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Recommended Items
Runes: Early Game (Skirmishing)
1
2
3
4
Precision
Sorcery
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Flash
Smite
Items
Champion Build Guide
Hello everyone!
I'm Rychie a Volibear OTP in NA!! I started maining jungle and Volibear since season 9 pre-rework and into his post-rework debut in season 10! He is easily one of my favorite champions in the game accumulating over 1 million mastery points. I've added some links below where you can find me. Thank you so much for checking on my guide!
If you appreciate the hard work that went into this guide, please give it a +1 and drop a comment!
Best regards.
I'm Rychie a Volibear OTP in NA!! I started maining jungle and Volibear since season 9 pre-rework and into his post-rework debut in season 10! He is easily one of my favorite champions in the game accumulating over 1 million mastery points. I've added some links below where you can find me. Thank you so much for checking on my guide!
If you appreciate the hard work that went into this guide, please give it a +1 and drop a comment!
Best regards.





Frenzied Maul (W) Max
Thundering Smash (Q) Max
F.A.Q.
Do you ever put early points in Q versus full max W?
In patch 10.16, Volibear
Thundering Smash was rescaled from 15-35% to 10-26%. In some compositions, it is best to put two to three points in Q to make up for the nerf or even split level Q and W. Games where movement speed is more important early game against mobile enemy laners and/or junglers, Q max is viable and should be considered.

Do you ever max E over maxing Q second?
In some compositions where your team is lacking AP, maxing E over Q second is reasonable. My personal preference would be two to three points in Q before transitioning to full E max second.
Turbo Chemtank could make up for the speed and engage but any tank mythic would be suffice.
Nashor's Tooth, early on, would be the preferred AP offensive legendary. Some games that include large AD burst, such as
Talon or
Zed,
Zhonya's Hourglass could work as a defensive and offensive item. This hybrid approach could be used early to mid or mid to late depending team compositions and needs. I would not recommend full AP in the jungle at this time.





















This keystone is better than
















Situational option of choice against aggressively mobile champions such as
Graves and
Lillia. In these matchups, you are still likely to lean towards
Press the Attack or
Conqueror. The reason being that itemization better counters champions over choosing this keystone for the sake of movement speed. Mythics like
Turbo Chemtank would be a good example against Lillia with more heavy AP compositions or
Dead Man's Plate against Graves with more AD heavy compositions.






Aftershock was Volibear's bread and butter keystone pre-redesign but unfortunately after the changes the keystone was switched to proc off Q now versus his old E. Not the most optimal. Volibear is not designed like a true tank anymore and there are better tank champions available that can utilize this keystone better. Every ability, including Volibear's passive, pushes Volibear to do consistent damage over time.
NIMBUS CLOAK This rune works very with Volibear and synergies well with both ![]() ![]() ![]() |
TRANSCENDENCE A great rune to take for the extra ability haste. At level 11 the extra 20% cooldown on basic abilities (Q, W, E) upon take downs, takes off an extra second or so. For builds that do not get much AH from legendary options, this is a nice way to compensate. |
WATERWALKING Since most early skirmishes and ganks can come from the river, this rune allows for additional mobility for engage and disengage. This is especially more useful in the early game which is why I prefer ![]() |
CONDITIONING This is overall a solid rune for Volibear. After 12 minutes you get a boost of free defensive stats. I tend to go ![]() |
UNFLINCHING A solid rune that provides free slow resistance and tenacity, scaling up to 30%. I will sometimes run ![]() ![]() |
TL:DR
In most games, stick with Press the Attack with Nimbus and Waterwalking. If the enemy composition has no real crowd control you have a choice of Alacrity and Coup de Grace. Otherwise, stick with Tenacity and Last Stand. Into "super tanks" like Cho'Gath, Cut Down is useful. Conqueror is good if you have a scaling composition and giving up early game presence will not be a big deal. Conqueror, Conditioning, and Unflinching is great against heavy crowd control compositions with "chunky" front lines, where sustain and survivability is the goal. Predator is super niche against a mid to late game jungler who probably will not invade you. It offers a weaker early game until first back boots and a hyper ganking playstyle.
HAILBLADE
Chilling Smite: Used in most cases due to its synergy with Volibear’s kit to help close the gap. The active slows an enemy champion by 20% AND increases your champion’s movement speed by 20% over 2 seconds. Against most compositions, ranged and mobile enemy junglers, hailblade will be the smite of choice. Enemy jungle champions such as
Nidalee,
Lee Sin,
Graves,
Nunu & Willump,
Hecarim,
Lillia and
Vi are a few that come to mind.








EMBERKNIFE
Challenging Smite: Used in unique situations where the enemy team lacks kiting champions or the allied team has plenty of crowd control. The active marks an enemy champion for 4 seconds reducing their damage against you by 20% while empowering your champion’s basic attack and abilities dealing true damage over 2.5 seconds. Enemy champions such as
Master Yi,
Olaf and
Trundle are a few that come to mind.
Nimbus Cloak synergizes well with
Emberknife.






TANK MYTHIC
SUNFIRE AEGIS
Sunfire Aegis is the most expensive due to higher defensive stats and damage with immolate plus flametouch. The passive gives tenacity and slow resistances which helps with his greatest weakness, crowd control. Sunfire combines very well with
Dead Man's Plate and
Titanic Hydra. Some games I will lean on
Plated Steelcaps or
Boots of Swiftness since I already have stacked tenacity with
Legend: Tenacity and/or
Unflinching. I will generally only lean on this mythic if I truly need loads of tenacity or if I am very ahead in the early game.







FROSTFIRE GAUNTLET
Iceborn Gauntlet passive provides additional HP which gives more % damage on W,
Frenzied Maul, and size which gives a larger hit bot range for his auto attacks. Keep in mind, the change in range due to champion size, is relative to the champion's center and not an attack range stat increase. The slow is very useful for overall anti-kiting and anti-engage. The health passive is also great against FLAT true damage champions or items such as
Master Yi's
Wuju Style,
Camille's
Precision Protocol,
Olaf's
Reckless Swing, etc. or
Kraken Slayer,
Riftmaker, etc. On the contrary, avoid Frostfire against champions and mythic abusers that deal PERCENT maximum health damage such as
Vayne's
Silver Bolts,
Fiora's
Duelist's Dance, etc., and
Liandry's Torment,
Demonic Embrace, etc. A solution to this problem would be adding legendary items with no health stats after
Iceborn Gauntlet, such as
Gargoyle Stoneplate,
Wit's End,
Frozen Heart,
Zhonya's Hourglass etc. I like pairing
Dead Man's Plate early as one of my only health stat legendary items due to Frostfire synergy.






















TURBO CHEMTANK
Turbo Chemtank and
Iceborn Gauntlet has the same cost and stats. Great cheap option. Each provides different utility for different team compositions.
Turbo Chemtank's active is super useful in picking and catching enemy teammates off guard. This item should be considered against super mobile champions like
Lillia,
Lucian,
Vayne, etc., for an easy lockdown and focus. Since Volibear is usually the engage champion on the team, Chemtank enhances his ability to start teamfights. This is
Volibear's preferred tank mythic option. The passive grant ability haste which helps Volibear achieve his 40-60 sweet spot. If your team has multiple engage champions such as
Alistar,
Wukong, etc., it would be reasonable to opt for another mythic option.









FIGHTER MYTHIC
TRINITY FORCE
This bruiser option of choice is very useful in snowballing situations against team compositions that lack real lockdown or if your team composition is already very tanky. This provides
Volibear with more damage stats in place of resistances. This risk/reward situation forces you to be a glass cannon early game. After changes in 11.7, Trinity is now a better scaling mythic with its three unique passive stats. Overall, Volibear does well with this option if paired with
Sterak's Gage or regular tank legendary items afterwards.
This bruiser option of choice is very useful in snowballing situations against team compositions that lack real lockdown or if your team composition is already very tanky. This provides


DIVINE SUNDERER
Divine Sunderer is seen as a better version of
Trinity Force against teams that have two or more bruisers or tanks. The passive grants armor and magic penetration per legendary of which Volibear benefits from both damage types. Once again, an excellent option in snowballing early games.
Spirit Visage compliments the healing passive of this item allowing for additional sustain. I will usually pair this mythic with
Sterak's Gage or regular tank legendary items afterwards.
Divine Sunderer is seen as a better version of



STRIDEBREAKER
In patch 11.13,
Stridebreaker found some changes that made it very appealing with Volibear. The increased in health, slow, and % AD on halting slash damage made it so a bruiser like Volibear could have more engage impact over the early to mid game with a trade off of Spellblade damage. Consider this mythic if Volibear needs a little utility along side damage.
In patch 11.13,

LEGENDARY
DEAD MAN'S PLATE
This is a fan favorite item in every
Volibear build path. It is built against AD compositions. The increased movement speed synergies very well with Q,
Thundering Smash. The unique passive, Shipwrecker, applies a slow if fully stacked momentum hits a champion. This slow effect cannot be blocked by
Spell Shield but can be stopped by
Black Shield because one stops abilities and the other grants crowd control immunity. In late-late game scenarios, Volibear can sell boots for another legendary item since Dead Man's makes up for the mobility.
This is a fan favorite item in every




RANDUIN'S OMEN
A very solid armor item against any strong critical striking champions such as a
Jhin,
Jinx,
Yasuo,
Yone, etc. Most games I am forced to build this in combination with
Thornmail due to the amount of life steal in games. The active provides a slow as well. The unique passive, Rock Solid, reduces basic damage based on health.
A very solid armor item against any strong critical striking champions such as a





THORNMAIL
This item is a must in most games due to the amount of life steal. I will sometimes rush
Bramble Vest and finish the item later since it only cost 800 gold. A very cost efficient purchase. Finishing the item is more cost efficient now than previous seasons due to the increase from 40 to 60% grievous wounds and application on immobilization which is achieved with Q,
Thundering Smash. In general, abilities that ground, silence, blind, slow movement, attack speed, and reduce sight, don't count as immobilization.
This item is a must in most games due to the amount of life steal. I will sometimes rush


FROZEN HEART
A situational armor item that is very cost efficient ever since patch 11.3. It shares the same unique passive, Rock Solid, as
Randuin's Omen. The difference between the items is that
Frozen Heart reduces attack speed rather than critical damage. The mana granted is not very useful for Volibear. Situations where champions rely on attack speed and/or on-hit, such as
Varus or
Kog'Maw, and no critical damage is where it is considered. The lack of health helps against PERCENT maximum health TRUE damage champions like
Vayne's
Silver Bolts and
Fiora's
Duelist's Dance paired with
Plated Steelcaps.
A situational armor item that is very cost efficient ever since patch 11.3. It shares the same unique passive, Rock Solid, as









DEATH'S DANCE
This is a situational item that is useful against AD compositions where you would like sustain, armor stats and damage but no health stacking. The item is much appreciated against AD champions with instant burst, such as an assassin. As a result, enemy champions have to "overkill" you to finish the job. The time advantage allows for a window for retaliation. Be mindful when building
Gargoyle Stoneplate with
Death's Dance since they "counter" each other. Gargoyle shield last for 2.5 seconds for mitigating burst damage and Death's Dance is anti-burst, converting to sustained true damage over time. Not the most optimal use of passives.
This is a situational item that is useful against AD compositions where you would like sustain, armor stats and damage but no health stacking. The item is much appreciated against AD champions with instant burst, such as an assassin. As a result, enemy champions have to "overkill" you to finish the job. The time advantage allows for a window for retaliation. Be mindful when building


SPIRIT VISAGE
In most cases, this is the preferred magic resistance item over
Force of Nature. It grants extra shields and heals which synergies with
Frenzied Maul and
Sky Splitter. It also grants ability haste. If there is a healer on the team such as
Nami, this item would be even more worth buying. The unique passive increases base health regeneration (+25%) and its own 100% (+25%) for a total of 150% base health regeneration.
In most cases, this is the preferred magic resistance item over




FORCE OF NATURE
Some games I will build both
Spirit Visage and
Force of Nature. Situations where I would debate the preference between both would be against AP champions that apply massive slows in their kits and repeated magic damage, amplified by legendary items. Champions like
Cassiopeia with
Miasma and
Petrifying Gaze,
Anivia with
Flash Frost and
Glacial Storm,
Brand's passive
Blaze, etc. The main weakness to Volibear is being kited out and crowd control. This legendary is the only item that provides movement speed, magic resistance, and health regeneration. Of the two,
Force of Nature has more magic resistance over Visage.
Some games I will build both











ABYSSAL MASK
A situational item that I build when my composition has a lot of AoE champions like
Anivia or
Zyra. It synergizes well with all tank mythic items due to the passive. The amplified damage includes all damage types, such as true damage.
Spirit Visage and
Force of Nature works better for Volibear in most situations as first line magic resistance. This happens to be one of the cheapest magic resistance legendary items so keep that in mind if Volibear falls super behind. This combines very well with
Turbo Chemtank and
Thundering Smash. In general, abilities that ground, silence, blind, slow movement, attack speed, and reduce sight, don't count as immobilization.
A situational item that I build when my composition has a lot of AoE champions like






WIT'S END
The old phage from season 10 is now part of Wit's End. This would be a good alternative option if you are looking for no health stacking but more damage, attack speed, stickiness, and magic resistance. I do not find myself buying this very often but if you are snowballing this can be the item for you. This can also be great against
Liandry's Torment and
Demonic Embrace.
The old phage from season 10 is now part of Wit's End. This would be a good alternative option if you are looking for no health stacking but more damage, attack speed, stickiness, and magic resistance. I do not find myself buying this very often but if you are snowballing this can be the item for you. This can also be great against


TITANIC HYDRA
My favorite damage legendary item for
Volibear. It makes use of the health stacking and converts it into attack damage, equal to 1% of maximum health. Additionally, his ultimate,
Stormbringer grants bonus health by 200/400/600. Basic attacks and bonus physical cone damage is applied on-hit. It is usually a second to third item choice depending on situations. Volibear can delete carries with his full combo. Might I add, the cleaving damage also applies to structures.
My favorite damage legendary item for


STERAK'S GAGE
This is a great situational item against a composition with large burst potential. It is a great way to add defensive components to your build without having to buy resistances. In combination with
Gargoyle Stoneplate, Volibear becomes unstoppable with the amount of health shields and resistances. Some games I will replace
Titanic Hydra with
Sterak's Gage as second or third item. Purchasing order of preference is
Phage into
Ruby Crystal unless Volibear is super ahead then
Pickaxe over Ruby is fine. Be mindful of shield break champions such as
Blitzcrank's
Static Field,
Rell's
Shattering Strike and
Renekton's empowered
Ruthless Predator.
Sterak's Gage and
Gargoyle Stoneplate shields are great against countering true damage and percent maximum health damage.
This is a great situational item against a composition with large burst potential. It is a great way to add defensive components to your build without having to buy resistances. In combination with














GARGOYLE STONEPLATE
The active is too good to pass up and instead of a massive health boost in previous seasons, it now grants a decaying health shield. Be mindful of shield break champions such as
Blitzcrank's
Static Field,
Rell's
Shattering Strike and
Renekton's empowered
Ruthless Predator.
Sterak's Gage and
Gargoyle Stoneplate shields are great against countering true damage or percent maximum health damage. Please note that health shields do not count as current or maximum health so they will not increase the threshold of an execute such as
Pyke's
Death from Below,
Urgot's
Fear Beyond Death,
aspect of the dragon, etc. The item activation is best utilized under circumstances similar to
Zhonya's Hourglass to mitigate burst damage rather than activating upon the verge of death. When shielded from multiple sources, damage mitigation is applied to the shield that will expire the soonest first, with the exception of
Black Shield which takes priority over all shields.
The active is too good to pass up and instead of a massive health boost in previous seasons, it now grants a decaying health shield. Be mindful of shield break champions such as















WARMOG'S ARMOR
This is a great situational item to buy against compositions with heavy poke. The passive regenerates health when out of combat once
Volibear achieves 3000 health. Since his W,
Frenzied Maul, scales with health,
Warmog's Armor can be even viewed as a damage item for him too. This item is also great against FLAT true damage champions or items such as
Master Yi's
Wuju Style,
Camille's
Precision Protocol,
Olaf's
Reckless Swing, etc., or
Kraken Slayer,
Riftmaker, etc. Fun fact, the unique passive is considered health regeneration, not incoming heals, so it does not interact with runes such as
Revitalize.
This is a great situational item to buy against compositions with heavy poke. The passive regenerates health when out of combat once












KNIGHT'S VOW
Situational cost efficient item that is considered when
Volibear falls behind. There is so much value built into this item and it is super cheap. In addition, it provides support for the team when you fall behind and have less access to gold on the map. Just remember the same champion cannot be bound by two
Knight's Vow.
Situational cost efficient item that is considered when


SILVERMERE DAWN
Have you ever needed
Quicksilver Sash but did not want to build
Mercurial Scimitar as a bruiser/tank? Riot heard us! This situational item is great against
Skarner's
Impale,
Malzahar's
Nether Grasp,
Mordekaiser's
Realm of Death,
Fiddlesticks's
Terrify, etc. I will usually buy the QSS component and finish the item later.
Have you ever needed










MAW OF MALMORTIUS
This is a situational legendary item that has the unique passive, Lifeline, which protects Volibear from heavy AP burst damage. Similar to
Sterak's Gage, you can only have one or the other in the same game. Unlike Sterak's, the Maw shield granted from Lifeline ONLY absorbs magic damage. I will consider this item in builds against
Liandry's Torment or overall survivability against heavy magic damage. Be mindful of shield break champions such as
Blitzcrank and
Renekton.
This is a situational legendary item that has the unique passive, Lifeline, which protects Volibear from heavy AP burst damage. Similar to




BLACK CLEAVER
A situational item that is useful against champions that stack armor against your team. This may happen if you have a larger AD composition. The champions that come to mind are
Rammus,
Sejuani,
Malphite,
Cho'Gath, etc. I will build it unless someone else on the team is building this item, such as a top laner, or you have a tank killer, such as
Darius,
Fiora,
Vayne,
Kog'Maw, etc. This legendary has one of the highest ability hastes in the game. I will usually build this legendary after the mythic as my preferred damage item. Synergizes well with
Iceborn Gauntlet and
Divine Sunderer.
A situational item that is useful against champions that stack armor against your team. This may happen if you have a larger AD composition. The champions that come to mind are










NASHOR'S TOOTH
This is a situational early or late game item. Since
Volibear's E,
Sky Splitter, R
Stormbringer and passive,
The Relentless Storm, are the only AP scaling portions of his kit, I only like to build it towards end game when I am starting to max E. This item is dependent on the user landing skill shots in teamfights to get the most value. At that point of the game, you will have to evaluate if the team needs more damage. With that being said, the increases in damage, attack speed, and size of his shield is very noticeable. This item could also slot in as an alternative to
Sterak's Gage or
Titanic Hydra early game if your team composition is all AD.
This is a situational early or late game item. Since






ZHONYA'S HOURGLASS
Zhonya's Hourglass is a great option as a second to third item since it has defensive as well as offensive stats that Volibear can use. The active can make a huge difference to early to mid game fights adding to his survivability. Think of it as a budget
Gargoyle Stoneplate. It also combines very well with
Knight's Vow since both items are cost efficient and cheap in situations where Volibear is behind. Zhonya is most effectively used against abilities with down time before target effect. Some examples are
Chum the Waters,
Unleashed Power,
Death Mark, etc.






HULLBREAKER
Patch 11.13, brought in an one of a kind split pushing specific item. It is usually built top lane but could be built in the jungle in special circumstances where grouping is not an option and your build allows you to utilize split push to your advantage. The gold value is in the passive so be sure you are ready to commit to the split!
Patch 11.13, brought in an one of a kind split pushing specific item. It is usually built top lane but could be built in the jungle in special circumstances where grouping is not an option and your build allows you to utilize split push to your advantage. The gold value is in the passive so be sure you are ready to commit to the split!
ANATHEMA'S CHAINS
Patch 11.13, brought in an one of a kind suppressive item. It is very cost efficient and helps with Volibear's W through HP stacking. On top of that, the ability haste also compliments with his overall kit. This legendary will usually be followed up with resistances like
Gargoyle Stoneplate third. Your binding options will usually be the enemy ADC or the fed carry on the opposing team.
Patch 11.13, brought in an one of a kind suppressive item. It is very cost efficient and helps with Volibear's W through HP stacking. On top of that, the ability haste also compliments with his overall kit. This legendary will usually be followed up with resistances like

BOOTS / ELIXIR
MERCURY'S TREADS
This is the boot of choice for most games on
Volibear. The tenacity reduces the duration of crowd control. Volibear's biggest weakness is crowd control and getting kited by champions. Heavier AP compositions will make you lean towards this option as well. Tenacity reduces duration of crowd control (stun, slow, taunt, fear, silence, blind, polymorph, immobilizing) except for displacement (airborne), drowsy, nearsight, suppression, and stasis. The duration of crowd control can never drop below 0.5 seconds. For most champions it is not beneficial to stack more than 80% tenacity.
Legend: Tenacity +
Mercury's Treads provides 51% tenacity. The addition of
Unflinching at full health would give 56% tenacity. At 30% of missing maximum health,
Unflinching gives 30% tenacity resulting in 66% tenacity total with the above stacked multiplicatively.
This is the boot of choice for most games on





PLATED STEELCAPS
Secondary option against compositions that lack crowd control or against heavy AD teams. Sometimes your build will already contain plenty of tenacity through
Unflinching,
Legend: Tenacity,
Sunfire Aegis, and legendary items. Therefore, you could get away with
Plated Steelcaps.
Secondary option against compositions that lack crowd control or against heavy AD teams. Sometimes your build will already contain plenty of tenacity through




BOOTS OF SWIFTNESS
The third boot of choice would be swiftness boots. This item is situational. The enemy composition should have little to no crowd control or slow resistance is preferred over tenacity. Slow resistance should not be confused with tenacity. Tenacity affects the duration of the crowd control while slow resist reduces the strength of percentage slows. For example,
Anivia's
Glacial Storm slows for a duration of 1 second but the percentage slow is 20/30/40% per rank while in the area of effect.
The third boot of choice would be swiftness boots. This item is situational. The enemy composition should have little to no crowd control or slow resistance is preferred over tenacity. Slow resistance should not be confused with tenacity. Tenacity affects the duration of the crowd control while slow resist reduces the strength of percentage slows. For example,


IONIAN BOOTS OF LUCIDITY
The fourth boot of choice would be ionian boots. This item is situational and is one of the cheapest boot options in the game. It is a quick way to gain ability haste. I will only lean on this option if
Volibear does not benefit from reduced crowd control durations or increased slow resistance. This can help achieve the "sweet spot" of 40-60 ability haste.
The fourth boot of choice would be ionian boots. This item is situational and is one of the cheapest boot options in the game. It is a quick way to gain ability haste. I will only lean on this option if

ELIXIR OF IRON
Elixir of choice for jungle
Volibear. It provides more tenacity, health, and size. It is also great since the passive helps with team follow up. I usually recommend buying elixir prior to big fights such as
Baron Nashor, pushing to end the game, or at full build.
Elixir of choice for jungle


ELIXIR OF WRATH
Secondary elixir of choice and is only reserved for select situations such as split push or if you are looking for a bit of damage and vamp. This elixir is also favored in situations where tenacity has minimal benefit and health stacking should be avoided due to
Liandry's Torment abusers or percent health true damage champions like
Vayne. I usually recommend buying elixir prior to big fights such as
Baron Nashor, pushing to end the game, or at full build.
Secondary elixir of choice and is only reserved for select situations such as split push or if you are looking for a bit of damage and vamp. This elixir is also favored in situations where tenacity has minimal benefit and health stacking should be avoided due to



TL:DR
Tank Mythic: Default tank mythic on most games where you do not have a triple kill in the early game. The order of preference is
Turbo Chemtank >
Iceborn Gauntlet >
Sunfire Aegis. Default
Turbo Chemtank in most games due to the active, especially if your team lacks one.
Iceborn Gauntlet is great for overall anti-kiting and anti-engage.
Volibear benefits from AT LEAST one damage legendary item second or third.
Sterak's Gage for anti-burst and survivability.
Titanic Hydra for health stacking builds.
Black Cleaver for anti-armor stacking.
Zhonya's Hourglass for anti-burst and magic damage.
Nashor's Tooth for attack speed and magic damage. Many people prefer
Dead Man's Plate second or third as a staple but it is personal preference. Situational items after.
Gargoyle Stoneplate is great for 90% of games.
Elixir of Iron over
Elixir of Wrath for most cases.
Bruiser Mythic: Secondary option bruiser/fighter mythic for early snowballing games and you are confident of the continual snowball. Save your
Flash and R to protect shutdowns. Pick the mythic that best suits enemy composition. All squishy squish?
Trinity Force. Two or more bruisers/tanks? One "super tank"?
Divine Sunderer.
Sterak's Gage second then situational items as stated above unless the game dictates otherwise. For example,
Gargoyle Stoneplate is great against percent maximum health damage items like
Liandry's Torment and
Demonic Embrace, or true damage items like
Riftmaker and
Kraken Slayer. Since bruiser mythic lacks resistances, Volibear will be very squishy in the early mid-game. If you are the only front line or you have no engage, I would recommend a tank mythic.















Bruiser Mythic: Secondary option bruiser/fighter mythic for early snowballing games and you are confident of the continual snowball. Save your















- Mix in items that give resistances but trades health for damage stats such as
Death's Dance and
Wit's End.
Force of Nature provides less health and more MR over
Spirit Visage.
Chempunk Chainsword provides less health over
Thornmail.
- Items with health shields do not count in Liandry's passive, such as
Gargoyle Stoneplate,
Sterak's Gage, and
Maw of Malmortius. Keep in mind, Sterak's also gives health with no magic resistance and Maw shield only absorbs magic damage.
Elixir of Wrath trades health and tenacity for physical vamp and damage over
Elixir of Iron.





Health Versus Armor or Magic Resist: Health = 7.5 (Armor/magic resist) + 750 [Pub. 2015]
TL:DR
League is all about counterplay. Against mythic/legendary items and champions that deal PERCENT maximum health damage, you can generally reduce the amount of health stacking and increase the amount of resistances while maintaining coefficients for scaling. Reference the outdated chart above. On the contrary, against mythic/legendary items and champions that deal TRUE damage, you can generally increase health stacking because this type of damage ignores resistances. Items that give health shields successful counters both types of damages since health shields do not count towards current or maximum health.
Ability Haste Versus Cooldown Reduction

Written by Rychie
What is the difference?
Season 11, Riot introduced Ability Haste (AH) in replacement of Cooldown Reduction (CDR), providing a linear scaling model for more ability casts. Previously, 10% CDR allowed for 11% more casting while 40% CDR provided 66% more casting. Now, 10 AH equals 10% more ability casting, 20 AH granted 20% more casting, and so forth. The game no longer has a limit to the amount of AH/CDR.
How much ability haste for Volibear?






TL:DR
The sweet spot for many Volibear mains is 40-60 ability haste. Achieving 66.67 of ability haste is equivalent to 40% CDR on the old system. An ability haste of 80 would be the old 45% CDR. In order to reach URF level of CDR, one would need 400 ability haste. Anymore than 80 ability haste, will start to require a lot of build compromises. But, to each their own!
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TOP & MID OPPORTUNITIES
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MID & BOTTOM OPPORTUNITIES
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When moving from camp to camp, do not forget to kite to your next desired camp/spot. For example, if you plan to gank top after scuttle, kite the scuttle topside. Every second you save between camps is seconds that can be spent on map pressuring. Five camps can result in five extra seconds if kited appropriately. Also plan to use your function keys to check lane states such as pushing, freezing, or crashing. This can give you an idea on what to do next such as hovering, ganking, or counterganking.
TL:DR
Initial clear path is situational. I will usually opt for a ✨five camp✨ clear 90% of games but if there are EARLY ganking/invading opportunities I will lean on a ✨three camp✨ clear. General rule of thumb, Volibear has an easier time ganking melee versus melee lanes or lanes with follow up crowd control. Find out which lanes you would like to prioritized during "loading screen" and initial clear towards that direction but adapt if a situation arises.
EKKO
Ekko tends to be a difficult match up. Early invade and ambush if possible. Countergank and stun him before he can reach his W, avoiding the stun yourself. Avoid the third hit on his passive to prevent his moment speed. After level 6, keep track of his shadow from his ultimate. Pull dragons out of the pit to avoid the 50/50 smite over the wall.
KEYSTONE:
Press the Attack >
Conqueror
MYTHIC:
Iceborn Gauntlet or
Turbo Chemtank >
Trinity Force

KEYSTONE:


MYTHIC:



ELISE
Elise is the definition of “feast or famine.” She will fall off unless a lead is gained early on. Countergank her since she excels in early level three tower dives/ganks. Volibear will outscale her. Dodge the
Cocoon when possible. Deep ward and force objectives when she is on opposite sides of the map.
Legend: Tenacity and
Mercury's Treads is very useful in this match up.
KEYSTONE:
Press the Attack >
Conqueror
MYTHIC:
Iceborn Gauntlet or
Turbo Chemtank >
Sunfire Aegis




KEYSTONE:


MYTHIC:



EVELYNN
Evelynn is super weak in the jungle prior to level 6. Invade and ambush her. Contest
rift scuttlers.
Control Wards will help deter any potential flanks mid to late game. Take advantage of her weaker early game to apply map pressure with ganks, dragons, and
rift herald.
Legend: Tenacity and
Mercury's Treads is very useful in this match up.
KEYSTONE:
Press the Attack >
Conqueror
MYTHIC:
Iceborn Gauntlet or
Turbo Chemtank >
Sunfire Aegis






KEYSTONE:


MYTHIC:



GRAVES
Graves is a relatively easy matchup. Figure out which side of the map he is starting with a
Stealth Ward and mirror him to prevent a potential invade. Try to ambush him when possible when he has no stacks of Grit. Countergank him and aim for short trades. His ganks are relatively easy to spot coming. If he invades, just invade him back or gank and impact the map. This is where volibear thrives better. Graves will inevitably farm faster than you but if he is the only strong member, he will not be able to carry as well.
KEYSTONE:
Press the Attack >
Conqueror
MYTHIC:
Iceborn Gauntlet or
Turbo Chemtank


KEYSTONE:


MYTHIC:


HECARIM
Hecarim has a relatively weak early game. Ambush him and stun him out of his E and he will be useless. Invade him while his E is on cooldown and he will not be able to escape pre-6. The longer Hecarim is in teamfights, the stronger he is due to his Q stacking passive.
KEYSTONE:
Press the Attack or
Conqueror
MYTHIC:
Iceborn Gauntlet or
Turbo Chemtank >
Sunfire Aegis

KEYSTONE:


MYTHIC:



KAYN: SHADOW ASSASSIN
Kayn, Shadow Assassin, is the easier of the two forms. He is weak early game so look to ambush him in the river and countergank squishy laners. He tends to run
Electrocute or
Dark Harvest. Avoid his W at all cost and you should win the fight. Contest
rift scuttlers. Save your stun for when he tries to escape through the wall or attempts to assassin your carries.
KEYSTONE:
Press the Attack >
Conqueror
MYTHIC:
Iceborn Gauntlet or
Turbo Chemtank >
Sunfire Aegis




KEYSTONE:


MYTHIC:



KAYN: RHAAST
Kayn, Rhaast, is the harder of the two forms. He is weak early game so look to ambush him in the river and countergank. He will gladly fight you for form. Avoid his W and look to burst him down. Rhaast usually runs
Conqueror. Avoid stacking health. Grievous wounds are a must. Run through his Q or away. If he uses ultimate on you, run to your allies and avoid proximity to walls.
KEYSTONE:
Press the Attack >
Conqueror
MYTHIC:
Divine Sunderer or
Sunfire Aegis


KEYSTONE:


MYTHIC:


KHA'ZIX
Kha'Zix is weaker pre-6 and wins all one versus one isolated fights after level 6. To prevent isolated damage and effects stay near allies or minions. He will gain a powerspike once he obtains
Duskblade of Draktharr. Try to abuse his weaker state before then and countergank when possible. Do not sneak objectives unless you know where he is with deep wards.
KEYSTONE:
Press the Attack >
Conqueror
MYTHIC:
Iceborn Gauntlet or
Turbo Chemtank


KEYSTONE:


MYTHIC:


LILLIA
Lillia is a harder matchup due to her mobility. She is weaker early game pre-6. Invade her when possible and countergank. Dodge her E,
Swirlseed. If she uses her ultimate,
Lilting Lullaby, your ultimate,
Stormbringer, cancels out her sleep so try to time it appropriately. Stacking health will counter her flat true damage unless she runs
Liandry's Torment and/or
Demonic Embrace. In which case, Volibear will have to rely on health shields such as
Gargoyle Stoneplate,
Sterak's Gage or
Maw of Malmortius.
KEYSTONE:
Press the Attack
MYTHIC:
Turbo Chemtank >
Sunfire Aegis









KEYSTONE:

MYTHIC:


MASTER YI
Master Yi is one of the easiest matchups. Save your Q for his W. Yi has a weak early game so invade and contest scuttles. Deep ward. The less resources available to him, the better. Countergank him once he is desperate for tempo and resources. Keep stacking damage legendary items once you have sustained a lead. Health shields such as
Gargoyle Stoneplate and/or
Sterak's Gage will counter his flat true damage on his E,
Wuju Style. I usually lean on
Challenging Smite over
Chilling Smite if possible.
KEYSTONE:
Press the Attack
MYTHIC:
Trinity Force or
Iceborn Gauntlet >
Turbo Chemtank






KEYSTONE:

MYTHIC:



NUNU & WILLUMP
Nunu & Willump is a tougher matchup due to his ability to spam gank. Encourage teammates to deep ward early to avoid early ganks. Invade him early on when possible to punish time spent on ganks. Otherwise, countergank if nearby and the 2v2 is favorable. Post-6 save your Q to cancel his ultimate. Avoid his E if possible to prevent his
Aftershock.
Phase Rush Nunu is very squishy. Do not attempt dragons/
rift herald with him alive or unzoned 100% due to his Q + smite.
KEYSTONE:
Press the Attack or
Conqueror
MYTHIC:
Sunfire Aegis or
Turbo Chemtank >
Divine Sunderer




KEYSTONE:


MYTHIC:



OLAF
Olaf is a tougher matchup if played incorrectly. Focus on ambushing him when he is able to stun to be stunned pre-6 or post 6 without ultimate. Proc press the attack and kite him while dodging his axes. Force him to ultimate and have your teammates burst him down with your PTA activated. Health and health shields will counter his true damage from his E,
Reckless Swing. Grievous wounds will counter his W,
Tough It Out. I usually lean on
Challenging Smite over
Chilling Smite if possible.
KEYSTONE:
Press the Attack >
Conqueror
MYTHIC:
Iceborn Gauntlet or
Sunfire Aegis >
Divine Sunderer





KEYSTONE:


MYTHIC:



REK'SAI
Rek'Sai is relatively easy if she eats Volibear’s full combo, having your E shield absorb all of her burst damage. Try to ambush or sneak objectives by standing still so she cannot see you through Tremor senses. Countergank. Health and health shields will counter the true damage from E,
Furious Bite.
KEYSTONE:
Press the Attack >
Conqueror
MYTHIC:
Iceborn Gauntlet or
Sunfire Aegis >
Turbo Chemtank


KEYSTONE:


MYTHIC:



RENGAR
Rengar is a relatively easy matchup if you avoid fighting him around bushes.
Sky Splitter is nice in this sense to absorb all of his burst damage if he happens to force one around a bush. Press the attack should easily burst him down. If he empowers his Q or E, he will not be able to cleanse Volibear’s Q,
The Relentless Storm. I usually lean on
Challenging Smite over
Chilling Smite if possible.
KEYSTONE:
Press the Attack >
Conqueror
MYTHIC:
Iceborn Gauntlet or
Turbo Chemtank >
Trinity Force





KEYSTONE:


MYTHIC:



SHACO
Shaco can be a very annoying jungler for your laners to deal with. Place an early river
Stealth Ward to watch for an invade and recall for an
Oracle Lens prior to buff leash. His location can been given away in fog of war if a puff of smoke appears. If Q,
Deceive, is used to enter fights, turn on him since the cool down is between 12-10 seconds. Shaco is very "feast or famine." He will try to be very active as early as possible with ganks. Countergank. Warn your laners to ward early and ward often. Shaco usually does one quadrant clear (3 camps) at a time into a gank. Counterjungle. Casting
Chilling Smite prior to his R,
Hallucinate, will distinguish the real clone from the fake due to the particles. The fake clone cannot use abilities and is super squishy. Once Shaco has finished his mythic, you will see a yellow border around the item when you click on him. If the yellow border is missing you know it's the clone.
KEYSTONE:
Press the Attack >
Predator
MYTHIC:
Iceborn Gauntlet or
Turbo Chemtank >
Sunfire Aegis






KEYSTONE:


MYTHIC:



VIEGO
Viego is very easy match up for Volibear. He has a poor early game so invade and ambush whenever possible. You should be able to outfarm him and countergank him as well especially with his W and E on cooldown. An early
Oracle Lens can help track him in his E. Since he is an auto attack champion, Volibear easily overpowers him with press the attack, crowd control, and back to back W’s,
Frenzied Maul. Save your R for when he uses his R. I usually lean on
Challenging Smite over
Chilling Smite if possible.
KEYSTONE:
Press the Attack >
Conqueror
MYTHIC:
Iceborn Gauntlet or
Turbo Chemtank >
Trinity Force





KEYSTONE:


MYTHIC:



TL:DR
Champion advice given here should be taken in ideal situations. Each game will be different and priorities in lane judge whether or not invading is an option. In some games, it is better to camp an enemy win condition than to invade a weak early game jungler. Always preemptively formulate a plan during "loading screen" but also be able to change the plan if situations arise. Build paths and mythic options are subjected to change depending on the final team compositions on both sides.
For more information about the intricacies of jungling such as questions to ask to yourself prior to the start of a game, micro/macro tips, matchup tips, or general points to improve on for ALL junglers, check out:
Special thanks to Kounosuke who helped tremendously with this great guide. I could not have done this without you! Banner art was done by G G and his original work can be found on ArtStation. If you appreciate the hard work that went into this guide, please give it a +1 and drop a comment. I try and stream every single day at midnight EST for about 5 hours. You can find me on Twitch or in my Discord.
Special thanks to Kounosuke who helped tremendously with this great guide. I could not have done this without you! Banner art was done by G G and his original work can be found on ArtStation. If you appreciate the hard work that went into this guide, please give it a +1 and drop a comment. I try and stream every single day at midnight EST for about 5 hours. You can find me on Twitch or in my Discord.
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