Top Volibear lane is won by making the second W unavoidable: mark them first, drop E on the line they need to retreat through, and keep the trade long enough that the recast is the part they cannot answer .
A very Volibear top timing is the shoved level-6 wave, because R turning off the tower lets an ordinary crash become a dive or plate window, and his best recent games are the ones that cash that threat in before the map settles down .
Do not autopilot the Q stun on contact; into blind, parry, or similar denial, waiting a beat before the empowered hit keeps your whole entry alive instead of donating it for free .
Dive when the wave is fully crashed, the enemy is still marked or easy to mark, and your R actually changes the tower’s protection instead of just adding damage. The clean version is usually after you have already forced them to stay for one more wave than they wanted, not from a random full-health sprint. If your E can cover the path behind them and your Q still reaches after the ult lands, the dive is usually real. If you would need to spend R just to get in range, or if the wave is too thin to hold them in place, back off and keep the pressure for the next crash.
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.