Volibear too strong?
He seems to be kind of op. goes insanely tanky and will still 1 shot an adc.
He seems to be kind of op. goes insanely tanky and will still 1 shot an adc.
His greatest strength is when the enemy team has a poor composition, immobility, and lack of consistent peel.
If anything could be slapped on him, it'd be his Passive or his Chomp. It's frustrating to dish out an extreme amount of damage against him, just to watch him heal it back a-la-Mundo and suddenly you have a vicious bear in your face on top of your spells being on CD. Furthermore, his Chomp is (IMO) too effective against squishy champions. It's supposed to be an execute once a champion has been whittled down to a marginally low percentage, but I've watched him kill a Caitlyn at 1/3 HP using just his Chomp.
All this being said, coordinated teams will just make him another Garen/Sion situation where he is kited to death or just a damage sponge.
Furthermore, his Chomp is (IMO) too effective against squishy champions. It's supposed to be an execute once a champion has been whittled down to a marginally low percentage, but I've watched him kill a Caitlyn at 1/3 HP using just his Chomp.
With Frenzy (W) maxed which is soonest at level 9 Volibear chomp will deal 260 +15% of bonus health this is increased by 1% for every 1% health the enemy is missing so it deals between 0-100% increased damage (though 100% increased damage doesn't seem necessary when the enemy has close to 0% hp left)
So if Caitlyn was at 1/3 HP his Chomp would deal 431.6 + 24.9 % bonus health (1/3 HP seems like it would be around the best time to use it against squishy targets anymore and it will probably just overkill)
The problem with Volibear is that he runs in with his Q and then use his E to slow them and then he chomps and he doesn't really do much (unless he has his ult) as all of his abilities have rather long cooldowns especially his chomp (W) which has 18 seconds cooldown which means Volibear needs to make it count (if he is even able to get in range and auto attack 3 times to get the stacks to even be able to cast W)
The whole juggernaut class is defined by the notion of killing if they catch you. So...no, he's fine.
Yet he can catch people so easilly and kill them so easilly while getting the benefits of being tanky.
Yet he can catch people so easilly and kill them so easilly while getting the benefits of being tanky.
If you have a team that can't slow him, blame your team.
Well what am I supposed to do as Jhin if I have a squishy support? I know its a bad match up for me but wut can i do in those cases?
You have a trap to slow him.
You mean the trap that has a cast time and delay? The one that still doesn't save you? It normally won't unless you can get under tower before he catches back up. The Root won't save you even much.
Well what am I supposed to do as Jhin if I have a squishy support? I know its a bad match up for me but wut can i do in those cases?
Your support can help you survive it somehow.
Get bodied.
People need to understand that MOBAs borrow HEAVILY from rpgs, and the reason why we're seeing balancing issues on a macro scale is because Riot's too concerned with how people feel in the short-term when they play the game without using their heads. If you play into Voli's hands, you won't always have the smoothest answer to save yourself. That's just how it's gotta be sometimes.
As Jhin you should have no issue kiting volibear. I run him with stormraiders phantom dancer trifrorce for phage proc and high crit chance and atk speed for insane movement speed from "every moment matters " and I dance around him just like vayne would
I'm talking early game when I'm not zippy gon zalos.
Don't get caught out of position. Poke accordingly. You're Jhin, booby trap the lane. Voli won't be able to get near you.
he's strong but not OP, he definitely have his weaknesses. He's gated by his low mobility and high cooldowns. Another weakness is how nearly all his power is jammed packed into his W while the rest of his kit is lackluster(which i find very unhealthy for a kit IMO). He can be easily kited and his engage potential is next to none.
I want you to tell me what his weaknesses are then, because: -Early game jungle, almost the best ganks you can imagine, and that damage... -Late game he is so tanky that a fully built Azir (my main) would need 30 aa's(or W's), maybe even more, while he just runs at you and oneshots you worse than any other champion, even Garen. An assassin would not deal enough damage. An adc won't get away. A control mage simply can't kill him because even though he doesn't get to come close, he won't die. A burst mage wouldn't be able to do anything, because he can tank all of it. A fellow tank dies to his attack speed, as well as a bruiser. And unless you are around there with your whole fucking team and just volibear alone, you might have a chance at killing him, tho he'll ran away probably. Tell me, TELL ME HOW THAT IS COUNTERABLE!
Yeah well, he's a Juggernaut. Of coarse he's going to slice you to ribbons if he catches a glass cannon.
Kite the fight if you can, but if your the glass cannon, you will die to anyone. Get your team mates to peel for you. (Like they should be doing) And if your still getting malled by the bear. (Like say, because you were flanked) then you would need to step up your map awareness and vision.
Good luck with this advice in bronze. Volibear at the enemy team and gg
I'd like to see the math on volibear 1 shotting an adc
W= 1934 physical dmg boom !
W= 1934 physical dmg boom !
at what level
Next level.
I think the main problem with him isn't so much his damage, but just his ability to either run away from or chase down anyone he wants and then flip them behind him. Map awareness and teamwork can mitigate his damage dealing abilities but his crazy mobility and initiation make him a little OP in my opinion.
but his crazy mobility and initiation make him a little OP in my opinion.
He pressed Q and runs at someone, flipping a target only when within melee-range.
That is, in no way, crazy mobility or initiation. This is especially true in comparison to champions with gap-closers or AoE lockdown.
He's a strong duelist and skirmisher who falls off during teamfights due to how easily he can be kited.
I'd say "crazy mobility" would apply more to an ability that is a dash into a blink.
"chase down anyone he wants" "crazy mobility " "initiation "
lul
I think the main problem with him isn't so much his damage, but just his ability to either run away from or chase down anyone he wants and then flip them behind him.
Wait.. so Volibear is a problem because he is a worse Udyr? Because Udyr is way better at running away with the +35% MS for 3 seconds with 6 seconds cooldown + 15 flat MS (as long as he keeps his passive stacked) while Volibear only has +15% movement speed when running away for 4 seconds on 8 seconds cooldown (if the cooldown starts on cast and not when it runs out or Volibear use the flip)
At chasing I would say that are probably about equal unless Volibear Q cooldown starts after completing it... If it is like that then Udyr is probably better at chasing as well
I never see an Udyr running behind enemy lines the way Volibear does dealing insane damage and surviving like it's nothing, 10 seconds later being almost fully healed again. Volibear is op, and unless you give me a clear explanation to counter Volibear that's not filled with ifs or that is too specific, I will keep saying he is op.
Volibear is stronger than Udyr IF he has his ult Without his ultimate Volibear doesn't actually have that much damage... yes he has potentially enough damage to kill an ADC if he is able to punch them for a little while dropping their HP so W/bite with the increased damage can finish them off
The problem against more tanky opponents is that 1 W/bite probably isn't enough and it has a long cooldown of 18 seconds and Volibear doesn't have that much damage in the rest of his kit except his ult
Though yes Volibear is rather strong against uncoordinated opponents and in 1v1 The best way to learn about volibears strengths and weaknesses is to play him and if he really is that OP I guess he is freelo
I woulnd't say he oneshots anything, there is no spell that literally oneshots anyone unless the Full AP Nunu is 20/0 agaisnt a level 1 Sona.
It's just pretty strong at early/mid game, where it can take AT MAXIMUM, 1/3rd HP.
I woulnd't say he oneshots anything, there is no spell that literally oneshots anyone unless the Full AP Nunu is 20/0 agaisnt a level 1 Sona.
It's just pretty strong at early/mid game, where it can take AT MAXIMUM, 1/3rd HP.
rip old 
is a very good item against volibear. Grievous wounds is his worst enemy and Voli is nothing without his passive.
I'm a voli main, I believe a good nerf would be his ult damage.
I have a hard enough time convincing my ADC to build an armor pen item, let alone MR. I mainly play juggernauts and I can't afford to build an item that gives me no survivability.
Yes, Voli has consistently had one of the highest win rates in the jungle for a while now, despite all the changes around him. He has a very strong early game due to his good clears, strong dueling in the jungle early on (I actually don't know if there is a jungler that can 1v1 Voli in the jungle if the Voli's passive is up), very strong ganks (provides a good mix of damage and crowd control to his ganks, as well as pretty okay mobility to catch the enemy), etc. He technically falls off later, but only in the sense that he's no longer overbearing (heheh...). He's a good front line tank with pretty decent crowd control, okay AOE damage, quite good single target damage, and decent mobility. People seem to like comparing him to juggernauts. All right, let's compare him to juggernauts, namely Darius and Garen. Garen has good mobility and tank steroids for a juggernaut, with Darius having AOE damage and crowd control to help compensate for his shortcomings in those areas. Volibear has all of these things, along with also having an execute on a basic ability (their executes are on their ults), helping him take out a priority target more easily.
I don't know why people defend Volibear so much. Statistically he has been overperforming for a while now, but people choose to ignore it because "Hurr, he's a tank so he can't be OP" I guess.
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Yes, Voli has consistently had one of the highest win rates in the jungle for a while now, despite all the changes around him. He has a very strong early game due to his good clears, strong dueling in the jungle early on (I actually don't know if there is a jungler that can 1v1 Voli in the jungle if the Voli's passive is up), very strong ganks (provides a good mix of damage and crowd control to his ganks, as well as pretty okay mobility to catch the enemy), etc. He technically falls off later, but only in the sense that he's no longer overbearing (heheh...). He's a good front line tank with pretty decent crowd control, okay AOE damage, quite good single target damage, and decent mobility. People seem to like comparing him to juggernauts. All right, let's compare him to juggernauts, namely Darius and Garen. Garen has good mobility and tank steroids for a juggernaut, with Darius having AOE damage and crowd control to help compensate for his shortcomings in those areas. Volibear has all of these things, along with also having an execute on a basic ability (their executes are on their ults), helping him take out a priority target more easily.
I don't know why people defend Volibear so much. Statistically he has been overperforming for a while now, but people choose to ignore it because "Hurr, he's a tank so he can't be OP" I guess.
That's a flat out unfair way of comparing kits to be honest, both Garen and Darius have strong sustaining mechanisms, Volibear has none outside of his passive, as tank steroids go.
Volibear doesn't have any true damage, Garen and Darius both do albeit one alot more than the other, they do not need to land 3 auto attacks to use their executes, Garen doesn't have mana, Garen has a spammable mini-cleanse, Darius gets a free MS boost whenever he hits a champion etc etc.
That doesn't mean that Volibear isn't too strong in the jungle, but seeing as his toplane performance is hardly anything to brag about (he's pending between 47-48% top) you can hardly claim it's just his kit or numbers that makes him powerful, because honestly, they aren't that great.
Darius is almost at 53% top and Garen is sitting at about 50%.
My opinion as to why Voli is so strong in jungle is because of his ganking synery, that is, his ability to flip targets away from safety and towards allies, making his ganks a tier of their own if Voli is good and his opponents overextend, that and the fact that we're in an early game meta where early leads easely can snowball a game out of control, because honestly, aside from very strong ganks, his kit doesn't bring anything special and there's a reason why he's just about never picked in LCS where vision would render him utterly useless.
He is strong if he catches you. Make sure to play something that stops him from catching you, and you're golden.
He thrives of the lack of coordination. His high winrates stems solely from his jungle performance, his top winrate is subpar, especially for a champion with such a straightforward kit.
My suggestion would be to cut the cooldown reduction on his W for using it on a jungle monsters to 25% from 50% and allow that 25% to apply to lane minions as well helping his toplane performance a little, the problem is that this would only hurt his clearing speed, which isn't really his strong suit to begin with but it would definately hurt him in the jungle early and probably delay his build somewhat, given he doesn't get alot of early successfull ganks, which, to be honest, you shouldn't be giving him.
Voli is alot like Lee Sin, his early game ganks are incredibly strong and so is his passive, but he falls of pretty hard come lategame when supports and mages can spam their cc (voli has short range and fairly long cooldown on his spells so stuffing him turns him into little more than a glorified soak for a while) thx to cdr, natural cooldown reduction and larger mana pool.
He thrives of the lack of coordination. His high winrates stems solely from his jungle performance, his top winrate is subpar, especially for a champion with such a straightforward kit.
My suggestion would be to cut the cooldown reduction on his W for using it on a jungle monsters to 25% from 50% and allow that 25% to apply to lane minions as well helping his toplane performance a little, the problem is that this would only hurt his clearing speed, which isn't really his strong suit to begin with but it would definately hurt him in the jungle early and probably delay his build somewhat, given he doesn't get alot of early successfull ganks, which, to be honest, you shouldn't be giving him.
Voli is alot like Lee Sin, his early game ganks are incredibly strong and so is his passive, but he falls of pretty hard come lategame when supports and mages can spam their cc (voli has short range and fairly long cooldown on his spells so stuffing him turns him into little more than a glorified soak for a while) thx to cdr, natural cooldown reduction and larger mana pool.
I think his Jg is amazing, his early ganks are very good because he can usually out run the enemy significantly at low levels and when you get tossed you usually die.
Lee Sin can be decent late game... if you are very skilled he can be an assassin thanks to his abilities having in total 480% AD ratio and his passive gives him attack speed so he can possibly get in some auto attacks as well
If not he can be great distraction with all of his mobility and with his ult he has some amazing utility which can be used to peel or to put an enemy so out of position that they will most likely die (doing so might kill Lee Sin as well but that is probably a worthy trade? and with his mobility Lee Sin might just be able to get away)
[{quoted}](name=Champion Skin,realm=EUW,application-id=3ErqAdtq,discussion-id=qMfsMAzA,comment-id=00070001,timestamp=2016-06-14T23:48:12.689+0000)
Lee Sin can be decent late game... if you are very skilled he can be an assassin thanks to his abilities having in total 480% AD ratio and his passive gives him attack speed so he can possibly get in some auto attacks as well
If not he can be great distraction with all of his mobility and with his ult he has some amazing utility which can be used to peel or to put an enemy so out of position that they will most likely die (doing so might kill Lee Sin as well but that is probably a worthy trade? and with his mobility Lee Sin might just be able to get away)
I agree with his numbers scaling very well into lategame, as thus he will be a strong dueler/skirmisher regardless of what stage the game is in, depending on build.
However, as cc becomes more rampant as the game progresses, thanks to cdr, larger mana pools etc, and teams group up, he has a harder time pulling those kind of plays.
What I mean is that although his numbers scale very well, his mechanics doesn't.
That's how I feel about him at least.
1 shots an adc... yea maybe an extreme bad adc
It would be best to give him tweaks, especially involving his [W], but it would have to be a net nerf. He's a really strong jungler right now, but not impossible to deal with.
It would be best to give him tweaks, especially involving his [W], but it would have to be a net nerf. He's a really strong jungler right now, but not impossible to deal with.
Frenzy (W) Attack speed per stack lowered to 4/8/12/16/20 from 8/11/14/17/20 Cooldown reduction for using W on monsters reduced to 25% from 50%
Is the current nerf on PBE. it screws him over quite a bit by hurting his early game.
That cooldown nerf actually fucks over his early clear speed hardcore.
He won't be able to double-bite wolves/raptors anymore, and the first bite on Blue/Red will have to come in much earlier for the second one to come up on time, which means less damage and more autos needed to make up.
Combine that with the attack speed nerf and we're looking at...Maybe 10-15 more seconds in the jungle. That takes the edge off of his deadly level 3 ganks by letting the laners hit 3.
Yeah, I think it's probably justified. It's going to mean getting a decent leash is much more important (whereas before it really didn't matter). 15 seconds isn't too bad though, and once he's level 7, he doesn't really notice the nerfs anymore (other than the missing gold from the 2 lost camps/one lost gank).
Is this based on the winrate circlejerk, or about the "riot can't be wrong" circejerk, or is it both?
I'm going with both, do I get any prize if I guessed correctly?
He is definitely strong but his ability to be kited is pretty good counterplay. Just build rylais.
He is definitely strong but his ability to be kited is pretty good counterplay. Just build rylais.
When I play low mobility I get fucked lol. playing lucian is a good counter play though.
Rip brain cells when you play volibear
Rip brain cells when you play volibear
Pick janna into him, not only do you counter him, you also easily outbraindead him. Easy faceroll, easy life.
I play every support except Janna and lulu
I play every support except Janna and lulu
Soraka is extremely braindead as well.
But aside from these two(soraka and janna) most supports are ok, the problem with these two is that their kits work in such a way that the easiest path is generally also the best path, hence why they are so braindead.
Lulu belongs close to the where fight goes on, and if she lanes passively her laning is pathetically weak(not that it's strong otherwise, but it's stronger).