Positioning for Volibear by class, range and real stat line — what to do when the fight starts, and what not to.
Volibear is a fighter. In a five-on-five that means one thing: trade repeatedly, survive the return damage, and win the third exchange rather than the first.
Items, runes and damage numbers are all downstream of standing in the right place when it starts.

| Stat | Level 1 | Level 18 |
|---|---|---|
| Health | 650 | 2418 |
| Attack damage | 65 | 65 |
| Armour | 35 | 123.4 |
| Magic resist | 32 | 66.9 |
Movement speed 340 and attack range 150 do not grow with levels — they are the two numbers that stay true all game.
At 150 range you are inside the fight by definition. The question is which side of it — entering on the same angle as your team makes you a threat, entering alone makes you a kill.
The armour and magic resist above are what you have before items, and they are the honest answer to whether you survive being focused.
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.