Warwick Rework Concept

Bishop44·6/10/2016, 5:16:37 PM·3 votes·967 views

Hey guys, I’ve been a huge fan of warwick ever since getting into League and he has been my go too jungler. Ever since Riot announced they were going to re-work him I’ve been working over some ways to update him to be more enjoyable for everyone. Rather than just changing the weak abilities straight out, I tried to identify the weakness of the current kit and goals on how to address them.

Weaknesses of current kit:

  • Very bland abilities o 2 point and click abilities o 1 aura ability o 1 toggle ability

  • Poor kit interaction o Passive interacts with W and R only

  • Few counters to WW o If I’m squishy, ww does a lot of damage o If I’m beefy, ww does more damage and heals more o If I’m in ult range, I need QSS o If I’m below 50% hp I can’t out run ww or hide from his team

  • WW feels clunky o WW has one of the safest jungle clears, but one of the slowest o Ganking before 6 with WW is near pointless o Plagued by mobility creep

  • Mild Identity Crisis o He’s a tracker/hunter with no tracker/hunter abilities beside E passive

Goals of new kit:

  • Better ability interactions within kit
  • Counter play
  • More mobility
  • Stronger Hunter/Tracker concepts

I think I’ve answered those weaknesses and goals with the below kit. Remember numbers are just there to give an idea and not meant to be indicative of power level. Please let me know what you think of the new abilities and what you would change about them.

Passive: Blood Scent Enemy champions within 2000 who are under 75% health and have been wounded by Monsters or allied champion in the past 5 seconds leave a trail of blood for 10 seconds (can be seen in FOW). The blood gets a shade darker every 2 seconds before disappearing. Warwick gains 3/6/9/12% movement speed while on a blood scent (note he must physically be on the trail, not just within ‘vision’ of it). If the enemy champion has been wounded by Warwick they are Marked by his scent and automatically leave this trail and WW gains (old passive) when attacking that champion.

Q – Hungering Strike: Unchanged versus minions and monsters. If enemy champion is unmarked by WW, damage and healing is reduced by 20% If enemy champion is marked by WW, damage and healing is increased by 20%

W - ???(taking name suggestions): Passive – WW gains 5/10/15/20/25% attack speed Active – WW gains 15/20/25/30/35% attack speed + (missing health %) for 4 seconds. Allies within 1000 units gain half that.

E – Hunters Howl: Warwick releases a howl slowing champions 10/20/30/40/50% within 500/750/1000/1250/1500 units and fearing minions and monsters for 2 seconds. Champions marked by Warwick grant vision to WW and allies. Additionally if enemy champions are >75% health are feared for 1 seconds, >50% health feared for 2 seconds, and >25% health feared for 3 seconds.

R – Hunters Duress: Warwick prepares to leap on his unsuspecting enemies and after a brief pause (0.25 seconds), Warwick lunges (not a blink) in target direction 650 units, colliding with the first enemy champion hit. Warwick then lands and pins anyone within 100 units of him (suppression) for 2 seconds. During this time, WW gains 4 – 6 basic attacks against all enemies pinned, depending on distance jumped, and deals 150/250/350 + (200% bonus AD) and gains 30% additional life steal. Cooldown is halved if no enemy champions are pinned.

Note: I am conflicted between making this an AOE effect but thought it was a neat concept to jump on a small clump of enemies and start whalin on them. This also allows his E to be potentially devastating as well. Maybe too devastating. But remember the numbers are flexible.

Goals of Kit:

  • Better ability interactions within kit o Passive & Q o Passive & E o Passive & R/E combo

  • Counter play o Dodge-able ultimate o Interrupt-able ultimate o WW can no longer ignore front line o Low health doesn’t automatically give vision until not low health

  • More mobility o Passive o E for slows o Ultimate for jumping walls o AOE Ult

  • Hunter/Tracker concepts o Passive o Ultimate doesn’t require sight

Please leave feedback explaining why you do or don’t like these abilities and how they could be altered to achieve the same goals. Thanks for reading!

7 Comments

Disulfiram6/10/2016, 5:55:12 PM1 votes

Nice changes, but I don't think they fit his theme...

https://livingwithwolves.org/how-wolves-hunt/ Wolves are opportunists. They test their prey, sensing any weakness or vulnerability through visual cues and even through hearing and scent. Contrary to ambush predators that rely on the element of surprise and a short and intense burst of energy to secure their prey, wolves are endurance or coursing predators. They chase their prey, often over longer distances, sometimes even a few miles, in order to find the right animal or opportunity. On the hunt, wolves work together with certain individuals typically carrying out their specific role in the hunt, often based on age, gender and social standing.

Warwick is essentially a (were)wolf. Imho his kit should revolve around relentlessly chasing his prey: for this a movement speed buff fits, sustain kinda fits, and his current passive (more damage the more he attacks) fits; W, E and R don't, nor I believe the changes you proposed do.

Imho he should be a pack hunter; if you want to keep a suppress as his ult, it should be him having his pack (actual or spectral) surround the prey; if you want more counterplay to it, it may be possible to make it so it has to be set up (you need wolves in the right places for them to successfully surround and overwhelm their prey).

Each of the other pack members contributes according to its particular experience and ability. Speedy, lightly built females often take on herding roles, darting back and forth in front of prey, causing confusion and preventing escape. Slower but more powerful males are able to take down a large animal more aggressively and quickly.

[...]

Although the alpha male is usually in the thick of the hunt, it would be an exaggeration to say that he is leading it. The alpha may select the animal to be pursued, or he may chose to break off the hunt if it is going poorly. But he is not barking out orders to his subordinates like a general on the battlefield. The wolves just seem to know what to do, and they do it as one.

Maybe he could have actual AI controlled wolves following him around, hunting down and trying to surround his target; one of his skills could be him marking a spot or target for his wolves to hunt or move to. They could be killable, which would add counterplay (but would need a system to respawn them).

He could also be given a system similar to Skarner's shrines: he can mark a spot with his urine, claiming it as his hunting ground, and in there he and his wolves could be more powerful (they'd be defending their home, after all).

He also was an alchemist and was cursed for trying to kill Soraka; maybe this too could transpire in his kit? His wolves could be alchemical constructs, costing him health or mana to summon, and his sustain could be justified as being part of Soraka's curse (she's a healer, so maybe the curse turned him in her opposite, someone who steals life instead of giving it up).

Bishop446/11/2016, 2:25:22 PM1 votes

bump

RisenFromTheAsh6/11/2016, 7:37:18 PM1 votes

I love all of this! I think the range on his "E" late game is a problem though, as an unavoidable guaranteed 50% slow on an entire team is a lot.