

WARWICK
The Uncaged Wrath of Zaun
In his current state, Warwick serves the role of a ferocious self-healing bruiser great at chasing down weakened foes. He has some glaring issues though, such as the fact that because he scales with every stat slightly, he doesn't scale with any of them enough to keep up in the late-game. Due to his lack of aoe damage, crowd control and physical damage he is also forced to build certain items and restricted from others, making his build options limited. This rework aims to improve his jungle clear, grant him more scaling and utility and make his kit feel more streamlined.
Abilities

Blood Hunt
Passive
Warwick gains bonus attack speed scaling with what % of their max health his target is missing.
Warwick senses all enemy champions on the map who are below 50% of their maximum health. He sees trails leading toward them and gains bonus movement speed scaling with the enemy's missing % missing health while following a trail. The glow of the trail also increases based on the missing health of the target it leads to. If Warwick is on multiple trails at once, the movement speed buffs will not stack, instead he gains move speed from the enemy with the lowest health percentage.
Notes: Here we have taken Warwick's old W and turned it into a passive. Most the the ability was passive already, so we have just removed the option of actively marking your nearest enemy. Moving blood hunt to be passive means that we no longer have a mostly passive ability taking up an active slot, giving Warwick room for a more impactful active on his W. Previously, the movement and attack speed buffs activated at 50% health and then were greatly increased at <25% but these strict break-points were clunky and resulted in speed jumping up and down a lot, We've replaced this with movement and attack speed scaling linearly with the target's missing health so that they will ramp up smoothly as enemies get weaker. We also removed the part of the ability which caused you to loose your move speed when entering combat and then gain it again over 3 seconds since this was really unsatisfying for the Warwick player to zoom right up to their target and then lose all their speed the instant they are hit.

Jaws of the Beast
Q
Warwick lunges at the target enemy over 0.264 seconds (reduced by attack speed) and bites them, dealing physical damage, healing himself for a percentage of the post-mitigation damage dealt, as well as applying on-hit and on-attack effects, and life steal at 100% effectiveness. The damage based on the target's health ratio is capped against monsters.
While Jaws of the Beast is active, Warwick is displacement immune and clamps his jaw on the target, following all of their movement. The ability can be held for additional effects.
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HOLD: Warwick performs the bite, and then begins to charge for 0.5 seconds, extended if the target is under effects of a dash or displacement. During the charge, he leaps behind the target.
Notes: This ability is reasonably low cooldown, encouraging lots of uses during fights, but its slightly lengthy cast-time can make it feel quite clunky to use if you have a lot of attack speed. to mitigate this, the cast time now scales down with attack speed, making it feel smoother to use. The damage has also been converted to physical since this makes more sense in-universe and allows the option of building armour penetration items. Otherwise the ability is mostly unchanged since the damage, healing and on-hit effects fit his identity as a self-sustaining on-hit fighter and the leap is great for chasing prey.

Eternal Hunger
W
Warwick empowers his claws with chemtech and unleashes a powerful slash in the target direction. Enemies either side of him will be hit by one claw, enemies directly in the direction he is aiming are his by both. For each claw they are hit by,enemies are dealt physical damage scaling with Warwick's AD and AP and slowed by 60% for 2 seconds. If hit by both claws, the slow duration is doubled. This ability has no cast time so can be activated without interrupting movement. Each claw applied on hit effects to all enemies hit, meaning on-hit effects can be applied twice if an enemy is hit by both claws. Warwick heals for 100% of the post-mitigation damage dealt.
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Activating this ability leaves him empowered with Chemtech Claws for 5 seconds, causing basic attacks to apply the following on hit effect. This on-hit effect is also applied by the active portion of this ability. While under the effects of Chemtech Claws, Warwick deals bonus physical damage on-hit. Warwick also heals for 100% of the post-mitigation damage of Chemtech Claws.
Notes: Here we have effectively taken Warwick's old passive, moved it to his W and added an active component. This new active grants Warwick some multi-target damage which will really help with his jungle and wave clear, meaning he is no-longer forced to buy a Tiamat, allowing for more build variety. The slow also improves Warwick's chasing power, making him harder to kite. This applying on-hit effects, activating a new one and healing Warwick fits his theme of self-sustaining on-hit fighter very well. The on-hit effect here is basically just his old passive but made more powerful and scaling better to make up for the fact it isn't always on. Having to activate this on-hit and aiming to hit enemies with both claws of this active increases Warwick's skill expression. Making it instant cast means Warwick doesn't have to slow down his chasing and attacking to use this, making him feel very fluid and relentless. We also removed the part of his old passive that increased the healing at low health, since this lead to frustrating degenerate gameplay of Warwick just sitting at low health and magically being unkillable while taking out several enemies.

Primal Howl
E
Warwick gains damage reduction for up to 2.5 seconds. Primal Howl can be recast, and does so automatically after the duration.
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RECAST: Warwick howls, ending Primal Howl's effects and fearing nearby enemies for 1 second, slowing them by 90% and dealing magic damage scaling with Warwick's AP based on the amount of damage mitigated by the damage reduction.
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Starting Infinite Duress' channel while Primal Howl is active will initiate the recast without ending the damage reduction buff prematurely.
Notes: I've added some AOE magic damage to this to further improve Warwick's jungle clear. That damage also scales with AP to open avenues for build variety. Having the damage scale with mitigated damage encouraged Warwick keep the mitigation up longer rather than just using it for the fear as he often does. This also allows for skill expression from enemies since they can avoid taking damage by not hitting him during his mitigation state. The fact that you had to wait at e last a second before recasting this has also been removed since it made Warwick feel clunky and slow whereas the on-demand fear feels much more fluid and gives him more effective early-game ganking capability.


Infinite Duress
R
Warwick leaps in the target direction with crowd control immunity, stopping upon hitting an enemy champion. He then knocks them down and channels for up to 1.5 seconds to suppress and reveal them, revealing himself in the process. While suppressing his target, Warwick gains greatly increased attack speed, can break the attack speed cap, and continuously attacks them.
Warwick heals for 100% of all post-mitigation damage he deals to the target during Infinite Duress.
Primal Howl can be cast during the dash.
Notes: This ability is very iconic and highly effective so we didn't want to change too much about it. Despite being encouraged to build on-hit effects due to the ability applying them, you were previously discouraged from building attack speed due to this only attacking 3 times over its duration. Now, rather than dealing constant damage and applying on-hits a few times, Warwick just attacks many times, removing the confusion and allowing the Warwick player to feel they are getting great value out of their on-hit effects and their attack speed, allowing better scaling. This ability has also been converted to physical like the rest to allow Warwick to build armour penetration if he wants.