Volibear: The Relentless Storm

Volibear is a champion in League of Legends played in the Top lane, classified as a Juggernaut (Fighter / Tank). He uses Mana (350 – 1726.55) and deals Physical / Magic damage. Volibear was released on November 29, 2011, and was last updated in patch V26.03. Store price: 675 Blue Essence / 585 RP.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 18)
HP6502695.16
Mana (MP)3501726.55
Attack Damage (AD)65133.83
Armor (AR)35137.26
Magic Resist (MR)3272.31
Movement Speed (MS)340340 (fixed)
Attack Range150 (Melee)200 during Stormbringer R
Base AS0.625
AS Ratio0.7
Bonus AS0 – 39.33%

💡 650 HP Base + Juggernaut Class — Sustained Fight Design: Volibear’s 650 base HP grows to 2695 at level 18 — one of the higher HP values among top lane fighters. Combined with W’s missing HP heal (up to 20% missing HP at max rank), Volibear’s HP pool simultaneously increases his sustain capacity — larger missing HP means larger W heals. The Juggernaut classification means: high damage when allowed to trade, extreme durability in extended fights, low mobility (offset by Q ghost/MS and R leap). The passive AS scaling via Lightning Claws at 5 stacks complements the slow attack speed (0.625 base) by building meaningful sustained DPS once the stacks establish, rewarding Volibear for staying in extended fights rather than hit-and-run patterns.

⚡ Passive: The Relentless Storm

ParameterValue
Stack ApplicationBasic attack or ability deals damage to at least one enemy
Stack Duration6 seconds (refreshes on subsequent damage)
Max Stacks5
Bonus AS Per Stack5% (+ 3% per 100 AP)
Max Bonus AS from Passive25% (+ 15% per 100 AP) at 5 stacks
5-Stack UnlockLightning Claws
Lightning Claws Bonus Magic Damage (on-hit)11 – 68 (based on level) + 45% AP
Lightning Claws Chain TargetsChains to nearest visible enemy within 450 units, up to 4 subsequent targets
Effect Radius450

INNATE: Whenever Volibear damages at least one enemy with a basic attack or ability, he generates a stack of The Relentless Storm for 6 seconds, refreshing on subsequent damage and stacking up to 5 times. At 5 stacks, Volibear gains Lightning Claws

LIGHTNING CLAWS: Volibear’s claws ignite with lightning, empowering his basic attacks on-hit to deal 11–68 (based on level) + 45% AP bonus magic damage to the target and the nearest visible enemy within 450 units, chaining up to 4 subsequent targets

💡 Lightning Claws 4-Target Chain — AoE Teamfight Value: At 5 passive stacks, each Volibear auto doesn’t just hit one target — the 450-unit chain radius means every auto in a grouped teamfight hits up to 5 total enemies simultaneously (primary target + 4 chain targets). At level 18 without AP items, Lightning Claws deals 68 bonus magic damage per chain link. In a grouped fight with 5 enemies within 450 units of each other: one Volibear auto delivers 68 × 5 = 340 bonus magic damage on top of the physical auto. With ability haste allowing faster ability cycling to maintain 5 stacks, Lightning Claws represents Volibear’s primary teamfight AoE damage source — not his individual abilities. Maintaining 5 stacks requires hitting something every 6 seconds, trivial in active fights but requiring awareness during objective waiting periods.

⚡ Q: Thundering Smash

ParameterValue
Cost50 Mana
Cooldown14 / 13 / 12 / 11 / 10 seconds
Cast TimeNone
Effect Radius2000
Windup Time0.4 seconds (−0.1 per 100% bonus AS)
Bonus MS12 / 15.5 / 19 / 22.5 / 26%, doubled while facing a nearby visible champion
Duration4 seconds
Ghosted StatusActive during full 4-second duration
Bonus Physical Damage10 / 20 / 30 / 40 / 50 (+ 140% bonus AD)
Stun Duration1 second
Bonus Range+25 bonus range on pounce auto
LifestealApplied to pounce damage
Attack TimerResets on pounce activation
Interrupt ConditionImmobilize or polymorph ends Q early — COOLDOWN RESETS

ACTIVE: Volibear drops on all fours, becoming ghosted and gaining bonus movement speed for 4 seconds, doubled while facing a nearby visible enemy champion. During this time, Volibear’s next basic attack has an uncancellable windup, gains 25 bonus range, and pounces on the target dealing bonus physical damage and stunning them for 1 second. Resets Volibear’s basic attack timer. If Volibear becomes immobilized or polymorphed during Thundering Smash, the effect ends prematurely and the cooldown is reset

💡 Q Cooldown Reset on CC — The Crucial Interaction: The Q cooldown resets when Volibear is immobilized or polymorphed during the 4-second charge — not put on full cooldown, but reset to zero wait time. If Volibear activates Q and is immediately rooted by Lux E or Morgana Q, the Q effect ends and Q becomes available again instantly. This makes reactive CC into a net-neutral scenario for Volibear’s Q availability: the enemy used their CC to stop Q, but Volibear can re-activate Q as soon as CC ends, often re-engaging with the doubled MS bonus before the enemy can react. Smart opponents save CC specifically for post-pounce disruption rather than pre-pounce — pre-pounce CC simply resets Q.

🐾 W: Frenzied Maul

ParameterValue
Cost30 / 35 / 40 / 45 / 50 Mana
Cooldown5 seconds
Cast Time0.25 seconds
Target Range325 / 350
Physical Damage5 / 30 / 55 / 80 / 105 (+ 110% AD) (+ 6% bonus health)
On-Hit & On-Attack EffectsApplied
Wounded Mark Duration8 seconds
Wounded Bonus — Increased Damage50% (+ 15% per 100 bonus AD) increased damage
Wounded Bonus — Heal20 / 35 / 50 / 65 / 80 (+ 8 / 11 / 14 / 17 / 20% of missing health)
Heal vs MinionsHalved
LifestealApplied to all Frenzied Maul damage

ACTIVE: Volibear slashes the target enemy dealing physical damage, applies on-hit and on-attack effects, and marks the target Wounded for 8 seconds

WOUNDED BONUS: If the target is already Wounded, Volibear takes a bite out of them instead, dealing 50% (+ 15% per 100 bonus AD) increased damage and healing himself. The heal is halved against minions.

💡 W Missing HP Heal Scaling — The Brawl Sustain Loop: Frenzied Maul’s second cast heals 20–80 + 8–20% of Volibear’s missing HP. At max rank W (80 base + 20% missing HP): at 50% HP on a 2695 HP Volibear (1347 HP missing) = 80 + 20% of 1347 = 349 HP healed per W cycle. At 25% HP remaining (2021 HP missing) = 80 + 20% of 2021 = 484 HP healed per W cycle. Volibear’s W heal is anti-burst by design: the lower his HP drops, the more each W cycle recovers. Combined with W’s 5-second cooldown, Volibear can heal up to 1000+ HP over two W cycles at low HP in a sustained brawl — making him one of the hardest champions to kill through attrition without burst-removing him faster than W cycles can recover. The 6% bonus HP damage also feeds the first W’s damage with HP items.

🌩️ E: Sky Splitter

ParameterValue
Cost60 Mana
Cooldown16 seconds
Cast TimeNone
Target Range1200
Effect Radius325 / 425
Delay2-second delay before bolt strikes
Sight1 second after first second of delay (grants vision before strike)
Self-Shield ConditionVolibear within the strike zone
Self Shield14% of maximum health + 75% AP for 3 seconds
Magic Damage80 / 110 / 140 / 170 / 200 (+ 70% AP) (+ 11 / 12 / 13 / 14 / 15% of target’s maximum health)
Non-Champion Cap150 / 265 / 380 / 495 / 610 (+ 70% AP)
Slow40% for 2 seconds

ACTIVE: Volibear summons a lightning bolt to strike at the target location after a 2-second delay, granting sight of the area for 1 second after the first second of the delay. If Volibear is within the strike zone, he gains a shield equal to 14% of his maximum health + 75% AP for 3 seconds. The bolt deals magic damage to enemies hit and slows them by 40% for 2 seconds

💡 E Self-Shield — Proactive Placement for Maximum Tanking: The E shield (14% max HP at 2695 HP = 377 HP) only activates if Volibear is within the strike zone when the bolt lands — he must be inside the 325/425-radius area at the 2-second mark, not when E is cast. This requires forward positioning 2 seconds after E cast rather than standing at the cast location. The optimal E pattern: cast E toward the enemy group (1200 range) → Q forward (ghosted approach, MS doubled toward visible enemies) → arrive in E strike zone simultaneously with bolt impact → shield activates while Q pounce lands. Combined: Q stun + E max HP magic damage + 40% slow + 14% max HP shield = layered CC + simultaneous defensive absorption in a single approach.

☁️ R: Stormbringer

ParameterValue
Cost100 Mana
Cooldown160 / 135 / 110 seconds
Cast TimeNone
Target Range700
Effect Radius300 / 500 / 700 (epicenter / full / sight during travel)
Speed750
Leap Duration1 second with displacement immunity
Sight Radius During Travel500
Stormbringer Duration12 seconds
Bonus Health (Stormbringer)175 / 350 / 525
Bonus Attack Range (Stormbringer)+50 (total 200 during R)
Frenzied Maul Bonus Range (Stormbringer)+25 (total 375)
Size Increase35%
Impact Physical Damage300 / 500 / 700 (+ 250% bonus AD) (+ 125% AP)
Impact Slow50% decaying over 1 second
Turret Disable Duration2 / 3 / 4 seconds
Thundering Smash InteractionQ duration paused during R leap

ACTIVE: Volibear gains Stormbringer for 12 seconds and leaps to the target location with displacement immunity over 1 second, granting sight of the area in a 500 radius during the travel. Thundering Smash’s duration is paused during the leap.

STORMBRINGER: Volibear gains ghosting, 175–525 bonus HP, 50 bonus attack range (total 200), 25 increased range on Frenzied Maul, and 35% increased size.

IMPACT: Volibear impacts after 1 second, slowing nearby enemies by 50% decaying over 1 second. Enemies within the epicenter are also dealt 300–700 + 250% bonus AD + 125% AP physical damage. Volibear also disables enemy turrets in the area for 2–4 seconds

💡 R Turret Disable — The Dive Tool: Stormbringer’s 2–4 second turret disable is one of the most impactful and underutilized tools in League of Legends. Turrets deal approximately 150–300 damage per shot against champions — disabled for 4 seconds at R3, Volibear eliminates 600–1200 potential turret damage in a single R leap. This converts Volibear into a dedicated dive champion: R under tower disables the turret, leap impact stuns nearby champions, and the 12-second Stormbringer window with 525 bonus HP and 200 attack range lets the entire team tower dive freely. The displacement immunity during the 1-second leap prevents knockbacks from stopping the dive initiation. At R3 with 4-second disable, Volibear’s team has 4 seconds to execute a dive under turret — sufficient time for a full 5v5 engage without turret retaliation.

💡 R Bonus HP — Temporary HP for Absorbing Burst: Stormbringer’s 525 bonus HP at R3 adds temporary HP at the moment of R cast, before taking the dive damage. Against a team that would burst Volibear to 10% HP (270 HP) during the dive, R’s 525 bonus HP means he effectively had 2695 + 525 = 3220 HP at dive entry — the burst that would have killed him leaves him at 270 + 525 = 795 HP instead of dead. Post-12 seconds when Stormbringer expires, the bonus HP is removed — Volibear’s HP drops back proportionally. Timing heals and W cycles before Stormbringer expires maximizes the HP value retention.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1–6)

  • W → W Pattern — The Level 1–2 Trade Foundation: Volibear’s level 1 trade: auto → W (mark Wounded) → step out → step in → W again (Wounded bonus damage + heal). The 8-second Wounded mark duration provides a generous window to land the second W. At level 1, the second W heals 20 + 8% missing HP — minimal but meaningful against a trade that reduced Volibear to 80% HP (1316 missing HP at 600 base): 20 + 8% of 1316 = 125 HP healed from level 1 W. Establishing this W → W habit early creates correct muscle memory for the 5-second cooldown cycling throughout the game.
  • Q Doubled MS Facing Enemies: Q’s ghost provides 12–26% bonus MS baseline, but doubles while facing a visible enemy champion — 52% effective bonus MS at max rank. At 340 base MS with 52% bonus = 517 effective MS during Q charge while pursuing a visible champion. This approaches Flash-level gap-closing speed across an already-short distance. Against opponents who try to disengage by walking away after trading, activating Q and walking directly toward them applies the doubled MS, making running away extremely difficult within the 4-second window.
  • Passive Stack Maintenance in Laning: 5 Relentless Storm stacks grant Lightning Claws — lose stacks if no damage is dealt for 6 seconds. During laning CS windows, auto-attack minions between abilities to maintain stack count rather than standing still at the boundary of the ability range. The 25% + 15% per 100 AP bonus AS at 5 stacks dramatically accelerates W cycling (5s CD becomes reach-faster with reset timing) and maximizes autoattack damage output. Pre-fight stack maintenance: arrive at a fight with 5 stacks already established by farming actively rather than walking toward the enemy cold.

Mid Game (Levels 7–13)

  • E → Q Forward Combo: The standard engagement combo: cast E at the enemy group (1200 range) → immediately activate Q (ghosted, doubled MS toward visible enemy) → arrive at the E strike zone at approximately 2-second mark → E bolt lands (magic damage + 40% slow + 14% max HP shield simultaneously with Q pounce stun). The E + Q simultaneous arrival creates overlapping CC: E slow (40% for 2s) is applied at the same time as Q’s 1-second stun — the 2-second E slow covers the full Q stun window and 1 additional second. During Q stun: fire W → W for immediate Wounded double-damage + heal cycle.
  • R Dive Timing for Turret Disable: Stormbringer’s value multiplies when used at the precise moment of turret engagement rather than pre-emptively. Against a low-HP enemy standing under turret: R aimed directly at or just past the enemy → 1-second leap with displacement immunity → land, turret disabled 4 seconds → Q (pre-activated before R if possible, paused during leap) pounces immediately → W double for Wounded cycle. The 4-second turret disable covers: Q stun (1s) + post-stun W W cycle (1s) + chasing the fleeing enemy (2s). The displacement immunity during the R leap means Malphite R, Janna Monsoon, or any knockback cannot stop the turret dive once R is committed.
  • Thundering Smash Q Timing Around R: Q duration is paused during R leap — not consumed, paused. If Volibear activates Q (4-second ghost) then activates R, the Q ghost duration freezes for the 1-second R flight and resumes upon landing. Practically: activate Q before R if turret dive is the goal — Q’s doubled MS from facing enemy is active → leap arrives → Q duration resumes → immediately pounce with Q’s stored windup while still within doubled-MS ghost. This creates an R landing followed by an immediate Q stun in the same combo window without delay between abilities.

Late Game (Level 14+)

  • Lightning Claws in Grouped Teamfights: Maintaining 5 passive stacks through active ability use, the Lightning Claws chain (450-unit radius, 4 additional targets) converts every Volibear auto into AoE magic damage across all grouped enemies. Against a grouped fight at level 18 with no AP items: 68 bonus magic damage per chain × 5 targets = 340 bonus magic damage per auto. With 40% bonus AS from items and W’s 50% bonus AS from W consume: Volibear can fire 2–3 autos per second, dealing 680–1020 Lightning Claws AoE magic damage per second to grouped enemies on top of physical auto damage. This sustained AoE is why Volibear rewards staying in the center of a grouped teamfight rather than single-target isolation.
  • W Heal Sustain at Low HP: At late game 30% HP (1876 HP missing on 2695 base + 525 R HP = 3220): second W heals 80 + 20% of 1876 = 455 HP per W cycle on 5-second cooldown. Two W cycles (10 seconds) = 910 HP recovered — approximately 34% of base HP self-healed from W alone in 10 seconds when below 50% HP. Combined with lifesteal from W’s physical damage application, Volibear’s late-game sustain at low HP makes him functionally unkillable through sustained trading. The counter to this is burst damage that exceeds the between-W windows — Volibear’s weakness is high burst in under 5 seconds, not attrition.
  • Sky Splitter E Under R Impact: The optimal late-game combo places E at the intended R landing zone before leaping: E (2-second delay timer starts) → R leap to same location, arriving at the 1-second mark of E’s delay → E bolt lands 1 second after Volibear arrives = E shield activates (Volibear is within strike zone), impact slow + Q pounce + E slow + W cycle all overlap. Against a 5000 HP late-game tank: E’s 15% max HP = 750 magic damage + impact 700 physical + Q 50 + 140% AD = potentially 1700+ combined damage in the landing window while Volibear gains 14% HP shield (470 HP shield) + 525 bonus HP from R + W heal cycles.

❌ Common Mistakes and How to Avoid Them

  • Activating Q Then Waiting: Q provides 4 seconds of ghosted MS — but the bonus movement speed only doubles while facing a visible enemy champion. Players who activate Q and then walk sideways or stand still lose the doubled MS bonus. Always walk directly toward the intended target during Q to maintain doubled MS for the full approach. Pre-activating Q 2–3 seconds before the engage wastes the MS window on non-productive movement. Activate Q when the enemy is within 700–800 units — the 4 seconds of doubled MS covers the remaining gap and the pounce.
  • Firing W Only Once Per Trade: The most common Volibear mistake is landing W (Wounded mark) and not returning for the second W within 8 seconds. First W without second W is half the ability’s value — the Wounded bonus damage (50% increased) and missing HP heal are the entire reason W is powerful. In trades: W, continue auto-attacking for 2–3 hits, W again while Wounded mark is still active. The 5-second W cooldown means the second W is available before the Wounded mark expires in most trade windows, making the double-W cycle achievable in every extended trade.
  • R Under Turret Without Ally Follow-Up: Stormbringer’s turret disable is only valuable if allies follow the dive within the 4-second window. Volibear diving alone under a disabled turret with no allies in range means: 4 seconds of free combat → turret re-enables → turret damage resumes and Volibear has taken the R HP cost. Communicate R timing before committing or ensure allies are within dash range before activating R. R as a solo turret dive without follow-up is a Volibear death; R as a coordinated team dive with 2+ allies converts the 4-second window into a near-guaranteed kill and safe extract.
  • Losing Passive Stacks Mid-Fight: Lightning Claws stacks expire if no damage is dealt for 6 seconds. Against kiting opponents who create gaps during teamfights, use W on any nearby target to refresh stacks rather than chasing the kiting enemy and letting stacks drop. W’s 325 range is reachable against any adjacent target — the stack refresh value of staying at 5 stacks (40-68+ AoE magic damage per auto chain) outweighs the marginal damage of chasing the kiting primary target until Q or R gap-closes.
  • Casting E Without Positioning Into the Strike Zone: E’s self-shield only activates if Volibear is within the 325/425-radius zone when the bolt lands — not when E is cast. Casting E at maximum 1200 range and standing still does not grant the shield. E cast → immediately move toward the E location → arrive within 2 seconds. Against fast-moving fights, place E slightly closer than 1200 range to ensure Volibear can reach the strike zone before the bolt lands. The Q ghosted approach (activated simultaneously with E) provides the MS needed to cross the 1200-unit gap within 2 seconds at 517 effective MS.

⚙️ Recommended Build and Itemization

Core Items

  • Trinity Force: Bonus AD for W’s 110% AD + 6% bonus HP scaling, and Q’s 140% bonus AD. Spellblade proc on W (5s CD = 5-second Spellblade frequency). HP for W’s 6% bonus HP scaling and R’s missing HP recovery during dives. Attack speed for passive stack maintenance. Ability haste for shorter W cycles.
  • Sterak’s Gage: Bonus HP amplifies W’s 6% bonus HP damage and E’s self-shield (14% max HP). Lifeline shield at 30% HP — the window where W’s 20% missing HP heal is most valuable — provides a second HP buffer that lets Volibear survive the critical low-HP threshold where W healing is highest. Tenacity and base AD scaling.
  • Heartsteel: HP stacking provides the largest W 6% bonus HP damage amplification, E shield (14% max HP), and passive Lightning Claws (AP from bonus HP via Crimson Pact doesn’t apply but raw HP feeds W). The epic monster on-hit damage also maintains passive stacks during jungle camps. Volibear is one of the best Heartsteel users because three of his abilities scale directly with bonus HP.

Situational Items

  • Sunfire Aegis: Persistent AoE burn damage in melee range maintains passive stacks during close-range brawls without requiring ability activation. The HP amplifies W and E shields. Against groups, Sunfire burn + Lightning Claws chain creates overlapping sustained AoE damage that rewards staying in the center of a grouped fight.
  • Dead Man’s Plate: Movement speed stacking between fights amplifies Q’s already-high effective MS during approach. Armor scaling and the on-hit momentum discharge on first auto synergizes with Q’s uncancellable pounce windup — the momentum stack fires simultaneously with Q pounce for additional burst on the first hit.
  • Warmog’s Armor: High HP volume for W missing HP scaling and E’s 14% max HP shield value. Warmog’s passive (HP regen when not combat for 3+ seconds) enables aggressive damage-and-retreat patterns — deal damage, reset stacks, walk out of combat range briefly for Warmog’s regen, re-engage at full HP. Against poke compositions who don’t want to commit to a full fight, Warmog’s regenerates the poke damage between waves.

⚔️ Counter Picks & Matchups

✅ Volibear Counters

1. Garen

Garen’s primary threat — Silence (Q) that prevents ability use — does not affect Q’s ghosted status (already activated) or W’s 325-range bite cycle. Garen’s Judgment (E) spin damage against Volibear’s HP pool triggers W’s missing HP heal on subsequent cycles — the more Judgment shreds HP, the more each W recovers. Volibear’s R turret dive capability directly counters Garen’s tower-hugging defensive pattern: R disables the turret for 4 seconds, enables the dive, and the fight under-tower shifts decisively in favor of Volibear’s W sustain vs Garen’s Perseverance regen.

2. Malphite

Malphite’s passive Granite Shield (8% HP shield that regenerates) is consistently broken by Volibear’s W poke on 5-second cooldown — the shield never regenerates because W’s 8-second Wounded mark means Malphite can never reach the 10-second out-of-combat requirement. Malphite’s armor stacking reduces Volibear’s physical damage from W’s 110% AD component, but Lightning Claws bonus magic damage and E’s % max HP magic damage both bypass Malphite’s armor entirely. Unstoppable Force (R) engage doesn’t prevent Volibear’s Q cooldown reset if Q was active during the knockup.

3. Nasus

Nasus’s Wither (W) 95% AS slow is the primary threat — but Volibear’s Q pounce (uncancellable windup) fires regardless of AS reduction, and W’s 5-second CD means the Wounded heal cycle continues despite Wither’s slow. Volibear’s passive stacks generate from any damage, not just autos — ability hits maintain stacks through Wither’s AS slow. Nasus’s Siphoning Strike gold investment creates an HP pool that feeds Volibear’s E max HP damage (15% at max rank) and W’s 6% bonus HP scaling against Nasus’s high HP numbers. R dive under Nasus’s turret is achievable on long CD once Nasus retreats to tower.

❌ Volibear is Countered By

1. Vayne

Silver Bolts‘ true damage every 3rd auto directly counters Volibear’s HP stacking strategy — every 3 autos deal 10% max HP true damage regardless of Volibear’s armor or MR. A 3000 HP Volibear (Heartsteel + Sterak’s) receives 300 true damage per Silver Bolts proc — approximately every 4 seconds at Vayne’s AS levels. Volibear’s Q approach requires sustained Q duration (4 seconds) to close the gap, during which Vayne’s Tumble repositioning maintains range. The HP that makes Volibear unkillable by most champions is Vayne’s primary damage currency.

2. Quinn

Aerial Assault (Q) blind prevents Volibear from autoing for 1.5 seconds, breaking passive stacks that require dealing damage every 6 seconds. Vault (E) knockback interrupts Q’s ghosted charge — wait, Q CD resets from immobilize only, not knockback. However Vault’s knockback still forces distance and Quinn’s 525 range vs Volibear’s 150 melee means Quinn consistently kites outside W range. Harrier passive proc on blind Q deals additional physical damage that bypasses Volibear’s MR. Quinn’s extreme kite speed (Heightened Senses W bonus MS) outpaces even Volibear’s Q doubled MS in lane.

3. Fiora

Fiora’s Riposte (W) parries Volibear’s Q pounce uncancellable windup — a perfectly timed Riposte stuns Volibear for 1.5 seconds during the Q pounce, reversing the CC completely. Grand Challenge (R) vital targeting forces Volibear to move to vitals predictably, enabling Fiora to control trade geometry. Bladework (E) on-hit critical procs activate through Volibear’s W attack, benefiting from Lightning Claws chain range. Fiora’s true damage from Duelist’s Dance (passive) vital procs bypasses Volibear’s armor scaling, and the heal on Grand Challenge completion sustains through Volibear’s W sustain pattern.

FAQ

Q: Why does Q’s cooldown reset when CC’d mid-charge?

A: Thundering Smash states that immobilize or polymorph ends the effect prematurely and the cooldown is reset — not put on full cooldown, but immediately reset to zero. This is Riot’s design to prevent CC from being a permanent counter to Q: using a root to stop Q simply gives it back immediately. The practical implication: opponents should not use hard CC to stop Q’s charge. The optimal counter is displacement (knockback, knockup) which does not reset Q’s cooldown but interrupts the movement, or burst damage to kill Volibear before Q pounce connects. CC used pre-Q-pounce generates a free second Q immediately after CC expires.

Q: When exactly does E’s shield activate?

A: E’s shield activates when the lightning bolt lands at the 2-second mark — only if Volibear is within the strike zone at that exact moment. He does not need to be there when E is cast, only when it hits. This requires proactive movement toward the E location during the 2-second delay. At 340 base MS + Q’s doubled bonus MS (roughly 500+ effective MS): covering 1200 distance in 2 seconds = 600 units per second, which at 500 MS covers 1000 units in 2 seconds. Therefore, cast E at under 1000 range when using Q simultaneously to guarantee arrival within the shield zone. At 1200 range without Q movement assist, Volibear may not reach the zone in time.

Q: How does R’s bonus HP work when it expires?

A: Stormbringer grants 525 bonus HP at R3 at the moment R is activated, temporarily increasing Volibear’s HP pool. When the 12-second duration ends, the bonus HP is removed proportionally — if Volibear took damage during R that ate into the bonus HP pool, that damage effectively didn’t happen to his base HP. If Volibear takes 400 damage during R while having 525 bonus HP, he exits R with 125 bonus HP remaining which then disappears — net result: only 275 damage of those 400 carried over to base HP. Healing before R expires on the base HP (not just the bonus HP) preserves more HP through the transition.

Q: What is the correct ability leveling order?

A: Max W (Frenzied Maul) first — the 8–20% missing HP scaling per rank is the largest personal impact upgrade: 8% → 20% missing HP heal represents a 150% healing increase from rank 1 to rank 5. The base damage increase (5→105 + 110% AD) also accelerates the first W’s Wounded setup damage. Max Q (Thundering Smash) second — damage scaling (10→50 + 140% bonus AD), cooldown reduction (14s→10s), and bonus MS increase (12→26%). Max E (Sky Splitter) last — % max HP damage scales per rank (11→15%) and cooldown is fixed at 16 seconds regardless of rank. The shield (14% max HP) doesn’t scale with E rank. R at 6, 11, 16.

Q: Can Volibear activate Q before R and use both in sequence?A: Yes — Thundering Smash’s duration is paused during R’s leap, not consumed. Activating Q then immediately R: Q ghost pauses during the 1-second R flight → arrives at landing zone → Q ghost resumes immediately with the remaining Q duration intact. Since Q provides ghosting and doubled MS toward visible enemies, the combined movement from Q + R approach is: pre-R Q MS boost → R leap displacement immunity → land → immediate Q pounce with the Q stun and uncancellable windup executing immediately after R’s impact slow. This means the target receives: R impact slow (50%) + Q pounce stun (1s) + E slow (40% if pre-cast) in rapid succession.

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