A few things will happen with my ideas which are creating counter play when against Warwick (mainly his ultimate), create two of his spells to not be passives so not Warwick does not just have a passive, spell, and ultimate, and grant some wave clear power to help him clear a wave to group up and be less ultimate reliant to do meaningful things. I am just going to get into it, but remember this is a concept post.
> **Eternal Thirst (Passive:):**
> Warwick's basic attacks deal 「 3 - 16 」 additional magic damage and heal him for the same amount. Each successive attack against the same target will stack this amount of healing and damage up to a maximum of 3 stacks. The stacks remain for 4 seconds.
> **Hungering Strike (Q):** Cooldown: 10/8/6/4/2 seconds; Cost: 40 Mana; Range: 400 units
> Warwick swipes twice at a target enemy to deal 200% base AD(+40%AP) plus 8% of the target's maximum health as magic damage and heal Warwick for 8% of his maximum health; Hungering Strike applies 2 stacks of Eternal Thirst.
> Monsters and Minions take 75/125/175/225/275(+100%AP) magic damage.
> **Hunters Call (W):** Cooldown: 12/11/10/9/8 seconds; Cost: 50/60/70/80/90 Mana; Range: 525 units
> Warwick unleashes a terrifying howl around him to deal 80/130/180/230/280(+60%AP) magic damage and fear struck units for 0.75/1/1.25/1.5/1.75 seconds.
> **Blood Scent (E):** Cooldown: 12 seconds; Cost: 40/45/50/55/60 Mana
> Passive: Enemy champions below 50% health within 1500/2000/2500/3000/3500 units of Warwick grant vision on the units and Warwick moves 20/25/30/35/40% faster.
> Active: Warwick empowers his next Hungering Strike to deal a bonus 60/90/120/150/180 plus 12/14/16/18/20%(+1% per 25AP) of the target's current health as magic damage and if the target is above 50% health it will also slow the target by 30/40/50/60/70% for 2.5 seconds.
> (Capped damage against Monsters is 120/180/240/300/360)
> **Infinite Duress (R):** Cooldown: 110/90/70 seconds; Cost: 100 Mana: Range: 700 units
> Warwick does an unstoppable leap in a straight line to a target enemy champion that if it connects Warwick will channel for 1.5 seconds to suppress the target in place for 1.8 seconds and deal 150/250/350(+200%bonus AD)(+100%AP) magic damage over the duration.
> If Warwick does not hit his target then Infinite Duress' cooldown is lowered to 40/30/20 seconds [lowers with cooldown reduction].
> _NOTE: All other effects here still stand, it is now a point-and-click line skill shot unstoppable dash [the dash, not the channel] instead of a point-and-click blink._
> _NOTE: If Infinite Duress was dodged by his target then Warwick always travels the full 700 units even if the target was half this range at 350 units away from Warwick when the spell was cast; and of course Infinite Duress can only hit the target which Warwick used the spell on._
Hope you appreciate the ideas!