Volibear Wild Rift champion guide - Baron Lane

Baron Lane · Wild Rift Guide

Volibear Baron Lane

Volibear Baron Lane Guide

Updated for Patch 7.3E
S Tier

Volibear Baron Lane Wild Rift overview and best build snapshot

How to play

  • Fight inside your lightning zone Place your 3rd ability where both you and the enemy will be when the lightning lands. It shields you and slows them.

  • Bite the same enemy again Use your 2nd ability twice on the same enemy before its mark expires. The second hit deals more damage and heals you.

  • Use your ultimate with an escape plan A tower dive is safer when your team can follow and you can leave before the tower starts firing again.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Scary early all-in: charge stun, Sky Splitter's (3rd) damage and shield, then two Frenzied Maul (2nd) casts within the Frenzy window can win extended melee trades.
  • His ultimate disables towers, letting him dive in ways no other champion safely can.
  • Strong sustain in long brawls, with healing and ramping attack speed built into his kit.

Weaknesses

  • Easily kited: ranged poke and slows shut down the charge his engage depends on.
  • Telegraphed: enemies who track his cooldowns can just step around the all-in.
  • Immobilization pauses Thundering Smash (1st) until the control ends, but the delay can still strand him before he reaches a target.
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Volibear Baron Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Volibear Baron Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Ruby Crystal

Early health for a champion whose lane is committing to level three all-ins.

BOOTS

Armored Advance

Armor and health, which let him survive the trade his charge starts.

CORE BUILD

Heartsteel

Stacks permanent health from trades, turning lane durability into a mid-game body nobody can move.

Dusk and Dawn

Use this as the main Spellblade item for longer trades and higher sustained DPS. Thundering Smash (1st) or Frenzied Maul (2nd) primes its empowered attack, the extra on-hit repeats The Relentless Storm's (Passive) chain-lightning damage, and the attack speed helps Volibear stack his passive and reach a second Frenzied Maul (2nd).

Riftmaker

Ramping bonus damage and Omnivamp strengthen repeated attacks, Sky Splitter (3rd), and the second Frenzied Maul (2nd), matching the main build's focus on extended fights.

Unending Despair

Volibear's ultimate commits him among several enemies, where Unending Despair damages them and heals him while he waits to mark the same target with a second Frenzied Maul (2nd).

Amaranth's Twinguard

Build this when you are fighting in the middle of the enemy team and need both armor and magic resist. Volibear's ultimate starts an extended tower dive or brawl, and repeated Frenzied Maul (2nd) heals help him reach Twinguard's activation.

SITUATIONAL ITEMS

Trinity Force

Build this instead of Dusk and Dawn against squishier champions. Its stronger short burst and movement speed help Volibear reach and finish targets that will not survive long enough for sustained DPS to matter.

Titanic Hydra

Turns his health into cleave, for the games decided by side-lane waves rather than surviving a teamfight.

Thornmail

Build this when Volibear needs armor and anti-heal. Entwine applies Grievous Wounds from his own damage as well as enemy attacks, and his passive lightning can carry it across several champions in an extended fight.

Force of Nature

Build this when the enemy team has two or more AP champions. The move speed also matters since his charge is his only gap closer.

Frozen Heart

Build this when the enemy team has several attack-speed carries. Volibear's charge and ultimate keep him beside the target, so Frozen Heart slows their attacks while he waits for a second Frenzied Maul (2nd).

Chainlaced Crushers

Boot swap against heavy magic damage and crowd control. Enemy immobilization pauses Thundering Smash (1st) rather than consuming it, and tenacity gets Volibear moving toward the target again sooner.

Gargoyle Stoneplate

The shield scales with Volibear's health and nearby enemies, covering the deepest part of the tower dive after his ultimate lands and before his second Frenzied Maul (2nd) heals him.

Mercurial Scimitar

Build this when a removable disable holds Volibear during Thundering Smash (1st). The ability's duration pauses while he is immobilized, and cleansing lets him resume the approach sooner and stay close for the second Frenzied Maul (2nd).

Kaenic Rookern

Replace Unending Despair when magic burst or poke prevents Volibear from reaching his second bite. High Magic Resistance and a magic shield protect against AP poke or opening burst. The shield needs time without taking magic damage to return.

Randuin's Omen

Replace Unending Despair when crit carries punish Volibear between bites; keep anti-heal elsewhere if dropping Thornmail. Reduces physical critical-strike damage, so prioritize it against fed crit carries rather than purely on-hit damage.

Sundered Sky

Replace Heartsteel when Volibear can attack several melee opponents and needs a more immediate skirmish heal. This is an offensive sustain option that gives up some of the main build's durability. The first attack against each champion delivers an empowered hit and a heal, with a separate cooldown per target.

RUNES

KEYSTONE

Grasp of the Undying

Permanent health growth, and his lane is repeated short walk-up trades behind a charge.

PRIMARY

Unshakeable

His ultimate puts him in the middle of a group, which is when this gives the most.

Second Wind

He has to close before he does anything, and this covers the health he spends on the walk in.

Overgrowth

He fights through damage rather than around it, and the pool is what that plan needs.

SECONDARY

Last Stand

He often drops low while staying in melee long enough to cast Frenzied Maul (2nd) a second time, which is when its empowered bite finally heals him.

SITUATIONAL RUNES

Perseverance

Take this over Overgrowth when crowd control is a bigger threat than long-term health. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable helps Volibear land his charge and stay close enough for the second Frenzied Maul (2nd).

Battle Zeal

Take this into matchups built around repeated ability trades. Frenzied Maul (2nd) and Sky Splitter (3rd) keep the amplification active through Volibear's next bite.

Legend: Haste

Take this over Last Stand against durable melee opponents who remain within reach. Shorter Frenzied Maul (2nd) and Sky Splitter (3rd) cooldowns help Volibear repeat his marked-target heal and refresh his shield during a long duel.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Flash into his dive is how he lands the stun on someone who has been holding range from him.

Ignite

Ignite

Take this for early kill pressure in the solo lane, since one kill is usually enough to start snowballing it. The Grievous Wounds also makes it strong into champions with a lot of healing.

SITUATIONAL SPELLS

Teleport

Teleport

Take this over Ignite when the lane is hard early. He is a strong objective threat later, so keeping farm and levels matters more.

SKILL ORDER

Skill Priority Order

  1. 1
    W Ability
    2nd Ability
  2. 2
    Q Ability
    1st Ability
  3. 3
    E Ability
    3rd Ability
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Volibear Baron Lane Wild Rift matchups and counters

Wild Rift matchup guide for Volibear Baron Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Volibear Baron Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Volibear Baron Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Level three is your first real kill window. Place Sky Splitter (3rd) where the fight will happen, start Thundering Smash (1st) so the stun lands near the delayed lightning strike, then cast Frenzied Maul (2nd) once to begin Frenzy. Stay close enough to cast it again within eight seconds: only that empowered second bite deals increased damage and heals. Enemy immobilization pauses Q (1st) rather than cancelling it, but ranged opponents can use that delay to reopen distance. At level five, Stormbringer (Ult) can disable nearby enemy turrets for a dive.

Mid / Late Game

Levels 9+
Bruiser items plus Stormbringer (Ult) create a strong dive window, but check the next wave and enemy reinforcements before disabling a turret. Crash first, mark the target with Frenzied Maul (2nd), and leap only when the ultimate's landing and bonus health leave a path out. Around the six-minute objectives, Herald is usually the stronger even conversion and Volibear can frontline its narrow entrance. Choose dragon when your composition wants repeated grouped fights toward soul. In either pit, prepare Sky Splitter (3rd) where the enemy must step and start Thundering Smash (1st) before they enter its delayed strike. Clear the Baron side wave early enough to group before Baron or Elder, then choose between frontlining for your carry and diving a reachable backline target. Start Thundering Smash (1st) before the engage, but do not cross the whole formation if its movement window will end before contact. Stormbringer (Ult) can follow a committed target or cross terrain, while its bonus health helps absorb the first response. Keep Frenzied Maul's (2nd) mark on a target that will remain nearby for the empowered second bite, and reposition if kiting prevents that recast.

Teamfights

5v5 Combat
Pick a reachable target before the fight starts and check whether your carry needs Volibear closer. Thundering Smash (1st) stuns through its empowered attack if the target does not evade or block it, while Stormbringer (Ult) can land behind the frontline or cut off a retreat. Cast Frenzied Maul (2nd) once to begin Frenzy, place Sky Splitter (3rd) where the brawl will remain, and stay close enough for the empowered second bite only while allied damage can follow. If the backline is unreachable, use the stun and repeated bite to control the frontline instead of landing alone in the middle.
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