[Rework] Volibear; Restructuring his abilities, keeping his character & kit

Snakethrower·10/2/2014, 6:56:23 PM·1 votes·4,226 views

Basics: This rework aims on keeping Volibears character and gameply very close to what it now, while making him more consitent and more viable, especially in the jungle. This comes at the cost of some power and tuned down (passive) health regeneration, but also makes him more disruptive and enables more viable builds.

Did I get you interested? Read further!

Reworked Passive: Chosen of the Storm For each 10% of bonus attack speed Volibear gains 10/25/50 extra health (level 6 / 11 /18). Upon being hit by a champion Volibear gains 15/30/45% of his bonus movement speed as bonus health regeneration per 5 seconds for 2 seconds (doesn't stack)

Reasoning This change will allow Volibear to include attack and movement speed in his builds without becoming too squishy. It's a small bonus that doesn't make a full AS build viable, but enough to make the according items more cost effective and appealing.

"New" Q= reworked R: Thunder Claws Toggle: Active: Volibears attacks will create lightning bolts whichbounce up to 3 nearby enemies dealing 5 / 25 / 45 / 65 / 85 (+0.35 AP) bonus magical damage. Passive: While Thunder Claws is on cooldown Volibears gains 5% increased health regeneration. Mana: 3/4/5/6/7 per hit; 20/ 30/40/50/60 upon activation Cooldown: 5s

Reasoning Yes, I actually did change the spot of the ultimate and the Q. While this will significantly lower his damage in teamfights it will make him a much faster and more consistent jungler. It also promots buying AP, giving him even more build options. This also allows to rework his throw to be more of an impact within teamfights.

"New" Q= reworked R: Rolling Thunder For 13 seconds volibars gains 30/50/70% bonus movement speeds which deacys significantly for the 3 seconds and remains at 15% after this period of time. Additionally, Volibear's next autoattack during this time will deal bonus physical damage and will toss the target behind himself. Volibear can reactive his ultimate two additional times to renew this effect.
Physical damage: 60 / 90 / 120

Reasoning His ultimate now is and improved version of his Q. It grants him a very short yet significant movespeed buff (and slight health regen) which improves his ability to initiate. Afterwards it stays as a small bonus which allows him to remain a danger. The ability to reactivate his toss will allow to be more disruptive and flexible at the start of the fight.

So, what are your guys thoughts ? P.S: I got also some ideas for W and E, but I'ld like you to give me feedback on these suggestions first.

8 Comments

AD0w10/2/2014, 7:13:24 PM2 votes

As a volibear main, I do not see any changes that are needed. Right now I believe he is balanced and is the nasus type player where he can be a hyper carry during late game. He is already a little bit under the radar and these changes I believe would make him a very unplayed champ, even more so than now.

Gorzke10/2/2014, 9:16:41 PM2 votes

I'd swap his E with his Ultimate, making something like:

E - Thunder Claws (Toggle: 5 sec CD, 40 Mana; 6 Mana per hit, Onself(275 range bounce))

Passive: Autoattacks increase Volibear's movement speed by 4/5/6/7/8% for 1 second.

Volibears attack deal 25 / 35 / 45 / 55 / 65 (+0.45 AP) bonus magic damage on hit, bouncing up to 2/2/3/3/4 nearby targets.

R - Majestic Roar (100 Mana, 600 Range, 75/65/55 seconds.

Volibear deals 150/250/350(+ 70% AP) to all chapions sorrounding him, and fearing them for 1,75/2/2.25 seconds.

Voli now has a really decent late game potential, doesnt lose early ganks (althought a litle worse ganks, better clear) and has a really ultimate.

bunsenhoneydew7710/2/2014, 8:53:38 PM1 votes

How can he initiate ganks without his rolling thunder being available early on? How can he escape? I don't think this is a good idea