What kind of abilities can a reworked WW have that keep his identity?

XxxLumberJackxxX··2 votes·713 views

Warwick to me was always the first champion who made me rage while climbing my account to 30. He'd come out of nowhere and kill me and I'd rage that no one called mia!

His kit is just stupidly binary right now. Either he has the dmg to kill 1 person outright during his ult or he has the tankiness and CDR to sustain and kill the entire team with Qs (rip AP warwick).

Things I'd like his identity to keep/reinforce 1- His passive 2- Running down his enemies from afar (no one is safe) 3- longish range gap closing ultimate 4- On hit based

Here's a swing at what a new WW kit could look like: Passive- Eternal Thirst. Each of Warwick's attacks will apply a stack of eternal thirst, which heal him and deal bonus dmg on it. At 3 stacks dmg and heal bonus is capped but the enemy becomes marked. Every marked champion increases WWs AS and movement speed

Base stat adjustment- without current W, Warwick will need higher base AS.

Q- Hungering Strike- As is, but adds on hit effects W- WW's next aa pounces to a target dealing extra dmg. If the target dies, or target is an enemy champion WW may pounce again (but not to the same target). This is an AA reset E- Blood Scent- Passive, WW can sense (see a very narrow radius around) targets under X% max hp, and those marked with eternal thirst. Active, These targets receive max stacks of eternal thirst, and WWs movement speed is increased even more when running towards them. (i'd like marked targets screens to go red hued. GET SCURRED). R- Warwick leaps to a target. Leap range is increased when Ww is not in view of target. Target is slowed by 30%+ and Warwicks damage taken from target is reduced. If the target is marked by eternal thirst they are suppressed and take dmg + on hit effects (as per current). Slow and damage reduction still apply. Dmg reduction fades after 5 seconds, slow remains as long as ww can keep it stacked

8 Comments

Jbels1 votes

Q - I'm gonna eat your butt Warwick eats your butt

XxxLumberJackxxX1 votes

Wut

Meep Man1 votes

Booty Hunter Warwick

Maple Crusader1 votes

*Booty Warrior Warwick. That is the second reason why he hunts Soraka. He likes her and he wants her.

WarlockLaw1 votes

In order for Warwick to remain Warwick he needs to keep an on hit sustain, which can be moved to an ability, and his ult should become a suppress, but can miss. Essentially I'd like him to have his ult be a long range dash/charge something like Vi q or Sion ult. He would also keep some form of his passive and an active that heals him. Other than I'm fine with an entirely new kit

Jbels1 votes

{quoted}

In order for Warwick to remain Warwick he needs to keep an on hit sustain, which can be moved to an ability, and his ult should become a suppress, but can miss. Essentially I'd like him to have his ult be a long range dash/charge something like Vi q or Sion ult. He would also keep some form of his passive and an active that heals him. Other than I'm fine with an entirely new kit

Also he must continue to eat butts

Maximum Morde1 votes

His ult changes to a stun pls kthx so my tenacity and cleanse work

Stacona1 votes

I made a concept that keeps Warwick's drain tank concept, hyper tank identity, and chase down low health targets, and keep his suppression while giving him a pre-6 presence but still be primariliy a level 6+ jungler; it is an older update concept i made, but should still check out

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/9Au809dG-warwick-gameplay-update


Warwick doesn't have any damage reduction on his kit; Also as someone who has played Warwick for a long time (I think season 1, maybe I didn't pick him up til season 2 - been so long and I start playing at the start of season 1 when League was still a baby) I don't like a lot of your ides since it adds to a mobility creep and I think of Warwick as more of an immobile drain hyper tank with a suppression ultimate - with chase potential with blood scent chasing down low health champions. A big thing that should happen is make him less ultimate reliant (so W and E gets some CC) and then can make his ultimate less reliable and removing its blink opening up better counter play against his suppression ultimate and not have Warwick useless without his ultimate, also an AoE spell for clearing the jungle and even minion waves - decrease his burst sustain to be less frustrating to go against, but increase his long term sustain for prolong fights emphasizing that drain tank identity making him tankier than he looks.


Also very important giving his W and E real spells that feel like they do something instead of a passive-aura and another passive.

Currently nothing wrong with his current passive and nothing wrong with suppression, but everything wrong with blinks/instant teleports

Q - nothing massively wrong, just needs some small changes to be better to go against; overall the feel and function of the spell holds a lot of Warwick's identity

W- needs a complete rework, needs to feel like a real spell instead of an aura for marksmen, and needs to have in-kit synergy, right now it does not do anything at all for Warwick (he is not a basic attack, he uses on-hit cause of his ultimate and his damage is primarily from his Q, he autos a lot farming cause he has no jungle clear/wave clear)

E - Soft Rework, the blood scent effect has to stay as blood scent is very crucial to Warwick's 'chase down bleeding low health targets' play style and concept; which is one of the most fun things while playing as Warwick; but this is a passive effect and should have an active for targets above 50% health

R - ultimate is fine right now; EXCEPT blink has to be removed and needs some kind of counter play like being able to dodge it, but will still be a gap closer, just allows the enemy to dodge it - remaining as a point and click "skill shot" so he cannot have a mobility escape, but still have a dash gap closer-- by adding proper counter play to his ultimate allows Warwick to receive power on his other abilities

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