(Champ Rework) Warwick, the Blood Hunter

junglerboy16·1/5/2015, 6:35:57 PM·3 votes·1,626 views

This is a WIP thread, please read this with that in mind.

Warwick needs a rework.

Before any WW mains out there say "No he is fine because I like how he works.", keep in mind that champion reworks are needed or not needed independently of whether or not players love playing them. I LOVE playing Poppy, but she is still toxic and binary and needs a rework, and I will probably dislike parts of her rework, but she needs one nonetheless.

Design Philosophy: My specialty when thinking up champ concepts is fighter/mages or tank/mages. This should fit well for warwick, since he already fits into that general theme and is just a little more focused on on-hit builds right now. Werewolves in my mind are characterized by two things: being extremely dangerous predacious creature, and being nearly invincible. Of course having both of these things at the same time would be very broken, so that is where this kit tries to make its division. My chief goals with this kit redesign are to make his kit more interesting (fewer point and click spells and less focus on passive steroid gameplay), yet still keep it simple and beginner friendly for a newer player (he IS a 450 IP champion after all). His new kit will focus on giving him two separate identities that he can utilize: a nearly unkillable late game drain tank, or a single target pick based assassin (the kind of "I will hunt you down and kill you" type of assassin). The difference between WW now and with my new kit are that currently (at least before the nerfs) he could become both an assassin and an unkillable drain tank simultaneously. This is the majority of what makes him toxic to play against. He can over utilize specific items extremely well. While item synergy is generally a good thing, when it goes too far, it breaks the champion (forcing them to be nerfed brutally until they can be reworked, like any other broken champion).

For the sake of simplicity, I will not be messing with his base stats, although there may be some need for tweaks, they are not the real culprit.

Kit: Passive, Eternal thirst: Warwicks basic attacks deal bonus magic damage and heal him for a small stacking amount on-hit. Damage: 2% (+(1% AP)%) of target's missing health (max 100 versus monsters). Heal: 0.75% missing health per stack, max 6 stacks. Warwick retains his passive's stacks when he switches targets. Stacks last for 2.5 seconds, and fall off 1 at every 0.5 seconds after, losing all stacks after 5 seconds.

This change keeps his passive relatively the same, giving it game long scaling via percent hp values, while also rewarding warwick for building either offense (AP) or defense (HP). His damage on hit no longer stacks, but instead grows as he attacks because of its execute style damage. the heal on hit does still stack, and the way it remains even after switching targets increases his team fight sustain after ramping up, while the lower stack duration means that he won't just use it to perma heal between fights as well.

Q, Hungering strikes: Active: Warwick empowers his next attack to gain doubled range (250 range) and strike twice dealing bonus magic damage on each hit, healing himself for a portion of the bonus damage. Damage each strike: 35/60/85/110/135 (+40% AP). Heal each strike: 28/48/68/88/108 (+32% AP). The triggering attacks apply on-hit effects and can critically strike as normal, but the bonus magic damage is treated as a spell and triggers spells effects like spell vamp and Rylai's slow. 10/9/8/7/6 second cool down. 75/80/85/90/95 mana.

This spell is slightly weaker as an independent spell than before, since it no longer has any % hp scaling, and the AP ratio is reduced. However, it deals the damage of two basic attacks and applies on hit effects, and the % hp damage got moved to his passive instead. he also has more than one damaging spell now, so this is not a large nerf.

W, Feral lunge: Active: Warwick lunges forward a short distance (400 range), dealing magic damage to the first unit he hits and gaining increased attacks speed for 6 seconds. If he hits an enemy champion, the attack speed is increased by 50% and he immediately gains max stacks of Eternal thirst. Damage: 30/50/70/90/110 (+10% Bonus HP). Attack speed: 20/30/40/50/60% (30/45/60/75/90% if hitting an enemy champion). 20/19/18/17/16 second cool down. 60 mana.

This spell gives WW a little bit more mobility, for whenever he doesn't have a blood scent target, and to help a little for pre 6 ganks. It trades a slightly higher mana cost and slightly lower AS at early levels for a new damaging dash component. The bonus AS and max passive stack vs champions make it easier for WW to finish a kill once he has tracked down his prey. It is relatively low damage, since it is primarily used for the AS and gap closing. It is very short range though, and on a long enough cool down that you do not want to just use it to get around, but to get into a fight.

E, Blood scent/Blood howl: Passive: Warwick passively smells the blood of enemy champions within 1500/2300/3100/3900/4700 range that are below 50% health, gaining 20/25/30/35/40% movement speed (this effect is reduced by 50% if walking away from them). The MS buff and vision lasts for 2 seconds after they either pass above 50% health or move out of range. Active: Warwick howls, fearing the nearest enemy revealed by blood scent for .75 seconds. The feared enemy is slowed by 70% that rapidly decays over 2 seconds (1.25 seconds longer than the fear lasts). 750/1150/1550/1950/2350 range. 20 second cool down. 30 mana.

This spell is still all about utility and remains a non damage source. Blood scent becomes totally passive, but also only marks the nearest enemy, instead of all of them (WW will still be good at hunting down and cleaning up enemies, because as soon as he kills the nearest enemy champion below 50%, the next closest will become visible. This spell seemed like his most iconic, aside from his ult, so It is very similar to live.

R, Bestial frenzy: Active: Warwick lunges forward in a straight line (700 range), stopping at the first enemy champion he hits. If he reaches the end of the dash's range without hitting a champion, he will lock onto the lowest % health champion within 200 range. When he locks onto a champion, he channels for 1.5 seconds and suppresses them for 1.8 seconds, viciously mauling them with his jaws for the duration dealing magic damage every 0.3 seconds (max 5 times). Each bite deals 30/50/70 +3/4/5% missing health (+(2% AP)% missing health) as magic damage and heals Warwick for 1/2/3% of their max health. If the champion he suppressed dies from his damage or is killed during the channel, Warwick howls, healing for and additional 5/10/15% of the targets maximum health and gives allies within 500 range 20/35/50% AS for 4 seconds. If Warwick hits an enemy, the base cool down is reduced by 20%. Warwick is immune to CC during the channel, but takes full damage from all attacks and abilities. 150/125/100 second cool down. 120/100/80 second cool down if an enemy is hit. 100 mana.

This one took a lot of ideation to come up with. Basically, two really important things have changed: It is a skill shot, and it doesn't apply on-hit effects. Warwick's kit will still be able to support an on hit style build because of his passive and his new Q, but his ult can have more guaranteed damage each hit because it doesn't have to consider on-hit items that you might build. It is now styled as an execute ability, to either lock down a target and finish them off quickly as an assassin, or to help get that last bit of damage a full tank Warwick would need. It still isn't the easiest to get the kill with this though, because it can be dodged, and attacking a full health champion will only do minimal % hp damage. It would be exceptional for hard team fight engage (even more so than now) since if the suppressed champion is slain then he buffs his allies and heals himself (which can become quite a powerful heal if he collides with the enemy tank.

Ideally, this new kit would allow AP and tank warwick to coexist simultaneously, while reducing the toxicity of an on-hit build by removing its interaction with his ult. He will still heal for a lot (tank WW healing for 4.5% missing health every attack at max passive stacks would be astounding), but only if he builds for it. AP Warwick will deal a lot of damage, but his sustain will be quite limited. AS Warwick could have a moderate balance of both sustain and tankyness, but would not have the same durability as full tank, or the same execution power of AP (like current AS Warwick does).

21 Comments

Lumus Avatar1/5/2015, 7:12:41 PM3 votes

I am a long-time lover of Warwick, and I am not 100% against your rework. It manages to identify the key features of Warwick's kit and keep them as close to the feeling of what we know as possible while still removing the overpowered portions.

There are two things I have issue with.

  1. Warwick, to me, is that Beginner's Jungler champ. He should be cheap, easy to learn, easy to use, and have reliable abilities. All of the recent champs have at least one skillshot ability (Rek'Sai, Kalista, Braum) and some have only skillshot abilities (Vel'Koz). There is nothing inherently wrong with skillshots. I actually like skillshot champs better than point-and-click champs because they feel more rewarding to play and to go against.

However, I feel like having no skillshots is part of WW's appeal. Reliable abilities means no one is criticizing a new player for missing a clutch skillshot. I'm not saying it has to change, I'm just saying that I think that fact is important to keep in mind. You've made two of his most important engage tools reliant on the player's ability to hit a skillshot (which is also dependent on the opponent's ability/inability to dodge it). And then, you punish the player for missing (the ult, at least) with an unreduceable cooldown increase. I am just looking at it from the point of view of someone who just tried to start a teamfight by targeting a key opponent and whiffed. Now my team (because we have such an awesome playerbase) is yelling at me AND I have to wait extra time to try again. I see that you gave a grace zone - the 200 range lockon for a whiff. That is a good idea and I'd be interested to see if it's enough. I can tell you right now that I hate Malphite's ult with a passion because it seems the slightest change in an enemy's position can ruin a stellar engage and turn it into a free death.

  1. His Bloodscent is no longer toggle-able. Why? Part of me says YAY! I can't tell you how many times I accidentally toggled it off when I needed it to chase when I was new. But as a more advanced player now, being able to turn it on and off so I can sneak in close before diving an enemy seems very valuable to me. Also, while your change about who is revealed is cool and reduces potential over-poweredness, it also gives the enemy team a better idea where WW is on the map since only the closest champ to him (at lower than 50% hp) has a mark on them. That said, I really like the active ability.

These are my main concerns, and this from someone who hates the idea of changing WW.

Bharhash1/5/2015, 7:56:31 PM2 votes

The passsive seems -really- strong now. Healing 3% of his missing HP per strike? That's waaaaaaaaaay too strong. %HP heal might give him better scaling, but that means the early game version of it has to be ass-weak, otherwise he becomes unapproachable late game, especially since now the only universal source of heal reduction comes from Morellonomicon.

DreamsGoneMad1/5/2015, 7:45:18 PM1 votes

These changes are very intriguing. However, based on the wiki I think Riot has their own ideas for WW already. Still, if they implemented this I could say without a doubt, I'd feel more satisfied playing as, with, or against a WW than I do now.

The Beastar1/6/2015, 12:56:12 AM1 votes

Meh I like it. All of it seems reasonable. Of course if these changes were put into effect then obviously buffs and or nerds would occur in the PvP. But I think that it all goes good. I play some AP ww and love all the heals. But tank ww seems to be the only WW that truly works and makes sense 99% of the time. That is why this AP scaling makes me happy, Cause WW to me seems like a better dig champ than a tank. I applaud these clever reworks!Warwick summoner 1 item 3089