Fan-made Rework for Volibear

Mens Hair Club·9/13/2017, 5:47:04 PM·5 votes·2,199 views

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 Darius Chogath Singed Mordekaiser

lmk what you think

33 Comments

Tychusfindlay9189/13/2017, 8:14:06 PM2 votes

one of two things for frenzy

#1 either it doesnt last for a ridiculous 8 seconds on a single target #2 It's base damage goes down by 4 at all ranks

Otherwise this looks ok.

E should be 2 second slow and 1 second fear, maybe scaling up by .1 second each per rank.

Concepts are great, numbers seem a tiny bit overtuned. Even if volibear decided not to build a single damage item he'd be fucking deleting shit hard. He should at least have to build a titanic hydra or tri force.

Ahristocats9/13/2017, 6:00:37 PM2 votes

didn't read everything but stopped at this

Deals damage equal to 30/60/90/120/150 (+140% total AD) bad idea, your Q looks like an amazing utility spell, this level of damage is not acceptable however this is a good idea, Deals bonus damage if enemies are flung into another champion, large monster, or terrain.

HalcyonDweller9/13/2017, 7:05:57 PM1 votes

I like this for the most part. The Q is really cool, being able to toss enemies a short distance is cool and it fits his theme. Rubick Sama's suggestion to reduce damage and make the movement speed end like Righteous Glory is also something I agree with.

I'm a bit concerned about the E changes though, 250 base damage is a lot on a basic ability. And destroying projectiles seems cool but it's also a bit out of left field thematically speaking. Also any basic ability that can counter ultimate abilities is going to anger people. See Yasuo.

Overall this is a great modernization, it looks cool and unique! And I like that you've come up with ways to rework the champion that hopefully won't require too many art resources to get done.

+1

Salson9/14/2017, 10:21:25 AM1 votes

I like your Voli posts and the direction you want to take him, so I'll just add my points:

-VU: I'm down for Garen/Shen/MF/WW path of same but more polygons, but Malza/Xin level wouldn't be bad either.

-Passive: Did you give up on 20% + 10% up to 50% per takedown in 5s before and after trigger? Not sure if this was your idea though, I liked the rewarding prat of it.

-Q: +1

-W: I don't really like this one, seems better on a skirmisher. W is Voli's best and healthiest ability, and the only one I wouldn't change. The only way this can with is Bloodrazor + BotRK, and that is no Juggernaut.

-E Love the first part, we need more interactions like that. The second part has too strong numbers though, 3s slow and 1.5s fear?

-R I like it, feels like a QoL buff more that breaking the ability.

chipndip19/13/2017, 8:24:16 PM1 votes

Juggy Wuggy Fever!

XxxLumberJackxxX9/13/2017, 11:13:09 PM1 votes

Bro volis whole lot needs scrapped back to formula.

HenzoAF9/13/2017, 6:05:14 PM1 votes

Ursa