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Patch 16.2.1
Dominate the early game by securing objectives and forcing tower dives. You want to create a massive gold lead for your team before the enemy ADC gets enough items to kite you effectively in the late game.
Aggressive early-game diver and skirmisher who thrives on tower dives and extended brawls. You are the ultimate 'stat-checker' who wins by forcing fights the enemy isn't ready for.
Basic attacks and abilities build stacks. At 5 stacks, your claws light up and deal bonus magic damage to your target and nearby enemies. Keep this stacked on jungle camps to speed up your clear significantly.
Volibear drops to all fours and gains movement speed toward enemies. Your next attack stuns the target. Note: If you get immobilized while this is active, the cooldown resets immediately. Don't be afraid to run through minor CC.
Bite an enemy to mark them. If you bite a marked enemy, you deal massive bonus damage and heal based on your missing health. This is your most important skill—always focus the same target to get that second bite.
Call down lightning. It deals damage and slows enemies. If you are inside the circle when it lands, you get a shield. Cast this where you ARE GOING to be, not where you are standing right now.
Leap to a location, gaining health and size. You damage and slow enemies you land on. Most importantly, it disables nearby enemy towers. Use this to start dives or dodge critical enemy spells since you are Unstoppable during the leap.
Your job is to jump into the backline with and sit on the enemy carries. Use to lock them down and to stay alive while your team follows up.
If your own carry is extremely fed, stay back and use to peel away assassins. A 1-second stun and a big shield from can save their life.
Drop in the path the enemy is retreating. Use to stun them inside the lightning zone. This guarantees they take the damage and you get the shield.
Start with immediately to start the mark cooldown. Use your CC to stall the fight until your second is ready to heal you.
Use the movement speed from and Flash to close the gap instantly. The stun makes the rest of your kit impossible to miss.
Leap onto the target with to disable the tower. While mid-air, you can buffer so it lands as you arrive. Follow up with the stun and bite.
| Spike | Why |
|---|---|
| Level 3 | You have access to your full basic kit. Your 1v1 potential and ganking effectiveness are both online. |
| Level 6 | is a massive spike. No lane is safe under tower, and the bonus health makes you nearly impossible to burst. |
| Level 9 | You usually have maxed here. The lower cooldown on the bite means you can cycle heals much faster in skirmishes. |
| Level 11 | Second point in reduces its long cooldown and increases the health gain, making you a mid-game monster. |