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Volibear Build Guide by Aht3ns

Jungle Thunder & Lightning [In Depth]

Jungle Thunder & Lightning [In Depth]

Updated on July 26, 2019
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League of Legends Build Guide Author Aht3ns Build Guide By Aht3ns 60 8 135,675 Views 0 Comments
60 8 135,675 Views 0 Comments League of Legends Build Guide Author Aht3ns Volibear Build Guide By Aht3ns Updated on July 26, 2019
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Choose Champion Build:

  • LoL Champion: Volibear
  • LoL Champion: Volibear


Second Wind

Legend: Alacrity
Coup de Grace

+10% Attack Speed
+6 Armor
+6 Armor


LoL Summoner Spell: Flash


LoL Summoner Spell: Smite


Threats & Synergies

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


Hello, my username is hards and by the time of posting this I am a former Volibear one trick with over 200k mastery points on him. I am currently a kha'zix, volibear, and nidalee main. Right now i am in high silver on the NA server, and have used volibear as a cog to climb there. Other than League of Legends, I play violin as a hobby, and...not that much else. Hello. So volibear has been super relevant and actually GOOD in season 9 and I haven't played him as much in season 9 because I have been focussing on Kha'Zix, but I have enough info to know what I am doing still.
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Pros / Cons

    A Durable Tank
    Lots of CC
    Good trades/Skirms
    Decent Invades
    Lots of synergy with different items/runes
    Rarely gets banned/picked
    Great ganker with q
    Long CC can be hurtful
    Can be kited easily by phase rush/fleet footwork
    Can't solo objectives early.
    Not a great late game.
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Your p is a broken weapon that can be used offensively, defensively, and passively! If you go below 30% health and you have passive, you will regenerate up to 60% health. Increased by spirit visage.
Defensively, it can be used to survive just long enough to get away from kiting enemies or if you get cc'ed in teamfights.
Offensively, you can use it to bait enemies into a trade where you actually win, or tower dives.
Passively, you can use it while clearing camps when you get too low.
Your passive is a heal that you get when you are below 30% health. However, this has a 2 minute cd so watch out.
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Your Q can be used as both an offensive and defensive weapon. Defensively, you can fling your enemies away from you, run away from kiting enemies, or even fling enemies out of a drake pit! Your q gives you an increase in movement speed for an mount of time. If you auto attack an enemy or neutral camp in this time, they will be cc flung backwards.
Offensively, you can fling enemies behind you into your allie(s) so that they can burst them. This is used offensively in ganking and teamfights.
On cast, your Q will give you boosted movement speed and also the ability to auto attack an opponent to fling them behind you.
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Your W Can be used offensively very well. Deals damage to a target enemy depending on how much max health you have, and the percent of health the target is missing.
It is used to execute enemies when they are low health. It is your main source of damage besides your ultimate, so use it wisely!
Your W is a point and click ability that upon cast on an enemy champion, will deal damage based on your health and the selected enemy's missing health.
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Your E can be used offensively and defensively. Slightly knocks back enemies and then slows them. Slightly knocks back neutral mobs and fears them.
Defensively, you can e if champions are dashing to you, or if a melee champion is kiting you and you don't want to get caught out. Sometimes it won't be enough to get you out, though, so your q will hopefully finish the job for you!

Offensively, your e can be a common combo with your q to fling them into your allies and then slow them, so they have to flash.
Your E is an AOE slow in teamfights that fears minions and monsters. This ability also slightly knocks up enemy champions and nuetral monsters.
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Your R can be used offensively very well. Makes your auto attacks a chain, along with increasing spell damage.
Your main use for your R is to skirm with your enemies or empower your ability damage by +30%. It can be a very useful weapon, especially against squishy champions.
Your R is a ticking time bomb that when used, makes your auto attacks go out in a chain and gives you better ability damage.
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If you like having a fast clear, titanic hydra and black cleaver are both good buys. If you are going for a REALLY fast clear, then cinderhulk's could be right for you as well.
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Volibear has great skirmishes and team-fights. Normally, you will want to go in, q the carry, and then try to get out. You can also very easily work with your team to get objectives and camps, even sometimes tanking towers with your passive! If you notice you are tanking towers or taking a lot of objectives, ohmwrecker is a decent buy, as it helps you not only in teamfights, but also in split-pushing. Sometimes in normal draft you might see me go titanic hydra and ohmwrecker combo and just split-push top lane.
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Tips and Tricks

    Can q entities over slim walls.
    E fears camps/minions
    Ultimate gives +30% spell damage, so it combos with your w.
    Don't engage ganks with q. Save it for when they try to get away!
    Save your w for when they are very low health.
    E and Q interrupt dashes.
    W has a channel, so if they flash away and you used your w, it will still kill them.
    Try to use Q and E to stop a monster's auto attack.
    During leashes when you're tanking, let the buff hit you twice, then E.
    Always start E.
    Your ultimate has low cooldown, so you can use it to clear raptors.
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Skirm/Teamfight Combos




AA+AA+ + +

+ +AA+AA+ +AA
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Jungle Route/Pathing

I have the best luck on red side going Blue buff > gromp > scuttle (bot side) > Red Buff
I have the best luck on blue side going Red buff > Scuttle (top side) > Gank > Blue Buff

This clear can set up you carrying your teammates for the rest of the game. I change my pathing depending on predictions of the game. If I have a thresh, then I invade. If I think that I might run across the enemy jungler that I can't trade with when taking scuttle, then I will take a buff and then take wolves or gromp. If I think I'll run a across the enemy jungler that I can trade with while taking scuttle, such as kha'zix, then I will path towards the scuttle to get first blood.
No matter the runes in patch 8.24, I would focus on getting 60 to 70 farm and then ganking as much as you can. This will give you a small lead on the bot side of the map. Small plays are also great if you are running flash, so if you want to gank around level 5-6 you can if you want by pulling off a flash + q for a guaranteed kill if you are smart about it.
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Mid-Game Skirms and Ganks

For mid game ganking top lane, I almost always go through tri-brush to engage. I do this because that spot is less-likely warded than river. Most of the time I will burn a flash or get a kill doing so. Wait to use your q until you are kiiting them towards their turret. Wait to use your e until you use your q.
For mid game ganking mid lane, I like engaging through the river or through the smaller strip next to the river. I usually q right after they flash away, because they normally do, and if they don't have flash, then I'll probably flash + q + e combo.
For mid game ganking bot lane, I always go to river, as the tri-brush is normally wsarded. The river is a better option. I normally always pull off some sort of Flash + q + r + e combo when ganking bot. This lane I normally only gank when I see a perfect oportunity.
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Late Game

Try to keep your farm up late game, and go for objectives. As I stated before, you are good at going for turrets with your team.
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    [9.14] Removed swiftness boots from items and changes main rune page slightly.
    [9.6] Fixed issues and added to the about me page
    [9.4] introductions changes, removed dark harvest rune page and added conquerer rune.
    [9.2] A lot of new info on counters for season 9.
    [9.2] Added new info on abilities. Carry items in Situational in the main build are now nonexistant, because tank build is better in 9.2.
    [9.1] Dark harvest less reliable but still good. Sorcery no longer better than inspiration. Loads of updates to items, including randuin's finally being moved along with trinity force and sterak's to the situational and away from super situational.
    [8.24] Dark harvest changes caused it to be my favourite rune on volibear, tiamat changes messed up his top lane build to the point where he is no longer viable, and tiamat changes made his jungle pathing and item pathing stranger.
    [8.19] Vi becomes a huge counter of volibear for whatever reason. Dark Harvest is now worse with the meta this patch created.
    [8.18] Dark harvest now very good secondary build. Rune page and extra guide added.
    [8.17] Fixed spelling errors and added more details.
    [8.17] Small change mid-patch in ability leveling. Maxing E is still better than Q.

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