[Warwick Rework Concept] Warwick, the Blood Hunter [Unique Life-Steal Concept]
As a lot of us have come to realize, they are doing quite a number of champion reworks. Look at the new Taric for example. But some of these reworks to be fully honest haven't been as needed for the champion they have done vs some that truly need them. Taric was a very viable champion (Though the rework was needed at some point, and it is fabulous), but between him and Warwick. You would more than likely see Taric in competitive play before you would see another champion from the original 42.
Warwick is able to be stopped by anyone that has a faster auto attack, or a Crowd Control ability. He has one instantaneous gap closer that to be completely honest makes very little thematic sense (Instant teleport dealing damage, which can be stopped by anyone with a knock up, silence, stun... almost any crowd control effect.) and provides almost nothing else to players. He was my most Favorited champion in Season 1 and for the small amount of ranked I played in Season 2. But he is still lost as a champion because he was quite weak in almost all aspects of play.
So I got to thinking... How could we make Warwick a unique champion that works in regards to his title, "The Blood Hunter" and I think I may have just cracked a way to make Warwick a Thematically make sense through out all of his abilities, while also giving him the ability to have some play in the competitive scene.
[Passive] Eternal Thirst (Changed - No longer deals stacking damage and healing on basic attacks. Warwick no longer uses mana as a resource.)
Warwick now has a generating bar of "Blood" which gets filled by auto attacks and his Bloodthirsty Lunge. His Blood Bar gains 5 every time he deals damage with a basic attack. At 50 stacks of "Blood" He gains huge increased movement speed within a large area (3000 units) around a champion with 50% health or less, and gains sight of them, additionally the champion is alerted to Warwick knowing of their presence if they are within a certain range (1500 units) of Warwick, the Blood Hunter also gains a (4/8/12/16)% boost to movement speed within the alert distance. At 100 stacks of Blood he begins to consume the blood he has gathered healing him for 30% of his missing health over the course of 5 seconds.
If Warwick doesn't deal or take combat damage from any source for 6 seconds he loses 5 stacks of blood per second while also taking 2% of his current health in damage per tick for loss of blood.
[Q] Bloodthirsty Lunge - 10 second Cooldown (6 seconds at Rank 5) No cost
Warwick lunges up to a small distance (350 units max) and swipes his claws in a 180 degree cone in front of him at his landing point. If Warwick hits enemies (Champions, Minions, Monsters) he heals himself for (2/4/6/8/10)% of the damage dealt, and generates 5 Blood per enemy hit. deals (10/30/50/70/90)+(70% Attack Damage) in Physical Damage. [This heal is increased by Warwicks Lifesteal.]
[W] Hunter's Call - 22 second Cooldown (12 at Rank 5) costs 15 Blood (30 Blood if the bar is over 50.)
Warwick howls a bloodcurdling sound which causes him to vastly increases his attack speed by (40/60/80/100/120)% for (4/5/6/7/8) seconds.. If Warwick is within a certain distance (800 units) of an enemy champion, that champion is slowed by (30/35/40/45/50)% of the movement speed for 2 seconds. If Warwick has 50 stacks of Blood, his movement speed is increased by half the total amount reduced from each champion.
[E] Blood Spike- 15 second Cooldown (10 at Rank 5) costs 20 Blood (40 Blood if the bar is over 50.)
Warwick swings his Claws in an upward arc causing some of the blood he consumed to strike through enemies (650 units in a straight line.) stopping once it strikes a Champion or reaches it's maximum distance. If the Blood Spike hits an enemy (Champion, Large or Epic Monster), they begin to hemorrhage blood, causing them to take (5/35/65/95/125)+(45% of Physical Damage) over the course of 4 seconds. If Warwick has 50 stacks of blood, causes Warwicks Bloodthirsty Lunge to immediately come off Cooldown. Additionally Warwick heals (2/4/6/8/10)% of his missing health if it hits an enemy Champion. [This Heal is increased by half of Warwicks Lifesteal]
[R] Gift of the Full Moon 120 second Cooldown (80 at Rank 3) costs 50 Blood.
Warwick howls as the night takes over and a Full Moon shines bright for 6 seconds. During Gift of the Full Moon Warwick gains a permanent movement Bonus of (30/65/100)%, a permanent attack speed bonus of (30/65/100)%, and a permanent physical damage bonus of (45/70/105). Warwick's abilities deal double their intentional damage and heal for (5/10/15)% more. Additionally all enemy champions lose shared vision and Warwicks Bloodthirsty Lunge range increases (550 units).
[PROPOSED IDEA FOR - R]
[R] Roar of the Blood Hunter - costs 20 Blood (50 Blood if the bar is over 50.)
Warwick slows his movement speed (25%) and begins to howl into the sky which can be heard from anywhere in the world while on the move, instilling the feeling of fear. After an uninterruptable short channel time (1.5 Seconds), Warwick releases a howl which reduces the movement speed of all enemy champions regardless of where they are on the map by (45/60/75)% for 6 seconds. Enemy champions get a warning time before as ALL minions on the map will become feared until the howl is executed. If Warwick has over 50 Blood, he becomes increasingly aggressive. Generating double the amount of blood from Eternal Thirst and Bloodthirsty lunge, additionally his Bloodthirsty Lunge range is increased (550 units.) for the duration of the proposed slow time.
[EXPLANATION OF REWORK]
Warwick's intention back when they originally created him was to be a jungler with gap closing ability and duelist capabilities since he was constantly healing bruiser. But originally his concept has very flawed in all manners of speaking. This rework is meant to make him a menace coming out of the jungle. He has the ability to keep his health up while simultaneously being able to initiate fights if he chooses to go a more tanky build.
It never made sense for Warwick to have his skills scale off Ability Power because Lycanthropes are meant to be savage beasts with they ability to chase down their prey due to being a variant of wolves, while also having the strength of many humans. But never have they used magic in the history of stories being told of them.
Warwick always needed the ability to close the gap on his prey and down right shred them to pieces, but his movement capabilities can still be kited by well placed abilities and movements. Not only this, but all of these abilities work well with each other while also giving the person playing Warwick a feeling of adrenaline. With the ability to dive on low health champions cowering behind their tower or trying to escape with a sliver a life. While also giving him the ability to choose when to make his escape with a lunge - spike - lunge (If you have 90 Blood, then can follow up with a Hunter's Call to assure your escape.)
The best possible thing that could be down to really get the feeling of the Rework is to make Warwick slightly smaller that Maokai, hulk him out a bit and cause him to hunch over and sometimes use all fours to continue his movement. (And with enough movespeed cause him to run fast on all fours much like the Twitch Rework.)
Let me see your thoughts people, and hopefully a Rioteer will see this and be intrigued with the concept enough to use it. (I am pretty sure the Gift of the Full Moon can be either reworked or changed. But I used the idea of instead of changing into a werewolf at the Full Moon, they instead gain a vast amount of strength and use the night to their advantage. Which would also help with ganking since they wouldn't know if you were coming for them or someone else, much like Nocturne.)
[EDIT] I had a bit of a feeling that Gift of the Full Moon was a bit over the top, but I am leaving it so people can get an idea and talk about it or the new idea, Roar of the Blood Hunter. A map wide slow for enemy Champions which assists ALL allies while simultaneously helping himself greatly. All enemy Champions will be notified by the ability much like Rek'sai's and Sion's Ultimate. But there is a more significant notification which is the feared minions just before the howl activates. Due to the number of indicators, it gives enemies the chance to act just before... Or the more likely thing; Panic. Using some sort of ability or active (Trollpole, Trollpool, Zhonya's) to try and avoid it possibly putting them in a different bind. The increased range of Lunge gives Warwick the ability to get on his target, or give him the ability to escape. It has multiple uses, with assisting allies from afar or securing a kill up close.
Core Items

The Thought behind these items. Warwick really benefits from Cooldown Reduction, allowing him to his Hunter's Call more often to increase his attack speed. Allow him to Lunge slightly more often. Since Warwick is primarily a Jungler, Stalker's Blade with Warrior enchant helps him out immensely; It gives him a good amount of cooldown reduction, a boost to physical damage, armor penentration and ontop of it all it also allows him to slow an enemy with smite so he can build up enough blood to activate his Hunter's Call to slow his enemies and tear through them with his increased movespeed and attack speed.
Boots of Swiftness allows Warwick to get to his enemies quick enough. But what puts Swiftness over Mobility is the slow reduction, one of the few things aside from a sure fire CC that'll keep Warwick away are slows. Giving him the ability to practically ignore them and continue his pursuit for Blood. Atop it with the
which will constantly boost his movespeed as he attacks his opponents while ontop of them.
Death's Dance is a PERFECT item for Warwick, it increases his lifesteal which also boosts BOTH his Q and E in health restored, but it also gives a significant amount of damage boost aswell. Ontop of those benefits, it also gives Cooldown Reduction and allows Warwick to reduce the damage he takes by a significant amount so he can heal through the health loss with his ability to steal health.
[Damage Path]

What better way to improve Warwicks damage output than Ravenous Hydra? Lifesteal? Check. Large amounts of physical damage? Check. AOE on his physical attacks? What a bonus! Ravenous Hydra is almost perfect for a physical damage focused build for Warwick, it gives him an auto attack reset as well as a ton of ways to output a lot of healing to get through enemy damage.
Bloodthirster, it could almost be a core item for Warwick since he has Bloodthirsty Lunge and all. But it becomes a perfect physical damage focused item since it gives a large amount of physical damage, while also allowing him to build up a shield when he duels at max HP. Bloodthirsty Lunge and Bloodspike synergize well with this. Since they can constantly keep his health in the shield.
Blade of the Ruined King is a perfect finish for a Damage focused build for Warwick. Active that gives him movespeed and health, attack speed that synergizes with practically everything for him, and the biggest kicker which is a common constant for him... LIFESTEAL! Warwick truly can ruin Kings with it.
Elixir of Wrath to finish off a perfect savage build, more lifesteal, more damage, more War....... wick.
[Tank Path]


Nothing better than to start off the Tank path with Spirit Visage. Not only does this give Warwick the ability to output ALOT more healing, but it also gives Warwick a boost to his Magic Resist and increases his health which also increases his healing done which is sorta like a bonus within a bonus. But on top of it all, it gives even more cooldown reduction. With the right Runes and Masteries, by level 18 you could have 40-45% CDR on Warwick making him a menace of healing and instigating.
What more can be said of Deadman's Plate? And why does it exactly fit into a Tank Path for Warwick? Well, it's simple. The fact that Deadman's plate gives Warwick a movespeed bonus allowing him to chase down opponents even better, and when he finally gets ontop of them he unleashes a powerful slow for a brief moment which he can then tear them apart with his substantial physical damage and superior healing ability. Plus it gives increased health.
Sterrak's Gage, a beautiful finishing touch to a Tanky path. This item single-handedly makes Warwick a monster when built properly. Giving him a substantial amount of health, but after you thought you could dish enough to kill him. He gets a HUGE shield and becomes bigger! Size increase helps Warwick by technically making his Bloodthirsty Strike to deceptively move him a little farther since his base unit range is increased.
Elixir of Iron fits pretty perfectly regardless of what build you go down, because of the size increase from the item. It allows warwick to lunge a little farther since his base unit size is increased (Which means his distance is ever so slightly further) but it also gives a tenacity boost so CC doesn't hold you down as long.
[Other items to Consider!]

Each of these items can help in some situations; Frozen Mallet lets Warwick stick on his targets like a sore thumb, and making it pretty much a guarantee that you either have to duel him or just die. Guardian Angel lets Warwick be a lot tankier in the stats department and gives him a second chance to escape or wreak even more havoc. Sunfire Cape lets him constantly deal some damage around him and the overall health boost in very helpful. Warmogs synergizes with his passive ever so beautifully and gives him a gargantuan health boost to boot. Trinity Force gives everything Warwick wants aside from mana, since his lunge is on a low cooldown he can benefit from auto boost a lot. Duskblade gives a huge damage boost as well as a boost to movespeed making him able to stick to his targets a little better plus a free Zed Ult to boot.
Well that's my idea for a Warwick Rework, PLEASE leaves comments and talk it up so the Riot workers will see this and get a GOOD idea for quite possibly my favorite Champion. (Aside from KassaWIN, I fear the day they rework him since he is my other most favorited champion in all of League of Legends.)