This meta overview presents VOLIBEAR’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where VOLIBEAR performs best and how her impact changes in the evolving Wild Rift meta.
The information below will help you get familiar with the game on the Solo Baron Line VOLIBEAR. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Long Sword
+12 Attack Damage
500
Heartsteel
Increase Maximum Health
+700 Max Health
+150% Health Regen
+20 Ability Haste
Colossal Consumption: While within 700 units of an enemy champion, charges for 2.5 seconds before dealing a huge strike against the enemy champion. This charged attack deals bonus physical damage equal to 140 + 3.5% of maximum Health, and grants maximum Health equal to 15% of the damage dealt. The charge for each target has a 20 second cooldown.
3000
Heartsteel TIPS: This item is perfect for tanks and bruisers who want to combine maximum survivability with massive burst damage against enemy champions. It provides a huge health pool, enhanced out-of-combat regeneration, and ability haste. The “Colossal Consumption” passive requires a 2.5-second charge when near an enemy champion, after which your next strike deals significant bonus physical damage based on your max health and grants you 15% of the damage dealt as bonus health. This allows you to both absorb damage and heal during skirmishes, making the item an excellent choice for extended fights and closing out teamfights. Excellent synergy with Spirit Visage: the healing amplification and regeneration boost from Spirit Visage further enhance the health restoration from this item’s passive, providing incredible survivability and sustain in combat.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
1200
Plated Steelcaps TIPS: These boots provide reliable protection against physical damage, especially from enemy basic attacks. The bonus Armor, Health, and movement speed improve your durability, allowing you to survive longer against marksmen and AD fighters. They are an excellent choice against teams that rely heavily on auto attacks for their damage.
Trinity Force
Well-Rounded
+333 Max Health
+30 Attack Damage
+30% Attack Speed
+20 Ability Haste
Fervor:
+5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD
(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.
3333
Trinity Force TIPS: This item provides a well-rounded set of stats and enhances damage through the combination of abilities and basic attacks. It is ideal for champions who frequently weave abilities between attacks and rely on consistent trading. It works best on fighters and some mobile carries where versatility, speed, and burst damage in short skirmishes are important.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
1200
Plated Steelcaps TIPS: These boots provide reliable protection against physical damage, especially from enemy basic attacks. The bonus Armor, Health, and movement speed improve your durability, allowing you to survive longer against marksmen and AD fighters. They are an excellent choice against teams that rely heavily on auto attacks for their damage.
Mercury's Treads
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Armored Advance
Grants Armor and a shield
+150 Max Health
+35 Armor
+45 Move Speed
Block: Reduce damage from champion attacks by 10%.
Noxian Endurance: After taking physical damage from a champion grants a physical shield that absorbs damage equal to 10-140 plus 8% max Health
. (12s Cooldown)
2200
Armored Advance TIPS: These boots provide excellent protection against physical damage. They reduce damage taken from enemy champion attacks and grant a protective shield after taking physical damage from a champion, helping you survive extended trades and heavy bursts of physical damage. They are an excellent choice against marksmen, fighters, and other champions who rely primarily on physical attacks.
Chainlaced Crushers
Gain a magic shield upon taking magic damage
+150 Max Health
+35 Magic Resistance
+30% Tenacity
+45 Move Speed
Noxian Persistence: After taking magic damage from a champion, gain a magic shield that absorbs 10-120 plus 5% max
for 5s. (12s Cooldown)
2200
Chainlaced Crushers TIPS: These boots greatly improve your survivability against magic damage. After taking magic damage from an enemy champion, you gain a magic shield that helps absorb follow-up spells, while the bonus Magic Resistance and Tenacity make you far more resilient against AP threats and crowd control. They are an excellent choice against teams with heavy magic damage and strong CC.
Heartsteel (Increase Maximum Health) as your first item, followed by
Plated Steelcaps (Reduces damage from champion attacks) or
Mercury's Treads (Reduces Magic Damage) depending on the situation. (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Trinity Force (Well-Rounded).
Armored Advance (Grants Armor and a shield). You may want to replace it with
Chainlaced Crushers (Gain a magic shield upon taking magic damage), it all depends on your playstyle and the situation on the battlefield.
Heartsteel
Increase Maximum Health
+700 Max Health
+150% Health Regen
+20 Ability Haste
Colossal Consumption: While within 700 units of an enemy champion, charges for 2.5 seconds before dealing a huge strike against the enemy champion. This charged attack deals bonus physical damage equal to 140 + 3.5% of maximum Health, and grants maximum Health equal to 15% of the damage dealt. The charge for each target has a 20 second cooldown.
3000
Heartsteel TIPS: This item is perfect for tanks and bruisers who want to combine maximum survivability with massive burst damage against enemy champions. It provides a huge health pool, enhanced out-of-combat regeneration, and ability haste. The “Colossal Consumption” passive requires a 2.5-second charge when near an enemy champion, after which your next strike deals significant bonus physical damage based on your max health and grants you 15% of the damage dealt as bonus health. This allows you to both absorb damage and heal during skirmishes, making the item an excellent choice for extended fights and closing out teamfights. Excellent synergy with Spirit Visage: the healing amplification and regeneration boost from Spirit Visage further enhance the health restoration from this item’s passive, providing incredible survivability and sustain in combat.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
1200
Plated Steelcaps TIPS: These boots provide reliable protection against physical damage, especially from enemy basic attacks. The bonus Armor, Health, and movement speed improve your durability, allowing you to survive longer against marksmen and AD fighters. They are an excellent choice against teams that rely heavily on auto attacks for their damage.
Trinity Force
Well-Rounded
+333 Max Health
+30 Attack Damage
+30% Attack Speed
+20 Ability Haste
Fervor:
+5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD
(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.
3333
Trinity Force TIPS: This item provides a well-rounded set of stats and enhances damage through the combination of abilities and basic attacks. It is ideal for champions who frequently weave abilities between attacks and rely on consistent trading. It works best on fighters and some mobile carries where versatility, speed, and burst damage in short skirmishes are important.
Unending Despair
Increases tanks' sustain in teamfights
+200 Max Health
+45 Armor
+45 Magic Resistance
Anguish: Every 4 second(s) while in combat with a champion, deal 3% of your max Health as magic damage to nearby champions and heal for 250% of the damage dealt. Anguish is unaffected by Item Ability Haste.
3000
Unending Despair TIPS: This item turns you into a self-sustaining frontline: while fighting you periodically deal magic damage around you and heal for a portion of that damage. Great for tanks and frontliners — it helps you soak focus, remain in the heart of fights longer, and excel in extended team engagements. Less effective in very short burst trades or on champions that avoid standing in the center of combat.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Unending Despair
Increases tanks' sustain in teamfights
+200 Max Health
+45 Armor
+45 Magic Resistance
Anguish: Every 4 second(s) while in combat with a champion, deal 3% of your max Health as magic damage to nearby champions and heal for 250% of the damage dealt. Anguish is unaffected by Item Ability Haste.
3000
Unending Despair TIPS: This item turns you into a self-sustaining frontline: while fighting you periodically deal magic damage around you and heal for a portion of that damage. Great for tanks and frontliners — it helps you soak focus, remain in the heart of fights longer, and excel in extended team engagements. Less effective in very short burst trades or on champions that avoid standing in the center of combat.
Titanic Hydra
Attacks deal bonus damage in a area
+450 Max Health
+40 Attack Damage
Cleave: Every 1.75 second(s), your next attack deals bonus physical damage equal to 25 + 3% bonus
(also applies to turrets), creating a shockwave that deals physical damage equal to 80 + 10% bonus
to enemies behind the target. Ranged champions deal 75% of the damage.
3000
Titanic Hydra TIPS: This item turns your basic attacks into an AOE tool: periodically your next hit becomes a sweeping strike that deals bonus physical damage to nearby enemies and affects targets behind the primary hit. It speeds up waveclear, adds extra damage in teamfights, and helps pressure structures when built appropriately. Best suited for melee bruisers and tanks who combine a big health pool with frequent autos — great for players who want impact both in 1v1 trades and prolonged engagements.
Titanic Hydra — This item turns your basic attacks into an AOE tool: periodically your next hit becomes a sweeping strike that deals bonus physical damage to nearby enemies and affects targets behind the primary hit. It speeds up waveclear, adds extra damage in teamfights, and helps pressure structures when built appropriately. Best suited for melee bruisers and tanks who combine a big health pool with frequent autos — great for players who want impact both in 1v1 trades and prolonged engagements.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Hollow Radiance
Deals damage in an area
+400 Max Health
+40 Magic Resistance
+15 Ability Haste
Immolate: While in combat, deal magic damage equal to 20–30 plus 1% of bonus
per second for 5 second(s) to nearby enemies. Deals 125% damage against monsters and 200% damage against minions.
Desolate: Killing a neutral monster or an enemy deals magic damage equal to 30 plus 2% of bonus
in an area around them.
2800
Hollow Radiance TIPS: This item turns you into a steady source of pressure in fights: while engaged, it emits an area magic damage aura that helps clear waves and punish nearby small targets. On killing a neutral or enemy, it detonates for area damage, making it great for fast clears and threat creation when entering skirmishes. Perfect for tanks and frontline bruisers who need to hold the center of fights and force opponents into mistakes.
Hollow Radiance — This item turns you into a steady source of pressure in fights: while engaged, it emits an area magic damage aura that helps clear waves and punish nearby small targets. On killing a neutral or enemy, it detonates for area damage, making it great for fast clears and threat creation when entering skirmishes. Perfect for tanks and frontline bruisers who need to hold the center of fights and force opponents into mistakes.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+250 Max Mana
+20 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2650
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Frozen Heart — This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Randuin's Omen — This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Flash (Teleport a short distance) and
Ignite (Ignites target enemy champion, dealing true damageand applying Grievous Wounds for the duration. Grievous Wound reduces the effectiveness of Healing) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Teleport
After channeling for 3.5 seconds, teleport your champion to an allied champion, structure, or ward (excludes areas in range of enemy inhibitors). You can only teleport to structures during the first 6 minutes of the game.
Cooldown: 150s
Grasp of Undying (When in combat, your next attack on a champion will occasionally deal bonus magic damage, heal you, and permanently increase your health.) as your keystone, followed by
Demolish (Automatically charges up when you are near turrets. Once fully charged, your next attack deals massive amounts of damage to turrets.),
Second Wind (Heals you after taking damage.) and
Perseverance (Gains Tenacity also gains Armor and Magic Resist when immobilizing.) in the primary tree, as well as
Brutal (Attacks deal bonus damage to enemy champions.) in the secondary tree. Below you can see possible options for replacing runes.
Grasp of Undying
Tank, Heal
Every 3s in combat, your next attack on a champion will be enhanced.
Bonus magic damage: 3.3%![]()
Heal: 1.3%![]()
Permanently health increase: 10
On Ranged champions, the effects are reduced by 60%.
Demolish
Destroy turrets faster
When within 550 range of an enemy turret, gain a charge every 0.5s, up to 6 times.
When fully charged, your next attack against the turret deals an additional (100 + 22% max Health
) physical damage.
Cooldown: 30s
Second Wind
Increase sustain
Gain 5 Health
every 5 seconds.
After taking damage from an enemy champion, regenerate 3 + (1.5% of your missing health)
over the next 5 seconds. This effect is doubled for melee champions.
Perseverance
Increase survivability when crowd controlled
Gain 10% Tenacity. Gain 10-15 Armor and Magic Resistance (
) for 1.5 seconds when mmobilized. Refresh duration time when immobilized multiple times.
Brutal
Attacks deal on-hit damage
Attacks deal (5 + 6% bonus
+ 3%
) bonus adaptive damage to enemy champions.
Demolish
Destroy turrets faster
When within 550 range of an enemy turret, gain a charge every 0.5s, up to 6 times.
When fully charged, your next attack against the turret deals an additional (100 + 22% max Health
) physical damage.
Cooldown: 30s
Unshakeable
Increase Armor, Magic Resist, and Slow Resist
Gain 3% Armor and Magic Resistance. For every 1 enemy champion(s) nearby, gain an additional 2% Armor and Magic Resistance. If the max number of enemy champions are nearby (max: 3), you also gain 20% Slow Resist.
Unshakeable — This rune makes you tougher in fights: it raises your armor and magic resist, and the bonus grows as more enemy champions are nearby. When you’re fully surrounded, you also gain enhanced slow resistance. A great pick for frontliners and anyone who spends time in the thick of combat — it helps you soak focus, hold ground, and initiate with more confidence.
Second Wind
Increase sustain
Gain 5 Health
every 5 seconds.
After taking damage from an enemy champion, regenerate 3 + (1.5% of your missing health)
over the next 5 seconds. This effect is doubled for melee champions.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Bone Plating — The rune reduces damage from enemy attacks and abilities when you take damage from an enemy champion. It lowers damage from the next few attacks or abilities for a short period, making it useful for most champions, including tanks, fighters, and even some mages. The rune helps improve survivability by mitigating damage in critical moments of the fight, making it suitable for heroes who find themselves in the heart of battles.
Perseverance
Increase survivability when crowd controlled
Gain 10% Tenacity. Gain 10-15 Armor and Magic Resistance (
) for 1.5 seconds when mmobilized. Refresh duration time when immobilized multiple times.
Overgrowth
Increase max Health
For every 3 enemy minions or 3 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.
Overgrowth — The rune increases your maximum health permanently with each nearby minion or monster kill. It is useful for most champions, including fighters, tanks, and junglers, who actively farm and frequently engage in fights. The rune helps improve survivability by stacking health over time, making it a great choice for champions who rely on increasing their maximum health for prolonged battles.
Brutal
Attacks deal on-hit damage
Attacks deal (5 + 6% bonus
+ 3%
) bonus adaptive damage to enemy champions.
Last Stand
Increase damage when low in Health
When health is lower than 60%
, attacks launched at enemy champions deal 5-11% bonus adaptive damage.
Grants maximum bonus damage when Health is lower than 30%
Last Stand — The rune increases the damage of attacks on enemy champions when your health drops below 60%, dealing bonus adaptive damage. This bonus is maximized when your health drops below 30%. It is perfect for champions who can withstand hits and actively participate in fights, such as fighters or tanks. It boosts their damage in critical moments when health is low, making them even more dangerous towards the end of battles.
(Q) THUNDERING SMASH
13/12/11/10s
50
Volibear gains 10/15/20/25% Move Speed, increased to 20/30/40/50% towards enemy champion for the next 4 seconds. While active, Volibear's next Attack deals 15 (15/40/65/90 + 100% bonus
) physical damage and Stuns the target for 1 seconds.
If Volibear becomes Immobilized before he Stuns a target, Thundering Smash's duration is paused.
(W) FRENZIED MAUL
5s
35/40/45/50
Volibear mauls an enemy, dealing 67 (5/30/55/80 + 100%
+ 6.5% bonus
) physical damage. If Volibear maul's a champion or Large Monster he goes into a Frenzy for 8 seconds.
If this Ability is used when in a Frenzy, its damage is increased to 108 (8/48/88/128 + 160%
+ 10.4% bonus
) physical damage and Volibear restores 20/30/40/50 + 5/6/7/8% missing Health.
This Ability applies on-hit effects.
Deals 80% damage to monsters.
(E) SKY SPLITTER
13s
60
Volibear summons a thundercloud that fires a lightning bolt, dealing 80 (80/110/140/170 + 50%
) plus 11% max Health magic damage and Slowing by 40% for 2 seconds.
If Volibear is inside the blast zone, he gains a 91 (75%
) plus 14% max Health Shild for 2.5 seconds.
Damage against non-champiuons is capped at 150/250/350/450.
(R) STORMBRINGER
90/80/70s
100
Volibear transforms and leaps, gaining 175/350/525 Health and 50 Attack Range for next 12 seconds.
Upon landing, Volibear cracks the earth, Disabiling nearby towers for 3 seconds an dealing 300 (300/500/700 + 100%
+ 210% Bonus
) physical damage to them. Nearby enemies are Slowed by 50%, decaying over 1 second. Enemies directly underneath Volibear suffering 300 (300/500/700 + 100%
+ 210% bonus
) physical damage.
We have prepared lists of champions that can really annoy you during a match with the game on the Solo Baron VOLIBEAR. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Solo Baron VOLIBEAR in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
1200
Plated Steelcaps TIPS: These boots provide reliable protection against physical damage, especially from enemy basic attacks. The bonus Armor, Health, and movement speed improve your durability, allowing you to survive longer against marksmen and AD fighters. They are an excellent choice against teams that rely heavily on auto attacks for their damage.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
Relentless:
+5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+250 Max Mana
+20 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2650
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing
+15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Oblivion Orb
Magic damage reduces enemy healing
+35 Ability Power
Cursed Wounds: Dealing magic damage to enemy champions applies 40% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Bramble Vest
Reflects damage and reduces enemy healing
+30 Armor
Thorns: When struck by an attack, deal 4 magic damage + 6% bonus armor
to the attacker and inflict 40% Grievous Wounds for 3 seconds if they are a champion.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
1000
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+25 Attack Damage
+25% Critical Rate
+15% Attack Speed
Last Whisper:
+30% Armor Penetration. Attacks that Critically Strike gain an additional
6% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Chempunk Chainsword
Reduces enemy healing
+400 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Morellonomicon
Magic damage reduces enemy healing
+300 Max Health
+75 Ability Power
+15 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2650
Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Divine Sunderer
Anti-Health attacks
+425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage. If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health. (1.5s Cooldown) Damage is reduced vs structure.
3400
Divine Sunderer TIPS: This item offers a strong blend of survivability and damage: after using an ability your next basic attack is empowered to deal bonus damage based on the target’s max health, and it heals you when used on enemy champions. Perfect for fighter-bruisiers and solo laners who weave abilities into autos and need sustain versus tanks and duelists.
Liandry's Torment
Abilities deal bonus damage
+300 Max Health
+70 Ability Power
Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.
3000
Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
Thirst:
+10% Omni Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 7%
of the enemy's current Health
on-hit. (Melee attacks deal 10%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed
for 2 seconds. (60s Cooldown)
3000
Blade of the Ruined King TIPS: This item is a powerful tool for shredding enemy health and staying alive in extended fights. It grants attack power and attack speed, turning your basic hits into sustained damage that scales with the target’s current health — ideal against tanks and high-HP builds. Its active grants a strong slow and steals movement speed from the target, helping you chase or lock down priority targets. The lifesteal-like sustain it provides makes it a solid pick for champions who want to outlast opponents in prolonged exchanges.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Serylda’s Grudge
Armor Penetration (%) and apply slows
+40 Attack Damage
+15 Ability Haste
Last Whisper: Gain
+33% Armor Penetration.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (5 + 1-15 (
) + 15% bonus
) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)
3300
Serylda’s Grudge TIPS: This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.
Rylai's Crystal Scepter
Abilities apply slows
+350 Max Health
+65 Ability Power
Icy: Damaging abilities and empowered attacks slow enemies by 30% for 0.75 second.
2700
Rylai's Crystal Scepter TIPS: This item enhances your crowd control by causing your abilities and empowered attacks to slow enemies with every hit. The bonus health improves your durability, while the consistent slow makes it much easier to land follow-up abilities, chase fleeing targets, and support your teammates. It is an excellent choice for damage-over-time mages and champions who rely on keeping enemies within the range of their abilities.
Iceborn Gauntlet
Attacks create a slowing field
+250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD
+ 25% Bonus Armor
) in an area and creates an icy field for 2 seconds that slows by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures.
3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Stridebreaker
Slows enemies nearby after a short dash
+400 Max Health
+40 Attack Damage
+15% Attack Speed
Breaking Shockwave (Active): Activate to dash a short distance, dealing 100% AD
as Physical Damage to nearby enemies and slowing them by 40% for 3s (25s cooldown)
Stride (Passive): Gain 20 Movement Speed for 2 second(s) when you deal physical damage.
3100
Stridebreaker TIPS: This item combines mobility, damage, and crowd control, making it easier to stick to your targets. Its active lets you dash a short distance, damage nearby enemies, and heavily slow them, while the passive grants bonus movement speed whenever you deal physical damage. It is an excellent choice for fighters and bruisers who want to engage quickly, chase down opponents, and keep enemies within melee range.
The information below will help you get familiar with the game on the Jungle Line VOLIBEAR. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Long Sword
+12 Attack Damage
500
Dusk and Dawn
Applies on-hit effects
+350 Maximum Health
+25% Attack Speed
+70 Ability Power
+20 Ability Haste
Spellblade: After using an ability, your next attack deals (75% base
+ 10%
) bonus magic damage. After a brief delay, apply on-hits to the target 1 additional time. (1.5s Cooldown)
Deals reduced damage to structures.
3100
Dusk and Dawn TIPS: This item is perfect for champions who weave abilities into their basic attacks. After casting a spell, your next attack is empowered with bonus magic damage and then triggers all on-hit effects an additional time, dramatically increasing your overall damage output. It excels on hybrid AP fighters and melee mages who rely on chaining abilities and auto-attacks to maximize their DPS.
Mercury's Treads
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Navori Quickblades
Abilities grant damage amplification and cooldown reduction
+25% Critical Rate
+45% Attack Speed
+5% Move Speed
Deft Strikes: Attacks reduce the remaining cooldowns of your basic abilities by 15%.
2800
Navori Quickblades TIPS: This item is perfect for auto‑attackers who aim to amplify their ability damage and reduce cooldowns. Critical strikes accelerate your non‑ultimate abilities, while your skills hit harder based on your crit chance. — A top pick for marksmen and assassins who weave auto‑attacks with spells to swiftly eliminate targets and maintain combat momentum.
Mercury's Treads
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
1200
Plated Steelcaps TIPS: These boots provide reliable protection against physical damage, especially from enemy basic attacks. The bonus Armor, Health, and movement speed improve your durability, allowing you to survive longer against marksmen and AD fighters. They are an excellent choice against teams that rely heavily on auto attacks for their damage.
Armored Advance
Grants Armor and a shield
+150 Max Health
+35 Armor
+45 Move Speed
Block: Reduce damage from champion attacks by 10%.
Noxian Endurance: After taking physical damage from a champion grants a physical shield that absorbs damage equal to 10-140 plus 8% max Health
. (12s Cooldown)
2200
Armored Advance TIPS: These boots provide excellent protection against physical damage. They reduce damage taken from enemy champion attacks and grant a protective shield after taking physical damage from a champion, helping you survive extended trades and heavy bursts of physical damage. They are an excellent choice against marksmen, fighters, and other champions who rely primarily on physical attacks.
Chainlaced Crushers
Gain a magic shield upon taking magic damage
+150 Max Health
+35 Magic Resistance
+30% Tenacity
+45 Move Speed
Noxian Persistence: After taking magic damage from a champion, gain a magic shield that absorbs 10-120 plus 5% max
for 5s. (12s Cooldown)
2200
Chainlaced Crushers TIPS: These boots greatly improve your survivability against magic damage. After taking magic damage from an enemy champion, you gain a magic shield that helps absorb follow-up spells, while the bonus Magic Resistance and Tenacity make you far more resilient against AP threats and crowd control. They are an excellent choice against teams with heavy magic damage and strong CC.
Dusk and Dawn (Applies on-hit effects) as your first item, followed by
Mercury's Treads (Reduces Magic Damage) or
Plated Steelcaps (Reduces damage from champion attacks) depending on the situation. (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Navori Quickblades (Abilities grant damage amplification and cooldown reduction).
Armored Advance (Grants Armor and a shield). You may want to replace it with
Chainlaced Crushers (Gain a magic shield upon taking magic damage), it all depends on your playstyle and the situation on the battlefield.
Dusk and Dawn
Applies on-hit effects
+350 Maximum Health
+25% Attack Speed
+70 Ability Power
+20 Ability Haste
Spellblade: After using an ability, your next attack deals (75% base
+ 10%
) bonus magic damage. After a brief delay, apply on-hits to the target 1 additional time. (1.5s Cooldown)
Deals reduced damage to structures.
3100
Dusk and Dawn TIPS: This item is perfect for champions who weave abilities into their basic attacks. After casting a spell, your next attack is empowered with bonus magic damage and then triggers all on-hit effects an additional time, dramatically increasing your overall damage output. It excels on hybrid AP fighters and melee mages who rely on chaining abilities and auto-attacks to maximize their DPS.
Mercury's Treads
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Navori Quickblades
Abilities grant damage amplification and cooldown reduction
+25% Critical Rate
+45% Attack Speed
+5% Move Speed
Deft Strikes: Attacks reduce the remaining cooldowns of your basic abilities by 15%.
2800
Navori Quickblades TIPS: This item is perfect for auto‑attackers who aim to amplify their ability damage and reduce cooldowns. Critical strikes accelerate your non‑ultimate abilities, while your skills hit harder based on your crit chance. — A top pick for marksmen and assassins who weave auto‑attacks with spells to swiftly eliminate targets and maintain combat momentum.
Unending Despair
Increases tanks' sustain in teamfights
+200 Max Health
+45 Armor
+45 Magic Resistance
Anguish: Every 4 second(s) while in combat with a champion, deal 3% of your max Health as magic damage to nearby champions and heal for 250% of the damage dealt. Anguish is unaffected by Item Ability Haste.
3000
Unending Despair TIPS: This item turns you into a self-sustaining frontline: while fighting you periodically deal magic damage around you and heal for a portion of that damage. Great for tanks and frontliners — it helps you soak focus, remain in the heart of fights longer, and excel in extended team engagements. Less effective in very short burst trades or on champions that avoid standing in the center of combat.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+250 Max Mana
+20 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2650
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Frozen Heart — This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
Relentless:
+5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Dead Man's Plate — This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Randuin's Omen — This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Flash (Teleport a short distance) and
Smite as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Smite
Deal 600 true damage to monsters, epic monsters or enemy minions. Smiting a monster restore 127 Health (70 + 10%
). Smite upgrades to Chilling Smite after 3 uses.
Jungle Expertise:
Earn 20% bonus gold and 20% bonus XP from monsters kills, but temporarily earn 60% less gold and XP from minions kills.
Deal 15% more attack damage and 30% more ability damage against monsters.
Restore 40 Health over 5 seconds after dealing damage to monsters.
Restore 4 Mana every second while in the jungle or river.
From 11:00 onward, monster kills will no longer grant bonus gold.
At 2:00, the attack damage bonus against monsters will start to decay.
At 5:00, it will be removed.
Gains one charge every 45 seconds, up to a max of 2.
Cooldown: 10s
Сhilling Smite
Deal 1000 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%
).
Against champions: Deal 40 true damage to enemy Champions and steals 25% of their Movement Speed for 2 seconds.
Cooldown: 10s
Conqueror (Gain stacks of AD or AP when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus Omnivamp (Adaptive).) as your keystone, followed by
Brutal (Attacks deal bonus damage to enemy champions.),
Coup de Grace (Increases damage dealt to enemy champions with low Health.) and
Legend: Alacrity (Gains Attack Speed.) in the primary tree, as well as
Overgrowth (Gains bonus scalable max Health.) in the secondary tree. Below you can see possible options for replacing runes.
Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 3-5 bonus
or 4-8
for 6s.
Fully stacked bonus: Melee - 9%, Ranged - 5% bonus Omnivamp
.
Brutal
Attacks deal on-hit damage
Attacks deal (5 + 6% bonus
+ 3%
) bonus adaptive damage to enemy champions.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Legend: Alacrity
Increase bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 18% Attack Speed.
Overgrowth
Increase max Health
For every 3 enemy minions or 3 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.
Brutal
Attacks deal on-hit damage
Attacks deal (5 + 6% bonus
+ 3%
) bonus adaptive damage to enemy champions.
Triumph
Increase damage when low in Health
Champion takedowns restore 10% of lost health and 10% of maximum Mana
Energy
and grant 35 Movement Speed for 2 second(s).
Triumph — This rune is ideal for aggressive play and extended fights, allowing you to survive in clutch moments and keep fighting after securing a takedown. It is especially effective on champions who dive into fights and finish off enemies. It works best on fighters, assassins, and some marksmen where sustaining through fights and turning engagements is crucial.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Last Stand
Increase damage when low in Health
When health is lower than 60%
, attacks launched at enemy champions deal 5-11% bonus adaptive damage.
Grants maximum bonus damage when Health is lower than 30%
Last Stand — The rune increases the damage of attacks on enemy champions when your health drops below 60%, dealing bonus adaptive damage. This bonus is maximized when your health drops below 30%. It is perfect for champions who can withstand hits and actively participate in fights, such as fighters or tanks. It boosts their damage in critical moments when health is low, making them even more dangerous towards the end of battles.
Overgrowth
Increase max Health
For every 3 enemy minions or 3 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Bone Plating — The rune reduces damage from enemy attacks and abilities when you take damage from an enemy champion. It lowers damage from the next few attacks or abilities for a short period, making it useful for most champions, including tanks, fighters, and even some mages. The rune helps improve survivability by mitigating damage in critical moments of the fight, making it suitable for heroes who find themselves in the heart of battles.
Overgrowth
Increase max Health
For every 3 enemy minions or 3 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.
Perseverance
Increase survivability when crowd controlled
Gain 10% Tenacity. Gain 10-15 Armor and Magic Resistance (
) for 1.5 seconds when mmobilized. Refresh duration time when immobilized multiple times.
Perseverance — The rune increases your tenacity by 10%. When immobilized, it grants you bonus armor and magic resistance for a short period. The effect refreshes if you are immobilized multiple times, making the rune especially useful for champions who often find themselves under crowd control. It is ideal for tanks and fighters, enhancing their survivability in fights when they are subjected to multiple crowd control effects.
(Q) THUNDERING SMASH
13/12/11/10s
50
Volibear gains 10/15/20/25% Move Speed, increased to 20/30/40/50% towards enemy champion for the next 4 seconds. While active, Volibear's next Attack deals 15 (15/40/65/90 + 100% bonus
) physical damage and Stuns the target for 1 seconds.
If Volibear becomes Immobilized before he Stuns a target, Thundering Smash's duration is paused.
(W) FRENZIED MAUL
5s
35/40/45/50
Volibear mauls an enemy, dealing 67 (5/30/55/80 + 100%
+ 6.5% bonus
) physical damage. If Volibear maul's a champion or Large Monster he goes into a Frenzy for 8 seconds.
If this Ability is used when in a Frenzy, its damage is increased to 108 (8/48/88/128 + 160%
+ 10.4% bonus
) physical damage and Volibear restores 20/30/40/50 + 5/6/7/8% missing Health.
This Ability applies on-hit effects.
Deals 80% damage to monsters.
(E) SKY SPLITTER
13s
60
Volibear summons a thundercloud that fires a lightning bolt, dealing 80 (80/110/140/170 + 50%
) plus 11% max Health magic damage and Slowing by 40% for 2 seconds.
If Volibear is inside the blast zone, he gains a 91 (75%
) plus 14% max Health Shild for 2.5 seconds.
Damage against non-champiuons is capped at 150/250/350/450.
(R) STORMBRINGER
90/80/70s
100
Volibear transforms and leaps, gaining 175/350/525 Health and 50 Attack Range for next 12 seconds.
Upon landing, Volibear cracks the earth, Disabiling nearby towers for 3 seconds an dealing 300 (300/500/700 + 100%
+ 210% Bonus
) physical damage to them. Nearby enemies are Slowed by 50%, decaying over 1 second. Enemies directly underneath Volibear suffering 300 (300/500/700 + 100%
+ 210% bonus
) physical damage.
We have prepared lists of champions that can really annoy you during a match with the game on the Jungle VOLIBEAR. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Jungle VOLIBEAR in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
1200
Plated Steelcaps TIPS: These boots provide reliable protection against physical damage, especially from enemy basic attacks. The bonus Armor, Health, and movement speed improve your durability, allowing you to survive longer against marksmen and AD fighters. They are an excellent choice against teams that rely heavily on auto attacks for their damage.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
Relentless:
+5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+250 Max Mana
+20 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2650
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Executioner's Calling
Physical Damage reduces enemy healing
+15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Oblivion Orb
Magic damage reduces enemy healing
+35 Ability Power
Cursed Wounds: Dealing magic damage to enemy champions applies 40% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Bramble Vest
Reflects damage and reduces enemy healing
+30 Armor
Thorns: When struck by an attack, deal 4 magic damage + 6% bonus armor
to the attacker and inflict 40% Grievous Wounds for 3 seconds if they are a champion.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
1000
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+25 Attack Damage
+25% Critical Rate
+15% Attack Speed
Last Whisper:
+30% Armor Penetration. Attacks that Critically Strike gain an additional
6% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Chempunk Chainsword
Reduces enemy healing
+400 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Morellonomicon
Magic damage reduces enemy healing
+300 Max Health
+75 Ability Power
+15 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2650
Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Divine Sunderer
Anti-Health attacks
+425 Max Health
+25 Attack Damage
+25 Ability Haste
Spellblade: After using an ability, your next attack within 10 seconds deals (10% melee / 7% ranged) of target’s maximum health as bonus physical damage. If the target is a champion, heal for (6% melee / 2.5% ranged) of the target's maximum health. (1.5s Cooldown) Damage is reduced vs structure.
3400
Divine Sunderer TIPS: This item offers a strong blend of survivability and damage: after using an ability your next basic attack is empowered to deal bonus damage based on the target’s max health, and it heals you when used on enemy champions. Perfect for fighter-bruisiers and solo laners who weave abilities into autos and need sustain versus tanks and duelists.
Liandry's Torment
Abilities deal bonus damage
+300 Max Health
+70 Ability Power
Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.
3000
Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Blade of the Ruined King
Attacks deal bonus damage
+40 Attack Damage
+35% Attack Speed
Thirst:
+10% Omni Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 7%
of the enemy's current Health
on-hit. (Melee attacks deal 10%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed
for 2 seconds. (60s Cooldown)
3000
Blade of the Ruined King TIPS: This item is a powerful tool for shredding enemy health and staying alive in extended fights. It grants attack power and attack speed, turning your basic hits into sustained damage that scales with the target’s current health — ideal against tanks and high-HP builds. Its active grants a strong slow and steals movement speed from the target, helping you chase or lock down priority targets. The lifesteal-like sustain it provides makes it a solid pick for champions who want to outlast opponents in prolonged exchanges.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Serylda’s Grudge
Armor Penetration (%) and apply slows
+40 Attack Damage
+15 Ability Haste
Last Whisper: Gain
+33% Armor Penetration.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (5 + 1-15 (
) + 15% bonus
) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)
3300
Serylda’s Grudge TIPS: This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.
Rylai's Crystal Scepter
Abilities apply slows
+350 Max Health
+65 Ability Power
Icy: Damaging abilities and empowered attacks slow enemies by 30% for 0.75 second.
2700
Rylai's Crystal Scepter TIPS: This item enhances your crowd control by causing your abilities and empowered attacks to slow enemies with every hit. The bonus health improves your durability, while the consistent slow makes it much easier to land follow-up abilities, chase fleeing targets, and support your teammates. It is an excellent choice for damage-over-time mages and champions who rely on keeping enemies within the range of their abilities.
Iceborn Gauntlet
Attacks create a slowing field
+250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD
+ 25% Bonus Armor
) in an area and creates an icy field for 2 seconds that slows by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures.
3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Stridebreaker
Slows enemies nearby after a short dash
+400 Max Health
+40 Attack Damage
+15% Attack Speed
Breaking Shockwave (Active): Activate to dash a short distance, dealing 100% AD
as Physical Damage to nearby enemies and slowing them by 40% for 3s (25s cooldown)
Stride (Passive): Gain 20 Movement Speed for 2 second(s) when you deal physical damage.
3100
Stridebreaker TIPS: This item combines mobility, damage, and crowd control, making it easier to stick to your targets. Its active lets you dash a short distance, damage nearby enemies, and heavily slow them, while the passive grants bonus movement speed whenever you deal physical damage. It is an excellent choice for fighters and bruisers who want to engage quickly, chase down opponents, and keep enemies within melee range.
Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.
Gromp
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
REWARDS
Earn XP and gold upon defeating them.
Blue Sentinel
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
The Blue Sentinel, sometimes called the blue buff, is a common starting monster for junglers thanks to its powerful Crest of Insight buff.
REWARDS
Upon dealing the killing blow to the Blue Sentinel, the player will receive the Crest of Insight Buff effect that lasts 90 seconds. Recover an amount of Mana or Energy every second.
Get 15 Ability Haste.
When a player who possesses the Crest of Insight buff is defeated by an enemy champion, the buff is transferred to the champion who defeated that player.
Greater Murk Wolf
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Wolves tend to be easier and safer to bees at than other monsters. They are commonly s ight by junglers when passing by or while the higher priority monsters are respawning.
REWARDS
Earn XP and gold upon defeating them.
Crimson Raptor
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Crimson raptors deal surprising damage t but the small ones can be quickly dispatched. Junglers commonly seek them out while pre| to gank the middle lane or while waiting for hi; priority monsters to spawn.
REWARDS
Earn XP and gold upon defeating them.
Red Brambleback
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
After completing the final strike to the Red Brambleback, you can obtain the Crest of Cinders buff effect; when the player with this buff is defeated, the buff effect will be transferred to the enemy champion who defeated them.
REWARDS
Upon dealing the killing blow to the Red Brambleback, the player will receive the Crest of Cinders Buff that lasts 90 seconds.
For Melee Champions, basic attacks burn targets on hit, reducing their movement speed by 20% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
For Ranged Champions, basic attacks burn targets on hit, reducing their Movement Speed by 6% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.
When a player who possesses the Crest of Cinders buff is defeated by an enemy champion, the bufs is transferred to the champion who defeated player.
Ancient Krug
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Ancient Krugs split into two upon defeat until they are so small they can split no more. Junglers oftem fight these monsters for extra gold and XP while waiting for gank opportunities or higher priority monster spawns.
REWARDS
Earn XP and gold upon defeating them.
Rift Scuttler
Large Monster
ABOUT
Spawn time: 85 second(s) into game.
Respawn interval: 120 second(s).
REWARDS
The Rift Scuttler grants XP and gold on takedown. A Speed Shrine also spawns at a fixed location on the same side of the river which provides the following buffs to your team:
Grants vision of the area.
Vision radius: 4.5m. Enemy champions who pass through this area will be maked and revealed.
Allied champions who pass through the area receive a 40% out-of-co Movement Speed boost for 2 second(s).
To make this Pro Volibear Jungle Path work you'll be starting on the Blue Sentinel and using (E) SKY SPLITTER at level one to kill it. As soon as it dies, unlock (W) FRENZIED MAUL and proceed to clear the Gromp and Murk Wolves. Clearing these grants you level three— unlocking (Q) THUNDERING SMASH. Having this skill unlocked makes you very hard to invade as you can duel most champions in the game at this point and it helps if there's a free kill available for you to pick up on a nearby lane. Next up are the Raptor, Red Brambleback and Krug camps which you can clear relatively quickly due to the AoE from The (PASSIVE) THE RELENTLESS STORM and (E) SKY SPLITTER. At level four upgrade (Q) THUNDERING SMASH and path to secure river priority and kill the Rift Scuttler after which you can gank a lane connected to the river side that you're at.
It's also possible to start Murk Wolves instead, and do Blue Sentinel at level two, with Gromp being the third camp.
The information below will help you get familiar with the game on the Jungle Lethality Line VOLIBEAR. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared lists of champions that can really annoy you during a match with the game on the Jungle Lethality VOLIBEAR. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared a list of items and spells that will help counter Jungle Lethality VOLIBEAR in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
The information below will help you get familiar with the game on the Jungle (AP) Line VOLIBEAR. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared lists of champions that can really annoy you during a match with the game on the Jungle (AP) VOLIBEAR. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
We have prepared a list of items and spells that will help counter Jungle (AP) VOLIBEAR in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
THE RELENTLESS STORM
THUNDERING SMASH
FRENZIED MAUL
SKY SPLITTER
STORMBRINGER

Volibear's gains 5% (5% + 4%
) Attack Speed for 6 seconds whenever he deals damage with an Ability or Attack, staking up to 5 times.
At 5 stacks, Volibear's claws ignite with lightning, causing his Attacks to deal an additional 11~80 (11
+ 40%
) magic damage to the target and 4 closest enemies.

13/12/11/10s
50
Volibear gains 10/15/20/25% Move Speed, increased to 20/30/40/50% towards enemy champion for the next 4 seconds. While active, Volibear's next Attack deals 15 (15/40/65/90 + 100% bonus
) physical damage and Stuns the target for 1 seconds.
If Volibear becomes Immobilized before he Stuns a target, Thundering Smash's duration is paused.

5s
35/40/45/50
Volibear mauls an enemy, dealing 67 (5/30/55/80 + 100%
+ 6.5% bonus
) physical damage. If Volibear maul's a champion or Large Monster he goes into a Frenzy for 8 seconds.
If this Ability is used when in a Frenzy, its damage is increased to 108 (8/48/88/128 + 160%
+ 10.4% bonus
) physical damage and Volibear restores 20/30/40/50 + 5/6/7/8% missing Health.
This Ability applies on-hit effects.
Deals 80% damage to monsters.

13s
60
Volibear summons a thundercloud that fires a lightning bolt, dealing 80 (80/110/140/170 + 50%
) plus 11% max Health magic damage and Slowing by 40% for 2 seconds.
If Volibear is inside the blast zone, he gains a 91 (75%
) plus 14% max Health Shild for 2.5 seconds.
Damage against non-champiuons is capped at 150/250/350/450.

90/80/70s
100
Volibear transforms and leaps, gaining 175/350/525 Health and 50 Attack Range for next 12 seconds.
Upon landing, Volibear cracks the earth, Disabiling nearby towers for 3 seconds an dealing 300 (300/500/700 + 100%
+ 210% Bonus
) physical damage to them. Nearby enemies are Slowed by 50%, decaying over 1 second. Enemies directly underneath Volibear suffering 300 (300/500/700 + 100%
+ 210% bonus
) physical damage.
Use this combo to unexpectedly All-in the enemy.
From a distance, use (E) SKY SPLITTER, activate (Q) THUNDERING SMASH then immediately FLASH into range to eAA the enemy and stun them. From there, quickly burst the target with (W) FRENZIED MAUL and (R) STORMBRINGER. Finish with more AA's.
To those who still revere him, the Volibear is the storm made manifest. Destructive, wild, and stubbornly resolute, he existed before mortals walked the Freljord's tundra, and is fiercely protective of the lands that he and his demi-god kin created. Cultivating a deep hatred of civilization and the weakness it brought with it, he now fights to return to the old ways—when the land was untamed, and blood spilled freely—and eagerly battles all who oppose him, with tooth, claw, and thundering domination.