Warwick Gameplay Update Suggestion

OyddAWqJ5r··20 votes·2,555 views

#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.

http://vignette4.wikia.nocookie.net/leagueoflegends/images/6/6c/Warwick_OriginalSkin.jpg/revision/latest?cb=20120609083423


#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.

20 Comments

xxxMadLionxxx3 votes

I like the idea of stacking attacks and then releasing it.

R183 votes

This is actually a pretty great concept. Warwick would feel less like a brick, as you would have to micro stacks. He'd still be pretty simple, which is not a bad thing. Hopefully Rito notices this.

[slayer-pantheon-thumbs]

Omega Good Job

OyddAWqJ5r2 votes

Thanks man. The attack speed thing's math confused the heck out of me. And the wolf thing took forever to get right--especially since the rushdown part is attached to it. It used to involve enslaving the Greater Murk Wolf too but in the end the whole keeping the Greater Murk Wolf thing didn't seem right since it's like... bigger than him and all lol. Plus by removing it I could put power into 2 moderately strong wolves instead of 1 strong wolf and 2 cannon fodder pets.

Being a legit champ designer on the Riot team is a dream of mine. For now concepts are the best I can do.

Tychusfindlay9192 votes

[{quoted}](name=Sleeper Cell,realm=NA,application-id=3ErqAdtq,discussion-id=PJ0uPWNp,comment-id=00020000,timestamp=2016-05-03T14:00:02.862+0000)

Thanks man. The attack speed thing's math confused the heck out of me. And the wolf thing took forever to get right--especially since the rushdown part is attached to it. It used to involve enslaving the Greater Murk Wolf too but in the end the whole keeping the Greater Murk Wolf thing didn't seem right since it's like... bigger than him and all lol. Plus by removing it I could put power into 2 moderately strong wolves instead of 1 strong wolf and 2 cannon fodder pets.

Being a legit champ designer on the Riot team is a dream of mine. For now concepts are the best I can do.

You should replace ricklessabandon. That guy is a bonehead.

OyddAWqJ5r2 votes

Poor Rickless. Yeah his work has been... questionable lately. But atleast he pushes these crazy questionable ideas to testing. Whether or not they make live is another thing--but that's what testing is all about. It's not like he's going full CT on us lol.

ricekripsies2 votes

Nit picking some things:

Passive - So you get less bonus AS as you level up? Unless I'm confusing it, but given the 5 champs under 40% hp scenario shouldn't you get 240%, not 200%. Also, the area for getting this bonus is how big?

Q - At max level do you need to keep casting it? I would suggest removing the stacking effect, and make the max %HP do more the lower the target is (at 100% you do 1%, 85% you do 1.5%, 70% do 2%, 55% do 2.5%, 40% do 3%). Not as dangerous unless you are low, also goes well with the passive.

W - Suppression on a basic ability doesn't seem like a good idea, as suppression isn't liked. Make it a super slow or root, and give it an internal cooldown per champ (Naut passive, Yasugi dash)

E - I like, but the stats are high. Reduce the HP by half, give a good amount of slow resistance, and either reduce AD or make each attack do half the damage from Q?

R - 10 hits seems bonkers, especially with Q and the potential new jungle item (3% max HP). Not sure how to add anything. Mark a champ, show an icon like old E, and you gain movement speed and tenacity for each hit against that champ? CC spells reduce the tenacity by a some % (soft CC removes 10-15%, hard CC removes 20-25%?). Mark lasts 10 seconds?

Overall I like the E change the most, followed by the passive.

OyddAWqJ5r1 votes

Passive - Oh no you're completely right. This went through a mass amount of reworkings and edits so i was bound to miss something lol. Thnx.

Q - the current health effect is mainly for the vs tanks scenario but also works against our current metas bruiser adcs. The reason it's current health is because he gets exponentially ridiculous if it was a flat amount much like current Warwick. If you didn't know, current Warwick's passive stacks on targets as well. It's a good mechanic for rewarding him for sticking to a single target--keeping true to his thematics.

W - If I said knockup would that be better? The reason is because suppression is nonreduceable via CC reduction (same for knockups). And since this is a channeled attack that disables Warwick for the exact same amount of time the suppression is justified. It'd be kinda weird if he suppressed himself longer than his target. As for cd on different champs: I'd rather not for thematic reasons - he should be rewarded as much as possible for sticking to a single target. For gameplay it's a possibility but it lacks any unique quality that hasn't been done before. We wanna avoid copy paste abilities as much as possible.

E - He has 30-50% tenacity tho lol. That said, opponents should be rewarded for saving their cc spells to stop the possibly incoming Warwick after they hear the howl. Counterplay! As for the wolf HP it scales decently throughout the game. Basically everything 1 or 2 shots them and in teamfights they melt instantly like Elise's spiderlings. They don't do much constant damage either and are there mainly for the E damage. Now that number may be too high lol. My intention is to have the wolves basically triple the otherwise lacking damage on E--while also being good slowing agents on their own for either Warwick or his allies. And originally i had basically everything doing % health damage. Then i realized how ridiculous that was.

R - it's completely meant to be bonkers to a single target. Whether or not it's too bonkers--i have no idea since i cant really test it. Think sorta like Kat ultimate. I want it to be obscenely stronger than it needs to be but with the team counterplay of interruption or counterburst. And once again, i don't think i wanna give him more Tenacity than the 50% he already has lol. N yeah, I'm aware of Bloodrazor's return. Armor and Magic resist help reduce the damage however--since he's meant to be anti-health n all. I want it to be an amount where he does tons to health stacking, low resistance builds.

ricekripsies1 votes

Q - I kinda understand. Am I right to assume you're doing more damage in the beginning of a fight, and less as the target gets lower? If so, I would think that is odd as he should get stronger as his opponent gets weaker. Maybe missing health? Just Max %HP and currect %HP seem, at odds to me, that's all

W - Maybe a grounded buff (can those be QSS'd??) with something like Renekton's W (double/triple super fast hit) while letting WW move as he does the quick attack. Actually, how often would this proc? I'm thinking this spell would make him some pseudo-CC bot. I think I did the math wrong, but he'd gain a stack every .35~ seconds at max rank with 2 attacks per second.

E - I meant tenacity for his wolves, not WW. Possibly give them 3-5 HP, kind of like wards, with autos and spells doing 1?

R - Current WW R does 5 hits, doubling it would make an on-hit WW a erase a squishy. I also noticed the suppress on this; 2 abilities with a suppress in one kit. I'm guessing this is a point-click spell, not a skillshot (like what I think they were looking at changing his ult to with his potential rework).

OyddAWqJ5r1 votes

Q - As much at odds as it is, what i didn't want to do was add more %max health damage. That's... really it haha. Current health lets him still be strong vs healthier opponents and still remain relevant whem behind but doesn't contribute to an unstoppably snowballing Warwick.

W - No you're completely right, he does. But his CC is his DPS but in small intervals. It takes 2 stacks to perform though and therefore there's a minimum 0.5s delay between suppressions (since stacks won't accumulate during the attack). Techincally he's a stunbot lategame, but he does much more than simply stun--he'll be doing tons of damage. And given his lack of mobility (he no longer has Blood Scent's MS boost) and his lack of CC in other parts of his kit, I see no problem with having his main source of DPS have a hard CC effect tied to it.

(Btw it'd proc about every 2 seconds in lategame teamfights)

E - I don't think it's necessary here. They act more like Voidlings and Spiderlings and seeing how they would function i think it'd work for Wolves as well to have actual health.

R - The current health damage would diminish and resistances come into play. Alongside the main fact that all of this is interruptable--including the standard Duress.

Also note that it's not 2 suppressions but rather 1 that can be empowered. And it really doesn't warrant being a skillshot in this iteration.

However I'll do some work on the ult. Just had an idea.

Edit: Done.

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.

Hammermancer2 votes

I like it, play him support and be the finishing guard dog

OyddAWqJ5r1 votes

I was kinda thinking the same. Seems like it'd be viable in a supportive role especially given the Duress mechanics.

Though I intend him to be viable jungle and mid, a "Brawler Support" was something I'd always wanted to see that was never fully done (Braum comes close).

I can not only see it working, but it'd be completely game healthy as well.

Death by Kayn1 votes

My favorite part about Warwick is the very low mechanical requirement and therefore a higher decision based requirement. I have terrible mechanics in this game, so he's very much a comfort pick for me. I feel like with this you're going more for a crazy ham playstyle a la yi or tryndamere. Overall a cool concept, not harping on that at all. It just doesn't hit home for what I think Warwick should be.

OyddAWqJ5r1 votes

Haha no worries man to each their own. I tried to use simplicity as a base for the concept. As it stands the abilities are:

Passive - Attack faster near dead people (no press required) Q - Does more damage (press it to heal but past rank 5 no press required) W - Does burst damage if you just wait a bit (no press required) E - Kill wolves n ya get wolves. Press it to run fast and bite someone R - You become tanky and your next attack does alot of burst damage

Granted that's an extremely dumbed down version, but essentially that's what it is. I wanted to give him more to work with whilst being a relatively simplistic and straightforward champion. I guess I understand though because everything is literally a more dynamic version of his previous skills aka more complicated.

TheOvermind1 votes

This was very well written , and while I like most of your ideas, I thought that Warwick would fit more as an Assassin rather than a drain tank to fit the "blood hunter" theme , he stalks and chases down his pray ( a weak carry that is, not a tank)

In my proposed rework I basically put a lot of power in his current E which i made his new passive that marked enemies with a "blood scent mark " which reveals them and WW gains bonus movement speed and amplified damage against them. But in order to apply the mark he has to get 3 stacks on that champion, he adds stacks with his auto atks and Q and his Ultimate allows him to instantly mark one champion he has vision of in the map( not global), and his next basic attack become a leap that will do bonus damage and will stun the enemy for 0.75 s. and his E fits more thematically now as i made it a howl that reveals an area around him. (much like Quinn does) His Q does physical damage now, no longer heals but can crit and also applies a brief slow. (40% for 1 second)

So you would see my WW, build something like item 1400 item 3009 item 3074 item 3142 item 3031 item 3087 item 3078 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 ?

genya031 votes

Riot 1: We are working on getting "outdated champions" and putting them into a new mechanics and game play!!!!!! Riot 2: Alright, everyone! Let's rework Darius FioraTaric Soraka Sion Shen Ryze Poppy MissFortune (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!

In the corner crying Warwickitem 3070 item 3070 item 3070 item 3070 item 3070

OyddAWqJ5r2 votes

:'(

Pikmints1 votes

The passive puts my mind into weird places. This passive would mean his ability to do damage essentially decreases if an enemy champion dies rather than simply gets to low health.

In case that wasn't clear, let me paint a picture. A low health enemy champ is in the middle of his 4 high health allies, you can maximize your damage potential that fight by leaving that low health target until everyone else on their team dies, or you can kill the low health enemy and lose the buff.

This does seem like it would have an easy fix though, having him maintain his attack speed buff for a couple of seconds if a nearby enemy champ dies.

OyddAWqJ5r1 votes

Yes, the attack speed disappears 1 second after a champion's death. So Warwick isn't the ultimate cleanup fighter but rather the one who pushes fights to the cleanup process faster as fights progress if that makes sense.

So i mean, if they really wanna die to lower your attack speed... i guess they can lol. As for not killing them i think a dead enemy > 20-40% temporary attack speed.

OyddAWqJ5r1 votes

1.6k views woah

OyddAWqJ5r1 votes

Ayyy half of the E ability concept got in in the actual rework :)

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