Warwick Rework and his current state in the game
was planned for a rework(http://www.reignofgaming.net/news/27965-updated-warwicks-rework-full-kit-preview) but it was shelved when Riot made a team dedicated for Reworks and Zenonthestoic was put on new champion creation duty. The kit was alright with some interesting concepts even with the too much unnecessary AP scalings. Warwick is in need of a rework he doesn't provide much interesting game play and when he is strong he is just plain stupid like in Patch 4.20. He has only one non Ulti damage ablility right now and he is very mana hungry. His Hunter's Call cool down is pretty long and he has bizarre mixed scallings. I have a concept I want to share with everybody that I feel fits thematically, has some simplicity to it, has plenty of healthy counter play, and gives Warwick players more to do without the fear of becoming Godwick with the 100% ban rate then the nerfs to him and any items he was using that follows his dominance.
Passive: Eternal Thirst
- This should stay the same it is core to his identity and its numbers could always be adjusted if too weak/too strong
Q: Hungering Strike- Warwick slashes a target dealing AD damage and applying a slow.
- Life Steal is hard to balance and it is just better to get rid of it than making the wolfman being too good in duels and would be much better to balance. Warwick gets enough lifesteal from his passive and
to really need to the healing Q plus it would help his ganking while not needing to cost so much mana.
W: Hunter's Call- Warwick lets out a blood curdling howl in a cone in front of him dealing aoe AP damage and raising his attack speed for a short duration.
- Warwick needed another damage spell and the attack speed buff is crucial for him. Hunter's Call's damage will be weak but with average AP scaling. The move will not longer give teammates attack speed as it provided too much invisible power and it only gets nerfed because of that reason.
E: Blood Scent- Warwick passively senses non stealth targets below 50% health. If Warwick senses a weak target he gets an indicator pointing to their location gaining movement speed while running towards them on all fours. When Warwick is on all fours his auto attacks and Hungering Strike become bites instead of slashes._ "It is only fun if they run"_-
- To me Blood Scent is what makes Warwick him and the move needed some fine tuning. Warwick and his teammates no longer get the enemy locations on the map and enemies are no longer warned that Warwick sensed them. The radius is much smaller on all levels but Warwick gains more movement speed(gradually when going towards the weakened) than live. The move is no longer a toggle.
R: Infinite Duress- Warwick does a skill shot dash going through terrain and stopping at first non minion unit hit dealing AD damage and stunning the target for a short duration. If Warwick is running on all fours from Blood Scent he becomes unstoppable for the duration of the move until the first target hit. "The beast catches up with all of us"-
- Infinite Duress in its current state is unhealthy and does not match our favorite Lycanthrope's thematic. The proposed move being a skill shot gives Warwick players more uses while adding healthy counter play. The unstoppable effect added on rewards Wick players for getting opponents weakened and makes the ability healthier than
's and
's ult with needing to meet a certain criteria to get the unstoppable effect without having the adding benefit of never missing in Vi's case or giving an amazing CC like Malphite.
The kit I came up with was not made for competitive play in mind rather what would match
best and I feel I nailed it. Please feel free to discuss on what should be done with Mr Hyde's in his current state.