Eternal Hunger
Eternal Hunger

Innate: Warwick's basic attacks deal 10 - 44 (based on level) bonus magic damage on-hit.

While below 50% maximum health, Warwick's basic attacks also heal him for the same amount, with the healing tripled to 30 - 132 (based on level) while below 25% maximum health.

Ability Details
Eternal Hunger is a non-physical on-hit effect.


Jaws of the Beast
TARGET RANGE: 350
COST: 50 / 60 / 70 / 80 / 90 Mana
COOLDOWN: 6
Jaws of the Beast

Active: Warwick dashes to the target enemy and bites them, dealing them magic damage, applying on-hit effects and healing himself for a portion of the damage dealt.

  • Magic Damage: 120% AD (+ 90% AP) (+ 6 / 7 / 8 / 9 / 10% target's maximum health)
  • Healing Percentage: 30 / 40 / 50 / 60 / 70%

If Jaws of the Beast is held, Warwick will lock his teeth into his target and use them to swing around to their far side. Warwick is Disarm iconSilence icon unable to act while swinging around his target, and will move wherever they move until he jumps off. Warwick cannot be Airborne icon displaced while attached to an enemy.

Ability Details
Jaws of the Beast is a single-targeted ability with a healing component.

Additional Information:

  • Warwick cannot be Airborne icon displaced while attached to an enemy, but can be Grounded icon knocked down prior to reaching them.
  • The button must be held until Warwick reaches his target to trigger the second effect.
  • While Jaws of the Beast does not use Quick Casting by default, click-and-hold is comparable to the input required to use Piercing Arrow.png Piercing Arrow or Decimating Smash.png Decimating Smash while using Quick Casting. It does not accept two-click input (e.g. First Cast and Second Cast) that Standard Casters will be used to on the aforementioned abilities.


Blood Hunt
TARGET RANGE: Global / 4000
COST: 70 Mana
COOLDOWN: 120 / 105 / 90 / 75 / 60
Blood Hunt

Passive: Warwick gains bonus attack speed against all enemies below 50% of their maximum health.

「 Bonus Attack Speed: 50 / 65 / 80 / 95 / 110% 」「 Enhanced Bonus Attack Speed: 150 / 195 / 240 / 285 / 330% 」

Enemy champions below that amount are also Blood Hunted, granting him out of combat bonus movement speed while moving toward them as well as highlighting their position to his team.

「 Bonus Movement Speed: 35 / 40 / 45 / 50 / 55% 」「 Enhanced Bonus Movement Speed: 105 / 120 / 135 / 150 / 165% 」

The bonus movement and attack speed are tripled against enemy champions below 20% maximum health.

Active: Warwick briefly senses all enemies and then Blood Hunts the nearest enemy champion within a large radius for 8 seconds, regardless of their current health.

Blood Hunt cannot be activated while in combat with a champion, and cools down twice as fast if Warwick is not Blood Hunting.

Ability Details
Blood Hunt is a self-targeted buff.

Additional Information:

  • The detection from Blood Hunt is more similar to Burrow.png Tremor Sense than a form of sight - it grants positional information only. It does not explicitly inform Warwick about who is low health or if they are alone.
  • Warwick will also see a "blood trail" highlighting the shortest path to Blood Hunted targets. While described as a trail, this does NOT indicate where the target has been - only the quickest route to them, and it will update as you move.
    • PENDING FOR TEST Does this path-finding take into account obstacles unseen by Warwick, such as other enemies or a Crystallize.png Crystallize.
    • PENDING FOR TEST What information does Warwick's allies receive when he detects someone (an automatic ping?) and what information do hunted enemies receive (is the icon above their health the entire time they are below 50% health?)?
  • Enemies who are below 50% health will display a red wolf mark on their heads while ominous music will replace the Summoner Rift song momentarily.
  • PENDING FOR TEST This buff will also only apply if the enemy champion has been in-combat with an allied champion. Unknown amount of time after in-combat and no evidence if it does or doesn't apply to enemies being damages by epic monsters.


Primal Howl
EFFECT RADIUS: 375
COST: 40 Mana
COOLDOWN: 15 / 14 / 13 / 12 / 11
Primal Howl

Active: Warwick reduces all incoming damage for up to 2.5 seconds, or until Primal Howl is reactivated.

  • Damage Reduction: 35 / 40 / 45 / 50 / 55%
Primal Howl 2

Once the damage reduction ends, Warwick unleashes a howl that causes all nearby enemies to Fear icon flee for 1 second. Landing Infinite Duress.png Infinite Duress will automatically reactivate Primal Howl, but the target will not Fear icon flee.

Ability Details
Primal Howl is self-targeted buff and area of effect ability.

Additional Information:

  • The second activation will cancel Warwick's basic attack.
    • Warwick cannot attack during the animation.


Infinite Duress
TARGET RANGE: 250% current Movement Speed
COST: 100 Mana
COOLDOWN: 110 / 90 / 70
Infinite Duress

Active: Warwick leaps in the target direction, Suppression icon suppressing the first enemy champion he collides with for 1.5 seconds.

Warwick channels over the duration, dealing magic damage to his target and applying on-hit effects 3 times, while healing himself for all the damage dealt by Infinite Duress.

「 Magic Damage per hit: 58.33‾ / 116.66‾ / 175 (+ 55.66‾% bonus AD) 」「 Total Magic Damage: 175 / 350 / 525 (+ 167% bonus AD) 」

Warwick is unstoppable during the leap but can be Silence icon interrupted during the channel.

Ability Details
Infinite Duress is a linear direction-targeted ability.

Additional Information:

  • The exact relationship with Parry effects is PENDING FOR TEST. The ability deals 8 or 9 ticks of damage, but only applies on-hit effects 3 times. The instances of on-hit effects would definitely be Parried.
  • The 100% healing only applies to Infinite Duress' specified damage, not any additional damage from on-hit effects.
  • The minimum range of the ability is 275 units, based on the minimum movement speed that a champion can have (110) while still being able to move.
  • The damage per hit isn't dealt at once but is divided into 2 phases. The first phase deals 2/3 of the damage and procs the on-hit effects, the second phase deals the remaining 1/3 of the damage. So if the target's magic resist changes somehow in that interval (For ex: Wit's End item.png Wit's End) the 1/3 of the dmg will get affected.
    • To clarify what's meant by the above point, the ability seems to deal 6 individual hits, in 3 sets of 2 blows. The first blow in each set deals (example) 50 damage and applies the on-hit effect, the second blow deals 25 damage and does not apply on-hit effects. This is repeated twice for a total of 6 hits.


References