HELP! I'm theorycrafting Warwick rune pages for Preseason and there are TOO MANY GOOD OPTIONS
I'm theorycrafting rune pages for Warwick, and I'm simply overwhelmed by the amount of possibilities that are available with the new system.
Both Domination and Precision are lucrative options for Warwick's primary path. Domination has a keystone that, when activated, grants a movement speed bonus and burst damage against the next champion you attack, which is great for his existing Blood Hunt mechanics and would be extremely good for making long-distance ult snipes. Precision has a keystone that grants attack speed when entering and staying in combat, which would synergize extremely well with Warwick's on-hit damage/healing and stickiness.
Domination's other runes offer on-hit healing (to add to his passive), bonus true damage against impaired enemies (ultimate procs on-hit effects), and scaling out-of-combat movement speed (faster chases and longer ranged ult snipes).
Precision offers Overheal (this would give Warwick an insanely healthy jungle clear), scaling attack speed (or tenacity for gritty cc-heavy team comps), bonus damage vs. low health targets or bonus damage at low health (both of which synergize with Warwick's innate "if either of us are low health I become even more of a pain in the ass" passives).
But it's not even just about which path to make primary and which path to take second, because other rune paths offer werewolf-sating bonuses as well...
Sorcery offers a rune that grants AD/AP that scales with your bonus movement speed (which synergizes with Blood Hunt passive), bonus AD/AP while near full health (remember that healthy jungle clear?), bonus movement speed and AD/AP in the river (even faster ganks, longer ult snipes, jungle-objective-clearing speed), and/or ult spamminess.
Resolve offers bonus resistances when a summoner spell (Smite) is on cooldown, a Stoneborn Pact mark that you and your allies can heal form, bonus resistances when receiving healing, infinitely scaling bonus health, and/or health regen that scales with missing health.
Inspiration offers free boots that provide bonus move speed and free biscuits. Also has a rune called "Minion Dematerializer" which may-or-may-not work in the jungle and might maybe increase jungle clearing speed if it does in fact work in the jungle.
TL;DR: I feel overwhelmed by the sheer possibilities offered by these new runes. In a good way.
Preseason is going to be a ton fun, just putting theorycrafting to the test and experimenting with all these numerous combinations. There is so much more freedom with this new system, and everything has a big impact, and I'm looking forward to sinking tons of time into trying everything out.
This is a lot of stuff to try out just for one champion. Anyone who plays lots of champions is going to have one hell of a time this pre-season.