[Concept] Volibear rework - The God-Bear

Bârd··1 votes·387 views

Passive: Gods Vitality 120/100/80 second CD

If you take damage that brings you below 25% HP, you are restored to 45/50/55% HP over 5 seconds.

Unless you die, you will always be brought to this threshold.

Taking damage increases your healing over the remaining duration by that amount. Grievous Wounds delays 40% of the healing until the very end of the duration. Healing amp gives you an additional burst of healing at the very end.

Q: Rolling Thunder 16 second CD, 80 mana Volibear drops down on all fours and charges, gaining 15/20/25/30% movement speed for up to 8 seconds. This speed boost is doubled when moving towards champions, and ends on your first basic attack.

Your first strike in this state deals 15% bonus damage, flings the target over your shoulder, and slows them by 20% for 3.5 seconds.

W: Frenzy 20 second CD, 50 mana Volibear gains 10% movement speed and 20/25/30/35/40% attack speed until he leaves combat. While Frenzied, Volibear's attacks deal bonus damage equal to 15 plus 1.5% his targets missing HP (capped at 50 vs epic monsters).

The CD begins once Volibear calms down. Basic attacks while Frenzied reduce his other basic ability CD's by 1 second. Basic attacks while Frenzy is on CD reduce the CD of Frenzy by 1 second.

E: Majestic Roar 60 mana, 16 second CD Volibear deals 60/105/150/195/240 (+60% Ability Power) magic damage to nearby enemies and slows them by 40% for 3 seconds. Minions and monsters are feared for the same duration.

R: Thunder Claws 100 mana, 110/90/70 second CD Volibear strikes all nearby enemies with lightning, dealing 75/115/155 (+.3 AP) magic damage and stunning them for 0.1 seconds. For the next 12 seconds, Volibear's basic attacks will cause lightning to chain between his target and nearby enemies, applying the same damage and stun.

3 Comments

Eternal Torment1 votes

That wouldn't work out for several reasons.

  1. It doesn't solve his actual issues. It is merely a more damage oriented restructuring of what he already does. Volibear's issues are that he lacks a clear style and everything he does is overshadowed by others.

  2. As mentioned in point 1 it does not help recover his identity. This rework as i see it would shift voli from a wannabe tank to a wannabe hypercarry.

What volibear finds trouble with is his identity in the game. Volibear by lore is a savage godblessed brutal animal and tribeleader who waltzes down people like a rambo. Ingame however that powerfantasy has grown lackluster thanks to how non-unique his gameplay is. His passive is meh? Urgot's flip is better, voli W is the weakest execute in the game, his slow is atrociously easy to avoid, his ganks are very predictable, thought still mighty strong. And his R is just random damage with no proper synergy with his kit. Only with his lore. Volibear needs an gameplay update that brings harmony to what he truly is.

iLBGAMing1 votes

I'm quite confused how is this kit any different?

This isn't a rework just a small gameplay update.

Bârd1 votes
  1. He's more durable at a baseline, since his passive gives him five seconds in which he is basically untouchable (though notably countered by Urgot). If they try to brute force through his healing, they'll end up wasting a lot of damage.
  2. He's much better at sticking to targets. His Q slows whoever he flings, his E slows everybody nearby, his W gives him movement speed and brings his other slows off CD, and his ult continually interrupts his opponents as they attempt to move.

Volibear's play pattern is simple; run your target down and maul them to death, using your innate durability to last long enough to kill your target.

He plays like a bear, which makes sense since he is one.

I'd rather a Volibear rework do minor adjustments to bring his current play pattern up to date than turn our bear into something he's not.

He needs an update on the level of Nasus or Udyr at least, Sejuani level at the very most.

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