New Warwick Rework OP?

Is Warwick too strong from his buffs in his rework? Always banned and running a high win rate… I think Riot has gone too far this time


Warwick, The Wrath of Zuan, previously known as “The Blood Hunter”, has recently received a newly produced rework that has allowed him to adapt to better play styles and also allow more versatility in build paths and ganking. The Zuan fighter was first brought into the rift on the 21st of February of 2009 and wasn’t changed since the recent patch of 7.2 (Season 7, Patch 2). Warwick, as a jungler, is probably the easiest, and simplest champion to play for newbies as well as higher tier players, while also being very efficient in clearing the jungle and ganking lanes past level 6 because of his ultimate. Let’s look at a rundown of all his ability changes and his passive as well.

Warwick’s Kit Changes 


Alright, so Warwick’s original passive named “Eternal Thirst” enabled him to heal off all auto attacks on any enemy, while also gaining stacks on hit, reaching 3 stacks.

warwick_innerhunger Passive (Always Active)

His original Q, “Hungering Strike” takes a bite out of an enemy champion, dealing magic damage, and heals himself for 80% of that damage. The ratio and damage stats are; 75/125/175/225/275 (+100% Ability Power) and 8/10/12/14/16% (+100% Ability Power) of the target’s health as magic damage.

hungeringstrike Cost: 70/80/90/100/110 ManaRange: 400

Warwick’s original W, “Hunters Call” increases all nearby friendly champions Attack Speed for a short duration. +Attack Speed by 40/50/60/70/80% and all friendlies by half that amount for 6 seconds.

hunterscall Cost: 35 ManaRange: 1250

His E, “Blood Scent” passively sense weakened enemy champions around him. It is a toggle ability in which senses enemy champions under 50% health within a 1500/2300/3100/3900/4700 radius of himself. It grants vision of the champion and Warwick gains 20/25/30/35/40% movement speed.

bloodscent Cost: No CostRange: min. 1500 max. 4700

Finally, his original Ultimate, “Infinite Duress” lunges at a champion suppressing them for 1.8 seconds and Warwick attacks his victim 5 times. He deals a total of 150/250/350 (+200 bonus Attack Damage) magic damage with 30% lifesteal for the duration.

infiniteduress Cost: 100/125/150 Mana; Range: 700


Now we’re going to have a look at all of Warwick’s current abilities and statistics starting with his Passive “Eternal Hunger“. Warwick’s basic attacks deal 10-44(based on level) bonus magic damage on-hit. While below 50% max health, Warwick’s basic attacks also heal him for the same amount, while the healing triples while under 25%.

passive Passive (Always Active)

His Q, “Jaws of the Beast“enables him to dash to a target, biting them and dealing magic damage applying on-hit effects and healing himself for a portion of the damage dealt. If you hold down Q, Warwick launches himself behind the enemy champion. Magic Damage: 120% AD (+90% AP)(+6/7/8/9/10% target’s max health). Healing percentage: 30/40/50/60/70%

q Cost: 50/60/70/80/90 Mana

His W, “Blood Hunt” passively allows him to gain bonus attack speed against all enemies below 50% of their max health. While moving towards these champions, he gains 35/40/45/50/55% bonus movement speed. The attack speed bonus he receives is 50/65/80/95/110%. This ability can also be activated and senses the closest enemy champion no matter how much health they have, and they are blood hunted for 8 seconds.

w Cost: 70 Mana; Range: Global

His E, “Primal Howl” on activation reduces all incoming damage (35/40/45/50/55%) for up to 2.5 seconds or until Primal Howl is reactivated. On reactivation or after 2.5 seconds, warwick unleashes a howl to all nearby enemies, making them flee for 1 second.

e Cost: 40 Mana

His Ultimate, “Infinite Duress” is a skill-shot where Warwick leaps in a target direction, suppressing the first enemy champion he collides with for 1.5 seconds. Warwick attacks three times within the duration, applying on-hit effects while healing himself done for all the damage (58/117/175 (+55.83% bonus AD) as Magic damage per hit).

r Cost: 100 Mana;  Range: 250% M-S


Alright so let’s ignore all of his actual abilities and focus on the differences that we can find that may, somewhat improve his flexibility and damage in the summoner’s rift. All of his abilities have endured at least one transformation, whether that be damage wise, mechanics, or just a whole different skill all together.

Starting with his Passive. Originally, Warwick would heal off hitting enemies with his basic attacks and healing for a portion of the damage done, while stacking up to three times consecutively on the same target. Now, Riot has implemented a bonus magic damage buff on-hit, dealing 10-44 depending on level. Since this may feel like too much of a buff, his passive only allows him to heal when he has fallen below 50% health. This passive healing triples when he falls below 25% health. In my opinion, it is almost like Riot is trying to make Warwick a physical embodiment of the wit’s end…

Moving onto his Q. The damage on his Q is mainly focused on his own AD and AP stats, with the spell having no base damage whatsoever. This will provide Warwick with capabilities like an “Assassin”, being able to build full damage and have his Q do tons of damage. There is an extra mechanic added to his kit, allowing him to pass through the enemy after he Q’s. If you simply hold down Q as Warwick on an enemy, instead of just biting them, he will continue to dash through and deal his damage on the opposing side. This movement will not be cancelled if the champion uses a gap closer including “Arcane Shift” from Ezreal, or just a basic flash. As an extra addition, the mana cost has been reduced by 20 mana.

Warwick’s W is pretty much his original E… He gains movement and attack speed whenever there is an enemy champion with 50% on the global map. It has been increased to the entirety of the map now, not just a static range, but the whole summoner’s rift. The attack speed and movement speed have also been increased from the original. I am just astounded by how they changed the range, it confuses me sometimes.

Anyway, his E is now the newly improved Fiddlesticks… only its an A.O.E now. So when Warwick presses E, he gains 55% damage reduction at max level which is insane on its own, and then 2.5 seconds later he releases a howl and CC’s everyone in his radius for 1 second. Warwick just is refusing to die now. He gains health,  which triples under 25% health, and he has 55% damage reduction which progress into a CC. AND his ultimate can be used as an escape or a gap closer. But that leads me onto my next statement:

Warwick’s Ultimate. Now, it is no longer a targeted ability, its a skillshot. Woot woot for ADC’s am I right. No. Warwick’s ultimate now deals more base damage than it originally did and has a very large hitbox, making it very difficult to dodge or escape from but it lasts for 0.3 seconds shorter. Mercurial Scimitar still can deny warwick’s lockdown but not the damage taken. Finally, he heals from ALL of the damage dealt within the 1.5 seconds.

Now Warwick has been a champion that people would go to if they just want to mess around, or if they’re just starting to play the game, as he didn’t have that much potential anyway. But now due to his rework, he is capable of a lot more than he has ever been. When I think about his damage and movement, I just think its a disgusting advancement in his kit, but he’ll have more of an impact into the game than he did previously.


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