Orman
OrmanTreat W like a two-step contract: the first bite marks the target, and the real Volibear skill is using Q pathing and E fencing to keep that same body in range for W2 instead of panic-swapping to the nearest low-health target
Bring a camp’s storm with you—Volibear feels much stronger when you carry passive stacks out of the clear and arrive already warm for scuttle, river, or a lane fight than when you try to start pressure from a cold stop
Once R is up, keep biting the same broken lane: Volibear’s best games come from prepared tower dives that turn tower time off on a side already cracking, and his recent edge is unusually tied to turret-side kills and closing before long peel-heavy fights flatten his first run
If there is no clean dive, stop trying to force the level-6 script and play the next fight around contact quality instead. Keep your route intact, arrive with passive stacks if you can, and look for the first skirmish where one target has to stay in front of you long enough for W2. That usually means river contests, counterganks, or a lane that is already extended enough for Q and E to trap the same exit line. You are still useful without tower access; you just need a fight where the mark sticks instead of one where you spend R and Q only to watch everyone reset distance.
Volibear's Attacks and abilities grant Attack Speed, and eventually cause his Attacks to deal bonus magic damage to nearby enemies.
Volibear gains speed towards enemies, Stunning and damaging the first one he Attacks.
Volibear damages an enemy, applying on-hit effects and marking them. Casting this ability again on the same target deals bonus damage and Heals Volibear.
Volibear summons a lightning bolt at a location, dealing damage and Slowing enemies while granting Volibear a Shield if he's inside the blast radius.
Volibear leaps to a target location, Slowing and damaging enemies beneath him while gaining bonus Health. Enemy towers near his landing location become temporarily disabled.