Baron Lane · Wild Rift Guide
Volibear Baron Lane
Volibear Baron Lane Guide
Volibear Baron Lane Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Boots
Items
Summoner Spells

Spell 1
Flash

Spell 2
Ignite
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.
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

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

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

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

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).

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.

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).

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

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.

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

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.

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.

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).

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.

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.

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).

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.

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.

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

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

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

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

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

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

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).

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.

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

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
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
- 12nd Ability
W - 21st Ability
Q - 33rd Ability
E
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.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Tryndamere
Tryndamere cannot burst a tank, and your stun plus bite win the long trade against his spin, though his ultimate can deny the kill at the end.

Wukong
His burst is built for squishy targets and you are not one. Your stun breaks his combo, your bite heals through the dive, and your level three all-in arrives before his items make him scary.

Malphite
Malphite has poke but no sustain, so your bite out-heals what he takes, and part of your damage is magic his armor does not answer. His ground-targeted charge is the one real threat.

Jax
Counter Strike (3rd) evades the empowered basic attack from Thundering Smash (1st) as well as Volibear's normal attacks, so do not waste the stun into it. Sky Splitter (3rd) and Frenzied Maul (2nd) still give Volibear tools to trade, but Jax out-scales the duel once his items arrive.
Volibear Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Vayne
She tumbles out of your charge line, shreds your health while walking backward, and her wall stun ends dives that would kill anyone else.

Gnar
Mini Gnar kites your charge and pokes from a range you cannot answer, and Mega Gnar has the crowd control to stop your dive, so the stun your lane depends on rarely lands.

Shen
Spirit's Refuge (2nd) blocks the empowered Thundering Smash (1st) attack and Volibear's normal attacks. Shen's taunt pauses Thundering Smash (1st) while Volibear is immobilized rather than consuming it, but the lost time can still deny the engage and protect Shen's team.

Garen
Garen's regen refunds the damage your bite grinds out, his silence cuts your combo the moment you charge in, and his spin hurts enough that he wins the long attrition fight.
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.

