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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.


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

Active: Warwick dashes, Unstoppable icon unstoppable, 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% of 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 Silence iconDisarm 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
Notes
  • Warwick cannot be Airborne icon displaced while attached to an enemy, but can be Knockdown 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 Piercing Arrow or Decimating Smash 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.
  • With a good timing if a player presses twice the ability he can double Jaws of the Beast Jaws of the Beast.



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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
Notes
  • The detection from Blood Hunt is more similar to Burrow 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 their current location, and it will update as you and/or the target move.
  • Revealed enemies who are below 50% health will display a red wolf mark on their heads while ominous music will replace the Summoner's Rift default chosen song until they have gone above 50% current hp, with a small delay. Warwick's allies will receive no information, the blood trail is only visible to Warwick and the ominous music will only play to people passively or actively marked with his W.



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

First Cast: Warwick reduces all incoming damage for 2.5 seconds. After 1 second, Primal Howl can be re-activated, and automatically does so after 2.5 seconds.

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

Second Cast: Warwick unleashes a howl, ending the damage reduction in the process, and causes all nearby enemies to Flee icon flee for 1 second, Slow icon slowing them by 90%.

Landing Infinite Duress Infinite Duress will automatically reactivate Primal Howl, but the target will not Flee icon flee.

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



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

Active: Warwick leaps, Unstoppable icon unstoppable, in the target direction, stopping upon hitting an enemy champion.

If Warwick hits an enemy champion, he channels for the next 1.5 seconds, during which the target is dealt magic damage (applies on-hit effects) once every 0.5 seconds while being Suppression icon suppressed. Infinite Duress heals Warwick for all the damage dealt by it.

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 dash but can be Silence icon interrupted during the channel.

Ability Details
Notes
  • On-hit effects are applied and benefit from the 100% healing of this ability.
    • Furthermore, this ability benefits from Lifesteal (even though it is magic damage). For example, with The Bloodthirster, Warwick will heal an additional 20% of the all damage dealt by this ability (thus on-hit including, though not other effects like cleave or immolate).
  • 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 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 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.
  • This ability will be dodged by JaxSquare Jax's Counter Strike Counter Strike, ShenSquare Shen's Spirit's Refuge Spirit's Refuge and won't deal any damage if affected by TeemoSquare Teemo's Blinding Dart Blinding Dart.



References