Warwick Rework Idea!!!

OrangeItalian·5/23/2016, 5:04:16 PM·2 votes·715 views

As someone that has been playing Warwick since I started playing in August 2014 (when Feral Flare was the jungle item and it worked really well with Warwick) I was over the moon when I heard that he was finally getting a rework! I love Warwick and I love his play style ever since the beginning, and I hope I feel the same way when they rework him. It just sucks that he is only powerful when attack speed items are broken in themselves and therefore make him broken item 3124 item 1419 for example. That being said, I was always able to play him really well and make good plays even when he isn't powerful. I tried him item 1401 and also even tried item 1412, and regretfully tried item 1402 (That one was horrible), but none of them felt right. The fast attacking, brawler in the jungle play style seemed to be the best fit for him and I was always able to crush enemies. So if there is anything I want for him to remain the same about his kit, is that they don't take away the fast attacking mentality that always just works so well with him.

I love all of his abilities but obviously somethings are going to have to give for a rework. I will give my ideas for his rework and I'm always open for discussion, so please feel free to leave comments! Below I give my feedback about his current abilities and my ideas for new abilities.

  • Eternal Thirst Thoughts: So I liked the health he passively gets for for auto attacking his target, but I feel like this can be dropped entirely. His kit gave him enough sustain as it is, so maybe if it was kept, it would be a passive on one of his abilities.

  • Scent of Wounded Prey New Passive: Warwick gains sight and increasing movement speed (10%-40%) when moving towards an enemy champion below 35% health within 1500-4700 (based on level) range. Champions sighted are also alerted. I feel like his E was a great ability and would just be better fitted as his actual passive, except with a few tweaks. His movement speed continues to increase while his passive is active, like a Hecarim E and only goes away when the champion is out of range or has died.

  • Hungering Strike Thoughts:I loved the amount of sustain that this ability brings to Warwick and I feel like it is the only ability that really helped him be able to deal damage even though he doesn't ever just roll over the enemy team ever.

  • Blood Stained Claws (Q) : Cooldown 15/13/11/9/7 (3.9 seconds at 45% CDR) Passive: Each auto attack or ability deals extra true damage 3-16(scaling with level) and heal him for the same amount, stacking up to 3 times and lasting for 5 seconds. Active: Warwick swipes his claws in a cone in front of him, dealing 75/125/175/225/275 (+.5AP scaling) magic damage to all targets in the cone and healing himself for 5%-25% (based on rank) of the damage dealt.

  • Hunter's Call Thoughts: I feel like this ability was good for team fighting, but was semi-wasted for early to mid-game. Originally the cooldown was short enough to help him clear the jungle, but once they increased the cooldown, it made his jungle clear terribly slow and not as beneficial of an ability.

  • Empowering Lunge (W) Cooldown 25/22/19/16/13 (7.2 seconds @ 45% CDR) _Warwick lunges in a target direction, bouncing off the first enemy unit in his path, dealing 40/70/100/130/160 (+.25% AD) physical damage and increasing his attack speed by 20/35/50/65/80% for 4 seconds. If the enemy unit is a champion, Warwick also stuns them for .1/.2/.3/.4/.5 seconds. _

  • Blood Scent Thoughts: As I mentioned before, I loved this ability, but I feel like it's better suited as a passive rather than as an ability. I know the ability to toggle this was used occasionally to not alert the enemy of your presence, but it really isn't needed.

  • Siphoning Bite (E) Cooldown 10 (all ranks) (5.5 seconds @ 45% CDR) Warwick bites down on targeted unit, dealing 10/20/30/40/50 (+.35AD)(+.5AP) magic damage (doubled for neutral minions and epic monsters; cap at 250) and leaves the unit bleeding for an additional 10/20/30/40/50 (+.1AD)(+.25AP) magic damage over 5 seconds. Warwick also siphons 25% of the damage dealt from each unit bleeding. Warwick cannot reapply the bleed to the same target until 15 seconds after the bleed has expired.

  • Infinite Duress Thoughts: I love this ultimate. It was always so satisfying to use this to just delete the enemy AD Carry, or just take out the person whoever is carrying the game to sway the team fights in our favor. Yes the cooldown was pretty long, but if you built 45% CDR his ult was always available for almost every fight. If there was any ability that I would just keep, it would be this one. Maybe make it so that item 3140 actually gets rid of it so that there is still some out-play ability to this ability. (I don’t remember if the new QSS works with his Ult or not.)

  • Chilling Feast (R) Cooldown 120/100/80 (44 seconds @ 45% CDR) Warwick blinks to the front of targeted enemy champion and suppresses them for 1/1.5/2 seconds while dealing 30/50/70 (+.3AD) magic damage per hit. Warwick attacks the target 3/4/5 times during this time and applies on hit effects on each hit. During the suppression, other enemy champions within 750 units of the targeted champ are slowed by 10/15/20% for 3 seconds. The targeted enemy champ is not affected by this. (Warwick does not gain 30% lifesteal like his previous ultimate and this can be item 3140 or summoner 1 .)

And that's it. I hope you all like the ideas, and if you have any comments, please leave them below. I'm always up to criticism since I have never done any posts like these, especially not any rework posts. I hope Rito may see this post and might even use some of this into their actual rework of him! I love Warwick and I just want him to be viable all the time, not just due to items being broken.

2 Comments

MuhMuhMae5/23/2016, 6:03:28 PM2 votes

Delete :^) [zombie-nunu-hearts]

Dawn Bigga5/23/2016, 8:34:22 PM1 votes

Quite good