Warwick Rework Ideas

Spenguin·2/25/2016, 4:37:50 PM·1 votes·1,023 views

Thematic Warwick Rework

Given Riots current trend towards having champs kits match their character Warwick is in need of a change to match. Below is an idea for how to make his kit make sense for his character while providing a unique game-play mechanic for this champ, while maintaining the Warwick play-style of sustain tank.

Passive: On the Hunt- Warwick is able to follow the scent trails of those he wants to hunt. In game enemy champions leave a scent trail only visible to Warwick. These scent trails would last for 5 seconds allowing Warwick to follow behind an enemy champ to HUNT them. (think ekko passive trail)[these scent trails are also visible 200 units into the Fog of war]

Q: Vicious Strike- Warwick strikes out with both claws dealing (30/50/70/90/110) magic damage in addition to 8% of Warwicks bonus health. Range 400. Cost 80/85/90/95/100 mana CD: 9 sec at all levels

W: Thrill of the Chase- Passive: Warwicks basic attack deal magic damage equal to (.75/1/1.25/1.5/2)% of his max health and heals him for the same amount. Active: Warwick drops down to all fours granting him increased movement speed (20/25/30/35/40)%. This bonus is doubled against champions running away from him. [its only fun if they run] The first auto attack while this is active has increased range and ends the active. Lasts for 6 seconds. No cost CD: (20/17/14/11/9)

E: Call of the Moon- Warwick howls at the moon for 1.5 seconds illuminating nearby area, revealing enemies. Enemy champs are revealed for 5 seconds and Warwicks auto attacks slow enemy champs by 15% while revealed.

R: Moons Descent - Warwick leaps at an enemy champ suppressing them for 3 seconds doing (150/300/450) magic damage[.9 ap ratio]. This applies on hit effects and counts as 5 auto attacks. IF Warwick kills an enemy champion with this his next auto attack will make him leap to his target [range of 600]. Range (600/800/900) Cost: 100/110/120. CD: 120/100/80

The names of the abilities are placeholders, feel free to sound off below and let me think of this idea for a Warwick rework.

2 Comments

Wolfram Oxford2/25/2016, 6:57:41 PM1 votes

Not bad, although E doesn't really do much besides damage, since his passive would do the same job. Also, the passive seems like it would be OP if it did track movement from the past 30 seconds. I might leave a post later giving my suggestions on a Warwick rework feel free to check it out. By the way whenever Riot does a rework they usually try to focus on theme and then back it up with a suitable kit. That's why they don't really care about or consider any of the rework suggestions made, unless its simply a rework request.

TheAceInShades1/1/2017, 7:53:20 AM1 votes

If you ask me you've created a fantastic guide line on how not to make WW. WW is not a tank champ and shouldn't be pushed that way. He is meant to be a diver/chaser. He's supposed to run up cc adc and bolt for the support. He is not meant to tank any of that. Now yes diver's need some tankiness to get by, but if WW were to scale off HP he'd just be a skinnier volibear.

Again building off his HP is not useful. As for the running "towards champs" has been flawed for a VERY long time. If you even run slightly off you won't get the speed and everything is screwed. Same time more like volibear. As well the old speed was WW's escape if he failed. He is basically always going to get them under half, so he can run if he doesn't kill. Either way that CD you suggest would never happen for a no cost spell. 3 seconds between his bursts? what about when he has more CDR? he'll have infinite bonus move speed. We do not need teemo on urf normally.

It's probably the best one here, but it leaves a huge gap in ww's skill set. He's an AA champ, and you've removed his attack speed steroid for a slow that he already picks up with mallet if he's not going burst. if it had the atk speed steroid on it (you can remove it from allies. Riot doesn't even like that utility these days anyway)

Next his ult has always been about on hit. That's what WW is. He's on hit. HIs ult should be X real basic attacks and supress applying all of those on hit effects. Right now its only weak because its magic damage yet is applying on hit ERGO he can't use armor pen (which would raise the number) or has to use magic pen (which is mostly throw away save for his Q which also shouldn't be magic/ap). SO why keep the worst part of his kit the same!? Forget the ult jumping. You aren't meant to kill with his ult. Its there to start the fight and let your ADC (or whoever else you gank for) get a kill.