Warwick Build Guide by AcapellaSabir
Champion Build: Warwick
| Health | 3876.96 |
| Health Regen | 21.45 |
| Mana | 1480 |
| Mana Regen | 23.9 |
| Armor | 129 |
| Magic Resist | 102.5 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 415 |
| Gold Bonus | 0 |
| Attack Damage | 117.51 |
| Attack Speed | 1.011 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 522.39 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 20% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Welcome to a guide describing the life of AP
Warwick! This is my first guide on Mobafire, mostly because the builds I use are mostly from guides on this website. Why should I make a guide on something I use from someone else? I have several reasons for making this guide. They are as follows:
-
To help
To attract summoners to play
To revive an idea that was around a long while ago
To contribute to society my knowledge of AP
I hope you all enjoy this! Please comment on any inaccuracies, or anything you feel I should add/change/remove to improve on this guide.
Runes
9x
Greater Mark of Magic Penetration
9x Greater Seal of Vitality
9x
Greater Glyph of Scaling Ability Power
9x
Greater Quintessence of Ability Power
These are the standard runes I use on AP
Warwick. You may replace yellows with
Greater Seal of Scaling Mana Regeneration or
Greater Seal of Armor if you prefer. You may replace the blues with
Greater Glyph of Magic Resist or
Greater Glyph of Ability Power if you prefer. You may replace the Quints with
Greater Quintessence of Health or
Greater Quintessence of Movement Speed if you prefer.
Masteries
For AP
Warwick I use 21-0-9 or 9-12-9 masteries. I love to build as much damage in masteries as possible, but sometimes it is good to get masteries that make you slightly beefier.
Items
For items, I there are 3 starts that I suggest.
Doran's Ring
Boots of Speed +
Mana Potions
Null Mantle +
Mana Potion +
Health Potion
As AP
Warwick, you really only have a few items that I would consider core. You should make sure you get these as your first items in 95% of the games you play.
Rod of Ages(Sometimes just Catalyst of the Protector)
Sorcerer's Shoes
Spirit Visage
Your endgame items should consist of any combination of these items.
Rod of Ages
Sorcerer's Shoes
Spirit Visage
Rylai's Crystal Scepter
Rabadon's Deathcap
Zhonya's Hourglass
Spirit Visage
Void Staff
Frozen Heart
Guardian Angel
Oh, figured I should mention...
Sight Ward,
Sight Ward,
Vision Ward!!!
Skill Sequence
Infinite Duress >
Hungering Strike >
Blood Scent > Hunters Call
Max your skills in that order. Always.
Summoner Spells
This is where player preference takes over. There are so many great summoner spells for AP
Warwick. Taking any two of these, you will not go wrong.
Pros / Cons
In these pros and cons, I vow to not use adjectives. Using adjectives I may exaggerate or not show enough of what I actually mean. Also, they tend to get repetitive. If you want to see how good/bad something is, comment and I will answer your question, or just test for yourself.
Pros
-
Sustain
Farm
Damage
Disable
Free KS Tracker
Team Buff
Cons
-
Mana Costs before
If you play against a ranged enemy, as I usually do when I take mid with AP
You do not have the same burst as some other AP carries such as
You do not have any escape abilites built in, except for your
Creeping / Jungling
When I play AP
Warwick, I always ask my jungler for every Blue/Red beyond the first time they spawn. As
Warwick, you can solo them easily, but if your jungler offers help, be glad to take it, unless you want to waive him off so he can farm/help out others. Once your jungler finishes his initial routes, feel free to clear his jungle when your lane is pushing and you do not want to be vulnerable.
Team Work
AP
Warwick is a champion that needs teammates in order to secure kills usually. To gain lane dominance, an early gank works wonders. Once level 6, you can usually kill your lane opponent should they slip up 1 on 1. With constant harass, once your enemy is around 50% HP, you can land a
Hungering Strike, instantly
Ignite and use your
Infinite Duress. Should they survive, pop a
Hungering Strike as they try to make their final escape. This combo has gotten me so many kills because of the unexpected burst it provides and the little to no damage you take while doing it, as your enemy is disabled with your [Infinite Duress] for the duration.
AP
Warwick is very good at turret diving. Using his
Hungering Strike, you can sustain the turret aggro, as well as with your
Infinite Duress. Once you build
Rod of Ages, you will be even more durable, and even more with level scaling and other items that provide health or armor.
Unique Skills
Passive - [Eternal Thirst]: This passive is not much use on AP Warwick aside from clearly creep camps in the mid-late game and gaining life back when your laning partner has gone back to buy.
Q -
Hungering Strike: This skill IS your damage. It also IS your sustain. Use it, love it, spam it. In early lane, the mana cost can be costly, so try not to oom too fast unless you take
Teleport. DO NOT TAKE
Clarity!
W - Hunters Call: This ability gives an attack speed buff to nearby teammates as well as yourself. I max this last as it is little use to AP
Warwick.
E -
Blood Scent: Gives a speed boost to you when enemies around are low on HP. Be careful to toggle this off when you're waiting for a gank so that you aren't discovered before you're ready to jump.
R -
Infinite Duress: This is an awesome move, but for AP
Warwick, it does little damage. The lifesteal from it is nice as well as the great disable it brings. Use this on the damage dealers of the enemy team, or if you know you need it to catch up to an escaping enemy.
Farming
Farming is a very necessary skill to play AP
Warwick effectively. I usually play him mid against a range caster. In this case, you MUST dodge harass or just hope you can sustain the damage with
Hungering Strike.
Hungering Strike is good for last hitting creeps who are out of melee range, though it makes you run out of mana fairly quickly. Sometimes it is okay to take some harass to farm creeps. If you take a Q from an enemy
Ahri, kill two creeps with melee and
Hungering Strike the
Ahri, you should come up nearly even if not on top of the exchange. You take damage, heal it; she takes damage and doesn't. You also get two creeps. (:
Summary
Welp, that's all I've got for you today. Please provide feedback and tell me what I can do to improve on this guide. I will try to update with weekly with more visual effects in each chapter as well as in-game feedback, scores and replays. Please stick with me in making this guide one of the best on Mobafire.
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