Warwick'sbasic attacks deal 3 - 16 (based on level)bonusmagic damage and heal him for the same amount, stacking up to 3 times per target, for a maximum of 9 - 48 (based on level), and persisting for 4 seconds.
Eternal Thirst is a passive ability that grants Warwick an on-hit effect.
The attacks will apply other on-hit effects and can critically strike as normal but the bonus damage cannot.
If, starting at level 6, this ability is always ranked when available, and with currently no Eternal Thirst stack, Infinite Duress will deal a total of 216 - 542 (based on level)(+ 200% bonus AD) magic damage.
In the same case, but starting with at least two Eternal Thirst stacks, Infinite Duress will deal a total of 232.5 - 590 (based on level)(+ 200% bonus AD) magic damage.
Infinite Duress will continue to deal damage and suppress the target even if they blink or are displaced.
All the strikes have the potential to trigger and apply Spellblade but will only hit once because of the effect's internal cooldown.
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.
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.
RANGE:Global / 5000
COST: 70 Mana
COOLDOWN: 120 / 105 / 90 / 75 / 60
Passive:Warwick gains bonus attack speed against all enemies below 50% of their maximum health.
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.
The detection from Blood Scent 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. 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?)?
COST: 40 Mana
COOLDOWN: 15 / 14 / 13 / 12 / 11
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.
No additional details.
RANGE:250% current Movement Speed
COST: 100 Mana
COOLDOWN: 110 / 90 / 70
Active:Warwick leaps in the target direction, suppressing the first enemy champion he collides with for 1.5 seconds.
Warwickchannels over the duration, dealing magic damage to his target and applying on-hit effects 3 times, while healing himself for the damage dealt.
Warwick is unstoppable during the leap but can be interrupted during the channel.
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.