Guide Volibear League of Legends S6

Chosen of the Storm

(Innate): When Volibear's health drops below 30% of his maximum health, he will heal for 30% of his maximum health over the next 6 seconds. This passive effect has a 120 second cooldown.

Tips :

Volibear regenerates over time.

It will be difficult without ignite!

   The passive that makes Volibear so difficult to kill.
A very good passive that can be compared to the ultimate of Mundo for the regeneration, making HP items more powerful.

Careful, an ignite will reduce the regeneration of the passive by half and can be very difficult for Volibear. If your opponent is in cooldown for his ignite then it would be a good time to fight.

If you have a bit of experience it will be possible to bait the opponent and push him to make a mistake.

The passive can be used in the lane phase to heal and avoid having to back, but this is not without its risks if your opponent has an ignite.

The cooldown of the spell is 120 seconds and starts as soon as the spell is activated.

If Volibear has less than 30% of his HP and the spell's cooldown finishes, it will not be activated before Volibear has been touched.

The cooldown of the passive is not affected by the cooldown reduction


Rolling Thunder (Q)

(Active): For the next 4 seconds, Volibear will gain 15% movement speed. This bonus increases to 45% movement speed when headed toward a nearby visible enemy champion. Additionally, Volibear's next autoattack during this time will deal bonus physical damage and will fling the target behind him.

  • Cost: 40 mana
  • Fling distance: 300
  • Bonus speed range: 1800 (estimate)
Tips :

Volibear throws his target back over him.

Volibear throws his opponent over his shoulder

   Very good for putting your opponent in a bad position
The spell resets the attack timer, so it would be good to do it after an auto-attack to gain some DPS! Volibear's Q will give a stack of W, so the attack followed by Q will give 2 stacks.

Use this spell during your jungler's gank to throw your opponent where you need to.

Catching your opponent when you attack can be interesting because he will take aggro from the sbires, you can remove your aggro with your E!

The 4 second movespeed bonus is very interesting to escape but also to catch your opponent. The movement bonus will not be cancelled once your opponent has been touched. 

The bonus damage is activated on the towers.

Volibear can use the spell on a visible ward.

    Cooldown: 12 / 11 / 10 / 9 / 8 seconds

    Bonus Physical Damage: 30 / 60 / 90 / 120 / 150

Frenzy (W)

(Passive): Volibear temporarily gains bonus attack speed after an autoattack. This bonus stacks up to 3 times and lasts for 4 seconds.

  (Active): While Volibear has 3 stacks of Frenzy, he can activate this ability to bite a target enemy. The stacks won't be consumed. The bite will deal physical damage that scales with his own bonus health. This damage will in turn be increased by 1% for every 1% of the target's missing health.

  • Cost: 35 mana
  • Range: 400
  • Cooldown: 18 seconds
Tips :

Volibear has an icon on his head!

Without ignite this will be difficult!

This is Volibear's main spell for damage. The passive not only increases the attack speed of Volibear, but the active lets him destroy his opponent when he quite low on HP, combined with the ignite.

The spell's damage depends on your bonus HP, but also 1% of the additional damage for each % of HP missing, so when the opponent has 30% of his HP, the spell deals 70% additional damage. If the target should deal 500 physical damage, it will take 850 physical damage, reduced by resistance.

Players very often under estimate the damage of Volibear, and this will let you make easy kills on careless opponents.

Volibear's Q gives a stack of Frenzy.

Since the cooldown of the spell is quite high, you must estimate the damage of the spell when combined with ignite so that you don't use it too early and let the opponent escape with his flash.

Volibear keeps his stacks of Frenzy even if he changes target.

    Passive Attack Speed: 8 / 11 / 14 / 17 / 20 % per stack

    Max Attack Speed: 24 / 33 / 42 / 51 / 60 %


    Base Physical Damage: 80 / 125 / 170 / 215 / 260 (+15% of bonus health)

    Max Physical Damage: 160 / 250 / 340 / 430 / 520 (+30% of bonus health)


Majestic Roar (E)

(Active): Volibear lets out a powerful roar that deals magic damage and slows nearby enemies for 3 seconds. Minions, monsters and pets are feared for the duration as well.

  • Cooldown: 11 seconds
  • Range: 425
Tips :

The bear scares the units around him and slows enemy champions.

A control spell!

   To kill your opponent.
This spell lets you slow the enemy champion when he tries to escape.

It is best to use it after the Q to max the usefulness of the slow, preferably once the target has hit the ground.

The sbires around you are affected by fear so will not affect you with aggro for 3 seconds, which lets you win trades in the middle of the minions. 

The zone damage of the spell also lets you push the lane when you need. Careful however because the sbires are affected by fear so they will not hit and therefore not deny your opponents.

    Cost: 60 / 65 / 70 / 75 / 80 mana

    Magic Damage: 60 / 105 / 150 / 195 / 240 (+0.6 per ability power)

    Slow: 30 / 35 / 40 / 45 / 50 %

Thunder Claws (R)

(Active): For the next 12 seconds, Volibear's autoattacks will blast his target with lightning that will also bounce to up to 3 nearby enemies. Each bolt of lightning will deal magic damage and will only hit each target once.

  • Cost: 100 mana
  • Bounce Range: 300
Tips :

The armoured bear channels a storm!

The bear who strikes with lightning!

   Some magic damage bonus to attack.
A very useful ultimate to add enormous zone magic damage to your teamfight. Also the attack speed from W lets you deal even more damage thanks to this spell.

The ultimate is also useful to quickly push your lane.

In the lane phase, Volibear can finish an escaping opponent with little HP thanks to the incredible range of his ultimate.

You can't always reach the enemy carry with this spell, but his team will suffer the damage all the same.

    Cooldown: 100 / 90 / 80 seconds

    Magic Damage Per Bolt: 75 / 115 / 155 (+0.3 per ability power)


Very tanky thanks to his passive

Deals a lot of magic and physical damage once at level 6, which can prevent you from stacking armour

The bump from the Q and the slow from the E help a lot in ganks

Some very good zone damage with the ultimate

The W is an excellent finisher combined with an Ignite

Very powerful in the early

Can easily overcome and opponent in 2v1

Very much underestimated


Few escapes against ganks

No gap closer to throw himself quickly on a carry

Quite difficult to gank because of his average mobility, despite his Q

Quite big cooldowns.

The regeneration of the passive is at risk from ignite