Volibear Rework Concept
Just an idea after seeing a llama bash stuff with hammers.
Passive : Fury of the Storm Each second in combat generates a stack of fury, up to a max of 5 (+1% Attack Damage) stacks. Each second out of combat consumes 1 stack to heal volibear for 4% of his max hp. All stacks are consumed to trigger a massive heal when damaged below 30% health. (120 Second CD)
Q : Rolling Thunder Rolls in a direction then leaps forward, dealing 40-120 (+75% AD) physical damage to all units struck with the leap and drags them with him. Has a minimal range. Volibear does not damage or pull anyone hit with the rolling part. For every 1% health the units are missing, deal (+0.25% Max Hp) bonus physical damage.
W : Thunder Hammers Passive : Volibear attacks deal half damage but his base attack speed has been doubled. Disabled without two hammers. Active : Throws one hammer in a direction, stopping at the first enemy or terrain struck and deals 25-75 (+50% AD) physical damage to all nearby enemies. Volibear may recast this ability up to 2 times while the hammer is out to throw cause the hammer to fly in a direction. The hammer returns to him after 2 casts or finishing the cooldown.
E : Majestic Roar Passive : Striking a large unit or terrain with a flying hammer will result in a roar of 50% halved effectiveness. Active : Roars and slows all nearby enemies by 30%-50% for 2 (+1 per 1000 Max Hp) seconds. Lesser units are feared. Affected enemies will take 30-120 (+30% AP) magic damage per second.
R : The Chosen One Volibear strengthens his hammer, gaining max stacks of his passive and 20%-60% attack speed for 8 seconds. His abilities are empowered. Rolling Thunder is 50% faster and has 50% reduced cooldown if Volibear hits at least one enemy champion. Thunder Hammers and basic attacks cause lightning to erupt dealing 30-90 (+20% AP) magic damage that jumps up to 8 enemies. Majestic Roar now also fears enemies with less max health than volibear for half the duration.