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Warwick Build Guide by DarkLordArbitur

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Not Updated For Current Season

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League of Legends Build Guide Author DarkLordArbitur

AP Jungle Warwick

DarkLordArbitur Last updated on May 4, 2015
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Ability Sequence

1
3
7
9
12
Ability Key Q
2
4
10
13
15
Ability Key W
5
8
14
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 22

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 8

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0



Threats to Warwick with this build

Threat
Low
High
Show all
Threat Champion Notes
3
Hecarim Has to bum rush you in order to fight. Infinite Duress as he charges, or if it's on cooldown, simply hit him with Hungering Strike a couple times.
Guide Top

Introduction

Welcome to my guide for AP Jungle Warwick! This is my first guide, so please bear with me as I attempt to give you the ultimate AP fighter.


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Runes

Some people would frown upon using one type of rune, because it's just not effective on most champions. However, when using AP Warwick, one must build as much power as possible to ensure maximum sustain. The saying "offense is the best defense" has never been truer than on this Warwick build. For early to mid game power, flat runes would do much better, but scaling runes, while leaving you weak early game, will give you a bigger late game advantage.


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Masteries

This build doesn't focus as much on magic penetration as it does hitting as hard as possible with as much burst as you can possibly throw in. Plus, as a jungler, Warwick needs a little defense in order to take on those neutral monsters. The AP adds to his burstiness, and Havoc gives him all around increased damage, which is extremely useful with the power he has to work with.


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Items

Items. Here is where this Warwick really becomes different from other builds, and the order in which these items have to be built is very delicate, and if done wrong can make your bursty super-Warwick into a harmless puppy for half the game.

Starting items: Hunter's Machete Health Potionx2 and whatever Trinket item

Nashor's Tooth
This is the staple of your build, and MUST BE BUILT FIRST. I'll say it again, to make sure you get it. IT MUST BE BUILT FIRST. Nashor's Tooth increases attack speed and applies 20% cooldown reduction, and has a nice little passive: all attacks apply 15(+15% AP) damage on hit to opponents. To give you an idea of what that means, take a look at Infinite Duress. It applies on-hit effects for 5 hits. EVEN WITHOUT the extra AP, just getting Nashor's Tooth adds 75 damage to the total damage applied to Infinite Duress. Now imagine what that means when you have over 600 AP at endgame. I'll go ahead and round down for you. Just at 600 AP, we are looking at 15+(90) damage per hit. That's 105 damage. Add the damage Warwick already does with fully upgraded Infinite Duress (70). We are looking at 175 damage per hit when Infinite Duress is used. Multiply that by 5, and we come out to 875, and that's just at 600 AP, which isn't even the full extent of our power with this build. THIS is why we build Nashor's Tooth first.

stalker's blade - magus
This is our main source of gold income, as well as our jungling item (after all, this IS a jungle build) and our main form of crowd control. The Stalker's Blade item group gives Smite a slow and allows it to be used on enemy champions, which is very useful for catching them when initial burst didn't quite get them to that half HP mark needed to chase and finish. The "magus" enchantment adds 80 AP and 20% cooldown reduction, which, when combined with Nashor's Tooth, brings us to our 40% cooldown reduction threshold. Why does Warwick need 40% cooldown reduction? Take a look.
Hungering Strike now has a 3.6 second cooldown at max level.
Hunters Call now has a 9.6 second cooldown at max level.
Infinite Duress now has a 42 second cooldown at max level.
You can now hit for massive damage every 3.6 seconds and at level 16, pop Infinite Duress twice a minute. Your allies get a 40% attack speed boost in a teamfight every 9.6 seconds, which pretty much means they spend 3 seconds without an attack speed buff before you can howl again and totally ruin everyone's day, which makes champions like Sivir and Vayne absolutely monstrous, because then they can just pop their ultimates and become unstoppable juggernauts.

Rod of Ages
This item will add a bit of mana to make sure you aren't draining it all, seeing as you've just overcharged Warwick's ability to throw out his skills with the first two items. It also adds health and the ever-important AP, to increase both tankiness and burstiness. What's even better is it scales. For the next ten minutes, even if you can't buy anything for a little while, you will slowly gain maximum AP, mana, and health. Buy early on for best results.

Rylai's Crystal Scepter
This item is the beginning of a switch from tankiness to burstiness. By now, everyone is watching for you, but when combined with Rod of Ages, the health given ensures that even though you aren't quite as tanky as some would like, you still have that health to hold out, and the sustain from Hungering Strike to keep that health bar full. Plus, it adds a 35% slow for 1.5 seconds with each cast of Hungering Strike, which, coincidentally, lands just outside the cooldown minimum to get maximum effect from this item.

Zhonya's Hourglass
This item adds the second most AP of any item on the list (on a technicality), and has the benefit of being able to save your backside in a fight. Most champions can't use this item as effectively as they would like, as it simply places them in stasis for a couple seconds. Warwick, however, can land a Hungering Strike, then go into stasis, and when he comes out of it, hit them again with another one. That's nearly 2k health regenerated in 4 seconds, and short of running out of range, there's nothing the enemy can do to stop you, and even then, if Infinite Duress finishes cooldown, then you can just jump over to one of them and regenerate everything anyway. Plus, a little armor never hurt anybody who wasn't trying to break through it.

Rabadon's Deathcap
Here it is. The crown jewel of destruction for anyone playing an AP heavy champion. Rabadon's Deathcap is your second offensive item here, the other being Nashor's Tooth. This item adds 120 points of pure, unadulterated, High Explosive AP to your arsenal for you to use. Oh, that's not enough AP for you? Rabadon's Deathcap also increases all AP by 30%. So yeah. Live the hat. Love the hat. All praise the magic hat. Or deal with a R+Q combo that takes away well over half your health in one go, followed by a chase which inevitably ends in your death as you get hit by massive shots every 3.6 seconds.

Abyssal Scepter
Good alternative to Rabadon's Deathcap if the enemy's magical attacks are too powerful for you to burst through.

Void Staff
Somewhat useful for breaking through magical defenses, but I still recommend Rabadon's above it for the pure magical destruction it causes.

Lich Bane
Allows you to follow Hungering Strike with a basic attack that will hit for massive damage, and scale a nice combo from Infinite Duress. Possible near instant KO on squishier champions. Have not 100% tested it.


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The damage totals (before magic resist application)

Rabadon's Deathcap 120 AP
Zhonya's Hourglass 120 AP
Rylai's Crystal Scepter 100 AP
Rod of Ages 60-80 AP
Nashor's Tooth 60 AP
stalker's blade - magus 80 AP
Mental Force 16 AP
Arcane Mastery 6 AP
Full Scaling AP rune page at level 18=83.16
Archmage + Rabadon's Deathcap passive=43.8+43.8+36.5+29.2+29.2+21.9+5.84+2.19+30.3534=242.7834 AP
TOTAL AP=907.9434
Nashor's Tooth damage bonus per hit: 15+(136.19151)=151.19151
Arcane Blade 45.39717
Infinite Duress damage at max level: 1572.9434 ((48+70+45.39717+151.19151)*5)
Hungering Strike minimum damage: 907.9434+275=1182.9434 flat damage.
Havoc 3% damage increase-2755.8868->2838.563404
TOTAL ENDGAME BURST: 2838.563404 IN JUST THE INITIAL R+Q COMBO ATTACK.


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Summary

Warwick can benefit from many things, but AP is a powerful tool for him. Used wisely, a good Warwick can absolutely demolish his enemies, and when he is finally taken down, his allies can mop up the leftovers.

Also, for those of you who read through this whole thing...
つ ◕_◕ ༽つPRAISE HELIX༼ つ ◕_◕ ༽つ