Warwick Rework

Naiant·11/30/2013, 7:31:22 AM·1 votes·985 views

Warwick was the first champion I ever bought in LoL. He's seriously one of my favorite junglers if not my favorite, but I feel he is completely outmatched by the mainstream junglers right now (Shyvana, Jarvan, etc). I don't think his kit should be completely overthrown, but I do think it needs some small tweaks to make him more of a viable jungler/top laner without making him ridiculously OP, which is a thin line. Please keep in mind that these are just some ideas I have of many and would definitely need tweaks and suggestions from you guys. Any feedback is much appreciated.

So to get started:

Passive-Eternal Thirst: Warwick's basic attacks heal him for 5/8/11/14/17/20% of the damage dealt (increases every three levels). When Warwick falls below 20% health, he becomes enraged, causing his attack speed to increase by 6/12/18% (Increases every 6 levels) and making his basic attacks heal him for an additional 1/2/3/4/5/6% of his damage dealt (Increases every three levels).

Context: I feel the lifesteal aspect of Warwick is a very essential characteristic of his. It sets him apart from most junglers and makes him very sustainable. I feel like the extra magic damage per aa was sort of unnecessary. Warwick isn't 100% monster, but is on the border of man/wolf. This is why I like the idea that when he is close to dying, he kind of crosses over that border and becomes more animal-like, which reflects in his increased combat stats.

Q-Hungering Strike: Strikes an enemy for the greater value between base physical damage (1/3/5%) and a percentage of the target's maximum health as physical damage and heals Warwick for 80% of the damage dealt. This can only do flat damage to minions and monsters.

Context: I feel this ability doesn't need many changes except for one: Change the magic damage ratio to physical. Keeping the ap ratio there made it hard to make this ability useful at all late game due to high hp level on enemies and not building ap items on WW.

W-Hunter's Call: No change

Context: I honestly don't see anything wrong with this ability (aside from the fact that there's no real "call" involved). The only possibility I can think of is to make the AS becomes this ability's passive, kinda like Kog'maw's Q, and give it some kind of active. I'm very open to suggestions on this one.

E-Blood Scent: Warwick senses enemy champions under 50% health within distance (1500/2300/3100/3900/4700) of him; while he detects a low-health enemy, he gains movement speed (20/25/30/35/40%). If an enemy is below 25% health and is within detection range, the range increases (1900/2700/3500/4300/5100), creating a larger ring which contains the original range. If the enemy enters the small ring outside the smaller circle, the movement speed is increased by 5% (25/30/35/40/45%). This effect continues until the enemy leaves the ring. Once they do, this effect lasts for an additional 2.5 seconds. All these numbers could definitely use some tweaking, because I'm not great with that

Context: Warwick's E set him behind as a jungler and made him very reliant on low-hp enemies. This change to his E wouldn't change that (I have another idea later), but would make him more viable IF an enemy tries to run. **Reference to his quote, "It's only fun if they run." I have many other ideas for his E to make it more useful.

R-Infinite Duress: Warwick lunges at an enemy champion and supresses them for 1.8 seconds. During this time, Warwick attacks his victim 5 times, which triggers on-hit effects and deals a total of physical damage.

Context: I don't think this ability needs much help aside from the change to physical damage. In my opinion, I don't think Warwick should have any magic damage in his kit. He's a hunter, not a caster, mage, etc. I can see how the magic damage can help make him more versatile and unpredictable, but I feel it is unnecessary.

POSSIBILITIES FOR CHANGES TO ABILITIES

E-Blood Scent: Passive: No change; Active: Warwick lunges at a nearby enemy, dealing physical damage and slowing them for 3 seconds (Their speed gradually recovers over the time). For each nearby enemy below 50% health, Warwick can cast the ability an extra time for the same mana cost (Maximum of three lunges).

*This ability would be similar to Elise's spider form "Q" in that it targets one enemy and lunges at them. I feel like the radius could be slightly bigger and it would have a longer cooldown than Elise's Spider Q. This could possibly be what his ult currently is. IF that were the case, it would need some downgraded numbers. For the last part, I feel like his current E makes him only viable for single-target takedowns whereas this would make him able to feed off the pain of multiple dying enemies.

R-Ruthless Pursuit: Warwick lets out a ferocious roar as he becomes taken over by his feral instincts. This roar stuns nearby enemies (need help on the radius numbers) for 1 seconds and slows them by 30% for 3.5 seconds after that. For 10 seconds, Warwick gains an extra 10% Attack Damage and his abilities and auto-attacks gain extra range.

*I think this ability could be broken if not tweaked the right way, so I'm open to suggestions. I also think it helps backup his lore which mentions how he is close to succumbing to "the feral urges of the beast." I personally don't think this massive change would be necessary, but if Riot is looking for a huge overhaul, here it is. This ability would give him very reliable CC and takedown capability.

Well, that's all I have for now. I'm new to the forums, so I don't know everything there is to know. Any comments/suggestions are appreciated as long as they're constructive. Feel free to ask questions or respond to my ideas. I know this is probably TL;DR, but if you did read it all, thank you! :D

8 Comments

Wolf38312/2/2013, 3:45:43 PM2 votes

No, keep his abilities magic damage, if you're just doing a few tweaks, the main reason he's decent now is due to the fact that people usually don't build tons of MR, and such.

vasheenomed11/30/2013, 5:58:30 PM1 votes

I feel like warwick has a strong kit... his main problem is if an enemy is low health he literally tells them he is there.... but with the new wriggles... he can actually farm like crazy... get strong... and mkae amazing ganks with his ult.... the new season actually buffed him A LOT... and if you try building damage early game and then tankiness later I'm sure you will find him very strong

dosavian12/3/2013, 8:03:17 PM1 votes

Personally I think that changing "q" to physical is an awful idea. Taking away champion variety will eventually lead to completely identical builds for every single champion, removing building as a strategy altogether. A viable option for that would be to add ad while keeping the ap ratios.

I like your idea for ruthless pursuit very much. In his current state, Warwick's ulti just stuns himself.

Added suggestion for Infinite Duress (to riot): allow it to do damage based on current health, that way blood scent is almost always triggered, but it's less capable of killing an enemy in just 1 spell.

Naiant12/4/2013, 7:16:16 AM1 votes

Thank you everybody for all the replies! This is literally my first post and I didn't expect the great, constructive feedback that is here. So for some responses:

You guys are right, the magic damage does give him some good diversity. Many players atm don't build mr unless they're the tank. The only problem I see is that late game it falls off on him unless you itemize towards ap. The flat damage it does with little to no added ap ratio won't do him much good late game. I mean, maybe with some tweaks it could work to his advantage, but right now it's only really good early to mid game.

Dosavian: Yeah, his current ult makes him such an obvious target, especially in team fights. It traps him underneath turrets, makes him 100% vulnerable to enemy attacks, and prevents him from using any other abilities. Idk if it needs a full change, but some things could be done to help him out.

Vasheenomed: Yeah, wriggle's is fantastic for farming, but they lowered the offensive stats, so it really doesn't help early to mid game ganks much. Very little armor and ad now :( The difficulty building hi with damage early on is that his abilities don't help much because of the ap ratio. He has several options to get to an enemy for a gank: Walk up to them, use your ult, flash, get them below 50% and run at them. No matter how many offensive items you build, he has trouble ganking an enemy effectively.

Yes, his E can be turned on and off, but it's still only useful if the enemy is low on health, this makes it hard to gank an enemy that can regenerate health, such as garen, yi, etc and could take a very long time to set up a gank that would work for warwick. Many other junglers don't need this long set up and can gank usually at lvl 3 and can gank effectively any time past that.

A couple other final notes:

I think his ult should have a lower cd if it kills an enemy.

He needs some cc from something other than his ult

Grievous777/19/2014, 11:37:08 AM1 votes

Ahri x Warwick

Ahri x Warwick