Volibear, Mini Rework Concept

Stacona··3 votes·379 views

Lightning bear, Thunder bear, Storm bear, Armoured bear. I would like to see Volibear's theme to feel like it is actually implemented in his kit. He will still be that tank-juggernaut that can maul you and your team to pieces, but with his lightning, thunder, and storming elements a lot more visible (and audible) through-out his kit. He also needs some tuning to help him out against high skilled players and be less oppressive vs low skilled players.


REMINDER: Large unit = champions, large monsters, large minions, epic monsters, and large pets (like Tibbers and Daisy for example).

Lightning Claws (Passive): Every 4th basic attack unleashes a chain lightning to up to 5 targets, dealing 30 - 120 (+4% health)(+80%AP) magic damage. Every large unit struck heals Volibear for 1% of his maximum health.

Rolling Thunder (Q): Cooldown: 17/15/13/11/9 seconds; Cost: 65 mana; Speed: 900 units per second Volibear does an unstoppable run in the target direction for 1 second, colliding with the first enemy struck flips it over himself while dealing his basic attack plus 30/60/90/120/150 bonus physical damage.

If Volibear collides with terrain he unleashes a blast of electricity around him, dealing 100/130/160/190/220(+90%AP) magic damage and stunning for 1.5 seconds.

Frenzy (W): Cooldown: 8 seconds; Cost: 40 mana; Range: 125 units Passive: Volibear's basic attacks grant him 10/15/20/25/30% bonus attack speed for 2.5 seconds, stacking up to 3 times. At 3 stacks, Frenzy can be cast. This passive is disabled while Frenzy is on cooldown.

Active: Volibear mauls the target enemy over 1.5 seconds, slowing it down by 30/35/40/45/50% and grounding, while dealing 100/150/200/250/300(+6%bonus health) physical damage over the duration. This mauling readies Lightning Claws at the end of its duration.

Majestic Roar (E): Cooldown: 15/14/13/12/11 seconds; Cost: 85 mana; Range: 425 units Volibear calls down a lightning bolt to his location, dealing 90/130/170/210/250(+60%AP) magic damage around him.

After 2 seconds, Volibear let's out a loud roar around him fearing enemies for 1.5 seconds, 3 seconds for minions and monsters.

Chosen of the Storm (R): Cooldown: 140/110/80 seconds; Cost: 100 mana; Range: 600 units Volibear wears a full set of metallic armor, slowing himself (including Rolling Thunder) down by 25% and granting himself 30/40/50% damage reduction and creating a storm above him for the next 7 seconds.

While the storm is active, whenever Volibear deals damage to or takes damage from large units electric rain comes down dealing 30/45/60(+10%AP) magic damage.

Cast Chosen of the Storm again to end the effect early.


6 Comments

LittleOak2 votes

I actually really like this concept, Volibear was one of the first champions I ever played in League of Legends and it's nice to see someone other than myself thinking about how to make him playable.

I would like to preface this by saying that I really like this. Like a lot.

Just reading it, my first thought, is that this feels a lot like Warwick. His Q is Warwick's ultimate with splash damage at the end of it. Voli's new W is a giant attack speed steroid much like Warwick's but instead of you gaining movement speed, the enemy loses movement speed. His E is again, much like a Warwick's E except trading a Damage Reduction for a lot of splash damage and a longer range fear. Voli Ult then reminds me (based off the description) like an Urgot W with a Kennen Ult. All of these abilities are both very strong abilities in their own right, and they are also unique to each champion they come from.

Again, I REALLY LOVE this thought, but if I were to see Volibear get a shiny new coat of paint, I would like to see a new coat of paint. Not just a lot of Warwick with splash damage and a Kennen ult. I really like his New passive you gave him and if I were to keep one ability I would say his Q, but make him able to traverse walls and make the splash damage happen regardless. Jungler's recently need the ability to traverse terrain and making him have a jump/leap that specifically stops at walls I feel like would hurt the main role he is being played in.

Again, love the concept, would love to see a Voli mini rework, and think you did a really great job on this! <3

Stacona1 votes

Q AoE damage and stun is only if he hits a wall, otherwise it looks like what it does now, just a faster straight line rather than free movement (better to hit higher skill enemies in, allows voli a way in). It is similar to WW ult where it either CCs a target or at least throws voli in the middle of the fight as a juggernaut that wants to sit in the middle of everyone.

The entire idea was make Volibear like the storm bear that he was meant to be; chain lightning is an always active toned back form of his current ultimate. Q is his Q now just faster, but loses control with it being just a straight line, rather than have nothing happens if he hits terrain I wanted something to happen - makes him super terrifying in the jungle with a lot of walls. At the same time flipping someone into a fear is a lot more deadly since you really move someone out of position. W never made sense to be a nuke. So I went off the bear aspect of mauling his target to pieces - chaining E-Q-W-Efear is a great deadly combo. Both the passive and active make sense together this way with both being about volibear mauling his opponent, and mauling is something bears do rather than biting. It is used the same way, but trade off your passive and less damage (and its damage over time rather than instant burst of damage) for the active for CC (helps with making him better against skilled players and less against low skill players). E is Lightning (damage) and a terrifying Thunder a STATIC delay after (Fear) to reflect on the storm theme. R is I wanted to add the armour bear element to his kit somewhere and make a true storm ability (I can see the Kennen thing because AoE and lightning; but the rate of magic damage varies based on damage voli is doing to champions and how much damage he takes from champions; ult damage of course does not trigger itself)

Jar Jar binks l2 votes

Looks really great

sirwaterfles1 votes

Those numbers are definetly way to high.Nassers might be a good item on him with these :p. I think AND granting his ult damge reduction AND hitting back damage is to much. Make heal on passive only kick in or scale up under a certain hp treshhold. Sounds decent otherwise but would miss the execute on w

Stacona1 votes

Impossible to know number balancing from paper concepts. Healing is rewarded for trying to hit as many significant targets with the lightning as possible. At this number value, at a late game very high health 4000 you get 200 health for hitting every enemy champion with the chain lightning every 4th attack, which is not that much and you are sitting in the middle of everyone, but does offer your ability to survive barely longer which may be the thing that makes you better than the enemy tank come late game teamfights. The healing gets a little more efficient when thrown in during ultimate time, which now i think about is a weaker version of ali ult and now cc cleansing, but made up for its potential very high area damage around him.

Ability Power ratios can be high here because the way the kit would work in game makes it suicide going anything but damage, it does allow for some more creative builds rather than forcing nothing but tank items. If some values are to low or to high then that is a gameplay testing department to find out, you don't do balancing from paper concepts. It comes down to whether or not the kit can be balanced where it is strong, but not oppressive, there is a fairness to it that still feels good for the Volibear player, that kind of thing.

Also Wits' End

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