Warwick, a Gameplay Update

Stacona··1 votes·930 views

The purpose of my changes here is to share my thoughts of what I like about Warwick to preserve those elements, like keeping Blood Scent (the ability to reveal and chase down low health targets) and keep his suppression ultimate. Things that will be changed is remove the blink on his ultimate, but it will still be a gap closer, so the opposition can react to Warwick and champions that have hard CC can prep it to self-peel Warwick off of them, and he will gain a new W and E while keeping the Blood Scent passive (with some adjustments to it). And of course Warwick will be more emphasized as a supportive drain tank [I am focusing him as primarily a jungler] and less of a 1v1 dualist and assassin (not to be confused with complete elimination). Finally, with making Warwick better to play against I will also add things that help out Warwick like better jungle clear and wave clear as well as some kind of pre-6 pressure.


Attack Speed: 0.725 - 1.250 attacks per second (based on level) +4% bonus attack speed per level (keep reading for clarification on base attack speed per level)

Savage Thirst (Passive): Instead of gaining bonus attack speed, Warwick's bonus attack speed grants him 1 bonus magic damage on-hit per 2% bonus attack speed that he has, healing himself for the damage dealt.

Warwick's base attack speed increases per level.

Hungering Strikes (Q): 4/3.5/3/2.5/2 seconds; Cost: 50 Mana; Range: 400 units Warwick swipes at his target two times, each dealing 34/38/42/46/50(+25%AP)(+4%bonus Health) plus 2/2.5/3/3.5/4% of the target's maximum health as magic damage, healing himself for 50% of the damage dealt, and applying on-hit effects.

Minions and monsters take 50/70/90/110/130(+25%AP)(+4%bonus Health) magic damage each strike, healing himself for 50% of the damage dealt against monsters and 25% against minions, and applying on-hit effects.

Howl (W): Cooldown: 18/16/14/12/10 seconds; Cost: 60/65/70/75/80 Mana; Range: 600 units After a brief delay, Warwick let's out a terrifying howl around him to fear nearby enemies for 1.5 seconds and deal 100/125/150/175/200(+50%AP) magic damage.

Warwick's attacks on-hit against minions and monsters reduce Howl's cooldown by 1 second.

Blood Hunt (E): Cooldown: 8 seconds; Cost: 40 Mana; Range: 400 units Passive: Warwick hunts for enemy champions below 40% health within 1500/2000/2500/3000/3500 units revealing them and granting himself 35% bonus movement speed.

Active: Warwick ferociously attacks the target enemy causing them to bleed slowing them down by 99% for 0.75/1/1.25/1.5/1.75 seconds, this slow decreases by 1% per 1% health the target is missing, while dealing 8/10/12/14/16%(+1% per 250 bonus Health) of the target's missing health as physical damage (max 200/250/300/350/400 damage against monsters).

Infinite Duress (R): Cooldown: 130/95/60 seconds; Cost: 100 Mana; Range: 700 units Warwick does an unstoppable leap to the target enemy champion channeling at the target's location for 2 seconds while suppressing his target for 0.5 second longer than his channel duration, Warwick can be disrupted out of his channel.

While Warwick is channeling he gains damage immunity and heals himself for 200/325/450 health over the duration.

This suppression is immune to all crowd control removing effects.


If you have any questions or just need a clarification on things then please list it in the comments section and I will answer it!

3 Comments

igknight calibar2 votes

I know this was a year ago but holy shit you were almost dead on with his abillites

Stacona1 votes

Riot probably also read it

Oleandervine1 votes

[{quoted}](name=igknight calibar,realm=NA,application-id=3ErqAdtq,discussion-id=sjgWIMcg,comment-id=0000,timestamp=2017-04-20T08:18:39.652+0000)

I know this was a year ago but holy shit you were almost dead on with his abillites

Which abilities? I only see part of the W use in Warwick's current E. His R is similar, but then again, his R didn't change a lot to begin with from old to new.

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