Warwick; Gameplay Update/Rework Suggestions

Stacona··2 votes·724 views

A few things will happen with my ideas which are creating counter play when against Warwick (mainly his ultimate), create two of his spells to not be passives so not Warwick does not just have a passive, spell, and ultimate, and grant some wave clear power to help him clear a wave to group up and be less ultimate reliant to do meaningful things. I am just going to get into it, but remember this is a concept post.


Eternal Thirst (Passive:): Warwick's basic attacks deal 「 3 - 16 」 additional magic damage and heal him for the same amount. Each successive attack against the same target will stack this amount of healing and damage up to a maximum of 3 stacks. The stacks remain for 4 seconds.

Hungering Strike (Q): Cooldown: 10/8/6/4/2 seconds; Cost: 40 Mana; Range: 400 units Warwick swipes twice at a target enemy to deal 200% base AD(+40%AP) plus 8% of the target's maximum health as magic damage and heal Warwick for 8% of his maximum health; Hungering Strike applies 2 stacks of Eternal Thirst. Monsters and Minions take 75/125/175/225/275(+100%AP) magic damage.

Hunters Call (W): Cooldown: 12/11/10/9/8 seconds; Cost: 50/60/70/80/90 Mana; Range: 525 units Warwick unleashes a terrifying howl around him to deal 80/130/180/230/280(+60%AP) magic damage and fear struck units for 0.75/1/1.25/1.5/1.75 seconds.

Blood Scent (E): Cooldown: 12 seconds; Cost: 40/45/50/55/60 Mana Passive: Enemy champions below 50% health within 1500/2000/2500/3000/3500 units of Warwick grant vision on the units and Warwick moves 20/25/30/35/40% faster.

Active: Warwick empowers his next Hungering Strike to deal a bonus 60/90/120/150/180 plus 12/14/16/18/20%(+1% per 25AP) of the target's current health as magic damage and if the target is above 50% health it will also slow the target by 30/40/50/60/70% for 2.5 seconds. (Capped damage against Monsters is 120/180/240/300/360)

Infinite Duress (R): Cooldown: 110/90/70 seconds; Cost: 100 Mana: Range: 700 units Warwick does an unstoppable leap in a straight line to a target enemy champion that if it connects Warwick will channel for 1.5 seconds to suppress the target in place for 1.8 seconds and deal 150/250/350(+200%bonus AD)(+100%AP) magic damage over the duration. If Warwick does not hit his target then Infinite Duress' cooldown is lowered to 40/30/20 seconds [lowers with cooldown reduction].

NOTE: All other effects here still stand, it is now a point-and-click line skill shot unstoppable dash [the dash, not the channel] instead of a point-and-click blink. NOTE: If Infinite Duress was dodged by his target then Warwick always travels the full 700 units even if the target was half this range at 350 units away from Warwick when the spell was cast; and of course Infinite Duress can only hit the target which Warwick used the spell on.


Hope you appreciate the ideas! ~ Stacona

8 Comments

WOLFJOB1 votes

Warwick is insanely low on the rework priority list, sorry to say. Riot is also trying to figure out how to replace suppression.

creative post, liked the e active one time boosting q in turn.

Stacona1 votes

I think suppression is fine; it is a relative supporty CC and an ultimate only CC ; makes the suppression champions unique having suppression ults, i want warwick to keep it - the problem with his current ult is that it is a blink into a suppression, this variation is technically a nerf since it is the same spell except not instant (travel time leap) and can be dodged (the leap will be a static 700 units if dodged); but it adds counter play while still being a reliable way to get a potential suppression on a high priority target and cannot be used as an escape since enemy champion use only--- anyways

besides making warwick have a presence pre-6, moving into a better dedicated hyper drain tank is the goal (meaning a super scaling tank that lives by draining life from his opponent, via passive and Q) so granting his a % max health health separate from damage makes warwick have really good sustain late game and not overpowering sustain early (fixes a current problem) and makes it so that he does not need magic pen to deal damage to get sustain, this variation he can build full tank and still get his sustain

W and E --- currently these are passive spells and something i wanted to change, i really like Blood Scent mechanic on Warwick and is very unique for him and among the champions, so turned it into a passive since it is always up and granted an active and the spell basically has a speed boost for low health targets and warwick can slow healthy targets and % current health to get them low so warwick can run fast later on (bloody Hungering Strike was the theme i was going with the active) While W, an attack speed steroid has no synergy with his kit (i added Q applies two passive stacks for synergy within his kit and passive separate from his ult) plus it was a way for Warwick to get easy assists and grant a lot of power without doing anything so current ww without his ult would stand around being a meat sponge with a vision aura for low health targets and an attack speed buffer, not interesting or fun gameplay--- so W is a full rework spell granting a point-blank AoE nuke to help him clear waves (much needed, you may see him more top lane because of this) and a fear for less reliance on his ultimate to feel useful and added CC with base damages is something that is really for tanks; which again a drain tank is a cool idea which is something he currently is and is very unique for our beloved wolf just want to expand on this side of Warwick since it makes the most sense for him

Stacona1 votes

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