged called "Exhaust Rune Page"
- the "Matchup Specific 2" summoner spell setup got changed from
- added a new full build named "Alternative Standard Build"
- added a new 2 core setup called "Mixed Damage 2 Core"
Patch 25.09
1st May 2025:
- added
Patch 25.04
3rd March 2025:
- changed
- added a new guide chapter called Six Accounts in Challenger at once
Patch 25.S1.1
18th January 2025:
- changed the items in the alternative standard build
- added
- removed some 2 core item combos
- renamed the "Ap Focused Bruiser" 3 item combo to "Ap Bruiser 2 Core" and removed
- added
- removed
- added tier 3 boots to the items section
- added tier 2 and tier 3 boots to the all final items explained guide chapter after all the legendary items
-
- changed
Season 14
Patch 14.2322nd December 2024:
- added
- changed the secondary from
- changed
- changed
Patch 14.23
7th December 2024:
- added
Patch 14.20
9th October 2024:
- added
Patch 14.19
5th October 2024:
- added other guides chapter
- added table of contents
25th September 2024:
- added
-removed






















































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