Warwick Rework Idea

Hierarch of Aiur·11/25/2015, 7:59:20 AM·4 votes·1,008 views

So Warwick is one of the greats; he's been out since the game started. He hasn't gotten his kit changed at all. But I think it's time for him to get a rework. Here are some ideas.

New Resource- Fury

Warwick generates Fury instead of mana. This is generated through auto-attacking, or using Rend. Fury will start to decay if not used within the next 8 seconds. 5 Fury is generated per auto-attack.

Passive- Bloody Wounds

Every time Warwick auto-attacks, he applies 1 stack of Bloody Wounds to the target. At 5 stacks, the next auto-attack will deal 100% more damage, and heal Warwick for the amount of damage done.

Q- Rend, Passive/Active, 4 Second Cooldown, No Cost

Passive- Warwick gains 15/20/25/30/35% life steal.

Active- Warwick rends a targeted enemy, dealing physical damage and generating 15 rage.

W- Go for the Throat, 30 Fury, 7 Second Cooldown

Warwick Leaps at an enemy, dealing physical damage, slowing the enemy by 60% for 2 seconds, and increasing his attack speed by 40% for 6 seconds. If the enemy is killed with the ability, the cooldown will reset.

E- Heart Strike, 50 Fury, 15 Second Cooldown

Warwick rips at the enemy's heart, dealing physical damage and causing them to bleed for 85/95/105/115 true damage over 3 seconds.

R- Savage Mauling, Passive/Active, No Cost

Passive- Warwick's auto-attacks cleave to nearby enemies in a 180 degree cone for 50% of the damage dealt.

Active- Warwick suppresses and enemy, attacking for a total of 4/5/6 times over 4 seconds, each attack causing the 5th stack of the Bloody Wounds effect to trigger.

Changes:

Go for the Throat could make Warwick a lot better at applying pressure, and allow him to gank much earlier.

Fury. As explained, it is generated. However, is required to use certain abilities.

Savage Mauling makes Warwick's clear better.

Bloody Wounds is old Warwick's passive, but better.

Heart Strike can let Warwick become a danger to tanks, due to the true damage.

All magic damage has been removed from his kit, so building attack damage makes his abilities more dangerous.

He can no longer reveal low-health targets.

Stat changes:

Health scaling would have to be reduced due to much higher damage.

Base movement speed could be slightly reduced due to a low-cooldown gap closer.

With this kit making Warwick more of an assassin, his armor and magic resist scaling should be reduced.

With the life--steal passive on rend, his life-steal scaling should be reduced.

Basic attack damage could be increased a bit.


So what do you guys think about the concept? Reply with any suggestions and ideas you might have. ^^

5 Comments

Pokeherman11/25/2015, 8:47:36 AM1 votes

The true damage and damaging ability seem a bit to much especially 115 true damage. But the kit seems cool.

Sinestri11/25/2015, 8:50:16 AM1 votes

Good idea. At first i didn't like the five auto attacks but i like it. It would make Warwick seen a lot more in pro plays and in general. He should be changed so he is seen more. I like the champion but hes the same as he always has been and gets boring after awhile.Warwick Needs a little love.

Lord Acacius11/25/2015, 4:36:17 PM1 votes

This is an interesting take on Warwick. And i'm not trying to be a critique, but I want to help you get this idea out there. Note: I'm no expert xD

  1. Provide full numbers (damage, mana, and all), it shows how much thought you put into an idea.

  2. I like how you turned Warwick into an assassin, but assassins are becoming a bit weak and left out in todays meta.

  3. The kit is great, but it doesn't offer anything that defines Warwick as a "Werewolf"!

  • The whole point of Warwick's kit was to mimic a wolf. Wolves track down their targets and go for a kill in an instant. This is why Warwick could reveal low health targets in his old kit. You also have to consider his lore, he is "hungering", so you should make his abilities so that he sates his "hunger".
  1. Once again, kit is great, but it doesn't have a true defining feature. Think, "What does this champion have to offer me?". Make Warwick have a defining ability, or playstyle that doesn't resemble any other champion. It's pretty hard to do, that's why only specific concepts are rarely appraised. Warwick's defining ability was always his ability to suppress a target, but that's sorta plain and old in the modern League of Legends. If you really want to rework him, you have to give him a defining feature that is new, cool, and unique!

Great job overall! I like how you made him more auto-attack oriented and gave him an aggressive play style, which is good and resembles a wolf :)

If you want to, check out my most recent champion concept. He brings to the table a "Paladin" which is sort of non-existent, except for Kayle, in Runeterra. He offers an explosive gameplay in the form of an AP bruiser (rare in today's LoL).

Castus, the Light Bringer http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/twBYKWjZ-castus-the-light-bringer

Also, I gained this knowledge from a certain person named "The Djinn" who reviewed one of my old champion concepts, if you scroll down all the way, you'll see his review. Take light into what he says about my concept, perhaps it'll help you improve future and current concepts!

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/jEqAMxct-yu-xiang-the-fury-of-demacia-leopard-champion

I hope this helps you!

Ziclue11/25/2015, 10:00:47 PM1 votes

I think that there is some serious potential in this... However it seems to be a bit strong. For instance, the r passive is basically a free titanic hydra and the true damage is a little extensive. All in all pretty good and I hope to see some of this added at some point!