Thoughts and Discussion: Volibear
General points for Volibear:
~ Armoured lightning bear! This is not too recognized right now since the only lightning element is from his ultimate (which is very outdated and does not represent an ultimate very well, especially for a tank), nor is the armoured element really there since itemization is the only thing that prevents damage (tank items). ~ ~ Basically, Volibear needs ability changes to really emphasize his theme. He also needs his kit to become updated so he can deal with all the mobility that was added after his release and be less oppressive vs immobile champions (one example is a weaker slow, but it also grounds enemies, similar to one of Singed's recent changes), keeping in mind that he is a juggernaut (hard hitting, verily immobile, super beefy bear).
~ Flip The Table! Volibear's run and flip his target over the head is both very unique to Volibear and the one thing that plays on the thundering aspect to Volibear. So this is one ability that should receive extremely little to near non-existent changes, just some tiny adjustments.
~ His sustain might be better to have on an active ability of some kind so that he feels more like that armoured bear and create that unkillable feeling for the user (not literally unkillable, just hard to kill).
~ His chain lightning seems more fitting to be for his passive ability slot. After X attacks his next basic attack will unleash a chain lightning onto X amount of enemies, scaling with his levels and ability power still dealing magic damage as his ult does now. This will help out his jungle clear with the AoE (and the fact that it is bonus magic damage) which is something tanks are typically weak at, especially current Volibear's pretty slow clears (his AoE non-champion fear prevents damage to stay healthy despite being slow). Also he is melee so its not like it is easy to get a bunch off unless you really play it right (should be rewarded for playing things correctly).
~ Again, a real ultimate for Volibear be nice. Maybe something like Volibear creates a large storm around him dealing a bunch of magic damage to struck enemies one time, granting him a very large amount of static movement speed like a Sion ultimate, with the same limited movement like Sion - main difference is one is for damage and the other for the stun. This will grant Volibear something that feels like an ultimate and helps him get into the fight as a melee, keeping the mobility restricted to the very long cooldown of an ultimate. The storm size could ramp up as Volibear moves faster, the capped storm size would be reached with the hard capped movement speed, reactivating will end the effect early (so the bear does not keep running past the fight).
~ Majestic Roar (E). I personally really like this ability, but I do understand it is quite bland and would probably be one for a complete overhaul for a new ability; one that goes on either thunder and/or lightning most likely. Could possibly be a similar effect, but more unique to it, like the bear ROARS MIGHTILY and then an inner circle near Volibear of lightning strikes down at his location dealing heavy magic damage dealing % max health magic damage scaling with health and ability power so he can at least deal damage to the one he can reach the easiest (tanks, bruisers, juggernauts, etc.) with a larger radius that travels outwards after a brief delay that is the thunder (thunder comes after lightning) that is a damage-less fear to struck enemies; a fear allows for an equal playing field between mobile and immobile since you cannot dash or jump away while feared, but can for a slow. During the lightning portion a very short duration ground could be added if needed to the full area and not just the lightning area, like just seeing the lightning places you in shock and unable to move. ~ ~ If you lost track his crowd control would be his flip and an AoE moderate to longish duration fear on a delay and travel time, pretty fair for a juggernaut-tank.
Entire purpose of what is below is just to help brainstorm ideas for Volibear. We need a starting point somewhere, so I might as well begin!
Lightning Claws (Passive): Chain Range: 400 units Every 4th basic attack Volibear unleashes a chain lightning, dealing 60+10 per level bonus magic damage to up to 5 targets.
Rolling Thunder (Q): Cooldown: 12/11/10/9/8 seconds; Cost: 40 mana Volibear runs on all fours for the next 4 seconds, granting him 10% to 40/45/50/55/60% bonus movement speed over 2 seconds, after 2 seconds Lightning Claws is readied. This movement speed bonus doubles if an enemy mobility effect, excluding Flash, was used near Volibear.
During this duration Volibear's next basic attack will flip his target over his head and immobilize it for 0.75 second.
Frenzy (W): Cooldown: 6 seconds; Cost: 50 mana; Range: 125 units Passive: Taking and dealing damage grants 1 Frenzy stack for 2.5 seconds, stacking up to 10 times. Volibear gains up to 20/30/40/50/60% bonus attack speed based on his Frenzy stacks. At 10 Frenzy stacks then Frenzy can be cast.
Active: Volibear mauls the target enemy for the next 1.5 seconds, setting his attack speed at 3/3.5/4/4.5/5 attacks per second and healing himself for 4%(+2% per 100AP) of his maximum health on-hit. Basic attacks and on-hit damage is decreased to 30% during Frenzy.
Volibear is locked out of freely moving and casting his abilities during Frenzy.
Majestic Roar (E): Cooldown: 15/14/13/12/11 seconds; Cost: 70/75/80/85/90 mana; Range: 200 / 600 units Volibear does a mighty roar causing lightning to be called down to his location, dealing 6/7/8/9/10%(+5% per 1,000 bonus health)(+4% per 100AP) of target max health as magic damage to enemies next to him (max 300/350/400/450/500 vs monsters).
0.75 second later roaring thunder is called out around Volibear, fearing enemies for 1.5/1.75/2/2.25/2.5 seconds.
The Mighty Storm (R): Cooldown: 150/110/70 seconds; Cost: 100 mana; Range: 125 - 600 units Volibear starts mercilessly running towards the mouse cursor unable to take sharp turns for the next 7 seconds, growing an electric storm as he builds up speed, during this run Volibear is completely immune to crowd control. Crashing into terrain ends the effect and stuns Volibear for 1 second.
The storm deals between 80/120/160(+20%AP) to 400/600/800(+100%AP) magic damage to struck enemies based on the size of the storm.
Recasting The Mighty Storm causes Volibear and the storm to come to a stop after 0.5 second.
+ Q