watch 03:03
The Loop (Games)
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Warwick
Abilities
- Notes
- The enhanced attack will apply other on-hit effects and can
critically strike as normal (the bonus damage cannot).
- Eternal Hunger does not affect structures.
- Notes
- Jaws of the Beast deals
basic damage, but also triggers spell effects by dealing an additional 0
spell damage.
- Jaws of the Beast is the only ability that combines
channeling with
displacement immunity. Every
interrupting
crowd control effect that is not resisted by the displacement immunity will prematurely stop the
dash.
- Jaws of the Beast's channel cannot be initiated while
grounded or
rooted. Warwick can only use the normal cast.
- The channel will not be interrupted by either of the two effects, despite the lock-on being a movement channel.
- It has been special cased so Warwick will specifically not follow an enemy's , or when reviving (before dealing damage).
- Warwick will follow enemies that move via
attachment effects but the lock-on will not be extended.
- While Jaws of the Beast does not use Quick Casting by default, click-and-hold is comparable to the input required to use or . It does not accept two-click input (e.g. First Cast and Recast) that abilities like or use in Standard Casting.
- The bite always occurs after the same delay, however the time spent lunging does not, which depends based on the range Jaw of the Beast was cast away from the target, up to a lunge duration of 0.5 seconds.
- The lunge duration does not affect the
lockout timer on Warwick, which is the same of the bite.
- Warwick's lunge always places him to his
attack range to the center of his target.
- The lunge duration does not affect the
- Warwick's dash will place him up to the edge of his
attack range from the target.
- Warwick will attempt to basic attack the target after a short delay.
- The following table refers for interactions while Warwick is
channeling:
- Notes
- Enemies who are Blood Hunted will display marks above their heads while hearing ominous music until they are no longer Blood Hunted, with a small delay.
- Blood Hunt can detect and target decoys.
- The blood trail, although described as a trail, does not indicate where the target has been - only the quickest route to their current location, and it will update as Warwick and/or the target move.
- Warwick will lose his movement speed bonus if enemies that are not Blood Hunted stay exactly between him and the Blood Hunted target.
- The same applies to enemy champions that went under the threshold by taking Nexus Obelisk damage or to units that spawn with their current health below the threshold (i.e , ).
- The detection from Blood Hunt is similar to the effects of
obscured vision rather 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.
- The official ability descriptions says the bonuses are tripled, however the actual multiplier is 2.5. *
- Blood Hunt is always cast from the original casting position.
- Notes
- The initial cast and the manual recast count as ability activations for the purposes of on-cast effects such as Spellblade and stacking .
- If the ability is not manually recasted, the secondary effect will trigger without being considered as an ability activation.
- The recast's howling animation has a 0.5-second
lockout time.
- This will also cancel Warwick's basic attack.
- Warwick cannot attack or cast abilities during the animation, instead the last input will be buffered to play after it ends.
- Warwick will automatically recast if he enters
resurrection.
- Notes
- Infinite Duress deals
basic damage, but also triggers spell effects by dealing an additional 0
spell damage.
- 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 "base" range of this ability is 837.5 because of his 335 base movement speed.
- Considering movement speed soft caps, with below 20% health. , this range increases to 1112 / 1145.5 / 1179 / 1203.125 / 1224.0625, further increased to 1360.15625 / 1412.5 / 1464.84375 / 1517.1875 / 1569.53125 against enemy champions
- The ability deals a total of 9 damage instances that are done in cycles of 3 hits every 0.5 seconds, each divided in two instances. The first instance deals 2 hits and triggers the
on-hit and on-attack effects once, while the second instance deals the remaining last hit.
- If Warwick does not collide with a champion, he will slide a fixed distance past the maximum range during which he is no longer crowd control immune and unable to declare basic attacks or cast movement abilities, including , but being able to cast and , with the former also interrupting the slide.
- Warwick is able to cast at any time during the dash.
- The dash will be interrupted instantly if an enemy champion
blinks in close proximity of Warwick.*
- Warwick gains the
cc-immunity at the start of the cast time.
Cleansing the
suppression does not interrupt the
channel and Warwick will continue to strike.
- Infinite Duress is special cased to have its channel interrupted by and if they affect Warwick's target.
- If the target is
crowd control immune or protected by
spell shield upon collision, Warwick will not start the
channel.
- If the target is in a
zombie state, Warwick will stop the channel after ~0.5 seconds of hitting them.
- Infinite Duress covers Warwick's hitbox, meaning he will collide with enemy champions that are particularly close to him.
- The following table refers for interactions while Warwick is
channeling:
References
- Champions with strategy information
- Warwick
- Melee champion
- 450 BE champion
- 260 RP champion
- 2009 release
- Released champion
- Diver champion
- Fighter champion (Legacy)
- Tank champion (Legacy)
- Jungle champion
- LoL Champion gameplays
- LoL Champions
- Dash champion
- Execution champion
- Flee champion
- Haste champion
- Self Heal champion
- Suppress champion
- Human
- Immune champion
- Knockdown champion
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