[Champion Rework] Warwick, the Blood Hunter

Xytherior·12/23/2015, 11:35:33 PM·8 votes·1,473 views

Been putting together a Warwick kit rework, let me know what you think!

Passive: Eternal Hunger Striking an enemy with regular attacks grants a stack of Turmoil. Each stack of Turmoil grants Warwick 4 (+1 per level) bonus physical damage on-hit, 2 (+0.5 per level) life on-hit, and 6% bonus attack speed. Warwick can have up to 5 stacks of Turmoil. At 5 stacks, Warwick's next regular attack slows the target by 50% for 1 second. (6 second cooldown, does not consume stacks). Stacks fall off after being out of combat for 5 seconds.

Stats: Damage: 4 + (1 x level), Physical Life on-hit: 2 + (0.5 x level) Attack speed: 6% bonus Slow: 50% for 1 second Cooldown: 6 seconds (unaffected by CDR)


Q: Beastly Instincts Warwick’s next regular attack after activating Beastly Instincts gains 300 range, causes Warwick to dash to his target, and deals 5/7/9/11/13% + (1% for every 40 bonus AD) (maximum 300 versus monsters) of the target’s Health as bonus physical damage, healing Warwick for the same amount.

Attacking an enemy with Beastly Insticts who has already been struck by Beastly Instincts within the last 8 seconds causes the healing of Beastly Instincts to be reduced to 60%.

Stats: Damage: 5/7/9/11/13% + (1% per 40 bonus AD) of target’s max HP, Physical Heal: 5/7/9/11/13% + (1% per 40 bonus AD) of the target's max HP, or 3.0/4.2/5.4/6.6/7.8% + (0.6% per 40 bonus AD) of the target's max HP if they were struck by Beastly Instincts within the last 8 seconds Range bonus: 300 units Mana cost: 90 mana Cooldown: 8 seconds


W: Staunch Breaker Warwick lets out a massive howl, increasing nearby allies' Attack Speed and shattering enemy shields in a wide radius around himself. If a shield is broken, Staunch Breaker deals 80/110/140/170/200 + 80% AP magic damage.

Stats: Damage: 80/110/140/170/200 + 80% AP, Magic Buff: 30/40/50/60/70% bonus Attack Speed for 6 seconds. Range: 600-radius circle around Warwick Mana cost: 70/75/80/85/90 mana Cooldown: 13/12/11/10/9 seconds


E: Blood Trail Passive: Dealing damage to an enemy Champion causes them to leave a Blood Trail tracing their movements for 6 seconds. Walking on a Blood Trail grants Warwick 20.0/27.5/35.0/42.5/50.0% bonus Movement Speed. Blood Trails last for 8 seconds after being placed.

If Warwick has 5 stacks of Turmoil, you can activate Blood Trail. Doing so grants Warwick double bonus Movement Speed, and Slow Resistance and Tenacity equal half of his bonus Movement Speed from Blood Trail while walking on any Blood Trail for 5 seconds.

Stats: Blood Trail debuff: 6 seconds Blood Trail duration: 8 seconds Buff: 20.0/27.5/35.0/42.5/50.0% bonus Movement Speed (40.0/55.0/70.0/85.5/100.0% Movement Speed plus 20.0/27.5/35.0/42.5/50.0% bonus Slow Resistance and Tenacity with Eternal Hunger) Mana cost: 30 (with Eternal Hunger) Cooldown: 5 seconds (with Eternal Hunger)


R: Hunter's Delirium Passive: Any slow applied by Warwick becomes a terror slow. Terror slows are unaffected by Tenacity and Slow Resistance.

Active: Warwick locks onto a nearby enemy Champion, causing them to begin leaving a Blood Trail, slowing them by 60% for 2 seconds and granting himself 3 Turmoil stacks. For up to 4 seconds, Warwick automatically chases them along their Blood Trail. If the target is close to Warwick, he will attempt to strike them for 30/45/60 + 40% bonus AD physical damage up to a maximum of 8 times. Warwick's Attack Speed becomes 3.00 for the duration of Hunter's Delirium, and cannot be increased by other sources.

If both Blood Trail and Hunter's Delirium are active, Warwick will automatically jump over walls to continue running along a Blood Trail. Each hit applies on-hit effects, but cannot generate Turmoil stacks. Reactivating Hunter's Delirium will cause Warwick to stop chasing his target. After 4 seconds, Hunter's Delirium will automatically deactivate.

While Hunter's Delirium is active, Warwick cannot control himself and cannot cast other abilities, except for activating Blood Trail.

Stats: Lock-on range: 600 units Strike range: 250 units Damage: 30/45/60 + 40% bonus AD, Physical, up to 8 times CC: Slow, 60% for 2 seconds Mana cost: 100 Cooldown: 100/85/70 seconds



Previous abilities

These are abilities previously used in this concept, and have since been changed.


W: Predator’s Howl Warwick lets out a massive howl, dealing 60/90/120/150/180 + 80% AP magic damage, and slowing enemies around him for 2 seconds (non-Champion units are feared for 2 seconds, as well).

If Warwick has 5 stacks of Turmoil, Predator’s Howl knocks back nearby enemy units.

Stats: Damage: 60/90/120/150/180 + 80% AP, Magic CC: Slow, 2 seconds; Fear, 2 seconds (non-Champion units only); Knockback, 200 units (with Eternal Hunter) Range: 250-radius circle around Warwick Mana cost: 70/75/80/85/90 mana Cooldown: 13/12/11/10/9 seconds


R: Infinite Duress Warwick blinks to an enemy Champion, granting him 3 Turmoil stacks, suppressing them and striking them for 30/45/60 + 40% bonus AD physical damage 5 times over 1.5 seconds. Each hit applies on-hit effects, but cannot generate Turmoil stacks.

If Warwick has 5 stacks of Turmoil, Infinite Duress will instead strike 8 times over 1.5 seconds.

Stats: Damage: 30/45/60 + 40% bonus AD, Physical, 5 times (8 with Eternal Hunger) over 1.5 seconds CC: Suppression, 1.5 seconds Mana cost: 100/120/140 Cooldown: 110/95/80 seconds



Changelog:

2015-12-24a: Changed Infinite Duress to Hunter's Delirium. 2015-12-25a: Reduced life on-hit on Eternal Hunger to 2 + (0.5 x level) from 4 + (1 x level), increased duration of Blood Trail debuff to 6 seconds from 4.0/4.5/5.0/5.5/6.0 seconds. 2015-12-25b: Changed Predator's Howl to Staunch Breaker, reworked buffs from Blood Trail. 2015-12-28a: Reduced slow duration of Hunter's Delirium to 2 seconds from 2.5 seconds, locked Hunter's Delirium Attack Speed at 3.00 from 3.00 plus Staunch Breaker bonus. 2015-12-28b: Removed Turmoil effects on all abilities, added "terror slow" passive to Hunter's Delirium, changed Eternal Hunter to slow at 5 stacks with a cooldown. 2016-01-16a: Added an effect to Beastly Instincts, causing healing to be reduced by 40% on the same target within 8 seconds. 2016-01-16b: Added an effect to Hunter's Delirium, allowing Warwick to jump over walls to trace a Blood Trail while both Blood Trail and Hunter's Delirium are active.

21 Comments

qetzel12/24/2015, 3:36:28 PM3 votes

My issue is that this rework doesn't solve any of Warwick's design issues. He will still be binary. There is little way to play around him. You have to consider what the person who is playing against Warwick will feel like. This Warwick feels much like the old one to play against, but with a gap closer and another CC ability.

I don't think the ultimate can stay on the kit without significant changes to the rest of it.

LSmaster1612/24/2015, 2:24:18 AM2 votes

The w seems too similar to the voli roar. Maybe change that since it doesn't seem to fit with the kit either. Maybe keep it similar to live but make it share the ms from the e with allies so it let's your allies follow up on banks !ore easily. Idk. I love the e, seems perfect for ww.

Frost Hellfire12/24/2015, 12:06:35 AM1 votes

Are you a Warwick main by any chance?

Stacona12/29/2015, 1:42:40 AM1 votes

This forum is for creative works and champion concepts; please move this to Gameplay

Xytherior1/17/2016, 5:53:20 AM1 votes

Bump! Warwick