Warwick [Rework Concept]

Stacona··1 votes·492 views

This idea here will be the biggest change of an idea which is change his resource from Mana to an unique type called Blood which will be a % based resource which will be the indicator for his sustain.


Eternal Thirst (Passive): Warwick's damaging spells and basic attacks deal X magic damage on-hit and stacks up to three times [scales based on champion level] while healing Warwick based on the current % of stored Blood based on damage dealt.

Whenever an enemy unit takes damage near Warwick he gathers the spilled blood to store for himself filling his Blood pack by 1% per 1% of the enemies' maximum health (0.1% Blood per 1% of minions' maximum health). Warwick rapidly loses Blood from his Blood pack when he is no longer near combat.


Hungering Strike (Q): Cooldown: 7/6/5/4/3 seconds; Range: 400 units Warwick swipes at a target enemy to deal 6/7/8/9/10%(+1% per 50AP) (minions/monsters take 75/125/175/225/275(+100%AP) magic damage) of the target's maximum health in magic damage and heal Warwick based on the current % of stored Blood based on damage dealt.


Hunters Call (W): Cooldown: 12/11/10/9/8 seconds; Range: 1250 units Warwick increases his and nearby allies attack speed by 20/25/30/35/40% for 4 seconds and empowers either Warwick's next Hungering Strike or Blood Scent. Hunters Call deals 80/120/160/200/240(+80%AP) magic damage to nearby [400 units] minions/monsters.

Empowered Hungering Strike: Slow your target by 30/35/40/45/50% for 2 seconds.

Empowered Blood Scent: No Cost and deal 60/90/120/150/180(+50%AP) magic damage.


Blood Scent: Cooldown: 6 seconds; Cost: 100% Blood; Range: 400 units Passive: If an enemy champion is below 50% health within 1500/2000/2500/3000/3500 units of Warwick then he gains 20/25/30/35/40% bonus Movement Speed and him and his team gains vision of the enemy champion.

Active: Warwick unleashes a bloody howl causing all enemies around him to Fear for 1/1.25/1.5/1.75/2 seconds.


Infinite Duress: Cooldown: 110/90/70 seconds; Range: 700 units Warwick gains a full (100%) Blood pack and leaps in front of his target enemy to channel for 1.5 seconds and suppress his target for 1.8 seconds to deal 100/175/250(+200%Bonus AD) magic damage over the duration. During this time Warwick applies all on-hit effects up to 5 times and heals for 100% of all damage dealt.


I wanted to address his lack of CC outside of his ultimate and his non-existent wave clear as well as remove the blink on his ultimate, so no he was a leaping animation! His passive and Q do not always have sustain, passive damage is unchanged while Q damage is lowered but so is the cooldown. I removed his Mana resource because Warwick always felt barely like a resource champion, so to compensate for no Mana his sustain is not always readily available to him until either him or his team works for it (I like Warwick's teamwork element and tried to make him more of a team player). Warwick's teamwork element is now through added CC with the Fear and potential slow, but the Fear comes with a price of sacrificing his sustain, and with the added CC I did nerf the damage on his ultimate, so now his ultimate is emphasized more on the locking someone down to allow your teammates to deal the damage and secure the kill.

~ Stacona

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Stacona1 votes

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