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 unable to act while swinging around his target, and will move wherever they move until he jumps off. Warwick cannot be displaced while attached to an enemy.
Jaws of the Beast is a single-targeted ability with a healing component.
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 or 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.
The detection from Blood Hunt is more similar to 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.
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 bellow 50% health will display a red wolf mark on their heads while ominous music will replace the Summoner Rift song momentarily.
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%
Once the damage reduction ends, Warwick unleashes a howl that causes all nearby enemies to flee for 1 second. Landing Infinite Duress will automatically reactivate Primal Howl, but the target will not flee.
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) the 1/3 of the dmg will get affected.