Simple Warwick Rework Concept to make his gameplay pattern healthier
tl;dr:
- Switched his E and his R
- Made Blood Scent into a passive and active component
- More effective healing but requires more constant autoattacks
- Some actual pressure early game before 6 but not nearly as much as he has on live

General:
- Health at 18 lowered to 2000 from 2259
- Health Regen lowered to 4.2 - 11 from 8.2 - 22
- Basic attacks fire 47% faster and are more fluid in general
- Attack Damage reduced to 54 - 108 from 62 - 120
- Mana increased to 400 - 1100 from 240 - 750
Passive: Eternal Thirst
- percentage health as magic damage over 3 seconds on hit that heals WW stacking up to 6 times but stacks drop immediately if WW fails to auto attack them for 3 seconds
- Heal halved against Minions
Q: Hungering Strike
- applies on-hits twice based on total ad converted into magic damage
- CD is reduced each time WW autos an enemy, halved against Minions
- CD of 16/15/14/13/12
- Mana cost same at 70/80/90/100/110
W: Hunter's Call
- No longer gives AS to allies
- Passive Lifesteal
- Active AS with passive Lifesteal disabled while the ability is on CD
- Resets on kills and halves on assists
- Mana cost 40/45/50/55/60
E: Infinite Duress
- Pounces forward stunning target for 1 second applying on hits twice + one more auto per 20% bonus Attack Speed capping at 4/4/5/5/6 maximum on hits. No base damage but applies grievous wounds for 4 seconds.
- CD of 24/22/20/18/16
- Mana cost 70/80/90/100/110
R: Blood Scent / Blood Hunt
- Warwick tracks enemies with low health near him by following trails of blood. Can activate to gain a massive amount of MS and true sight of targets for a duration. Works on Monsters.
- Long CD that reduces in CD every time WW kills a large monster or assists in the killing of an enemy champion.
- Mana cost 50/75/100

in terms of hunter style