Warwick Gameplay Update Suggestion
#DISCLAIMER: Numbers are not perfect and most likely far from it. I did however try to make them as accurate as possible using my personal knowledge and champion comparisons as references.
All the skills are out of key order on purpose to explain the kit better (#clarity) but still belong to the corresponding key. (PS. It's E, W, Passive, Q, R)
TL;DR though is:
#Passive - Eternal Thirst Massive Attack Speed bonus based on the missing health of nearby injured enemies.
#Q - Hungering Strikes Passively grants % maximum health on-hit magic damage that deals additional % current health magic damage for each stack on the target. Activating this ability converts the damage dealt into pre-mitigation self-healing for a short time--becoming a permanent, zero-cost effect at max rank.
#W - Duress Basic attacks can be stacked up. At 2-4 stacks his next basic attack will become a channeled suppression. Stacking speed is only increased by attack speed (though the multiplier increases with rank).
#E - Hunter's Call Warwick can slay the Greater Murk Wolf to force the Murk Wolves into fighting with him or send them out to hunt an enemy down. Also, Warwick himself can get on all fours to join in on the hunt, notifying his prey of their impending doom as he rushes down to deliver a leaping chomp.
#R - Blood Fury On activation, Warwick gains 2 stacks of Blood Fury for every nearby enemy champion and full stacks of Duress. Each Blood Fury stack becomes either an extra strike in an empowered Duress--increasing the total suppression time OR an instance of 50% damage resistance and CC immunity to an enemy champion basic attack or spell.
#Making a Thematically Superior Warwick
The main theme this concept is built around is "Relentless Pursuer". Warwick is not a stealthy hunter, he doesn't hunt meticulously like Rengar or Kha Zix--waiting for the right opportunity to pounce on unsuspecting prey. Instead Warwick prefers to make his presence known, so his prey is fully aware that Warwick is coming for him.
Also less pronounced is the subtheme "Beserker". While in combat, Warwick's insatiable bloodlust is translated into tenacity and frenzied attacks.
While much is being changed here I tried my best to retain the most iconic aspects of current Warwick so current players won't feel completely alienated by the changes.
#Retaining Warwick's Current Identity
Listed are the core aspects of current Warwick's identity that have been retained.
- Chasing + sticking power (through more than just a permanent speed buff)
- Lockdown ability (but with 100% more counterplay)
- Burst heals
- Drain tanking
- Effectiveness vs Tanks
- Beefiness
- Ability to hunt down weakened enemies (but requires vision to do so now)
- Single target... everything
- Jungle sustain
- Synergy with on-hit effects
- High DPS
- Mana (Just note that the mana costs are to limit his early game Hunter's Call spamming and infinite sustain. Though lategame it's less of an issue due to a higher mana pool and Hungering Strikes being a permanent effect.)
Things present in his kit that I felt aren't integral to his identity.
- Overbearing map influence with little effort put forth to do so (smell range and conditions)
- Infinite Duress's current iteration - feels bad for both the user and the opponent
- "AFK until level 6" jungle routine
- "Statcheck" laning style via current Q swipe and run tactics + burst healing off minions
#Goal
Overall, the goal is to create an iteration of Warwick that is unique, interesting, fun to play and fun to play against.
- Starting off let's dive into the new E ability - Hunter's Call. This is actually a complete replacement to his old E ability - Blood Scent. Blood Scent was simply providing far too much unearned power. Granted Warwick is supposed to do well vs low health targets--simply being unreasonably faster due one existing them isn't how he should it should play out. That part of him is being moved to his new Passive. As for his E, it'll be acting as his new primary chasing tool--and a much more engaging one at that. Also Wolf pets.
#E - Hunter's Call Warwick can slay the Greater Murk Wolf to force the Murk Wolves into fighting with him or send them out to hunt an enemy down. Also, Warwick himself can get on all fours to join in on the hunt, notifying his prey of their impending doom as he rushes down to deliver a leaping chomp.
http://vignette4.wikia.nocookie.net/leagueoflegends/images/d/d6/Greater_Murk_WolfSquare.png/revision/latest/scale-to-width-down/48?cb=20141111151412 Active: Warwick lets out a globally audible howl, targeting an enemy champion for his Murk Wolves to hunt and granting him and his wolves (10%/12.5%/15%/17.5%/20%) bonus movement speed when moving towards all enemy champions--increasing by an additional 1% for every 2% missing health of the lowest health enemy champion in that direction (Max 30%). His next basic attack during this time is replaced by a lunging bite attack that consumes the buff to deal 150% total AD physical damage to his target, briefly slow it and place him behind it--consuming the movement speed boost. If the target was a champion, Hunter's Call's cooldown is reduced by 50% of the remaining duration. (Does not proc Duress)
The Murk Wolves will mimic Warwick's lunging bite attack dealing 200% of their AD and applying a brief slow. The Murk Wolves will stop hunting the target if either Warwick is too far away from them (~1200 units), if Warwick attacks another champion, or after 10 seconds without reaching the target. (The Murk Wolves will continue following Warwick if he self-casts the ability and will still mimic the attack but will do so on whichever target Warwick executes it on first).
Mana Cost: 80 Mana Cooldown: 30/25/20/15/10 seconds (starts on cast) Range: Global
The Mana cost is a fairly high amount but it's one of his only skills to use Mana. As such, the mana cost serves to limit his presence in the early game whilst putting a soft limiter on his infinite chasing potential. Also there's a 2500 range limit on the speed boost effect when running towards champions--so you can't gain a 30% speed boost running from top to mid lane due to a bot laner having no health.
Since the cooldown is near nonexistent lategame so long as he utilizes it, Warwick becomes a fleeing champion's nightmare--constantly chasing them down to deliver damaging chomps and Duress-empowered Hungering Strikes. Hunter's Call can also be self-cast to instant cast it without a target, causing his wolves to simply follow him instead and the Greater Murk Wolf to perform his empowered attack on whoever Warwick uses his on.
Passive: Defeating the Greater Murk Wolf will cause the Murk Wolves to follow Warwick instead for 95 seconds--reviving with (380 +38 per level) Health, (16 +3.2 per level) AD, and movement speed equal to Warwick's plus 10%. They will only attack targets that attack Warwick or targets that Warwick attacks, prioritizing the latter and stop attacking after 1 second of Warwick not receiving or dealing damage. (The in-game tooltip will show their current amount of Health and AD [in flat, non-percentiles]).
Warwick will get Experience and Gold from the non-slain Murk Wolves as well and both wolves will join him regardless of death status (they will revive if slain). The only reason the wolves would not join him is if the Greater Murk Wolf was taken down by his team without him or by the enemy team.
Warwick's Murk Wolves have 380 + 20 Health per level (740 at level 18) and 16 + 3.2 AD per level (73.6 at level 18).
Also note that he can acquire the enemy wolves as well and hold both camps at once (though it may be somewhat hard to do with their 95 second time limit and the enemy jungler) and that the wolves will be blue for #clarity (or red/purple for the opposing team).
Note: On ARAM, these Wolves will be available in the fountain for Warwick to come pick up and share the same initial spawn time and respawn times as the health relics. (Walking near them will make them follow Warwick).
- Warwick's ultimate has been reworked into his new W - Duress. The blink is gone and his old "Ultimate" is now a passive that is always up. By not attacking he can let his basic attacks "stack up" to deliver a heavy combo attack that stuns at higher stack levels. And every hit of the attack provides procs on-hit effects--retaining his well-known synergy with them. Also note that this is the skill that will more than likely be being maxed first.
#W - Duress Basic attacks can be stacked up. At 2-4 stacks his next basic attack will become a channeled suppression. Stacking speed is only increased by attack speed (though the multiplier increases with rank).
http://vignette4.wikia.nocookie.net/leagueoflegends/images/3/3c/Hunter%27s_Call.png/revision/latest?cb=20130929123448&format=webp Passive: Warwick builds stacks of Duress every (1 ÷ [0.6/0.8/1/1.2/1.4 x attack speed]) seconds (Max 2/4 stacks [becomes 4 once he has at least 1 point in his Ultimate]). At 2 or more stacks, his next basic attack becomes a channeled suppression, expending each stack as an additional basic attack over 0.45 -- 0.75 seconds (based on how many stacks were used).
Stacking will temporarily halt while an attack is being executed (to keep Warwick from infinitely chain-suppressing a target). Also FYI the weird "0.45 -- 0.75" number is because each strike takes 0.15 seconds to execute, resulting in 3 = 0.45s, 4 = 0.6s, 5 = 0.75s.
Passive: Warwick gains 10% Tenacity for every stack of Duress he currently holds (Max 30% [50% once he has a point in his ultimate]).
This will completely change the way you fight with Warwick. No longer will you mindlessly right click target but rather now the best of old Q and his attack speed loving passive have been fused to create a meticulous hit and move style of play. Taking inspiration from the Marksmen Updates, I figured if a Marksman could have varying basic attack types so can a Fighter (Bruiser/Juggernaut/Diving Fighter... Rito plz).
As for the Tenacity, it's there so that Warwick can continue to chase kiting champions--inching closer and closer as it builds. But Warwick's over-eagerness to chase could easily lead him into an enemy trap.
- Next is his Passive - Eternal Thirst. Warwick passively gains attack speed as the champions and monsters around him lose health, contributing to a monstrously powerful Warwick if his wounded preys of choice decide to stick around awhile. The more the merrier.
#Passive - Eternal Thirst Massive Attack Speed bonus based on the missing health of nearby injured enemies.
http://vignette2.wikia.nocookie.net/leagueoflegends/images/8/8a/Eternal_Thirst.png/revision/latest?cb=20130929123447&format=webp Passive: Warwick gains 2.5%/2%/1.5% bonus attack speed per 1% health missing (up to 60% of their maximum health) from each individual nearby enemy champion and large monster.
Attack Speed levels up at levels 1/6/11.
If all 5 enemy champions are somehow conveniently below 40% health and nearby, Warwick can gain a maximum of 120%/150%/240% Attack Speed.
This bonus increases dynamically as enemies take damage but will linger for 1 second before matching a lowered amount of missing health in the area. This skill has no upper limit--but the conditions to gain it will most likely keep it below the above amounts to some degree.
- Hungering Strikes is no longer a 1-swipe wonder skill. It's being merged with his old passive and synergizing with his new Duress ability to create a similar effect but with far more variables going into it so the action is a little more engaging.
#Q - Hungering Strikes Passively grants % maximum health on-hit magic damage that deals additional % current health magic damage for each stack on the target. Activating this ability converts the damage dealt into pre-mitigation self-healing for a short time--becoming a permanent, zero-cost effect at max rank.
http://vignette2.wikia.nocookie.net/leagueoflegends/images/0/0a/Hungering_Strike.png/revision/latest?cb=20130929123447&format=webp Active: For the next 5 seconds, Warick's next basic attack will cause him to heal for 100% of the pre-mitigated damage dealt by Hungering Strikes for the next (5/5/5/5/infinite) seconds.
Mana Cost: 30/25/20/15/0 Mana Cooldown: 5/5/5/5/0 seconds (cooldown starts on first hit and for QoL purposes--is unaffected by CDR)
Passive: Warwick's basic attacks deal 1%/1.5%/2%/2.5%/3% of his target's maximum health as magic damage on-hit and applies a stack of Hungering Strikes. This effect can stack up to 4 times on a unit, increasing Hungering Strikes' bonus magic damage against it by 1% of its current health (Max +4% current health magic damage). Stacks last 4 seconds.
Basically his old passive. Old Q is gone but the spirit of it lives on in the interaction between his new Q and W (% health damage and heal). As you can see it can be upkept permanently prior to max rank, but costs alot of mana to do so.
- No more teleporting werewolf shenanigans. Instead, Warwick uses his new ultimate, Blood Fury, to grant himself immunity to a number of attacks against him so he can freely apply infinite amounts of Duress to his intended target. This effect is far more powerful in teamfights but enemy champions can attack Warwick during the empowered Duress to put an end to the infinite.
#R - Blood Fury On activation, Warwick gains 2 stacks of Blood Fury for every nearby enemy champion and full stacks of Duress. Each Blood Fury stack becomes either an extra strike in an empowered Duress--increasing the total suppression time OR an instance of 50% damage resistance and CC immunity to an enemy champion basic attack or spell.
http://vignette3.wikia.nocookie.net/leagueoflegends/images/f/f7/Infinite_Duress.png/revision/latest?cb=20130929123449&format=webp Active: Can only be cast within 1000 units of a visible enemy champion. Embraces his savage instinct, gaining full Duress stacks and 2 Blood Fury stacks for each nearby enemy champion that last 10 seconds. Each Blood Fury stack can be used to either add an extra strike to his next Duress--increasing the channel and suppression duration by 0.15 seconds per strike; or as an instance of 50% damage resistance and CC immunity to a champion basic attack or spell (hard CC effects consume 2 Blood Fury stacks).
Mana Cost: 100 Mana Cooldown: 180/130/80 seconds (starts on cast)
Passive: Doubles the stack maximum of Duress and the movement speed bonus during Hunter's Call (and therefore the max Tenacity possible from it as well).
This ability has a 1000 cast range limitation but a 1500 unit effective range where all visible enemy champions within it count towards the effect. Item passive effects do not count as an attack for the purpose of the nullification effect. It only reduces champion spells and basic attacks. Multi-hit abilities can only remove a stack once every 0.5 seconds.
Stacks will be expended on each hit of the amplified Duress--meaning that attacking Warwick during this time will still consume the stacks as damage resistance and therefore remove a strike from his current Duress. Basically opponents that lack hard CC will be able to break their ally out of the Duress.
I'll try and answer any number or technicality questions so leave em below along with any concerns, kind words, memes and manatee-flavored wolf snacks below.
E to reveal the enemy carry he plans to assassinate, Ult them ( which notifies the enemy carry of course that WW is after them , so counterplay )
he now runs fast towards them when he is near them he leaps to them ( rengar style) and stuns them , then do an auto atk Q for some heavy burst , smite tiamat and another auto to finish off his pray.
what do u think ?

(Note, just naming some that got reworked)
Riot 3: Let's get started! But are we missing anyone else?
Riot 4: Nope, that's our tier list.
Riot 3: OKAY!