Volibear; A Gameplay Update

Stacona··1 votes·332 views

These ideas will be very light changes; mostly a bigger change to his ultimate while the rest of his abilities will be basically the same.


Basic Attack Range: 150 units [up from 125] Movement: 345 units per second


Chosen of the Storm (Passive): Static Cooldown: 120 seconds Volibear deals 2% of his maximum health as bonus physical damage on-hit.

Periodically Volibear heals for 30% of his maximum health when below 30% health.

Rolling Thunder (Q): Cooldown: 15/14/13/12/11 seconds; Cost: 40 Mana Volibear gains 15% bonus movement speed for the next 4 seconds, increased to 30/35/40/45/50% when moving towards a nearby visible enemy champion. For the duration, Volibear's next basic attack deals 40/55/70/85/100 bonus physical damage and flings his target over and behind himself.

Rolling Thunder's cooldown is reduced by 3 seconds if Volibear flings a target.

Rolling Thunder resets Volibear's basic attack timer.

Frenzy (W): Cooldown: 18 seconds; Cost: 40 Mana; Range: 400 units Passive: Volibear gains 8/11/14/17/20% bonus attack speed on-hit that stacks up to 3 times. At 3 stacks Volibear gains the ability to use Frenzy.

Active: Volibear bites his target to deal 80/125/170/215/260(+15%bonus health) to 160/250/340/430/520(+30%bonus health) physical damage based on the target's missing health.

Frenzy's cooldown is halved if used against a minion or monster.

Majestic Roar (E): Cooldown: 10/9/8/7/6 seconds; Cost: 60/65/70/75/80 Mana; Range: 450 units Volibear roars around him to deal 60/90/120/150/180(+50%AP) magic damage and slow struck enemies by 30/35/40/45/50% for 2.5 seconds.

Minions and monsters get feared for 3 seconds instead and take 50% increased damage.

Lightning's Roar (R): Cooldown: 130/110/90 seconds; Cost: 100 Mana; Range: 450 units Passive: Every 4th basic attack unleashes a chain lightning to deal 80/120/160(+40%AP) magic damage to up to 4 nearby enemies.

Active: Volibear lets out a mighty roar to bring down a bolt of lightning to his location to deal 200/300/400(+100%AP) magic damage to all nearby enemies and stun them in place for 1.25/1.5/1.75 seconds.


2 Comments

Brascus1 votes

Should reduce the CD on Q if he gets slowed/cc'd: he doesnt have tools to juke and won't make it to his target unless he runs straight at them

Stacona1 votes

What? I increased the cooldown with a cooldown reduction mechanic to reduce his mobility; I see Volibear as half way between a juggernaut and hard tank. I focused on the balance point of him being kite-able, but strong if he can get into range and stay into range. He has less damage than a juggernaut because he has his Q; so he gets slightly more CC which is the hard tank half.

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