I've noticed that Deadly is an inherent nerf to Volibear. Since enemy units are bigger it also makes it harder to slay units. Secondly, damage pings like avalanche and relentless storm rarely can kill things, especially since there is nothing in Volibear's kit that boost the damage of these pings. And lastly, the round end clause on Volibear's level up feels clunky, it puts a 1 turn stopper before he can push to end games.
#Volibear could use some buffs into harder content.
12 messages · Page 1 of 1 (latest)
Maybe he needs that wolf that summons a hare to enable him to start snowballing.
Remember that slaying your own units counts.
It does but avalanche can’t even do enough damage to kill the 1 drop.
Are you playing with constellation or at 3 stars
At 3 star he's perfectly fine into lissandra but struggles with nightmares
At 6 star he's perfectly fine into nightmares
Which I think is good enough
Not every champ need to be turbo busted
I have fully unlocked all 6 stars on Volibear. But I am not asking to make Volibear overpowered, rather these are just the pain points I have noticed. I’m just hoping they could smooth out his gameplay a bit.
Like, having to work harder just to summon the same amount of sigils because of deadly feels bad. Damage pings falling off in harder adventures feels bad. Having to wait a turn to level up Volibear just so you can push overwhelm damage feels bad. It feels bad to equip an overwhelm relic on Volibear because it is redundant once he levels. These are the things I wish are addressed.
Wild Mysticism