A Possible Rework for Warwick, the Blood hunter

Elwe The Jungler·3/30/2016, 3:06:32 AM·4 votes·744 views

Hello,

As some of you might know, many old school champions are under a rework process because they are obsolete and flat out simple to the meta requirements nowadays and, lately, I've heard about one of them, Warwick.

I decided to make a new account here, in NA, just to share with you my thoughts on how Warwick's rework should be done because I really enjoy the champion and seeing him working in a completely different playstyle is,somehow, worrisome to me. See, I'm from Brazil and I've climbed my way up from Bronze 4 to Gold 3 being always a Warwick main.... So, I do care whether or not he will be a completely new champion. Anyways, I've made up a complete project of kit to a new Warwick, following his classic style as a champion and fullfiling his Blood hunter archetype, which is the reason why I've played him so much time. The numbers can be, somehow, overpowered or underpowered, I'm not very secure about'em because i've never made such thing. Hope you enjoy it and feel free to make any comments below! At the end of the abilities descriptions, I will explain their reasons and what I tried to develop on the champ. _ Passive: Taste for Blood_ Warwick feels the weakness on his enemys, growing more and more agressive. His abilities will get additional effects as the enemy loses % of maximum HP. Additionaly, Warwick deals 10+ (0,6 x level) magical damage on his basic attacks.

Q: Hungering Strike Strikes the enemy, lacerating him and causing 120/170/220/270/300(+0.7 x Ability Power) as minimum magic damage or 8/9/10/11/12% of the enemy's maximum HP as magical damage and healing warwick for 60% of the total damage dealt. Nearby enemys will get struck as well, taking only 50% of the damage as if they were targeted. Additional effect: Eternal Thrist - Warwick feeds on enemy's blood, healing for 2 + (0.1 x level) + (0,1 x % enemy's missing health) on each basic attack, stacking up to 4 times and persisting for 4 seconds.

W: Hunter's call: Howls ferociously, calling his allies to fight and giving 6/7/8/9/10% movement speed and 30/35/40/45/50% attack speed to himself and all ally units nearby (grants only half of the bonus attack speed to allies) for 6 seconds. Additional Effect: Frantic Devourer - Warwick gains attack speed as his enemy gets weak, granting him (0,6% x base attack speed x % enemy's missing health)

E: Ambush Leaps towards a direction, knocking a target slightly back while stunning him for 0.5/0.5/1.0/1.0/1.2 seconds and dealing 90/120/150 (+0.6 Ability Power) (+ 0.7 Bonus attack damage) as Magic Damage. Additional Effect: Blood Scent - Warwick gains Sight of all enemys lower than 50% of the maximum health and gains 20% movement speed; Each % of the maximum health lost below 50% by the enemy will grant Warwick more 0,5% movement speed.

R: Infinite Duress Warwick marks a target as his hunt for 10 seconds, making his 5 next basic attacks deal additional damage and hinder his enemy. The first four strikes will deal 50/80/120 (+1.0 x bonus attack damage) and slow the enemy by 30% for 0.5 seconds; The fifth strike will deal 150/170/200 (+1.2 x Bonus attack damage) and slow the enemy by 90% for 1 second. Additional Effect: Unstoppable - If the hunt is below 50% maximum health, Warwick gains 25% Tenacity; If the hunt gets below 15% maxmium health, Warwick becomes immune to all slowing effects until his hunt has been beaten. If the hunt gets above the suposed % of health once again, Warwick will keep the actived effect for only 1 second more.

  First of all, I tried to make his new passive the core of his kit. In order to execute his target, Warwick becomes more 

and more violent as he sees his enemy getting injured, granting him more movement speed, attack speed and life regeneration, thus developing a assassin-like style to the werewolf and forcing the player to change his mindset from the oldschool Low mobility Drain Tank to a fast, fierce fighter, way more damage focused. I made it this whay because I think it fits way better into the bloodshed pursuit that revolves Warwick's thematic. Being near Warwick with low life is a serious risk, as, like a hungry predator, he will reach you quickly. His dueling potential against tanks will be hurt for sure, but he will still be a late game monster as usual... just more focused on killing carrys and not draining life on tanks. Warwick has a bad reputation because of his straight up binary combo - either he kills you really quickly, leaving you with no chances, or you can just use QSS and ignore him, leaving him lackluster. With that new kit, Warwick now has more execute potential as he can run faster, has a gap closer - which gives him the chance to gank before level 6 - and can reach the targets in a more dinamic,mobile way. Although he has slows now and a gap closer (which is a line and dodgeable skill shot with a kinda long cooldown for a duel), you can still use QSS to avoid his slows and kite/outplay him as he has to run towards you most of the time. I tried to improve his lack of interaction with the team giving him a group movement speed buff, which should be used as a tool to initiate ganks or after the teamfight engage. And,finally, a small AoE damage on his Q - to compensate his AoE damage now, I've reduced the AP scaling of the ability. You may notice I have described the cooldowns for the E active part because it's a new ability in the kit, while the another abilities should be kept with the same old cooldowns.

   Also... I'd like to see some visual upgrades if it's possible, but I'm not confident enough in this matter to create a real model. It would be nice to see Warwick less hunchback or running like a wolf when he gets a lot of movement speed, stuff like that. Just ideas!
  Thats it. Maybe it's too confusing, but I had a lot of work doing it, so I hope it's good and relevant! Hope you like it.

[slayer-pantheon-thumbs]

7 Comments

Farmcow01393/30/2016, 4:03:53 AM5 votes

I'd scream irl if i saw a Warwick on the enemy team like this Really low on hp Me: Well I better Re- Warwick running really fast at me on all fours A Summoner Has Disconnected

CrimsonCobra33/30/2016, 12:06:01 PM3 votes

It feels a little lackluster to me, but that's probably due to the other Warwick rework concepts I've seen. Taking yours on face value, I'd say it's rather good, but super broken with attack-speed and on-hit damage. Especially Devourer + Wit's End + Guinsoo's. (Prioritized in that order.)

The way to change that is to minimize on-hit functions in his kit, or increase the cost of applying those autos. The problem is that giving autos a cost is rather hard.

runrunTJ3/30/2016, 4:38:05 AM2 votes

Not bad