[Rework Suggestion] Volibear

Sadezras··1 votes·585 views

Don't get me wrong, guys. I have the champ since his launch (not in this account, of course, which is from a friend of mine), and since then Voli has became my favorite champion. Volibear's main issue is how he fall off in the game, once everybody is full build. I'm not talking about a fall off like many other tanks do. I'm talking about one of the worst late game of LoL. In addition to that, his initiation if VERY predictable and easy to avoid in high elos. Another problem is that he is normally built as a pure tank, but his abilities don't offer much of utility for his team. Once his damage fall off to the late game, he becomes pretty much useless to his team. His kit still really works well in the very early game, where is damage is pretty high. Another current alternative is not to build him as a pure tank. Titanic Hydra is almost mandatory to his late game. Another option is Trinity Force (for such high CDR, mobility, AtkSpd, burst damage and still offers a little more HP). Still, there are a lot of other way better tank fighters for the late game, and a lot of them still fall off late game.

Aside that...Volibear's gameplay aged a LOT, although he's still my fav champion. Voli's design is pretty much outdated.

With all that in mind, I was trying to create a suggestion of his rework that makes him more dinamic and with a better fall off to his late game.

** Innate – Frenzy** Version 1: Each of his autoattacks give him a stack of Frenzy, capped at 10. Each stack gives him 2/3/4/5/6 % (levels 1, 4, 7, 10 e 13, respectively) of Atk. Speed. When out of combat for 2 seconds, Volibear loses 1 stack per second.

Version 2 (nerfed one): Each of his autoattacks give him a stack of Frenzy for 10 seconds. At 5 stacks, only autoattacks against champions give him more stacks, capped at 10. However, ANY autoattack will refresh the duration of the stacks, even the duration of the stacks above 5. Stacks above 5 decay one by one every 2 seconds. After 10 seconds not refreshing these stacks, Volibear will lose ALL of his stacks. Each stack give him 2/3/4/5/6 % (levels 1, 4, 7, 10 e 13, respectively) of Atk. Speed.

Q – Rolling Thunder Passive: As Volibear moves in the direction of enemy champions, he receives a bonus of Mov. Speed (1,5/2/2,5/3/3,5) for each stack of Frenzy he has.

Active: Volibear receives a 15% of Mov. Speed bonus and the passive flat bonuses of this ability will triple over 3 seconds, after that, the bonuses remain tripled for 1 more second. In addition to that, his next autoattack, within these total 4 seconds, will cause more 30/60/90/120/150 physical damage and will fling his target behind him.

W – Chosen of the Storm Passive - Version 1: For each stack of Frenzy, Volibear receives 0,8/1/1,2/1,4/1,6 % reduced magic and physical damage.

Passive - Version 2: When Volibear autoattacks a non-champion enemy, he recovers 0.2/0.4/0,6/0.8/1 HP over 3 seconds for each stack of Frenzy he has. If Volibear autoattacks an enemy champion, he instead recovers 0,10/0.15/0.2/0.25/0.3 % of his Max HP over 3 seconds for each stack of Frenzy he has.

Active: Volibear bites his target, dealing a physical damage of 0,4/0,55/0,7/0,85/1 % of the target's Max HP per stack of Frenzy. On hit effects are also applied. ALL the damage cause by the bite is increased by 0,5% for each percent of the target's missing HP.

E – Majestic Roar Active: Volibear roars, reducing the Mov. Speed (by 40/45/50/55/60 %) and Atk. Speed (by 20/25/30/35/40 %) of all enemies around him for 0,5 seconds for each stack of Frenzy he has. Non-champions will get Feared for the same duration.

Note: Magic damage removed, making this ability more utility oriented.

R – Thunder Claws Passive: For each stack of Frenzy, Volibear's autoattacks also deal a physical damage of 0.1/0.2/0.3 % of his Max HP per stack of Frenzy as an on-hit-effect.

Active: For 10 seconds, Volibear increases in size (getting bigger for each stack of Frenzy, consequently receiving more range for his autoattacks and abilities) and his autoattacks release a lightning on the target. The lightning is passed to 4 more near enemies and does magical damage of 3/6/9 + 0.1/0.2/0.3 % of his Max HP per stack of Frenzy. While Volibear is under the effect of this active effect, the passive effect of this ability is disabled.

As you can see, the problem with these changes is that he would become a more Top lane champion, instead as a jungler. Probably also a support champion.

So, guys...what do you think about this idea? I would love to see your comments about it. It doesn't matter if they are positive or negative about it.

2 Comments

Cocho2 votes

I don't know much about Volibear, but I remember reading that Riot wants to keep him simple because it's good to have some characters like that in any game for newer players. He's predictable because of how simple he is. Not every champion needs to be complicated.

As for falling off late game, these graphs say his winrate is fine at those points in the game. He isn't supposed to be a late game monster lol. He falls off because he can get kited, and he his initiation isn't very long ranged. These graphs aren't 100% accurate but I find some truth in them. https://champion.gg/champion/Volibear/Jungle https://na.op.gg/champion/volibear/statistics/jungle

Sadezras1 votes

I find it funny how people down vote it, but leave no comment, explaining why. I find this disrespecful. =/

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