How to win the jungle race as Volibear against Locke · Matchup data reviewed on patch 26.15
Read from Volibear's seat: the race windows this plan plays for against Locke.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Volibear Favoured | Frenzied Maul bite trades plus passive attack speed win the buff-pit brawl. Q nail volleys clear camps at range while banking marks for the first scuttle fight, so this is an edge and not a blowout — take the level-1 crossing only with the HP and cooldown lead. |
| Level 2 Skirmish | Volibear Favoured | Sky Splitter's shield-plus-slow makes your short trades strictly better, but the blink-auto mark consume chunks hard, but spending E in a duel spends the escape too. You still win the straight exchange on the second camp; keep it short, keep it decisive, and keep the scuttle line yours. |
| Level 3 Route | Volibear Dominant | Q stun, W reset bite and E shield form a complete early brawling kit. Later in the game this bites, because a stacked nail string into the blink-through consume deletes half a health bar. But as the first scuttle timer lands none of it is online, so take the level-3 river fight and tax every camp Locke concedes. |
| Levels 4-5 Macro | Volibear Dominant — Keep Fighting | You are the stronger side all through 4-5. Locke knows it — he uses 4-5 to bank marks at range, then blinks in the moment the nail count says the kill is there — so shadow that side of the map and make them fight you anyway. |
| Level 6 Breakpoint | Stormbringer Favoured | The Stormbringer drop plus bonus health wins any fight near a contested pit, while the Purgatory totem turns any low-HP skirmish into a chain of executes and blink resets. You win the breakpoint against Locke, not the whole game — cash it on the first objective after both sides hit six. |
| First Item Spike | Lich Bane / Shadowflame Spike | His Lich Bane spike is real: the blink-consume chunk one-shots chipped squishies. Respect the first-item window, then note his E is still a one-way door — punish every spent blink. Locke's first item makes the mark consume hit for a real chunk, which is when the blink stops being a poke tool. |
| 2+ Items Scaling | Volibear Favoured at Full Build | Late-game Locke scales with his seal count, not his items — deny executes and his floor never rises. Focus him when E is down and never let "almost dead" linger inside Purgatory. |
Standard start — his level-1 clear is ranged but mana-hungry and his duel is honest at best; you dictate the early tempo, not him. Locke clears at range with Ritual Nails and banks marks while doing it, so his first scuttle arrives with stacks up.
Ranked by the race windows in Volibear's plans — the jungle race carries no win-rate sample.
The full Volibear vs Locke report continues with scuttle & dragon rules, invade windows and safety boundaries, the top-side objective fight, macro rotations and the win condition — plus the live enemy-jungle tracker that shows their start, clear and gank timers in game.
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Volibear's race plan controls 7 of the 7 windows — Volibear holds the tempo advantage in this jungle matchup.
Not exactly — Volibear's race plan controls 7 of the 7 windows, so Locke is playing catch-up and has to lean on the map.
Playing the other side? Locke vs Volibear guide →
All Volibear jungle matchups →
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