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Volibear Build Guide by DixonTheGuideMaker

Top 🐻Complete Volibear guide by Dixon [TOP\JNGL] 📜 12.14 ✅

Top 🐻Complete Volibear guide by Dixon [TOP\JNGL] 📜 12.14 ✅

Updated on August 4, 2022
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League of Legends Build Guide Author DixonTheGuideMaker Build Guide By DixonTheGuideMaker 10 1 54,375 Views 1 Comments
10 1 54,375 Views 1 Comments League of Legends Build Guide Author DixonTheGuideMaker Volibear Build Guide By DixonTheGuideMaker Updated on August 4, 2022
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Runes: Lethal Tempo (TOP more damage)

1 2 3
Lethal Tempo
Legend: Alacrity
Last Stand

Bone Plating

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


1 2 3
Flash + Ignite
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


Threats & Synergies

Threats Synergies
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
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Champion Build Guide

🐻Complete Volibear guide by Dixon [TOP\JNGL] 📜 12.14 ✅

By DixonTheGuideMaker
Hello everyone and welcome to one of my guides! This guide contains useful information and general knowledge based on my own game experience + open source info from Internet about the champ 💡📚📈🔍

My name is Max, but you can call me Dixon as well. I'm from Ukraine so English is not my native language and I can do some mistakes (I'm sorry for that). However, you can also write me comments and I'm able to answer you in English, German, Russian and Ukrainian languages since I understand all of them, but in different levels of knowledge. 😄

I started to play League of Legends in 2016. My highest ELO at the moment is Platinum 2 (soloQ) and 💎Diamond 4 (flexQ) on EU-West server (top 5% best players at the server).

I would like to invite you to subscribe to my YouTube channel where I'm going to make a lot of League of Legends content in English:
You will also find my streams on Twitch by following this link:

I'm not a hardcore high elo player, but I enjoy this game and share this passion with all the people who find my content as interesting or useful.

I hope this guide will help you to improve your champion's understanding so it would be more fun to play!

Let me know in the comments section if you find any mistakes or outdated information so I could fix it! Thanks in advance!

Have a nice reading! 📖🤓
1. Extremely strong duelist, especially during the early game. He can force any enemy champion to at least use their Flash if he manages to catch them out of position.

2. Volibear’s Ultimate Stormbringer can allow him to set tower dives very easily. This can be used to kill low health solo laners in the top lane, or kill the enemy bot lane while Jungling.

3. His pick potential during the mid-game can allow him to take objectives quite freely during the game. This can be converted to an easy win if he can work with his team.

1. He is countered really hard by Grievous Wounds as it prevents him from healing by a lot, thereby reducing his tower dive and all-in potential.

2. Being scattered in a team fight will prevent him from getting a massive Ultimate Stormbringer off, and changing the tide of a team fight. His trading power is lower when his Ultimate Stormbringer is on cooldown.

3. His main goal is to get a lead early on by ganking constantly. Proper vision set-up can counter this, forcing him to play a more farm-oriented Jungle style, which will ultimately hamper his potential.

Riftmaker's passive true damage helps take down durable enemies as well as giving slight burst against fragile enemies with the increased damage. Since omnivamp applies to true damage, this means it also provides an exceptional amount of healing. These are very useful for battle mages. Constantly dealing damage to enemy champions is required in order to maintain combat and activate Riftmaker's passive. Persistent damage such as Ignite will help to keep the passive powered up throughout the duration of the fight.

is one of the best items for those champions who benefit from ability power, attack speed and auto-attacks.

is best used to push out lanes and siege structures without your team. The damage increase and empowerment to your large minions will increase the speed of your push significantly. The bonus resistances will help against dueling enemies who respond to your push.

is most effectively used against abilities that have a downtime before they can affect full damage to the target like Chum the Waters, Unleashed Power, Death Mark, Life Form Disintegration Ray, Death Lotus etc.

is a particularly effective defensive option when facing down opponents whose damage is dealt primarily through basic attacks, or against opponents that utilize healing from attacks to survive fights (such as life steal). It's very useful against such champions like Aatrox, Warwick, Nasus, Darius etc.

is most commonly used by champions to protect against magical damage and to enhance healing effects. These effects include normal healing or some form of health regeneration. In other words, you will be healed more by your allies and you will heal yourself much more effectively. Also the effects of life steal will restore more health. Its passive works well with any champion that has self-healing, self-shield, omnivamp, or life steal built into their kit.

The item also works well with champions that desire ability haste, have mana problems and make very good use of the passive for extra dueling potential. It is one of the few items to counter champions that function heavily around using basic attacks, such as most of marksmen or champions like Kayle, Yasuo, Tryndamere, Master Yi and other auto-attackers. If the enemy team has no champions who deal most of their damage by auto-attacks and don't buy items for attack speed then it can be better to buy something like Gargoyle Stoneplate or other protective item instead.

buy this item if you want to have nice movement speed to roam across the map or to split push. The item provides also some HP and magic resistance that makes it a good choice for tanks and bruisers who lack mobility. It's also a good option against teams with lots of champions with magical type of damage.

buy this item if you want to have nice movement speed to roam across the map or to split push. The item provides also some HP and armor that makes it a good choice for tanks and bruisers who lack mobility.

is a strong counter against basic auto-attackers that stack well on critical strike chance, like Yasuo, Tryndamere, Yone and most of marksmen. You should consider to buy this item if the enemy team 2 or more champions who rely on critical strike damage.

are very useful against heavy AD teams or particular AD champions with strong auto-attacks. If the enemy team has at least one auto-attack based champion, you can buy these boots. However, if there is no auto-attackers at all, you can spend your money to buy other boots.

This rune helps your champion to deal good amount of extra damage in early game short trades. The rune is also very useful in team fights since it increases damage that enemy receives from all sources, including your allies.

This rune greatly increases your attack speed and so you can deal more damage by auto attacks, especially in the late game. Some extra attack range is also a nice bonus for your champion which can allow you do deal the last deadly hit to an escaping enemy.

This rune is perfect in team fights since you can get a lot of extra healing and also to earn some additional amount of money that can help your champion to take a slight gold lead and to enable you to be one step ahead in items. This rune saves champions quite often in situations when they would be rather be dead after the last hit by enemy tower.

This rune is able to help you a lot with your mana or energy problems during team fights when you get lots of takedowns.

The rune simply increases you attack speed and so you can deal more damage by your auto attacks.

The rune can help you against teams with lots of crowd control abilities like stuns, slows, roots etc. Thats why its going to be harder for them to disable your champion for long period of time.

The rune increases your damage to enemies with low amount of HP. This rune is better that Cut Down and Last Stand if you can decrease health points of your enemy fast enough.

The rune increases your damage when the amount of HP of your champion is low. The rune is better than alternatives Coup de Grace and Cut Down if you buy some items for HP and your champion is able to survive long enough with low HP rather than reducing HP of enemies.

The rune is great and useful for your champion. You can deal additional damage to enemies, restore health to your champion and permanently increase your maximum Health Points at the same time! This rune is especially good in extended fights when you can use it multiple times during the battle.

The rune gives you little protection while your champion is covered by a shield and your next basic attack can deal some extra damage. It cat be useful to dominate over your opponent in short trades.

This rune is a great and the best option against hard poking champions like Teemo, Jayce, Cassiopeia, Vladimir, Kayle, Kennen etc. This rune is very useful for champions with no good HP regeneration in their kit.

The shields and healing by your or to your champion are 5% to 10% stronger due-to this rune.


Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.

Teleport is mainly used to minimize laning downtime after Recall or respawning, to prevent enemy laners from gaining an advantage. Teleport is also used to quickly switch lanes to defend an unguarded turret. Unleashed Teleport is great for ganking if the enemy commits to a fight and is around friendly minions, turrets, or wards. Another use for Unleashed Teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports himself to that ward. From there that champion will attempt to bring down as many turrets and inhibitors as possible. Unleashed Teleport can be used to prolong or save the life of an allied Zac by making one of Zac's Passive's drops ( Cell Division) invulnerable for the Teleport duration.

Ignite provides players an offensive utility and damage spell that scales with level. A well-placed healing reduction debuff from Ignite can severely limit the effectiveness of enemy healing items, as well as healing abilities from champions like Soraka, Aatrox, Vladimir, Volibear and Warwick. It is considered a direct counter to Dr. Mundo, Soraka, Aatrox and Swain because they are reliant on their healing-based abilities. The healing reduction debuff also applies to life steal, omnivamp, etc.
EARLY GAME (strong):
His laning phase is quite decent, with him being able to poke enemies with his Sky Splitter and taking regular short trades. Using the lane brushes will undoubtedly help him a lot. Level six is a massive power spike. It will allow him to increase his overall dueling potential. It will enable him to tower dive side lanes when an opportunity arises. His first item component will give a massive boost to his dueling potential and survivability. It will let him be more aggressive and duel more frequently.

This champion is an early game bully. Play aggressive throughout the laning phase to get kills. If you can get a kill or two, you can snowball your lead pretty quickly. Whenever your Ultimate Stormbringer is up, you can look for aggressive plays to try and kill the enemy. Your Ultimate Stormbringer is a great trading tool which makes you much stronger. Keep the minion wave even or slightly closer to your side of the map early on. This will allow you to run the enemy down while protecting yourself from ganks. If you keep pushing when you’re not ahead, you will be unable to run the enemy down and you’ll be an easy target for the enemy Jungler.

MID GAME (average):
An additional point in his Ultimat Stormbringer will boost his overall damage and let him use the ability frequently. It will help him massively during team fights. His first ability will be maxed out at level nine. This increases his damage massively, and his dueling potential will be pretty respectable now. His ability to disrupt team fights and secure picks during this phase of the game is really high. All he needs to do is ensure that he has proper follow-up during all-ins.

Split push during the mid-game and try to secure side objectives. Avoid grouping if possible. Use your strong duelling potential in the mid-game to fight and duel anyone who tries to stop you from split pushing. Although you’re a really strong split pusher in the mid-game, be prepared to group with your team and fight 5v5. You should usually start grouping when there are no nearby objectives to take.

LATE GAME (average):
A low Ultimate Stormbringer cooldown means that he can team fight frequently. It will also boost his overall pick potential, making team fights unfair for the enemy team. Volibear is really tanky during the later parts of the game. It becomes tough to take him down, even with Grievous Wounds. Volibear starts falling off during the late game. He will now function as a reliable front-liner than an actual duelist to protect his carries.

After going in with your Ultimate Stormbringer, be prepared to fall back and peel for your allies in late game team fights. To make getting on the enemy backline easier, group with your team but stay off to the side. If you flank from an unwarded bush, the enemy will find it harder to react to your all-in. Avoid splitting or being away from your team in the late game as the enemy will force a fight while you’re gone. Play around your Ultimate Stormbringer in the later parts of the game. Avoid fighting unless your Ultimate Stormbringer is up. Fighting without it will make the late game team fights much harder. Delay fights and be prepared to disengage if it’s still on cooldown.
EARLY GAME (strong):
Volibear's early game ganks are pretty solid, provided he can play around vision properly. Once he unlocks his basic abilities, he should easily gank any lane where the enemy is overextended. Level 6 is a significant power spike for Volibear. This is mainly because of his ability to initiate fights independently and instigate tower dives with ease. Any low health squishy target will be forced to play safely and recall abruptly. Volibear's objective control is pretty good too. He can quickly clear his camps and take neutral objectives with ease if an opportunity presents itself. His Sky Splitter will help him a lot when taking these objectives.

Focus on getting level three quickly. Once you managed to do that, start ganking lanes relentlessly. This should be pretty easy to execute on pushed-up enemies. You will want to take early game duels and see if you can quickly invade and get some kills. Once you're ahead, it becomes straightforward to take over the game. Once you get your Ultimate Stormbringer, you should be able to gank more easily. Try to look around the map for diving opportunities, especially on squishy targets.

MID GAME (average):
Once he hits level 11, he will put another point into his Ultimate Stormbringer. This will make him more powerful and will cement his position as an engager on the team. Volibear's first ability will be maxed at level 9. This is highly beneficial as his dueling potential will skyrocket, and his ganks will become more potent. Volibear is good in team fights due to his Sky Splitter, Passive and Ultimate Stormbringer. He should be using the fog of war and targeting essential carries on the enemy team when possible.

Keep ganking lanes during this phase of the game. The goal is to help your team accumulate a lead as well so that you can end the game quickly. Work with your Support to get some picks in the enemy jungle. This helps a lot when skirmishing and setting up vision before critical objective fights. You are to initiate fights for your team when you get a chance. Your Ultimate Stormbringer should help you massively with it, especially when the fight is around choke points.

LATE GAME (average):
The third point in his Ultimate Stormbringer will make Volibear almost unkillable in significant fights. It will also let him get easy team fight wins in choke points. Volibear is going to be really tanky during this phase of the game. He can serve as both an engager and a peeler for his team, depending on what his team needs the most at this point. Volibear's pick potential is really high during the mid and late game. This is due to the shorter cooldown of his Ultimate Stormbringer. He should always try to kill enemies who have been caught off guard.

During this phase of the game, make sure you keep getting picks all around the map. Making team fights unfair should be your only goal. In team fights, try to separate the enemy frontline from the enemy backline. This will let your carries play freely, and you will be able to absorb a lot of damage for your allies. Use the fog of war and choke points to secure team fight wins. Your chances to win a fight will increase drastically as you have many AoE effects in your abilities.


A very good champion who has high damage from the very beginning of the game. Renekton has no mana, which means he will use skills constantly. At the same time, he also has his own healing, the ability to stun and quick jump. It is simply not possible to completely avoid Renekton's damage. Most importantly watch out for Renekton's rage. When it turns red Renekton's next skill will have an additional effect. At high levels, Nasus will have an advantage over Renekton, but until that moment you still need to survive.

Renekton is an early game dominant champion. Expect him to play aggressive and go for kills. Whenever Renekton is above 50 Fury, his next ability will be empowered. Stay at max distance so he cannot get an empowered Ruthless Predator
or Cull the Meek off on you. Avoid fighting when he has tons of Fury too. Do not underestimate Renekton range with his dash Slice and Dice. He can use it on the minion wave to close the gap and trade with you.

Renekton will look to split push when no team fights are occuring. Make sure someone who can contest him is stopping him from split pushing. Do not send someone who is unable to beat him to stop him from pushing.

For his Slice and Dice to be effective, he will need to get as close to the enemy as possible in a team fight. With this in mind, Renekton will probably try to flank in a team fight rather than run towards you. Make sure your flanks are warded so you can spot him before he gets the chance to engage.

Renekton has great pick potential so watch your positioning. It is not uncommon for Renekton to Flash + Cull the Meek to catch someone out who is too far forward.

Renekton is an early game bully. Expect him to play aggressive and go for kills. Once he is level 3, he gets his first major power spike and can easily force a Flash. Expect this and play respectfully.

Once Renekton is level 6 and unlocks his Ultimate Dominus, he can be really aggressive and kill you. If you’re low, recall and avoid pushing the wave if he’s ahead as he can all-in you while you’re overextended. After Renekton has completed his first item, his kill pressure also increases. Avoid trading or duelling him unless you’re ahead.

is a very strong champion early in the game. You should not try to trade health with him. Darius will constantly use his Decimate and it acts at a great distance. Your best bet is to try to just farm and not get hit again. Of course, this is not easy to do, but it is quite possible to defend and not feed on the line. Even at level 6, you should not rely heavily on your ultimate, since an equally impressive skill opens up in Darius's arsenal. You should definitely buy wards and put them on the approach to the lane, since Nasus does not have a good escape skill.

Darius is one of the best duelers in the game, so don’t overstay your welcome. Do not go for extended trades with him as he will always come out ahead.

Darius will look to reposition when using his Decimate. Try and stay in the inner ring so it doesn’t deal much damage.

Darius is relatively immobile and weak when he is getting attacked by multiple champions. Let him push, poke him down and then request a Jungle gank for a guaranteed kill.

Try to disengage and kite Darius when he engages in a team fight. Try not to let him get on to you or your allies as he can deal tons of damage if he gets in range to pull Apprehend them in.

For AD champions, investing in an Executioner's Calling will help reduce his healing and survivability in lane and in team fights. Do not overstay in a team fight when you’re low as you might set up Darius for a Pentakill with his Ultimate Noxian Guillotine.

Darius is really strong once he has time to apply multiple stacks of his Passive onto an enemy champion. Do not let him do this by staying out of melee range and avoiding extended trades. Darius is very strong at level 6 as his Ultimate Noxian Guillotine is an execute. Recall if you’re low at level 5 in case he gets the level up and tries to kill you.

Darius has a very strong level 2 all-in. Take extra care when trading with him at level 1, and definitely do not fight him at level 2 as he will beat you.

Deny Garen’s Passive by auto-attacking him whenever possible. This will reduce his sustain in lane and make killing him easier. Garen’s Judgment deals extra damage to lone targets. You can mitigate the damage by fighting beside your minions. They will also start focusing him if he auto-attacks you.

Try and stay at max distance at all times against Garen. This will reduce his all-in potential. Additionally, by standing at the maximum distance possible, he will have to waste his Decisive Strike to get in range of you to trade. You can capitalise on this and look to trade with him while it’s on cooldown.

Garen’s build path can be very different from game to game. Keep an eye on his itemisation and play accordingly depending on what he is buying. If he is going full damage, you probably won’t be able to fight him alone.

It will be difficult for Garen to engage or get on to carries in a team fight as he lacks hard CC. This means that he will try to flank in team fights with his Decisive Strike. Make sure you ward to the side of you at all times and kite backwards as soon as he appears.

Avoid wasting valuable resources like Summoner Spells or Ultimates on Garen unless you’re certain you’re able to kill him. Garen can quickly top up his health bar back to full thanks to his Passive which will result in your team losing out on key spells for the remaining of the fight.

Garen’s kill pressure in the early game can be difficult to handle if you’re playing as a tank. Respect his all-in and try and avoid trading with him unless his Decisive Strike is down.

At level 6, Garen will gain access to his Ultimate Demacian Justice which can be used to execute enemies. Do not fight him when low, and definitely recall if you’re below 50% health as he might look for a trade. It’s better to be safe rather than try and fight and give him a kill.

Once Garen has completed his first item, he will be more obnoxious and looking to trade more and more. Keep this in mind and do not commit to fights with him alone.

Volibear is a very strong laner. Expect him to play aggressive in attempts to get an early lead over you. Once Volibear is level 6, avoid staying in lane when low as he can use his Ultimate Stormbringer aggressively and catch you out. If you are forced to recall, do not recall under tower as his Ultimate Stormbringer can stop towers dealing damage. Stay at max range at all times and retreat briefly if he activates his Thundering Smash. Staying at max range when you’re not looking to trade will make laning against him much easier.

Buy items that provide Grevious Wounds like Executioner's Calling or Morellonomicon. This will prevent him from healing and surviving team fights. In team fights, avoid grouping too closely as it will allow Volibear to get a great Ultimate Stormbringer off. Group, but do not stand too close together. Volibear has great pick potential in the mid-game. Avoid going in unwarded parts of the map if you know Volibear is in the vicinity.

Once Volibear hits level 3, he can look for a favourable trade when all 3 of his basic abilities are up. Expect him to play aggressively at this time. At level 6 and whenever he has his Ultimate Stormbringer up, you need to play more cautiously and avoid committing to fights when you’re low. In particular, recall if you’re low, under tower and when he has his Ultimate Stormbringer available. Once Volibear has completed his first item, his damage output increases a lot. Expect him to play more aggressive and look for kills.

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To some, he is the Thunder’s Roar, the Greatstorm, or Valhir. To others, he is Ruin, the Thousand-Pierced Bear, or He Who Stands. But to most of the tribes who still hold to the old ways, he is known as the Volibear.

Destruction, strength, and the storm made manifest, the Volibear represents the unstoppable power and fury of the Freljord itself. It was the Volibear and his demi-god kin who formed the land they called Vorrijaard long before the arrival of the mortal races. The sagas tell how he created the Five Fjords with one mighty swipe of his claws, and how his epic battle with the savage magma-serpent, Rhond, formed countless valleys and ravines. When the Volibear finally felled the beast, its blood became the first river in the Freljord, and its colossal corpse formed the Wyrmback Mountains.

In the days of the first tribes, wild magic ran rampant. The Volibear was venerated and worshipped by all, for they needed his indomitable strength to survive. Great wars were waged, and the Volibear took to the field alongside his followers, clad in rune-inscribed armor made by his brother Ornn, demi-god of the forge. At the time, the brothers’ bond was strong—they often fought at each other’s side, even though Ornn never had quite the same lust for battle. The Volibear reveled in hard-fought victories, and as ever more blood offerings were made to him, his power swelled.

In time, the Volibear and his kin drifted apart, each focusing on their own pursuits. Even so, there was no true division between them… until new ideas began to usurp the old beliefs.

Three sisters rose to power, seeking to control and impose order on the Freljord, and the demi-gods could not agree on how to proceed. A few, like Anivia, seemed inclined to work with the sisters, while the Volibear and the Iron Boar wanted to destroy them. Others would have been content to ignore them completely, since these feeble creatures would eventually die like all before them.

The Volibear looked to the most animalistic and savage of his followers, known as the Ursine. With them, he would defeat the three sisters. In preparation, he sought out Ornn to arm his warriors for battle.

But Ornn refused. He did not approve of the Ursine’s savage ways, and a terrible fight erupted between the two demi-gods. In the aftermath, the Volibear cursed his brother’s name, and cast off his rune-inscribed armor. He would fight from then on with just tooth, and claw, and might, and thunder. Far from being lessened, the Volibear found his full power was now unleashed.

With newfound rage, he confronted one of the mortal sisters who sought to steal the power of the demi-gods for herself. Before her entire army, he struck her down, blinding her—but he was unable to stop what she had already set in motion.

As the centuries rolled by, and despite the Volibear’s resistance, tribes began to venerate and worship the Three Sisters instead.

Many of the more ancient practices were forgotten. He saw tribes cowering behind stone walls rather than face the rawness of nature. He saw fields being tilled, and farmers herding cattle rather than hunting. He bellowed in fury to see great rivers dammed rather than be allowed to roar free. This was not his Freljord. The change had happened slowly—glacially—but the Volibear finally came to realize that the tribes had been cut off from the wild spirit of the land, making them frail, compliant, and soft. These weaklings had no reverence for the old ways, or old gods.

Anger and determination rumbled within him. He vowed to tear down all evidence of civilization and return the Freljord to its ancient state as a true wilderness. The people would become strong once more. He would again be honored and feared by all.

As the call of the Volibear reverberates across the mountains and plains of the north, more and more Freljordians are responding. Slowly, the old ways are being remembered and re-embraced, and his strength grows with each new follower.

A reckoning of blood awaits… and the Volibear is rushing toward it.

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