Please look at this proposed Warwick update
IMO,
doesnt need an update on the scale of
or
, just one to update his strengths, while taking away from some of the free power that exists in many of the older champs of league. (point and click CC, huge team steroids that aren't really supposed to be that strong, etc.)
Passive: AAs deal 2% of targets max health as magic damage and heal
for 7-25 (based on champ level). Each time this passive is procced,
gains a stack of Eternal Thirst, up to 10 stacks. Each stack increases Warwick's self-healing, health regeneration, lifesteal and spell vamp by 10%. Stacks fall off one at a time after 1.8 seconds. Credit to the great ZenonTheStoic for the main idea of this passive which I have slightly modified.
Warwick is an on-hit champ; always has been. He deals with single targets, not multiple. And he is known for his healing, being able to disappear for a second and come back at full health by doing wolves. This keeps his on-hit tendencies, gives him decent damage, and allows him to become a drain tank, IF he can keep up his stacks. Thereby giving opponents counterplay. If he can't fight anything, you can kill him pretty easily, but if you don't stop him, then he can heal up most of your damage by hittting you/someone else. The passive would have to have a monster cap to stop him from solo speeding through Drag/Baron.
Q - Hungering Strikes: Double-attack a nearby enemy target. Deals a total of 80/110/140/170/200 + 0.6 AP magic damage, but does proc on-hits twice. Additionally, passive healing from this spell is further increased by 60/70/80/90/100%. Range 350 CD 9/8/7/6/5 Mana cost 40/45/50/55/60
bread and butter skill. It allows him to 1v1, and deal any meaningful damage beyond right-clicking. And what does the increased healing do? At 10 stacks you'd get 200% base heal from each proc for a total of 400% of the stated value, which means 200 per Q at level 18. That is before
or Second Wind Mastery (although these stack multiplicatively). Again, Credit to ZenonTheStoic
W - Howl - AoE slow that gives temporary attack speed based on number of enemy champs/monsters hit. Slows for 30/35/40/45/50% for 2.25 seconds. For every enemy champ or neutral monster hit,
gains 8/10/12/14/16% AS for 5 seconds (max 5 stacks) Range 375 CD 13/12/11/10/9 Mana Cost - 60/65/70/75/80
's main utility spell. Deals no damage, but allows him to gank pre-6 and gives him clear speed in the jungle, but is only sustainable if he has blue. Also grants him great strength if he somehow lands a 5-man W in a teamfight. However, he loses the on demand steroid that he used to take towers/drags and the free power of giving his team/ADC 40% increased AS for 5 seconds for being anywhere near him.
E - Blood Scent/Leap (placeholder) - Passive: Warwick gains vision of enemy champs, large and epic monsters below 50% health that are within range (2500/3000/3500/4000/4500). He gains an
style ball indicator under his feet toward the nearest revealed target. While in range,
gains 20/25/30/35/40% increased move speed while moving towards the marked target. Enemy champs marked are not aware that Warwick has marked them, but a howl will be heard globally if he is in range and visible to the enemy team.
Active:
Dashes towards his target, dealing magic damage. If his target is below 50% health, the cooldown on Leap is reduced by half. Magic Damage - 60/100/140/180/220 + 0.3 AP + 8% Bonus Health. Range: 625 CD - 18/17/16/15/14 seconds. Mana Cost: 60 flat.
a simple gapcloser. Deals damage, has moderate range, only usable on targets. Best if used as a reengage on targets that are low on health instead of as an engage. Still has his old E passive, but with QoL updates. If you think that this would make
OP because of his ult, well it would. Because his current ult is cancer. So, continue, and you will see how it has changed.
R - Infinite Duress:
ravages target enemy champion, dealing magic damage over a series of strikes and stunning them for the duration. Number of Strikes: 4/5/6 Damage per strike: 50/65/80 + 0.4 Bonus AD Total Damage: 200/325/480 + 2.0 Bonus AD (magic damage) Range: 350 Stun Duration - 1.75/2/2.25 seconds CD: 90/80/70 Mana Cost: 100
loses his BS ult which was an instant teleport CC that couldn't be cleansed and wasn't telegraphed in anyway. It had range longer than any ADC except higher level
, and anyone out of position would instantly be dead with a coordinated team. Now, instead
has to get into range, use his gapcloser, which is no longer instant, and then use ult on his target, who has time to escape. But he is no longer also CC'd as well for the time being. He gets a nuke stun for his ult, but now it has counterplay.
Other than adding 1 small animation for his new E active, it really doesn't change
or his play style all that much. It just takes what are his current skills and moves around some power, while erasing some of the older BS that was in his kit (AoE AS steroid, teleport ult, running away from everything with E passive, etc)
Riot, pls. I've waited so long for A Time for Wolves

.)