Rough draft for a volibear VGU

Big Lincoln··8 votes·2,231 views

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art's not mine

so I've been doing some thinking about how to make Volibear healthier and more unique, and what his character is defined by. So I came up with three things; flipping shit, his execute, and chain lightning. i wanted to address his sort of up-front problem; his DPS is very lacking even with ult activated, so his game plan just revolves around grabbing and bursting the easiest squishy he can get to. he's got a very one-dimensional success/fail case, so most of what i'm doing is shuffling parts of his current kit around and pushing him to a little more back-loaded, delayed power spike, while staying mostly true to the original kit.

everything's WIP and this is unfinished, but tell me what you think.

passive: Chosen of the Storm/Thunder Claws After attacking an enemy 3 times, Volibear gains attack speed and applies on-hit magic damage equal to a flat amount plus a portion of bonus AD. Magic damage stacks up to 5 times and can chain to (up to X/Y/Z?) nearby enemies. (Enemies struck by chain lightning will stack up from 0, but will take the same on-hit damage dealt from the origin)

moved to his ult to being his passive and more conditional. It's kind of similar to Darius but a little more gated, because Volibear is primarily AAs and will have an AS steroid to accompany. His primary focus is single target, but this both gives him some nice AoE to clear camps as well as situationally doing a lot of damage to multiple champions if they clump up enough. I also want to open up more traditional juggernaut items up to him like Black Cleaver, in addition to Titanic Hydra, since his itemization is quite lacking at the moment. It's focused as being a debuff to enemy champions so that Volibear is punished for switching targets unless they've been stacked up by the lightning chains, too.

Q: Rolling Thunder Volibear drops to all fours, gaining increased MS for 4 seconds. Volibear can recast the ability at any time in the next 4 seconds to grab any enemies in a circle in front of them after a brief delay, and can fling them in any direction, dealing damage by a flat amount plus a percentage of his total AD. Volibear gains X% slow resistance when moving towards enemies struck by Majestic Roar in the last 4 seconds.

changed it from being an on-hit effect to something with a delay, but now he can throw multiple units and the toss is omni-directional to open up a little more skillcap for him. So, he can choose to toss an enemy backwards and into his team, or he can grab a stacked enemy and throw them towards another champion so that he can set up to beat them down with lightning charges. The throw is going to be sort of like a skillshot; he has a min-max range where he can choose how close or far he tosses you.

W: Frenzy Health scaling lowered. Attack speed moved to passive. If Volibear executes an enemy with Frenzy, he heals for a portion of his maximum health over 6 seconds, increasing based on how many stacks of Thunder Claws were on the enemy. Heal is greatly reduced against monsters and even further against minions.

i have two different ideas for Frenzy; one is to shift it to be more of a cripple move that punishes you if you run away from Volibear, and the other is to make it harder to build up to that execution but give it some sort of lightning empowerment if he gets there, some way to spread that huge damage to other enemies. like, Lightning Jaws, or somethin'. Health scaling is going down either way, to accommodate for having better damage everywhere else and for having a heal that's up more often in fights, but requires him to get a kill. I might scrap that; I'm not sure what to do with his healing factor yet, but I don't want it to be what it is now.

E: Majestic Roar After a 1 second delay, Volibear roars and calls down a bolt of lightning onto a target area, dealing magic damage and slowing enemy champions. Enemy minions and monsters are feared. Volibear can move and attack freely during the cast windup.

I'm trying to tackle two issues simultaneously; the instant nature of his current E being a guaranteed 3 second slow if you're near him, and Volibear's all-melee kit causing a rather lopsided matchup issue when it comes to laning. This gives him a ranged tool to harass with as well as to give him the ability to close the gap more reliably if he lands it. it's different, but maybe it can work out pretty well.

R: Bear Storm (placeholder name) Volibear summons a lightning storm around himself, growing in size; Volibear is immune to displacements during the casting animation. For 8 seconds, lightning radiates from Volibear in a small radius, dealing minor magic damage and applying stacks of his passive to enemies struck every X ticks. Enemies struck with max stacks are grounded.

it's mostly a utility ultimate; it doesn't add extreme numbers to his damage, but the displacement immunity on the cast lets him outplay a Lee Sin or Janna ult, and its main purpose is both to build up stacks on multiple enemies to become an AoE threat to enemies around him in like a ~400 unit radius as well as to "lock down" more mobile opponents if he sticks to them long enough to max out on them.

again it's pretty work in progress, but let me know what you think of it and whether or not his healing should be pushed to an active ability or be kept on his passive

19 Comments

Meep Man3 votes

More like

Passive: Bear with a Six Pack Your enemies are permanently feared.

Jokes aside, I find it a decent little concept right here! I think Passive Burst Healing is one of Volibear's main things, so keep it passive.

Big Lincoln1 votes

i just dunno how to implement in a way that feels good if it's passive, plus it's a really big portion of power budget

maybe if it triggered when he gets low, but he'd still have to fight to maximize his sustain out? sort of like maw's shield giving you the sustain when it pops, so he still has to work for it.

NGNL Asian1 votes

So like kennen ult but u cant be moved away. Displaced doesnt include roots. Feelsgoodman, there's counterplay

Big Lincoln1 votes

only during the first second of the wind-up, think like when Illaoi ults, on the way up she can't be moved by anything. that's what i wanna do with volibear, give him a chance to tank something like Lee's R and then run him down

ya like kennen ult but smaller range and not bursty

NGNL Asian1 votes

[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=FRfwWNWr,comment-id=00010000,timestamp=2017-03-20T22:47:12.626+0000)

only during the first second of the wind-up, think like when Illaoi ults, on the way up she can't be moved by anything. that's what i wanna do with volibear, give him a chance to tank something like Lee's R and then run him down

ya like kennen ult but smaller range and not bursty

Yeh I like this concept of volibear cause his gay ass regen passive isnt there

Big Lincoln1 votes

bumpy wumpy `~~ teehee <3

Hexs Fortune1 votes

how Braum looked before he went bald

Papa Andrei1 votes

The passive seems off. Would much rather that be on the W and give him the ability to decide on the AS growth, and move it so he gains healing everytime he kills a unit with full passive on it.

Q is nice, but is the casting like Taliyah? How fast is it? Will there be a casting area visually like Taliyah/Sion?

Already mentioned W

E is nice, though personally I think it should be a very weak slow and damage (bonus damage vs minions and monsters) but scale with levels hard. Makes it good for maxing but makes his early game less overbearing.

Little to say on the ult, besides maybe have maybe a 10-20-30% ms spees growth throughout the duration.

Also will the lightning chain do bonus physical or magic? If its magic BC won't work in him then. Voli is kinda meant to be the AS/AP juggernaut.

Big Lincoln1 votes

The passive seems off. Would much rather that be on the W and give him the ability to decide on the AS growth, and move it so he gains healing everytime he kills a unit with full passive on it.

I put it on the passive because I expect him to be able to max E, and so that he has sort of a smoother power curve overall if it scales with his level as exposed to spiking hard with levels in W and then dropping off as the game progresses.

Q is like Taliyah, I'd say .75 second delay before he grabs, so he has a little bit of time to figure out where he wants to chuck you

Also will the lightning chain do bonus physical or magic? If its magic BC won't work in him then. Voli is kinda meant to be the AS/AP juggernaut.

I listed BC since even if the lightning does magic for mixed damage, he'd still enjoy the armor shred on whoever he's attacking directly for the sake of boosting his physical damage execute as well as the Phage/AD/CDR effects. Also because I didn't want him to be shredding armor of everyone around him; he's primarily single-target focused but he has the AoE stuff as a compliment. Leave that sort of stuff to Garen/Illaoi/Darius.

It would be nice to have more attack speed items for bruisers, though; but I might compensate for that lack of items by just raising the AS steroid so he's more self-sufficient?

Papa Andrei1 votes

I was thinking you had the as stereoid at 20/40/60/80/120 passive boost, everything else seems fine.

Big Lincoln1 votes

what do you think about sustain?

it could stay a passive, but I still want him to have to commit to fighting to get the most benefit out of it

maybe after it pops, he can extend the healing by hurting stacked enemies?

Papa Andrei1 votes

Hmm.... Well if you want it gated behind his dps... I say there are a few options for it.

For each enemy champion at max stacks of his passive, Voli restores X% of his Max health per second.

If an enemy minion/Monster/Champion is executed by Volibears W, he will gain % health back scaling with missing health.

IF an enemy Minion/Monster/Champion is killed nearby volibear while they have max passive stacks he regens X% of mis max or Missing health.

It depends also, if you want it to be continous, the first option and variants such as would be optimal, if you want it gated behind his stacks and be more burst/out of teamfight, the other two variants would be better.

Big Lincoln1 votes

yeah I'm thinking something like the first. Wondering if it should be gated by getting low still

something like, drop below 30/35/40%, heal for an amount X over time. Heal for extra Y over time by attacking fully stacked enemy champions (for as long as he's in combat?)

so it's still a flavor of the old as a sort of safety net, but he'll maximize it's use by going back into the fight

Papa Andrei1 votes

Heal for 30% of your max health when you drop below 40% health.

Gain 10-20-30-40-50% increased healing of this passive depending on how many nearby champions have max stacks nearby. (Irelia/Wukong Passive range)

Big Lincoln1 votes

id lower the base amount to like 20% or something and up the scaling

Heal for 20% over 5 seconds, and heal for an additional amount for every unique champion that is fully stacked on until Volibear leaves combat

so he has a generous time to work on stacking, but he only heals for one champ at a time, up to five total and then he will have to leave combat

or... we could remove the passive heal, and just give him a heal over time for each champion fully stacked, with a cooldown per champion on the heal. think like Udyr bear stun; after healing from someone it goes on CD for maybe like.. 30/20/10 seconds

Papa Andrei1 votes

Something like a healing version of Darius? Apply the stacks, gain bonus health? Could work out quite well.

But would it be Gaining max health like Lulu ult, or healing? Cause gainingax health is not countered by GW, thus leaving little room for counterplay/outplay

Big Lincoln1 votes

Apply the stacks, and then you heal, and then you can't heal off that person for a while

but that might be counter intuitive to the "focus on beating down one dude" thing I was going for

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