Warwick Build Guide by weirdoman1

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

League of Legends Build Guide Author weirdoman1

Armor or Magic Resist? Jungling and ganking menace

weirdoman1 Last updated on April 14, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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Passive- 48 extra magic damage ( at level 18)
Malady- 20 extra magic damage
Wit's End- 42 extra magic damage
Madred's Bloodrazor- 100 extra magic damage ( at 2500 hp)

Total- 210 extra magic damage
Malady- decreases magic resist by 24 ( at 3 stacks)
Sorcerer's Shoes- 20 magic penetration

227 attack damage
210 magic damage (stacked on top of that)

Total: 437 damage for no crits

What do tanks build to counter you? Armor or magic resist. Health will only increase Madred's Bloodrazor's damage. Even if they go full tank build, Madred's will always do 4% of their hp, and they cant deal any damage back.

3140 hp is enough hp especially with 114 armor and 96 magic resist.
I don't know how much attack speed you have ( on mine it says
180 and i know it is not that) but I know you have around or more than 2 attacks a second, and that is quite enough.

You should buy some wards to set down while running around in the jungle to help your teammates.

In this build, you can probably beat most of the other melee champs 1v1, but if they have a very strong one, get Thornmail. Thornmail does not work on you because you do as much magic damage as attack damage. An Oracle's would be very useful against stealth assassins.

I don' think they included your extra movement speed from Trinity Force. You should have around 440.

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Skill Sequence

This is for good sustainability in jungle. With blue buff you can just span your Q. Your E is more for ganking so I level it up later since Warwick is only a good ganker with red buff and his R.

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Summoner Spells

Smite for killing tough monsters and keeping others from stealing or stealing yourself.
Flash to get in close and slow with your red buff ( if they flash away, use your ult)

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Creeping / Jungling

Blue / Wolfs / Wraiths / Red / Golems / Wraiths / Wolfs
Usually I don't go back until I'm level 6 and have about 1700 gold. You can get Madred's Razors and maybe Sorcerer's Shoes with that. When you go back at level 6 when you go back in the jungle you have boots, your Ultimate and blue buff and red buff will respawn after a little jungling. Then you are more capable of ganking with Boots, Red Buff, and Infinite Duress.

You can probably solo the dragon at level 8 or 10 depending on how many kills you have and your cs.

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Team Work

In team fights, you could initiate with your ult ( target ranged carry) and easily brawl it out with the enemy unless you are focused. On dragon kills, you can get 190 gold for your team every
6 minutes since you are one of the only champs that can solo the dragon early on, and not have to call people out of their lane making it discoverable you are killing the dragon (unless they have wards).

You can tank the Baron and solo a bit easily. You are quite good at back-dooring turrets. You do quite a bit of damage and have enough armor and magic resist. You can just go back in the jungle and restore all the health lost. After getting Frozen Mallet, you can give every red buff to you ranged carry making it nearly impossible to run. You really don't need blue after your first one, and should give it to your ap mid.

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Unique Skills

You have do as much damage as a classic Tryndamere build (not including crits), and you have much much more attack speed, and most likely more health. He will probably be unable to build armor, so you have more.

With actual ability power and magic penetration, your Q actually does some damage and heals quite a bit.

Avoid using Infinite Duress initiation to a team fight, especially if your team has a good initiator. A lot of things can interrupt it ( stuns, taunts, debuffs, silences, knock ups, knock backs, throws, other suppresses, etc.)