Warwick

Akh Morn·9/27/2013, 9:13:59 AM·3 votes·429 views

So, Warwick was my first main champion all the way back in Season 1, and honestly, I miss the furry guy. I feel like his kit needs to be updated to fit current power levels but keeping problematic ones (like sustain) in check.

Champion concept wise, Warwick is a bloodthirsty wolf who once was an extremely intelligent, manipulative scientist. That's pretty cool lore wise, let's make sure his kit reflects that!

His passive needs a little work. It should be 1% of the targets max HP, stacking up to 3 times (capped vs monsters, probably around 5 and increased to 20 late game per stack). This will allow the same sustain in the jungle and lane as current but make him more lethal in a fight/dual. This makes sense since "Eternal Thirst" is essential consuming the life force (hp) of enemies. Physical damage please! (Claws are digging into you, what's magic about that? :P)

His Q is SO problematic. I say it should be changed to physical damage to avoid ambiguity (since he only has 2 ratios!) It should be a constant 10% max hp with a 100% bonus AD scaling which heals for 100%, capped vs monsters. I'd consider adding an armor shred debuff/bleed if it's too weak, but it doesn't need much more damage than this.

Warwick's W is in a very weird place. It's okay but it's relatively boring. It allows fast tower pushing and does okay in a teamfight. It doesn't really make sense on Warwick though. I think it should be more selfish, I mean he's an evil man! He doesn't want to help his teammates! :P. I think it should be a personal steroid granting attack speed and a hydra-esque cleave, but in front of him only, applying his passive to each enemy he strikes.

His E should have a lower range. Probably halved and constant at all levels. Enemies struck by Warwick's basic attacks while under Blood Scent have grievous wounds.

His ultimate, Infinite duress needs a little update to it too. Someone mentioned having it scale off attackspeed and that's a very cool idea but might get too strong with on-hit effects. Say it capped at 10 hits, that's 50% of your current HP plus 27% of your max HP!!! That's not even including base damage and a Q and any other onhit effects. In all honesty, just make this physical damage. Warwick will be an incredible fighter fitting in with the new Olaf.

What do you guys think?

4 Comments

mogarthedestryr9/28/2013, 5:02:45 PM2 votes

I agree because he was also my first and you are 100% right on this post

Nexus Crawler9/28/2013, 7:07:02 PM2 votes

I made a post about this some where with some similar idea's. Long story short I think he could use a couple things.

  1. Clear itemization. Either AD or AP for his primary skills. This also cuts down abuse issues like Lanewick back in Season 2.

  2. Power level adjustments. His Q and to a degree W eat up a lot of his power. While E feels lack luster at best especially once mid game/team fight stage rolls around. Unless someone gets heavily poked down it's just a clean up mechanic which doesn't necessarily have a good feeling to it.

  3. Ultimate just feels lack luster and like it has cluttered mechanics. Life steal and AD ratio's on an ability that deals magic damage on a champion that feels like he should be doing more physical (he's a werewolf) than magic on his abilities.

As a side note I came up with a concept for a Hunger Mechanic. I threw it out before and it's not like I've spent a ton of time fleshing it out but basically it's a pool that either decreases or increases over time. Abilities decrease his Hunger levels, and depending on those levels gain power. An example a full Hunger Q might deal some bonus damage, or increase his heal while his speed boost might be tied directly into his hunger pool instead of opponents %hp. It would give the player something to manage outside of jungling/laning and add decision making. In theory anyways. There's downsides to this of course like removing his mana, and manaless champions we all know have a lot of power. Just throwing it out there.

/my2cents

I agree almost entirely with Q. Make it physical, hell change the VFX into a bite which makes more sense and is a little pet peeve of mine or at least let him pop a chunk of someone in his mouth. Something. What I don't agree with is giving him a shred. That is a very powerful stat especially combined with a self heal. increase the ratio, give it a reasonably low CD, make it a auto attack modifier. Something along those lines would be plenty.

The aura on W to me doesn't make sense thematically either. At least not entirely. Letting out a howl and inspiring people into a frenzy.. Ok, I can see that just not necessarily on WW. I actually think this would be a good place to move his current passive, and add a Active personal AS buff that sends himself into a frenzy.

His E. Well I mentioned this above. The feelz.. The feelz.. It just doesn't really have them often enough. While I love the idea behind the skill, the skill itself just doesn't speak to me. It doesn't offer counter play, or make you feel awesome catching someone. It's just there. I'm not sure GW is a good idea on a LS tank/bruiser. He'd just sit on someone and AA + Q away and they wouldn't really be able to do a whole lot about it except for GFTO. I personally just think a consistant boost would be plenty. Maybe give him a bit of the Teemo treatment give him a passive/active AS boost. Could give the active some really awesome VFX too with him going on all 4's like Voli Q.

His ult, I agree. And I've always suggested AS as an additional scaling mechanic. It makes sense But I don't think it needs a limit. If you're going full glass AS WW well you should do damage right before you explode in a cloud of furry chunks. Just give him X base attacks over 1.5 seconds scaling on his bonus AS or a ratio of this. With some adjustments to numbers it shouldn't be too hard to limit the amount of death he can dish out on one person with his ultimate. This should also by dealing physical damage. I mean he's clawing someone to death. C'mon right?

/my2cents&feedback

Admiralkirk9510/7/2014, 8:55:06 PM1 votes

Personally, he needs a in game visual update, for example if they keep his E the same then when this happens he needs to go into a more feral mode, not just a random ring around his feet, like with hyena warwick. When he gets blood scent he enters a more four legged run. It should be he runs faster(obviously) but then out stretches his arms like he's viciously trying to grab his prey and tear them apart. Also just to add to his 'blood sends him into a frenzy" his attacks should change either in look or possible in speed. Come on you can't tell me when you hear the description of his E you think 'frenzy... faster attacks' it should basically merge his W and E together but the steroid should ONLY be for him, this makes it when he wants to attack a tower it may be more beneficial to have a hurt enemy nearby instead of having one or two tea mates attack a turret and pop his W and destroy it faster then just about anyone else.

His ult is awesome, causes a lot of potential damage and stops them in place, reversible so CC so it isn't OP. Maybe just change the damage amount, I've played him and used the ult and he attacks and even against an ADC who is squishy he can barely knock off a third of their health. You are having a wolf claw at your face over and over consuming you and regaining health and... that's all it does.

His passive definitely needs to be scaled from max health allowing him to take on tanks and distract them while the hard hitters attack other hard hitters or help out in a non team fight.

Lastly, his Q, it's good, the health regen vs the damage is ok, and doesn't need much change, if at all. But like the one guy said it definitely needs to be BITE, not a weird spin kind of animation.

FarRockBF10/7/2014, 9:01:49 PM1 votes

Past month, NA. Guess who has the highest win rate?