Volibear
Champions that beat Volibear
- Bel'Vethjungle
Bel'Veth out-paces Volibear in a jungle skirmish — Endless Banquet stacking and Royal Maelstrom damage reduction blunt the Q stun plus double-W trade pattern before Frenzied Maul (W) can heal it back
- Dariustop
Darius wins extended trades because every auto and Decimate (Q) applies Hemorrhage (P) stacks. Thundering Smash (Q) stun gets interrupted by Apprehend (E) pull, and Noxian Guillotine (R) executes in the 5-stack window before Stormbringer (R) jump triggers.
- Fioratop
Fiora's Riposte (W) parries Thundering Smash's stunning auto and stuns Volibear back instead. Her Duelist's Dance Vitals deal true damage (damage that ignores Armor and Magic Resist — no defensive stat reduces it), so Volibear's tank stack does nothing in the 1v1.
- Jaxtop
Jax's Counter Strike (E) dodges every basic attack for 2 seconds, including the stunning auto that ends Volibear's Q. Q resolves with no stun, no damage, and Counter Strike then stuns Volibear and everyone around him.
- Lee Sinjungle
Lee Sin's Safeguard (W first cast) is a self-dash to an ally or ward — he leaves attack range before the Thundering Smash (Q) stunning auto can land, so it whiffs. Dragon's Rage (R) kicks Volibear backwards out of his own follow-up range during the early skirmish window 3-6.
- Nasustop
Nasus only loses lane when he is poked from range — Volibear has to walk into Siphoning Strike (Q) range to do Thundering Smash (Q) damage. Nasus gets free stacks every wave while Wither (W) keeps Volibear slowed off Sky Splitter (E) plus Stormbringer (R) all-in.
- Nocturnejungle
Nocturne's Shroud of Darkness (W) is a spell shield that eats Thundering Smash's crowd control component, so the Q window closes with no stun.
- Quinntop
Quinn Vault (E) knockback resets her behind Volibear before the Thundering Smash (Q) stunning auto lands, denying the engage. Blinding Assault (Q) blanks the empowered auto and Heightened Senses (W) attack speed kites the Frenzied Maul (W) bite window in extended lane trades.
- Shacojungle
Shaco's Deceive (Q) is a stealth blink, so Thundering Smash (Q) runs out with nobody to stun. Hallucinate (R) then doubles the silhouettes and Stormbringer (R) lands on a spot, not on a champion, so half the time the sweet spot drops on the clone.
- Talonjungle
Talon out-roams and out-bursts Voli pre-6 — Shadow Assault stealth bypasses Q stun lock and Rake slow keeps Voli out of W bite range
- Teemotop
Frenzied Maul (W) is an empowered attack whose bigger second hit only lands if the first one does. Blinding Dart (Q) makes it miss, Relentless Storm attack-speed stacks fall off while he hits nothing, and Thundering Smash (Q) is too slow to catch Teemo kiting on Move Quick (W).
- Trundletop
Frenzied Maul (W) only works in melee, and Stormbringer (R) is a committed leap with no way back. Pillar of Ice (E) walls Volibear off the wave, Chomp (Q) keeps shaving his Attack Damage, and Conqueror keeps Trundle healing through the long fight.
- Udyrjungle
Volibear has no disengage and Stormbringer R leap commits him with no return ability. Udyr's stance dance Wilding Claw Q triple-hit plus Blazing Stampede E stun out-DPS Frenzied Maul W bite, Iron Mantle W shield resets every 6 seconds outlasting his combo windows.
- Vaynebot
Vayne Condemn (E) knocks Volibear out of attack range before the Thundering Smash (Q) stun auto lands, and pins him to terrain instead. Silver Bolts (W) true damage cuts through his Overgrowth health, and the Final Hour (R) invisibility makes Sky Splitter (E) a guess.
Champions Volibear beats
- Aatroxtop
Aatrox The Darkin Blade (Q) third-cast knock-up has a long wind-up, so Volibear Thundering Smash (Q) clean stun cancels the swing mid-animation. Frenzied Maul (W) double bite outheals Deathbringer Stance passive damage and World Ender (R) revive does not break the Q stun chain.
- Camilletop
Stormbringer (R) drops Volibear on top of the fight and disables your nearby turrets, so a Camille who ults under her own tower loses the structure cover she counted on. Frenzied Maul (W) out-sustains the Tactical Sweep (W) heal in long trades.
- Karthusjungle
Karthus has no dash at all, so Volibear Thundering Smash (Q) plus level 3 invade lands the first-auto stun cleanly. The Frenzied Maul (W) double-bite plus Sky Splitter (E) combo bursts him before Wall of Pain (W) can slow Volibear out of melee range or Requiem (R) channels.
- Kaynjungle
Pre-form Kayn has weak stats and Reaping Slash (Q) on long cooldown; Shadow Step (E) only a terrain dash. Volibear's level 3 Q stun + double-W bursts him before orb threshold. Once Kayn transforms around minute 7 the matchup flips.
- Kha'Zixjungle
Pre-6 Kha'Zix has no meaningful Leap (E) and Void Assault (R) stealth isn't online. Volibear invades red side at level 3: Q stun + double-W kills before Kha'Zix can reset the dash, because Taste Their Fear (Q) needs isolation he can't enforce.
- Master Yijungle
Master Yi spends Alpha Strike (Q) on camps and its rank 1 cooldown is 20 seconds, so Volibear Thundering Smash (Q) plus level 3 invade lands the first-auto stun before Yi can Alpha out. Frenzied Maul (W) double bite chunks him before Highlander (R) attack speed window opens.
- Setttop
Sett Haymaker (W) needs grit charge time, so Volibear Thundering Smash (Q) lands inside that window and double Frenzied Maul (W) outheals the eventual knock-up trade. Sky Splitter (E) slows him while the charge builds, so the second bite arrives before Facebreaker (E) can pull.
- Tryndameretop
Volibear Thundering Smash (Q) Move Speed burst plus guaranteed first-auto stun catches Tryndamere mid-Bloodlust (Q) crit window, denying his Spinning Slash (E) escape angle.
- Yasuomid
Volibear Thundering Smash (Q) Move Speed burst plus guaranteed first-auto stun interrupts Yasuo Sweeping Blade (E) dash mid-flight on a clean Q connect. Frenzied Maul (W) double bite outheals Last Breath (R) burst window and Way of the Wanderer passive shield refreshes too slow.
- Zedmid
Thundering Smash (Q) makes Volibear's next attack a stun and pins Zed while Living Shadow (W) is on cooldown, and Sky Splitter (E) slows the ground he has to land on when Death Mark (R) ends, taking away his exit angle.