Volibear fan rework

Moody P·8/29/2018, 10:46:40 PM·1 votes·1,466 views

hi, big fan of volibear, very apprehensive towards his guarantee of a VGU, i think his base kit has an excellent foundation opposed to riot's usual habits of deleting and replacing less-popular champs and want to show my concept of an updated bear as proof.

rework is mostly faithful to the kit, even if his power-curve is changed drastically; I tried to further define his niche, both as a general champion and as a Juggernaut, pushing him into the currently unfulfilled mid-late game teamfighting raid boss role. addresses a few pain points of current kit - feels like a cheesy tank-assassin who hits your squishies with an unreasonable nuke without much effort when fed, not useful for much other than peel when not, as well as keeping him with a simple enough skill floor that offers a lot of variation and combos. Most damage is still applied on his AAs, with his basic spells functioning as utilities to help set him up to either get in range to auto or enhance his autos when he is close enough. since his kit is mostly skillshots and his execute is now locked behind a bigger gate, there's much more gameplay for both sides without reducing his ability to impact a game.

Passive: Amp - Every 3 auto attacks or every spell that hits a champion or large monsters adds Amp stack. At 5 stacks, Volibear is amped for 6 seconds, regaining a % of his health for each second and gaining new effects on his abilities. There is no cooldown after AMP ends; skill cap is raised by knowing how to use delayed effects on his spells to regain AMP as soon as possible.

Q: Rolling Thunder - Volibear gains MS for 4 seconds, increased moving toward champions. Recast to smash the ground in a circle radius, slowing enemies briefly. AMP: Travel forward unstoppably, pushing opponents aside

W: Frenzy - Passive: Gain X% attack speed for every stack of amp. Active: Bite target enemy, dealing damage that increases based on how much health the enemy is missing. AMP: Damage is greatly increased.

E: Thundering Roar - Roar, briefly displacing enemies around you for .25 seconds, dealing damage and slowing for one second while charging up a ground-targeted lightning bolt.* Volibear can attack and cast other spells while the bolt cooks, but not while calling it down. The bolt is forced to strike after 4 seconds, dealing more damage, displacing enemies for .25 seconds and slowing enemies for longer. AMP: Lightning bolt radiates damage in six directions around the point of origin. Both roar and bolt fear monsters and minions instead.

  • Smart-cast by default for ease of use; when casting the roar, the lightning will start as close to your cursor as it can. The lightning targeter does not follow the cursor at 1-to-1 speed, but slower, to force some thought into where you want to set it up.

R: God of Storms - Call down the power of storms (1 second cast time/delay, cannot be displaced during cast; cannot basic attack or cast spells, can move and use summoners during wind up), dealing damage around you and gaining an on-hit buff to auto attacks for a few seconds that can chain to enemies. If AMP is already achieved before using R, dispel all AMP stacks to deal massive damage in a circle around you instead. AMP bonus: Applies the bonus damage and chain on all spells.

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