[Champion Ability Rework Concept] Warwick - The Blood Hunter
Warwick - The Blood Hunter
Preferred Role: Fighter Secondary Role: Assassin
Preferred Lane: Jungle Secondary Lane: Top Lane
Abilities: Innate Ability: Prowler First Ability: Devouring Hunger Second Ability: Eternal Howl Third Ability: Blood Frenzy Ultimate Ability: Night Stalker (Two Variations)
Innate Ability - Prowler
Passive: At the first level, Warwick can choose one enemy Champion to track. Warwick can choose an additional enemy to track at levels 5/9/13/17 (On the 3v3 Twisted Treeline, this changes to levels 8/15).
Warwick has constant vision of the Tracked target while they are within 5000 range and under 50% maximum health, and gains 1% movement speed while moving towards his tracked target for every 3% of maximum health they are missing (Prioritizes the lowest health Tracked target). His basic attacks against his Tracked target deal 2.5% of their missing health as magic damage.
First Ability - Devouring Hunger
Active: Warwick lunges a short distance (200 Range maximum) towards the chosen target and takes a bite out of them, dealing 6/7.5/9/10.5/12% (+7.5% Bonus Attack Damage, +5% Ability Power) of the target's maximum health as physical damage and heals himself for 80/85/90/95/100% of the damage dealt.
Cooldown: 10/9/8/7/6 seconds. Mana Cost: 55/60/65/70/75 mana.
Second Ability - Eternal Howl
Active: Warwick lets loose a terrifying howl within 500 range, slowing all enemies by 40/45/50/55/60% that decays over 1.75 seconds while they are moving away from Warwick. All enemy minions, neutral monsters, and Tracked targets are terrified for the duration instead.
Warwick and all allies that hear the howl gain 15% of Warwick's current movement speed as bonus movement speed that decays over 1.75 seconds.
Cooldown: 18/16/14/12/10 seconds. Mana Cost: 50 mana at all ranks.
Third Ability - Blood Frenzy
Passive: Every 8th attack Warwick makes deals 20/40/60/80/100 (+10% Attack Damage, +15% Ability Power) bonus physical damage to the initial target in a cone, striking enemies within 20 degrees to the left and right of the initial target and striking them for the same amount. Warwick heals himself for 5% of his missing health when he does this.
Active: Warwick enters a frenzy, increasing his attack speed by 25/40/55/70/85% and doubling the movement speed bonus from Prowler for 6 seconds. While Blood Frenzy is active, Warwick will double the stacking generation on this ability's passive while attacking a Tracked target.
Cooldown: 12/11/10/9/8 seconds after the ability has ended. Mana Cost: 40/45/50/55/60 mana.
Ultimate Ability - Night Stalker
Creator's Note: I had two idea variations for Warwick's Ultimate, and ill share both below. The Cooldown and Mana Cost will be the same for both:
Variation One (V1): V1 Active - First Cast: Warwick drops down onto all fours and starts crawling, turning Camouflaged for up to 8 seconds and slowing himself by 20% for the duration. The longer he remains Camouflaged, the greater the range on the Second Cast.
V1 Active - Second Cast: Warwick leaps up to 250-650/800/950 range in a straight line (range maxing out after 2 seconds of prowling). The first enemy champion hit gets knocked over by Warwick and becomes suppressed for 2 seconds, taking 150/200/250 (+35% Attack Damage, +50% Ability Power) magic damage over the duration.
If Warwick suppresses a Tracked target, they instead take 200/275/350 (+50% Attack Damage, 70% Ability Power) magic damage over the duration.
Variation Two (V2): V2 Active - First Cast: Warwick scales a wall, becoming untargetable while he is perched on top of the wall. He can remain on top of the wall for 4 seconds, and will scale back down the same way he went up if he does not cast his ultimate again.
V2 Active - Second Cast: Warwick picks a location within 700/800/900 range and jumps at it. If there is an enemy champion at his landing zone, he will knock them to the ground and suppress them for 2 seconds (Prioritizes Tracked Champions). Suppressed champions take 225/300/375 (+35% Attack Damage, +65% Ability Power) magic damage over the duration.
Both Variations apply On-Hit effects while mauling the suppressed target.
Cooldown: 120/100/80 seconds. Mana Cost: 80/90/100 mana.