Warwick Rework Idea
With all the changes focused on highlighting champion identity and Warwick's rework having been shelved for a long time (still waiting Rito lol), I got to thinking about how Warwick's role/identity could be solidified and made interesting again.
So: Who is Warwick?
Warwick is "The Blood Hunter," a man-hunting werewolf filled with bloodlust who excels in game at chasing and killing low-health targets and 1v1 duels, with strong damage and healing that grows more potent the longer he remains in a fight.
HOWEVER, current Warwick does not fit this fantasy. His Q is a point and click damage+heal that requires no thought; just throw it out if you're missing health and have health, or to kill a fleeing low health target. His W is an AS buff that can be hugely influential in group pushes and teamfights, depending on team comp, but is generally underwhelming. His E is a passive effect that's great for finding and killing low-health enemies, but can just as well be used to flee. Not very hunter-like. His R is a point and click blink, suppress, and damage burst. Capable of destroying targets if you're ahead, but can become virtually useless if you're behind.
SO, to play more to his strengths as a hunter and a duelist, what should define Warwick?
- Be rewarded for successfully hunting and killing targets, and be punished for failing to do so. Gain power as he remains in a fight. Be ability to hunt down low-health targets, and increased power against said prey. Be punished for bad positioning and not choosing targets carefully.*
Therefore, here's a potential Warwick kit that highlights these strengths and weaknesses that I created:
PASSIVE: Eternal Thirst: > Warwick's basic attacks deal (5% AD) bonus magic damage and heal him for the same amount, stacking up to 5 times per target and persisting for 2.5 seconds.
Hungering Strike: RANGE: 300 COST: 70 / 80 / 90 / 100 / 110 mana COOLDOWN: 12 / 11 / 10 / 9 / 8 > Active: Warwick swipes at the target enemy, dealing magic damage and healing himself for 80% of the damage dealt. Against enemy champions, Hungering Strike's base damage changes to a percentage of its target's maximum health if it's higher than the flat damage. This damage is boosted by 10% per stack on Eternal Thirst on the target.
> Minimum Magic Damage: 80 / 120 / 160 / 200 / 240 (+ 100% AP) Magic Damage To Champions: 8 / 10 / 12 / 14 / 16% of target's maximum health (+ 100% AP) Maximum Magic Damage: 120 / 180 / 240 / 300 / 360 (+ 150% AP) Magic Damage To Champions: 12 / 15 / 18 / 21 / 24% of target's maximum health (+ 150% AP)
Hunter's Call: RANGE: 400 COST: 60 / 65 / 70 / 75 / 80 mana COOLDOWN: 10 > Active: Warwick lets out a bloodcurdling howl, dealing magic damage to enemies in range and fearing all minions, monsters, and enemy champions below 50% of their maximum health for 0.75 seconds.
> Magic Damage: 60 / 100 / 140 / 280 / 220 (+ 60% AP)
Blood Scent: RANGE: 1500 / 2500 / 3500 / 4500 / 5500 COST: 50 mana COOLDOWN: 20 > Passive: Warwick senses (no sight) when nearby enemy champions are below 50% of their maximum health and gains 10 / 15 / 20 / 25 / 30% bonus movement speed when they are within range.
> Active: Warwick focuses his senses, gaining sight of all nearby enemy champions with less than 50% of their maximum health, also alerting them to his presence. For the next 5 seconds, Warwick's gains an extra 30% movement speed while running toward enemy champions revealed by Blood Scent. Scoring a kill or assist refreshes this duration.
Infinite Duress: RANGE: 1500 COST: 150 mana COOLDOWN: 140 / 120 / 100 > Active: Warwick hones in on a target enemy champion, gaining 100% bonus movement speed and 50% tenacity and chasing that champion for 4 seconds. While chasing, Warwick cannot cancel the chase, but CAN cast Hunter's Call and Blood Scent. Only death can interrupt the chase.
> Upon reaching his target, Warwick stuns the target for 2 seconds, gains 25% lifesteal and basic attacks the target 3 / 4 / 5 times (attack speed set to 1.5 / 2 / 2.5). If Warwick scores a kill or assist on his target within 3 seconds, he is refunded half the mana cost and cooldown.
Feedback is appreciated :) Explanations and my thoughts on each change will be added later. Thanks for reading!