
Volibear
Hardest matchups for Volibear in Top (Emerald, patch 16.20):
Kayle,
Teemo,
Jax. Easiest:
Smolder,
Corki,
Varus.
Try it in a draftCountersPower curvesIn the tier listWho wins into VolibearOn the pro tier list
Volibear on patch 16.22
- Top49.5%#65 of 103B9,175 games
- Jungle48.7%#59 of 74C2,914 games
- steady since 16.21
Volibear’s main role on patch 16.22 is Top: a 49.5% win rate across 9,175 Emerald games, #65 of 103 Top champions on the tier list (grade B), picked in 3.7% of games. Volibear is also played Jungle: a 48.7% win rate across 2,914 games, #59 of 74. Since patch 16.21, Volibear Top has not moved by more than chance explains: 0.3 points across 72,143 games in 8 ranks.
Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Top69% of its games | C | 48.7%48.7% raw ±0.6 | 30,292 | 4.3%2.2% banned | 51.0%46.4% first time |
| Jungle23% of its games | B | 49.7%49.7% raw ±1.0 | 9,869 | 1.4%2.2% banned | 51.6%47.3% first time |
| Mid7% of its games | D | 46.6%45.6% raw ±1.7 | 3,146 | 0.4%2.2% banned | 50.0%46.6% first time |
| Support0% of its games | too few games | 47.5%35.1% raw ±7.1 | 188 | 0.0%2.2% banned | 51.0%47.3% first time |
| Bot0% of its games | too few games | 49.2%43.0% raw ±8.9 | 121 | 0.0%2.2% banned | 51.4%46.8% first time |
Matchups
Every matchupHow to read this
Volibear’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Volibear, the part not explained by either champion’s strength.
Hardest for Volibear
Lane leads and team bans
What Volibear’s team bans
Champions a team bans more often when it has Volibear than the other team does in the same games (255,065 games). The other team banned before Volibear was picked, so the gap is the ban spent because Volibear was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.
Builds
Every buildHow to read this
How Volibear is built in this lane, most common first, with the items those builds finish and how they win.
- AP burst


50.0%8,603 games - AP sustained


51.3%8,483 games - Crit


50.8%8,212 games - Tank


51.3%2,856 games - AD bruiser


50.9%989 games
Runes and summoner spells
How to read this
How Volibear does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.
32,778 games · patches 16.20, 16.21 · Sep 10 – Oct 21
Every option, with its numbers
Summoner spells

Flash + Ignite48.4%23,029 games · 70% pick rate · the usual choiceRecommended
Exhaust + Flash50.3%3,941 games · 12% pick rate · same players: −1.1 pts vs the usual
Flash + Teleport47.6%3,735 games · 11% pick rate · same players: −1.2 pts vs the usual
Flash + Ghost46.6%979 games · 3.0% pick rate · same players: −1.5 pts vs the usualRare: not recommended
Keystones

Lethal Tempo + Sorcery48.5%5,278 games · 16% pick rate · same players: +0.5 pts vs the usualRecommended
Lethal Tempo + Inspiration52.8%895 games · 2.7% pick rate · same players: +0.4 pts vs the usualRare: not recommended
Lethal Tempo + Resolve48.3%14,014 games · 43% pick rate · the usual choice
Press the Attack + Inspiration48.4%1,051 games · 3.2% pick rate · same players: −0.5 pts vs the usualRare: not recommended
Minor runes with Lethal Tempo
Triumph48.6%92% take it
Presence of Mind49.0%7.5% take it
Legend: Alacrity49.9%20% take it
Legend: Haste48.2%80% take it
Last Stand48.5%95% take it
Coup de Grace49.2%2.9% take it
Celerity48.4%90% take it
Nimbus Cloak50.0%46% take it
Waterwalking47.1%47% take it
Transcendence50.5%5.9% take it
Gathering Storm48.0%5.6% take it
- Attack Speed48.2%86% take it
- Adaptive Force49.6%6.9% take it
- Ability Haste51.9%6.7% take it
- Adaptive Force48.3%91% take it
- Health Scaling52.1%4.5% take it
- Move Speed48.9%4.0% take it
- Health49.2%16% take it
- Health Scaling48.4%79% take it
- Tenacity and Slow Resist48.9%4.8% take it
These numbers describe, they do not prove. Each rate is Volibear’s record when its player chose that option, pulled toward Volibear’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Volibear does when built that way.
The learning curve
Champion pool
On a first game Volibear wins 46.9%; in the hands of players with the most mastery on it, 51.7%. That gap ranks it 94 of 173 for how much practice pays. It crosses 50% at about 110K mastery points.
Pro play
On the pro tier list
Volibear in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Top | 50.7%15W 10L | 1%2% in any lane | 80% counter | +165 gold | — |
| Jungle | 50.2%5W 4L | 1%2% in any lane | 100% counter | −155 gold | — |
How much knowing Volibear pays
Players on their Mastery band win 4.8 points more on Volibear than first-timers do: #94 of 173 champions for how much mastery pays.
At 300k+ mastery points, Volibear players win 51.7%: #121 of 173 champions for where mastery ends up. The curve is still rising there: its fitted ceiling of about 53.0% lies beyond the data and is an estimate, not a measurement.
Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.
This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.