Certainly noT- Ideas for a Warwick Warwork
First, let me start by saying that Warwick is my favorite champ. He was the first champ I bought, opened up the shop and typed wolf and saw him. I think he really needs a rework as his kit is extremely outdated and I must admit, he’s the most boring character in League.[zombie-nunu-tears]
Why does he need a rework?
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Linear/ boring playstyle, lack of thought behind choices- Every Warwick player essentially plays the same across different elos. As a Warwick player the three biggest choices gameplay-wise you will have are; 1) choosing between devourer or tank 2) Choosing who you ult and 3) toggling your E between on an off.
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Limited build choice especially offensive options- Warwick’s scalings are really wonky to say the least. He’s a melee character that deals with on hit effects and attack speed but only his ult scales with attack damage. This makes it not very efficient to build AD on him. His main damage skill (Q) scales with AP but AP Warwick is gimmicky at best. His passive’s damaged can only be increased by leveling. He doesn’t scale with Health and outside of his ult, offers no CC and cannot peel making other tanks a better choice if you want a tanky champion to play. Items do not really support drain tanks.
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Almost useless pre-6- Warwick is forced to just farm pre-6 as lackluster is a generous description of his pre-6 capabilities. He has no CC, his only gap closer is to run at you fast IF you have less than 50% health. His only damage skill will be on a 10, 9 or 8 second cooldown with a heavy mana cost.
What I love about Warwick
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I love his E it’s unique and adds a fear level to Warwick.
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His ult is iconic, impactful and really fits his theme
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He’s a freaking werewolf!
What I want Warwick to be
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Warwick should thrive in the jungle- As a werewolf, Warwick should offer more than just safe clears. He should be able to control his jungle. I believe at all levels an enemy should be wary going through a Warwick’s jungle. He should have at least decent clear times, tearing his way through jungle camps. Should be threatening pre-6- He should offer some kind of threat before level 6. Currently he has no impact or real advantage over any other champion before level 6.
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More chasing power- I really believe Warwick should have more options than just running real fast.
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Easier to zone in on selected targets
An Idea of a kit.
Passive Eternal Hunter
Warwick passively marks all nearby enemy Champions below 50% health as PREY. Prey leave a scent trail that Warwick can follow and are revealed within 500 units of him. Warwick gains movement speed while moving towards prey
Eternal Thirst: Warwick’s basic attacks deal bonus physical damage equal to a percentage of his max health and heals him for half this amount. This stacks up to 5 times and lasts 4 seconds, Warwick loses all stacks upon attacking a new, non-prey target.
Q Lunging Strike Active: Warwick slashes carrying himself forward damaging all enemies he passes. If Warwick hits an enemy champion, the cooldown is halved. Warwick additionally gains 1 stack of his passive for all enemy champions/ large monsters hit.
Savage: The dash distance is doubled.
W Blood Curdle/ Wild Howl
Passive: Using skills causes Warwick to gain bonus attack speed for 3 seconds.
Active: Warwick howls invigorating himself and causing his next 3 attacks to deal bonus damage equal to a percentage or the targets max health. (Can be cast during all his other skills.)
Savage: Warwick’s howl terrifies all nearby enemies for 0.75 seconds.
E Gouge Active: Warwick blinks behind a target dealing physical damage plus a portion of their missing health slowing them by 90% for 0.25 sec before return to his location at cast. (Applies on hit effects).
Savage: A champion hit with gouge will bleed for Warwick’s Passive damage for 5 seconds.
R Savage Duress
Passive: Upon applying 5 stacks of his passive Warwick becomes Savage. While Savage, Warwick’s skills have bonus effects.
Active: Warwick blinks to the front of the target enemy champion and channels for 1.5 seconds, suppressing them for 1.8 seconds and dealing physical damage 5 times in 0.3 seconds intervals. Warwick gains 30% lifesteal for the duration, and each damaging strike applies on-hit effects.