Volibear Update Suggestions (Version 2, updated based on feedback)
Updated after all the feedback I received from the last post. Hope this one does a better job. Main changes from the last post are E is now a line attack instead of a PBAoE (and no more silence) and Q now has a recast effect to boost his movement speed and gain CC immunity for 0.5 seconds for a quick CC parry.
Overall goal is to add more interaction for both Volibear and his opponents. Q has less MS but has an activate-able short speed boost. Heal is now a conditional active rather than a passive and E is dodge-able but more impactful.
I fully intend for him to be the premier rush-down Juggernaut (Off-tank Fighter) with the trade-off being conditional survivability, which why his passive is moved to his execute.
On a side note these changes are also aimed towards making Volibear a viable top laner as well.
Note: All damage numbers, cooldowns, mana costs, movement speed buffs, etc. are all mostly unchanged from current Volibear. I wasn't going so far in depth as to calculate those rather they are just placeholder numbers. Only completely new effects have new numbers on them. Here's the wiki link if you wanna compare.
#Passive - Frenzy (Old W passive, tenacity added)
Innate: Volibear's basic attacks grant 3-20% attack speed and tenacity for 4 seconds, stacking up to 3 times.
(Level)% + 5% = current passive value. Let's him stick once he's actually in. Still has to find his way in but there are plenty of itemization options + Flash to that end. Tenacity compensates for his damage drop off as the game goes on. As he gets comparatively weaker, he gets stickier.
#Q - Rolling Thunder (Now recasting Q will grant a 0.5s movement speed increase and CC immunity. Persistent movement speed bonus reduced from 15-25/30-50 => 10-20/20-40. Fling duration massively cut down but adds a 1 second stun instead)
ACTIVE: Volibear gains 10%/12.5%/15%/17.5%/20% bonus movement speed for the next 4 seconds, doubled when moving towards a nearby visible enemy champion within 1800 units of him.
RECAST: Volibear gains CC immunity and doubles the total bonus movement speed for 0.5 seconds.
For the duration, Volibear's next basic attack deals 30/60/90/120/150 bonus physical damage and slams his target over and behind himself, stunning it for 1 second.
Rolling Thunder resets Volibear's autoattack timer.
More savage, fits the lore better. Q can now be used to dodge CC briefly and dive the backline. Doesn't change much from fling vs stun since a quick slam with a 1 second stun is almost the same as his current fling's airborne time.
This gives him alot more skill expression to dodge CC if used at the right time.
#W - Combination of W bite and Passive, no name still.
ACTIVE (requires 3 Frenzy stacks): Bites target unit, dealing 60/110/160/210/260 (+15% bonus health) physical damage, increased by 1% for every 1% of the target's missing health. If this ability kills a unit or damages a champion, he heals 30/55/80/105/130 (+15% of his missing health) over 6 seconds (20% immediately, 80% over 6 seconds).
If he kills a champion with this ability, the healing amount is increased to 75/140/205/270/335 (+40% missing health).
Cooldown is halved if it is used on a non-champion.
The cooldown halving effect was always there, I just added it affecting minions as well for laning since he won't have access to his old passive.
#E - Tempest Roar (AoE => Line attack. Charge-able to increase range. Name changed as well cuz "Majestic" doesn't really suit new Volibear Lore)
FIRST CAST: Volibear charges a deafening roar for up to 1.5 seconds, increasing its range as it charges (max charge at 1 second).
SECOND CAST: Volibear unleashes his roar, dealing 60/105/150/195/240 (+60% AP) in a wide line and slowing enemies hit by 15%/17.5%/20%/22.5%/25% for 3 second. Non-epic monsters and minions hit by this ability are feared for 3 seconds.
If the ability was fully charged, the slow is increased to 30%/35%/40%/45%/50%.
Damage unchanged, charging does not increase damage. He can perform any action while it's charging. Full charge range is 1000 units. Snap cast is 500 (current E is 425 for reference). Width is similar to Aurelion's Ult. E now has a short cast time where he stands still and roars (talking like, 0.25 seconds)
#R - Thunder Claws (Unchanged. W now procs it and amplifies it when it does)
Unchanged. W also procs Thunder Claws and benefits from W's missing health amplifier.
Overall, I think this adds much needed skill expression in his kit while also offering him more options and his opponents more things to play around rather than fight a statcheck.
One more thing to add. Volibear needs a VU. Not a full VU but rather something more akin to Sejauni gaining a new base skin to match his new lore. In his new lore, he is a savage merciless bear as opposed to the old lore where he is still savage but on the "good guy" side. (Maybe keep the current model as a legacy skin for those who owned him)
Suggestions: Scruffier fur, maybe some gray. Scars. And more armor. Current voice and animations outside his Q still fit.