Volibear; the 'Stop kiting me!' Bear

Tortunga·3/17/2015, 12:55:40 PM·1 votes·1,867 views

Hello,

Volibear is, in my opinion, a fun champion to play and watch. Rolling in the enemy team flipping them back and biting them do death is a very satisfying thing to do after a long day of work/school. But volibear has a hard time doing this.

His early game ganks are amazing against low mobile low cc enemy's. He can just run up to them with his rolling thunder, slow them with majestic roar and get often an easy kill or flash. But his ganking potential drops significant when facing enemy's with dashes, speed ups, slows or easy to land hard cc. His early game isn't that bad to be fair; He is a good duelist and can gank properly against low mobile enemy's or enemy's that just used there dash.

His late game is where volibear really strugles; As a tank/bruiser type his job is to engage and keep the enemy carries busy/kill them, or protect his own team's carries. Volibear doesn't have the tools for this; His engage is easily countered by just blocking his path (by the tank), landing one cc or just kite him till his rolling thunder is off. He needs both item 3143 anditem 3800 to be able to engage in reality (and that's sometimes not even enough). As for protecting his own carries, he doesn't really offer much ( a 3 second slow and a single target throw back) to do so.

But even if he managed to get to the backline volibear isn't much of a threat on his own; he can do some good damage yes, if he can stick to his target. But with the absurd amount of slows/dashes/cc the current meta champions hav, he has a hard time sticking to anybody in reality. He lacks hard cc, permanent slow options (like olaf), cc/slow immunity, reliable movement speed increase (like WW) or a real gap closer to do so. He is a champion that relies on his team to supp him (with additional speed ups or slows), while it should be the other way around (seeing that most tank/bruisers are meant to disrupt/slow/cc the enemy team then really deal a lot of damage).

Because of the above mentioned reasons i would like to discuss three changes that would hopefully help Volibear, mainly aimed for his early game ganking potential against high mobile enemies and his late game team fighting. Even only giving him one or two changes should help out Volibear.


Activating Rolling thunder breaks roots (and slows). His rolling thunder is his main engage tool but can easily be countered by roots/slows, making his ganks and engages often a bit lackluster. If activating Rolling thunder break roots it will not only increases Volibear ganking and engaging possibilities, but opens up new counterplay (the word Riot loves so much) opportunities; trying to bait out a root (or slow) as volibear, just to break it right away and engage anyway, or for the enemy to save there roots's till Volibear uses his rolling thunder. (the removing slow aspect might be to good).


Majestic Roar now fears enemies (but doesn't reduce their movement speed further then it would do normally) who has their back to Volibear for a short period (something like 1 to 1.5 second) A massive bear just roared behind your back, who wouldn't get feared by that? But on a more serious note, this change should give Volibear more ganking potential against high mobile champions. Feared opponents run away from Volibear with the same speed they would normally (the fear shouldn't add extra reduced movement speed) but they aren't able to use any skills like dashes, so increasing the change for Volibear to successfully flip a champion with a dash, while having minimal extra benefits to ganking champions with dashes (they would properly run away from Volibear anyway, they just cant use any abilities for a short period). It's mainly meant to be used to catch fleeing enemies with a dash and to provide some better fight controlling in team fights, then a 3 second slow.


Thunder claws (his ult) now applies on hit effects to every target hit (maybe with a reduced effect)

In team fights Volibear has a hard time sticking to the enemy carries or team is general; He is easily kited and is often 'forced' to attack the closest enemies. While thunder claw's spread ult damage provides a lot more extra damage in the early game, it feels a bit lackluster in the late game. Allowing it to apply on hit effects, not only increasing his damage to the slippery targets but combo's nicely with item 3022 to catch up to their carries again. It won't effect the early game ganking/team fights that much (their is often only 1, maybe 2 guys to hit anyway when ganking, and volibear focuses more on health then on hit effects in the early game).

Thanks for reading.

7 Comments

Sona Ping3/17/2015, 1:38:02 PM2 votes

It's like the thread that was just made by the guy who said Darius needs a move speed buff because it's supposedly unfair that people have a chance to get away from him.

I know you like Volibear, and why not he's cool, but should we really just be looking at any weakness a champion has as something to be patched over so they can be stronger?

SIayton3/17/2015, 3:35:09 PM2 votes

I play Voli jungle a lot and do feel like he struggles with initiation a lot if they have CC. If the enemy team has a Morgana you may as well just not pick voli because she can black shield your flip and bind your approach. There's honestly not a reason to pick Voli over someone like Sej or Vi other than that he's a bear, because strategically, he's just a more open to counterplay version of them.

He can do a shitload of damage with devourer but you have so much trouble getting into fights against a lot of teams that if you go devourer, you'll be too squishy and lose a bunch of health trying to apply it. Tank wise, I don't think he has enough utility to go full tank. IMO I think rolling thunder should give voli a spell shield that will block one CC effect, that way people actually have to run from him instead of tossing a CC ability out and laughing at him. Q requires you sticking your neck out too much for the little reward it gives vs like... Sejuani throwing an AOE stun from a mile away.

BastionKross3/17/2015, 1:56:48 PM1 votes

The bear is sort of the same type of tank that DrMundo is: He can engage if he needs to, he can peel if he needs to, but he's not great at either one. What he is great at is killing carries and being a huge distraction. You know you can't focus him because he's a tank, but if you ignore him he can 1v1 your carry. In that way, playing Voli, like most other tanks, relies heavily on your team being on the same page as you. If your team follows up, they can take advantage of your ability to get the enemy team to focus you down. If your team doesn't follow or wastes time fighting the enemy tank instead of killing the priority targets you're distracting, you're going to die for nothing. It can be difficult to play champions like this in SoloQ.

But Voli being kited isn't a huge issue. If you ever let a Voli get on top of you you're going to feel the pain. He's naturally tanky, he can churn out the damage while building tank items, and he's got a moderate amount of utility with his CC and execute. So even if you can't catch the champions you're going after, they're still focusing their attention on you instead of the Katarina or Zed that they REALLY should be worrying about. That's your role.

Kingsgrave3/17/2015, 2:14:00 PM1 votes

He currently has the 3rd highest jungle winrate. He doesn't need buffed and giving his Q the ability to break out of slows would be insanely OP. Your E suggestion is also ridiculous power wise.

I actually like the R idea. It would be nice if his R reset his autoattack on cast and could be cast while moving without it interrupting his movement (aka no cast time) and it would be nice if the same could be done for his W. The only other thing I could see them doing is making W apply on hit effects and making it Magic damage instead of Physical damage so you can better optimize Wits End.

item 3800 item 3143 item 3078 makes you impossible to escape and nearly impossible to duel and you should be maxing his Q second when you jungle him anyway because of the increased MS when running towards people.

cZair3/17/2015, 10:14:29 PM1 votes

I been working on something for voli. I been thinking of something that might help him out. Also to add some skill to him. It was during his Q when he is still on all 4s his W and E have different effects to them compared to when he's on 2. His W will act like a cone in front of him and will slow down and damage the champ that's in front of him and his W will make him run much faster and do more damage. I was also thinking he can flip more people as well but I don't know. Also the cool downs work the same and voli has to wait till they are down to use those abilities again.

what I was thinking with the W when he's on all 4s is that he's facing his head is in front. So he can't swing his head around and and hell everywhere. Just in front.

His E I was thinking sense it's Frenzy I was thinking he got really mad and just forces him self to run even faster and do more damage.

I also been saying add some AP% to his Q as well so people would do more AP voli but I don't think that will go through