Volibear; the 'Stop kiting me!' Bear
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
and
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
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.
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.
or
that they REALLY should be worrying about. That's your role.
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.