By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Volibear
the Relentless Storm
FighterTank
League of LegendsPatch 26.16TopRanked Solo/DuoEmerald+NA6,148 gamesSample data
Role snapshot (Top)
- 49.1%
- Win Rate
- 1.2%
- Pick Rate
- 4.1%
- Ban Rate
6,148
Games
Low
Confidence
Matchup map (Top) — level 1–18
Conditional build matrix
| vs AP Burst | vs AD Assassins | vs Tanks | vs Sustain | |
|---|---|---|---|---|
| Mythic / Core | ||||
| Core 2 | ||||
| Core 3 | ||||
| Boots | ||||
| Situational |
Popular build
2,828 games49.5%Win Rate
Reliable build
2,029 games48.2%Win Rate
High observed win rate
738 games51.6%Win Rate
Runes
Primary: Resolve
Aftershock
Shield Bash
Bone Plating
Revitalize
Secondary: Sorcery
Nimbus Cloak
Celerity
Shards
+9 Adaptive Force
+9 Adaptive Force
+10-180 Health (based on level)
Skill order
| Q | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| W | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| E | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| R | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
Ability details

The Relentless Storm
Volibear's Attacks and abilities grant Attack Speed, and eventually cause his Attacks to deal bonus magic damage to nearby enemies.
Passive — never cast

Thundering Smash
Volibear gains speed towards enemies, Stunning and damaging the first one he Attacks.
Cost 50 ManaCooldown 12/11.5/11/10.5/10sRange 300

Frenzied Maul
Volibear damages an enemy, applying on-hit effects and marking them. Casting this ability again on the same target deals bonus damage and Heals Volibear.
Cost 20/25/30/35/40 ManaCooldown 5sRange 325

Sky Splitter
Volibear summons a lightning bolt at a location, dealing damage and Slowing enemies while granting Volibear a Shield if he's inside the blast radius.
Cost 50 ManaCooldown 16sRange 1200

Stormbringer
Volibear leaps to a target location, Slowing and damaging enemies beneath him while gaining bonus Health. Enemy towers near his landing location become temporarily disabled.
Cost 100 ManaCooldown 160/135/110sRange 550
Scaling — level 1–18
VolibearTop average
1918
1918
1918
Counter plan — how to beat Volibear
Avoid extended fights — its sustain grows with every trade it survives
Build percentage damage — flat penetration falls off against the stats it stacks
Punish the cooldown — Volibear is exposed while its rotation is down
Ward the flank — vision is what turns its best opening into a worse one
Respect the spike — Riot rates the kit 3/10, so a practised player gets more out of it than the average
ARAM performance
- 52.1%
- Win Rate ▲ 1.1%
- 7.4%
- Pick Rate ▲ 2.4%
- 8.3%
- Ban Rate ▼ 0.9%
- Damage dealt
- 90.8%
- Damage taken
- 92.7%
- Healing
- 94.4%
- Shielding
- 91.9%
- Ability Haste
- +4
Best ARAM build
Patch timeline
We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.
- 26.16Live now-0.8
- 26.14Sample win rate across this patch-0.2
- 26.11Sample win rate across this patch-0.7
- 26.08Sample win rate across this patch+0.3
- 26.05Sample win rate across this patch+0.5
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Methodology
- Data window
- 512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
- Rank aggregation
- Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
- Role assignment
- A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
- Counters
- A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
- Minimum sample
- The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
- Why a build is not a cause
- The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
- Where the numbers come from
- Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.
