Fan-made Rework for Volibear
I do not believe Volibear needs a VGU, only a small/mid-scope rework and some new spell effects. Visually Volibear is fine and only needs some model touch-ups for better rigging + new spell effects. Kit-wise he has a solid template and only needs more bells and whistles to make him fit new standards; I will be working with his existing kit to bring him up to par and give him a unique place in the League
Here is what I have, using pictures to help clarify how I think the spells should look, drawn expertly in MS paint with a touch pad.
Base stats: Size up 25%
Passive: Unchanged
Q: Rolling Thunder Cooldown 12/11/10/9/8 350 Range Gain 10/15/20/25/30% movement speed for 4 seconds, doubling towards enemy champions. In the next 4 seconds, Volibear can recast to throw all enemies in a small area in front of him 300 units in the direction of your cursor. Deals damage equal to 30/60/90/120/150~~ (+140% total AD)~~. Deals bonus damage if enemies are flung into another champion, large monster, or terrain.
https://i.gyazo.com/21c7fa6050ea5b912856ae62816ae338.bo
W: Frenzy Cooldown 18 seconds 450 Range Passive: Volibear's basic attacks deal 10/12/14/16/20 bonus physical damage on-hit, stacking infinitely and lasting for 8 seconds per target. This damage applies lifesteal but cannot crit. Active: Volibear tethers to an enemy for 1.25 seconds, hitting them twice for two instances of flat damage. If the tether is not broken by hard-disabling Volibear or running away, Volibear bites the opponent, dealing damage equal to 10% of Volibear's maximum health plus 100% of Frenzy's stack damage, increasing by up to 100% depending on the target's missing health (deals maximum damage when the target is below 20% health). If used on non-champions, Volibear will bite the enemy immediately. The first two hits of Frenzy can apply on-hit effects.
Successfully killing an enemy unit reduces Frenzy's cooldown by 40%.
E: Lightning Roar 400/800 range 50/60/70/80/90 mana 15/13.5/12/11.5/10 second cooldown
Volibear roars, charging himself with lightning and destroying all enemy projectiles near him, as well as marking enemy champions struck by it for 3 seconds. Volibear can recast within 2 seconds to discharge his energy, calling down a lightning bolt that strikes after 1.25 second, dealing 60/100/140/180/240 (+30% tAD) magic damage slowing all champions struck by 30/35/40/45/50% for 3 seconds; champions that have been marked are feared for 1.5 seconds instead; non-champions are feared for the full duration.
https://i.gyazo.com/688aa99f6d8c95d514d869f33d9e2f9e.png
R: Thunder Claws 100 mana 130/100/70 second cooldown
Volibear calls on the might of the storm, causing lightning to bounce from himself to all enemies nearby, dealing 100/200/300 magic damage. Afterwards, for the next 12 seconds Volibear's basic attacks and abilities deal bonus magic damage that spreads to up to 8 nearby enemies. Frenzy's on-hit damage is multiplied and spread to all enemies struck by bouncing lightning, dealing the greater value between 1/2 of the primary target's Frenzy stacks and the stacks each target has.
If Volibear executes a target with Frenzy while Thunder Claws is active, half of the execute damage bounces to nearby targets.
Magic damage: 50/75/100 (15% total AD) Frenzy multiplier: 150%/175%/200% Bounce Range: ~400 (currently about 500, I believe; this is to compensate for it being able to hurt way more)
I have taken all of Volibear's abilities and updated them, with the biggest change being to his E. All of his basic spells now offer more counterplay and interaction; Q can be avoided, W can be stopped by hard CC and it doesn't scale as much off his raw health, and his E is no longer a PBAoE slow but something more valuable to his arsenal, a strong defensive/offensive tool to reduce the binary nature of his approach vs ranged champions. In exchange, he's gotten a lot more power; he does much more damage like a Juggernaut should do, W gives him immense power in longer fights and the execute reaches its cap sooner, and his E gives him ranged poke as well as superior engage and conditional hard CC to make him a very disruptive threat. R gives him the potential to absolutely decimate a clumped teamfight if he's allowed to hit a beefy target and then spread the stacked damage around. Embracing his nature as a hybrid between a Juggernaut and a Vanguard to give him lots of in-fight disruption, he has extremely low up-front burst like some of his peers, but becomes progressively more dangerous the longer a fight is allowed to proceed. In addition, his power curve has been shifted from early game into more of a scaling role, requiring some items before he starts to really get rolling but able to function as a strong carry champion if he plays into his win conditions.
Volibear is now a healthy champion and can join his fellow juggernauts at the top

lmk what you think