Warwick Rework (Concept)

trisper·6/4/2016, 5:03:13 AM·1 votes·882 views

Ever since Sion got Jarvan's crown on his jaw, I expected Riot would do the same for Warwick. Well, they announced that WW will get his rework. But it took almost 2 years of waiting. Of course I didn't just wait . . . So here's my own WW rework.

I think most (or maybe not?) of us agrees that WW needs an update. Just in case your not one of us, here are some of the reasons why this wolf needs to sharpen his claws.

Why Warwick needs an update:

  1. Good on farming but not on ganks. WW can clear the whole jungle on the first 10 minutes of the game without getting killed or pressing B. But the thing is, his ganks are pretty predictable. It's either he ganks when he hits 6 (and his ult is up) or when there is a wounded champ on the map (for his E to be more effective). And unlike most (all?) junglers, WW doesn't have a gap breaker and a damaging ability. . . Well WW also have those, but it's just too weak. His E is mostly effective when ganking wounded units while his Q deals very little damage.
  2. Ults are suppose to be press to win. In WW's case, it's not (most of the time). Let's define suppress - stuns an enemy champ for x secs while dealing damage for the duration, while also stunning yourself. Unlike Malzahar - which has his Voidlings, AoE ult, im-immune-to-CC ability etc.
  • WW has nothing in his kit (except lifesteal) to support the drawbacks of suppress. 3.** Poor theme.** When I first played WW, I thought he was one hell of a werewolf but it turns out that he's a scientist transformed by chemical X. The idea of a hunter-scientist is a bit cranky (for me).

Warwick, the Blood Moon's Hunter

Lore:

The descendant of the Blood Moon,Warwick, is a nightmare feared in all Runeterra. He once wandered the world, in search of his apprentice, an old-time friend indeed; but the expedition instead brought him rancor and monstrous strength. Empowered by a wrathful soul, his claws' dark moonlight berserkly hunts the blood of the malevolent for the Blood Moon to rise . . . eternally. Abilities:

P: Curse of the Blood Moon Damaging a non-turret enemy unit equal to x% of the target's max health curses the unit for 1 second. Cursed units are revealed and bleed, leaving blood in their path over the duration. Blood within WW's range is collected, gaining Blood (caps to x). > Note: > -His passive deals zero damage. It's just an animation - that when you take damage from WW, you bleed. > -Enemies can bleed for 1.5 , 0.76, 2.7392 sec. It depends on the damage taken by the unit. > -WW doesn't collect the whole trail, unless it's within his range of collection. > -If the trail starts at A and ends at B, then it'll fade from A to B. > -Blood=mana

R: Bloodcurdling Surprise A: WW dashes a great distance, dealing magic damage and fearing enemy units in the path for x seconds. WW then gains Rise of the Blood Moon P: Upon reaching max Blood or casting BS, WW gains RoBM for a few seconds.

  • RoBM: WW gains increased damage to wounded units(x% increased damage for every y% health the target is missing) and the next ability he casts becomes empowered. During this time, allies can apply curse to units within WW's range. > -I discussed ult first so there'd be no confusion on his 'Risen' abilities. > -BS has high missile speed, almost like a flash. > -Allies can only apply curse. Nothing more. So they can't collect, regain health etc.

Q: Moon's Edge Sends WW's crescent claws forward slowing (recovers overtime) and marking the first unit hit for x secs. Recasting the ability sends back the claw to WW dealing physical damage and marking enemies hit (including slowed unit) and leaving a trail of blood in the path. WW's next hit on a marked unit deals bonus physical damage. Risen: Sends his claws forward slowing and marking enemy units in the path for x secs. Recasting the ability sends back the claw/s from the marked unit/s to WW dealing physical damage and marking enemies hit (including slowed unit) and leaving a trail of blood in the path. WW's next hit on a marked unit deals bonus physical damage. > -The slowed unit/s is not cursed because the trail made by Q is from the slowed unit/s. > -The slowed unit/s is not marked twice, it's mark is reset if the ability is recasted.

W: Eternal Thirst A: Toggle: Drains blood per second to deal damage to enemies around WW. P: Collecting Blood heals WW for a portion of the gained Blood. Risen: WW drains Blood to deal damage around him. WW is also healed for a portion of the damage taken by enemies (around him) from any source. -This ability should have very high Blood cost. -And yes, this is a nerfed Hecarim W.

E: Lunatic A: Increases movement speed by 2x% and attack speed by 2y% for a seconds. P: Collecting blood increases MS by x% and AS by y% for b seconds. Activating the ability disables the passive. Risen: Does the same thing to WW while allies receive half of the bonus. > -The passive doesn't continuously increase even though WW keeps on collecting blood. > -Yeah, it's LUNAtic.

Questions? Feedback? Or whatever . . . Just drop 'em down.

5 Comments

paShadoWn6/4/2016, 11:42:40 AM1 votes

All WW needs is bonus health scales on Q and passive.

Rockman6/6/2016, 3:20:00 AM1 votes

This is really poorly formatted.

Tldr: new blood mechanic is dumb