Meta, tier list & top-player builds from the China server · live
沃利贝尔 · 不灭狂雷 Fighter A
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 20 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Volibear: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Volibear players, captured in-game.
📖 How to play VolibearCounted on 22 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
20 of the top 30 players have a public match history; the others keep theirs private.
















































































The toughest lane matchups for Volibear on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Vayne counters Volibear: Percent damage on your bear HP and kiting on your sprint: the lightning that never catches the dragonfly.
How to play Volibear into Vayne: Q stun on her Tumble cooldown. R onto her tower during dives: you switch it off and the team cleans up.
→ VayneWhy Fiora counters Volibear: Vitals on your enormous body and Riposte on your stun: she dances around you like a lamppost.
How to play Volibear into Fiora: Q AFTER her Riposte, W on the mark for the sustain. Never chase past the wave: split and drop your R on objectives.
→ FioraWhy Gwen counters Volibear: Percent magic damage and Mist on your Q engage: the bear charging into thin air.
How to play Volibear into Gwen: Wait out the Mist, THEN charge. E shield against her Q burst. Heavy magic resist: the challenge is surviving her, not killing her.
→ GwenWhy Jax counters Volibear: His Counter Strike denies your attacks but not the marked W nor your R: a bear against a man with a pole.
How to play Volibear into Jax: W, E and Q all pass during his dodge: use them. Fight inside your minions and never under his R at full stacks.
→ JaxWhy Teemo counters Volibear: Blind on your claws and kiting on your sprint: annoying, but your sustain and R reach him anyway.
How to play Volibear into Teemo: Q stun when he steps up to plant mushrooms: it is a fixed moment. R onto his kiting: the landing slows everything around it.
→ TeemoThe champions Volibear works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Once Stormbringer (R) is spent you have nothing left to reach a marksman, and that is how you die: Frenzying Taunt (E) forces them to walk into you. Powerball (Q) cancelled into Soaring Slam (R) also opens the very backline you land in.
Cataclysm (R) walls the target in with you: nobody can walk away any more, and that is the one condition under which Thundering Smash (Q) and every Frenzied Maul (W) bite actually land.
Crescent Guard (R) knocks everyone away except the chosen target and blocks incoming ranged damage: it hands you the 1v1 your kit is built to win, and for a few seconds the champions who would kite you can't touch you.
You bring no area control at all: Curse of the Sad Mummy (R) pins the group down while you pick your target. And Cursed Touch (P) adds true damage to every magic hit, meaning Sky Splitter (E) and the five-stack splash of The Relentless Storm (P).
Infinite Duress (R) suppresses for a full second the isolated carry you just landed on, and you both heal off the damage you deal. But you are two single-target divers: with no tank up front your team is left with no peel at all.
Stormbringer (R) drops you alone behind their line and from there you have no way out: Hero's Entrance (R) lands on you from half a map away with a knock-up on everyone and a shield on top. That is what turns the dive into a real engage.
The Gold Card from Pick a Card (W) stuns for 1.25 seconds the marksman who would otherwise kite you all fight, and Destiny (R) brings him into the dive you just opened, from anywhere on the map.
Ring of Frost (W) roots everyone standing around you and Frozen Tomb (R) freezes the target you jumped on: those are the seconds of lockdown you need to stay stuck to it, and the area control your kit simply doesn't have.
With Pyromania (P) charged any spell she casts becomes a one-second stun, so you always land on a target that can't move; and Summon: Tibbers (R) leaves a body that keeps swinging while you heal yourself back up with Frenzied Maul (W).
Unraveled Earth (E) cuts short and stuns any dash through it, so whoever tries to slip away from you stays put, and Seismic Shove (W) can throw a fleeing target back at you. It only pays off if she plays it as an anti-escape net, not as poke.
Bonded to you as her Oathsworn, Fate's Call (R) launches you into the enemy team knocking up everyone you hit, or rips you back out when the dive goes wrong: with Stormbringer (R) spent, that is the only escape you own.
Frost Shot (P) slows on every single hit, so the team that would kite you simply stops managing it; and Enchanted Crystal Arrow (R) stuns your chosen target from off-screen, so Stormbringer (R) lands on a body that is already frozen.
Deadly Flourish (W) turns into a real root, not a slow, on anyone who has just taken damage from an ally: clip them with Sky Splitter (E) and whoever tries to walk out of your dive is stuck on the spot.
Make It Rain (E) is a slow zone that keeps the target in reach when you have no dash left, and the Double Up (Q) bounce instantly maxes Love Tap (P): 6% more damage taken exactly while you are biting with Frenzied Maul (W).
Chain of Corruption (R) roots from screen-wide range and spreads between nearby enemies: if it catches the carry, the second dive that usually kills you becomes free. It needs them grouped, though, and you are not the one grouping them.
Concussive Blows (P) stacks off your hits too, and The Relentless Storm (P) makes you attack faster and faster: between the two of you the target reaches four marks and stays stunned for over a second, with no ultimate spent.
Zenith Blade (E) into Shield of Daybreak (Q) into Solar Flare (R) is one of the longest lockdown chains in the game: the target can't move for your whole Frenzied Maul (W) window, and Sunlight (P) adds damage to every hit you land on a marked enemy.
Your own guide warns you not to throw Thundering Smash (Q) at champions with reliable hard CC: get locked down first and the whole activation is wasted. Black Shield (E) put on you before the leap eats that CC and the engage goes off anyway.
With no dash and no Stormbringer (R) left you cannot reach anyone: the empowered Inspire (E) gives you a shield and the movement speed for the last stretch, and Focused Resolve (W) roots whoever tries to put that stretch back between you.
Twisted Advance (W) comes in from range and roots the target without taking a hit on the way, and Nature's Grasp (R) roots a second time moments later: two windows in which the carry cannot walk, the only ones where you get to kill her.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | A | 51.04% | 6.12% | 6.45% | #12 / 41 |
| Jungle | B | 50.57% | 3.49% | 6.45% | #26 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | A | 50.95% | 6.24% | 6.68% | #11 / 41 |
| Jungle | B | 50.44% | 3.48% | 6.68% | #26 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | B | 50.88% | 6.42% | 6.09% | #17 / 41 |
| Jungle | B | 49.98% | 3.15% | 6.09% | #28 / 42 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | A | 50.77% | 6.92% | 4.79% | #9 / 39 |
| Jungle | C | 48.94% | 2.76% | 4.79% | #32 / 41 |
Volibear is a relentless Fighter most often played in the Jungle in Wild Rift, built to grab one target and refuse to let go. He blends physical auto-attack damage with magic bursts from his passive and Sky Splitter, and gets tankier and faster the longer a skirmish drags on. He's a low-difficulty bruiser who wins fights through sustain and a terrifying dive engage rather than flashy combos.
Skill order: W > E > Q
In the Jungle, use Frenzied Maul on camps to trigger Frenzy for faster clears and extra sustain, then look to gank the moment Thundering Smash is up since the speed boost toward the enemy makes it hard to juke. In lane trades, throw out Sky Splitter for safe poke and a shield before committing to anything closer range. Once he hits level 5, Stormbringer turns a decent gank into a near-guaranteed kill or turret dive.
Volibear isn't a frontline tank, he's a diver. Use Stormbringer to go around the fight and land on an isolated backline target, following up immediately with Thundering Smash's stun so the target can't just walk away. Hold Frenzied Maul for the moment you're fully committed, since the heal and damage spike can flip a losing trade into a kill. Building bruiser staples like Heartsteel or Trinity Force gives him the health and damage to lead a dive instead of waiting on peel from teammates.