Warwick (Fan Rework Concept)

CrimsonCobra3·1/21/2016, 6:05:38 PM·2 votes·340 views

I began this idea a few weeks ago when I saw rework ideas popping up left and right. My inquiring mind immediately kicked into gear with questions like "Why is Warwick on everyone's mind?" and "Why is he not played often anymore? (Even when he's really, really strong?)" In order to get to the bottom of the matter I went back to the time period during which I was playing Warwick a lot, and asked myself why I stopped playing him. This self-interrogation led to the revelation that Warwick suffers from a loss of wonder. He just doesn't fulfill the dreams his character invokes, and his playstyle is far more lackadaisical (sit back and do nothing) than it should be. You feel like you should be on a rampage, leaping and lunging, biting and slashing. But you aren't. You run around the jungle for a few minutes, pop into lane, and ult. Voila, your job as Warwick is done. One kill, one or two assists. Everyone is happy. But it just isn't fulfilling Warwick. Warwick is a (at least) 2/3's crazed, ravenous, insatiable monstrosity that, no matter how hard you try, cannot be caged or cowed. That is why I invented this kit.

Now, hold onto your seat, because it gets a little, (alright, quite a bit----alright, a lot), technical. If you don't have the time (or patience) just read the overview and skip the numbers. (Sorry that you can't do that for the passive. Some of the details are integral to the rest of the kit and I didn't want to separate them. If you really want to skip it, it's very similar to his old passive, but it gets better as he loses health and gives his Q and R healing.)

For reference: 1 Teemo = 100 in-game units. Vayne's attack range ~500 or 5 Teemos. Jinx's attack range (With rockets) ~700 or 7 Teemos

Passive: --Warwick heals for 30% of all magic damage he deals. --Warwick deals 5-22 (based on level) magic damage per auto-attack, and heals himself for 3-20 (based on level). --When Warwick is dealt damage, 50% is dealt immediately while the other 50% (+5% of Warwick's bonus AD) is dealt as a bleed over 4 seconds. While a bleed is damaging Warwick, he deals 2% of his missing health as bonus magic damage per auto-attack. (Up to a max of 20 or 2% of his bonus health, whichever is higher.)<note: this damage only gets heals based on 30% of the damage it deals, unlike the base on-hit damage.)

Additional notes on the Passive: Each piece operates as a separate mechanism as they are designed to interoperate to form the cohesive function. For instance: even though the on-hit damage in the second piece heals Warwick, the 30% healing from the first piece also applies to the on-hit damage from the second, bringing the healing up. (If you're wondering, it brings it up to ~5-26)

Q: (Overview): Warwick swipes in front of him, dealing magic damage in a localized Area-of-Effect. (Details): Warwick swipes in a targeted enemy unit's direction, dealing damage in a 1.5 Teemo radius, 160 degree slice in front of him. The targeted unit must be within range. The AoE deals 50/55/60/65/70(+100% bonus AD) magic damage to all units in the slice and applies on-hit effects. The targeted unit is dealt an additional 20/25/30/35/40(+25% total AD) magic damage. (Unique Effect): if Warwick is below 20% health, the cooldown on this ability becomes 2 seconds (unadjusted by CDR), and the cost becomes 25 mana. Cooldown -- 10/9/8/7/6 seconds Cost -- 45 mana

W: (Overview): Warwick lets out a long howl, increasing his and nearby allies attack speed. If his E is active, he gains some damage reduction. Nearby enemies are alerted when Warwick uses this ability. (Details): Warwick howls, channeling the ability for 1.4 seconds. The buff gives Warwick 10/20/30/40/50% bonus attack speed for 4/5/6 seconds. Nearby allies receive half this buff. If Warwick's E is active, he receives 5/10/15% damage reduction. 0.7 seconds into the channel, enemies within 15 Teemos are alerted to Warwick's presence. Cooldown -- 12/11/10/9/8 seconds Cost -- 20/25/30/35/40 mana

E: (Overview): Warwick passively senses nearby low-health enemy champions, and within a certain range, can active E to drop to all-fours gaining movement speed, and a stun on his Q and R. (Details): Warwick passively senses enemy champions below 55% health within 15 Teemos. When Warwick is within 12 Teemos of an enemy champion below 55% health he may activate his E, dropping to all-fours and gaining 40/45/50/55/60(+25% of his bonus percentage attack speed)% movement speed. While his E is active, Warwick's active ability effects (Q and R) stun enemies for 0.5/0.75/1.0/1.25/1.5 seconds. (This stun is applicable once every 4 seconds per any single champion.) Duration -- 8/9/10/11/12 seconds Cooldown -- 12 seconds, effective after the Duration Cost -- 5% of his current health + 20 mana

R: (Overview): Warwick lunges in a target direction, grabbing enemy champions he encounters and dragging He deals magic damage to all enemies he seizes, bonus damage if he runs them into a wall. (He may only pass over walls if he is not carrying any enemies.) This ability is Unstoppable, and once seized, enemy champions are suppressed until he lands. (This is to hinder them from using dashes, flashes, or other movement spells to escape.) (Details): Warwick lunges 7 (+2 if E is active) Teemos in a direction, grabbing and pulling enemy champions he encounters with him to the end of the lunge. This ability is Unstoppable, and champions seized are suppressed during the lunge. Warwick may pass over terrain with this ability so long as he is not carrying an enemy champion. This ability deals 90/180/270(+150% bonus AD) (50% physical 50% magical damage) to enemies when he lands. If he collides with terrain, this ability deals an additional 90/160/230(+100% AP) magic damage. Cooldown -- 140/130/120 seconds Cost -- 100 mana

Thank you all for reading, please post any comments or criticism below. If you hate this idea, dislike and down-vote. Thanks again. ~CrimsonCobra3

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