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Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Eternal Hunger (PASSIVE)
Warwick Passive Ability
My History With Warwick


I used Warwick non-stop, and for a very long time, he was the only champion I could play, simply because he was the only one I ever used. So I know exactly how he works, and have a lot of experience to share.

Note: The most important thing about this build is that you MUST have the seals displayed above. If you run out of mana while using

Midwick is also capable of pulling off some crazy things which I don't think any other champion in the game is capable of doing. The most notable being? He can stay in lane until levels such as 12 without dying or even needing to recall, but still stay on full health. This isn't necessarily the best tactic ever, but it's funny to watch the opponent keep dying and get item after item, and realize items don't make a difference when you're laning against someone 5 levels over you. I don't do this anymore, but when I did, my record was staying in lane until level 15 with nothing but a Doran's Ring before finally recalling and buying my entire core build in one go ( this was when I used CellOne's build. It would be impossible to do that now considering

So anyway, let's get to the actual guide, shall we!
2. Infinite Duress damage changed to 250/335/420 (+2.0 bonus attack damage) from 200/300/400 (+1.67 total attack damage)
3. Base attack speed increased to 0.679 from 0.644
1. More sustain AND more damage? Thanks for making late-game even easier, Riot.
2. ...I'm sorry, what? Most people couldn't beat me in a lane with the old damage on my ult, so you increase the damage? Thanks again, Riot.
3. Is the difference even noticeable? I can't imagine it is. Thanks again anyway, though...
Great patch for Warwick. He was given unneeded buffs. GG.

- Great sustainability in lane.
- Near-guaranteed win in lane.
- Massive damage out-put.
- Great hybrid, cannot be properly countered.
Blood Scent can give you some great map awareness.
nothing

- Hard to get a kill until your ultimate is up.
- No escape capabilities.
- Silences, fears, stuns, suppresses and taunts will cancel his ultimate if he's using it.
- Not a good initiator.
- Has small range, and gets easily kited.

Each of Warwick's attacks will deal 3 / 3.5 / 4 / 4.5 / 5 / 5.5 / 6 / 6.5 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15 / 16 additional magic damage and heal him for that same amount, stacking with each hit up to 3 times.
What this means is that we have an equivalent of lifesteal upon entering the lane. Early-game this passive is just decoration, because other than last-hitting we don't auto attack at all, but late-game, this is incredibly useful with all our Attack Speed.

Strikes an enemy for the greater value between 75 / 125 / 175 / 225 / 275 (+100% of ability power) and 8 / 11 / 14 / 17 / 20 % of the target's maximum health, and heals Warwick for 80% of the damage dealt.
I have simply this to say: OP. Take

We max this first.

Warwick lets out a howl that inspires all nearby allied champions. This increases Warwick's attack speed by 40 / 50 / 60 / 70 / 80 % and all nearby friendly champions' attack speed by half of the amount for 10 seconds.
Decent enough spell. Early-game we only use this when attacking towers though. We can't just walk up to a mage and auto attack them, can we? Late-game to be used when the teamfight has started to give your team an edge over theirs.
We max this last.

Warwick senses enemy champions under 50% life within a 1500 / 2300 / 3100 / 3900 / 4700 distance of him, revealing them until they heal. Upon sensing an enemy, he will gain 20 / 25 / 30 / 35 / 40 % movement speed.
This is an awesome spell. I always miss it when I play a different champion from Warwick. It's alerted me that I'm getting ganked before, it's let me kill someone in 1v2 then run away from the remaining enemy with my superior movement speed, it's let me hunt and kill the enemy jungler if they try to counter-jungle, it's great. The way we apply it to our game-play is that once this activates, we can land

We max this second.

Warwick lunges at an enemy champion, suppressing the target for 1.8 seconds and striking for 40 / 60 / 80 (+0.33 per attack damage) magic damage in 0.33-second intervals. Warwick gains 30% life steal for the duration. Each of his strikes triggers on-hit effects and benefits from life steal and Eternal Thirst.
When this spell is off of CD, any opponent at 60% health or under is as good as dead if you've got



It's our ult, we max it whenever we can, duh.
Offense Tree











Defense Tree




Greater Mark of Precision
ArPen and Magic Pen. The Magic Pen allows you to deal more damage withHungering Strike early-game, while the ArPen compliments your Attack Speed in late-game. If you haven't got these and have no wish to buy them, ( they cost 800 IP each ) then I recommend taking Magic Pen marks instead.
nothingGreater Seal of Scaling Mana Regeneration
More mana regen is perfect for the Q spamming beast Midwick is. Later on in the game you should have absolutely no problems with mana. These can be replaced with FLAT mana regen runes. Both are good, viable picks.
nothingGreater Glyph of Magic Resist
Magic Resist to take less damage from our mid opponent. I used to run flat CDR glyphs, but when I did that, my HP would occasionally go so low I'd have to waste mana to useHungering Strike on minions instead of directing all its damage to my enemy. This makes it harder for them to manage to get your HP so low.
nothingGreater Quintessence of Precision
Same reason as the Marks. If you don't have these runes and have no desire to do so, you could also run with Movement Speed, Magic Pen or AP. I recommend Movement Speed or Magic Pen though. AP is good only in early-game, whereas Magic Pen and Movement Speed works throughout the whole game.
Viable Summoner Spells
Flash
Surprise, surprise. The Summoner Spell you see on nearly every player in each game. Why wouldn't you take it? It's good for escaping, it's good for chasing, and it allows you to surprise your enemy with the classic




nothing
nothing
Ignite
This spell is good for securing kills early-game. When you finish your combo on the enemy, it's so satisfying to watch them use their

nothing
nothing
Heal
I started using this spell before I'd unlocked Flash and kept on using it for ages even after I unlocked Flash. Eventually though, I tried out Flash, and started running that instead, both due to deciding Warwick already dominates his lane enough without Heal, and the fact that Heal lost value late-game. So I started running Flash instead, and I would have recommended Flash above Heal to you. What happened? Well, Flash got nerfed, Heal got buffed. Now both are equally viable, and I recommend both to you, depending on how you prefer to play. Heal allows you to give your enemy a great surprise when they fight you on low health thinking you're an easy kill late-game, but Flash is better early-game for kills because sometimes your enemy will turret hug and be careful not to get into range of your ult, in which case you "Double Blink" with Flash and your ult.
nothing
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Ghost
You can replace either Flash or Ignite for this, though I recommend keeping Ignite. One Summoner Spell that helps you escape is enough. After Flash's nerf, this is sometimes even better than Flash for escaping. Just remember that Flash can go through walls. Ghost can't.

Provides a healthy 100HP, 5 mana regen per 5 secs, AND 15 AP! That's all nice, but really, the only reason we get this is for the mana regen and HP. 15 AP is chump.
.
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This item is great. With more movement speed than your opponent, you'll easily win. But aside from the movement speed, you know what else it does? It gives you +20% Magic penetration, and let me tell you, this is MASSIVE. Your Q will deal soooo much damage. Against squishy opponents, you just need to Q them once, wait for it to cooldown, then begin the combo I've explained so many items earlier on. Ult + Ignite + Q. BAM. They're dead. They revive. BAM, they're dead. And so on.
nothing
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This item is Godly. You know how much damage your ultimate was doing before? It wasn't fulfilling its true potential. This is how your ultimate works. It deals 5 attacks to the opponent, dealing damage with every hit. This is how

nothing
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It gives you more ATS and magic resistance. Its passive? With each hit you deal 42 magic damage. With your ult you deal 5 attacks, as stated before. 5x42=210. So that's 210 more damage to your already OP ultimate. And it attack speed helps you land that magic damage even more.



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This is a great item for Warwick. It becomes a lot harder to interrupt your ult during a team-fight, and gives you more HP and resistances. I get this item in most of my games. I deeply recommend it to you. Useful for when the enemy team has a lot of CC.
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Another great item for Warwick, offering more resistances, and even better, an extra life. I recommend getting

-

Another awesome item for Warwick. More AD deals more damage on both his auto-attacks and his ultimate, the ATS complements his already very high ATS, and the armor reduction gives you a lot more damage than before as you don't have too much ArPen. Only get this if you're not having problems with HP and not getting focused.
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Complemented with ATS, this item is great. It enhances your already large sustain, and lets you deal more intense damage. To be used in the same situation as

-

Continuing in the fashion of on-hit effects for Warwick's ult, this item is viable, though there are probably far better items for Warwick than this. Same situation as the two previous items.








But something you need to keep in mind while you're harassing is that you're not harassing for the kill. You're harassing them to under 50% HP and then leaving them alone. Why do we do this? Because if you lower their health too much, they'll recognize they're going to die if they stay in lane, and recall. Which means no kill for us. But if we get their health down to 50% or just a little bit under, Bloodscent activates and you can last-hit minions while easily dodging skillshots while you buy time to reach level 6. ( If their health regen manages to get them over 50% HP again then just Q them again ) When you hit level 6 and take your ult, the combo is simple.






After this first kill, you'll have enough gold for









Mid-game is Midwick's weakest point in the game, but it's not bad, either. On the contrary, if you're a good Warwick player you'll continue doing great. The enemies will be grouped up so getting kills won't be as easy as before. But when the teamfight starts ( don't initiate the fight or stuns/silences will cancel your ultimate ), charge at whoever's squishiest with your ultimate, Q them, then activate


If after reading all this you still have doubts over how to play Midwick, or you're doubtful this stuff works, here's a video of Guardsman Bob playing Midwick.
nothing


Ahri, The Nine Tails Fox
Most important points to keep in mind:
- Ahri's passive stacks with every hit one of her spells does, getting a maximum of 3 stacks per spell. When she reaches 9 stacks she gains 35% spell vamp for her next spell. Using
Orb of Deception she can hit each minion in a wave twice, gaining a lot of HP. Just bare in mind that she's got sustain when you play against her.
nothing Charm is kind of like a taunt, except that it makes you walk slowly towards her and not actually attack her if you manage to reach her, because of being amazed of her beauty. ( Or maybe that wolf is hungry for fox and is considering eating her ) Be on the look-out for her using this spell, because if it hits she'll easily be able to land her two other spells too.
nothing- When she uses
Fox-Fire, three blue flames appear around her. Soon the flames will be released towards nearby enemies, prioritizing champions. So when you see the blue flames, just stand back momentarily so she doesn't hit you. ( Or if
Charm is on CD just run straight at her with
Hungering Strike )
nothing - Her ultimate lets her triple dash, or even quadra dash with Flash. When you combo her, be sure that the combo will be able to finish her off with no auto attacks. Because it's going to be the only chance you get before she recalls.
How to counter her:
- Despite her decent sustain, she's incredibly squishy. Getting her under 50% HP will be no problem. All you have to do is keep her at that HP and survive until level 6.
nothing - Some people consider her OP, but I don't know why. Her skillshots are easy to dodge. Just dodge them all the time and she'll barely deal any damage.
EASY
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Anivia, The Cryophoenix
Most important points to keep in mind:
- Anivia has great zoning capabilities with her slowing stun, and her E deals twice as much damage if the target is slowed.
nothing - Anivia can create a wall of ice to block your path. Be careful where you position yourself when playing against her.
nothing - Don't use up your ult and
Ignite to try and kill her. All that will happen is that
Rebirth will activate and you'll have wasted your ult and
Ignite. This makes her quite a tricky enemy to handle. Just try to get her to use up her passive without using
Infinite Duress or
Ignite. Use Flash to get her to use up her egg if you have to.
nothing - Her ultimate will slow you, leaving you vulnerable to double damage from
Frostbite.
How to counter him/her:
- Never run backwards when Anivia hurls her ice ball. It'll reach you, both stunning and slowing you, leaving
Frostbite to deal twice as much damage. Always run to the side.
nothing - Anivia's ultimate,
Glacial Storm, has an extremely low CD, and works as a toggle. So whatever you do, do not try to fight Anivia while standing on her ultimate. It will deal constant damage and you'll die straight away.
nothing - Beware when walking into the brush to the left side of your turret when starting on the bottom team. A smart Anivia can place her ice wall there in a way where you're trapped against the wall and it will completely block your movement for its entire duration. During which time she can place her ult on you, use Frostebite then stun you just as the ice wall is about to disappear. It's unlikely you'd survive that.
nothing - If you manage to kill Anivia early-game using your ulti but she just goes into her egg, do not continue attacking her. When your ulti is on CD she is stronger than you, and if you are at anything lower than full health, a good Anivia will easily kill you.
TOUGH - HARD
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Annie, The Dark Child
Most important points to keep in mind:
- Annie's
Disintegrate costs no mana when it kills an enemy, so don't expect her to go OOM while using it to farm.
nothing - After casting 5 spells Annie's next spell will stun, leaving her able to burst you and walk away taking no damage.
nothing - Both
Incinerate and
Summon: Tibbers are AoE spells which, if her stun is up, can stun your entire team. Advise your team not to group up in team fights when fighting against
Annie.
nothing - Annie will take less damage while
Molten Shield is up.
How to counter him/her:
- Once Annie has her ultimate, make sure to remain at full HP at all times. You only need to be on about 50% for her to
Flash + stun + burst you to death. Like this, in a way,
Warwick counters
Annie, due to being able to stay at full HP at will.
nothing - Wait until her shield goes down before attacking her.
nothing - Stay out of her range while her stun is up. Most Annie players get impatient and end up using up the stun to last hit a minion with
Disintegrate.
nothing
EASY
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Brand, The Burning Vengeance
Most important points to keep in mind:
- All of Brand's Spells leave you ablaze. All of Brand's spells have an additional effect if his target is ablaze. The most notable is that
Sear will stun you if you are ablaze.
nothing - Brand's two main damage output spells ( excluding his ultimate ) are skillshots.
Pillar of Flame is an AoE spell that can be used to hit you while you're behind your minions.
Sear cannot travel through minions, but if he succeeds landing this on you right after
Pillar of Flame you will be stunned.
nothing Conflagration will spread to nearby enemies if the target is ablaze. So Brand can use
Pillar of Flame on minions, then cast
Conflagration just as you come near to harass you.
nothingPillar of Flame will deal +25% damage to any target that's ablaze, making
Conflagration +
Pillar of Flame a powerful combination.
How to counter him/her:
- Beating Brand is hard when you're not good at dodging his skillshots, but incredibly easy when you get used to it. The most important thing you need to do to beat Brand is to expect
Pillar of Flame to pop up at any second. Never stand still while Brand is on the lane or you'll be an easy target. Whenever Brand misses
Pillar of Flame you have a chance to hit him with
Hungering Strike. Try and do so. Eventually he'll become OOM, as you'll be dodging most of his skillshots, and healing whatever does hit.
nothing - If you're having trouble dodging his skillshots and you find yourself on maybe 30% of your HP, don't try to stay in the lane and heal up. Recall and get
Boots. It'll make dodging his spells easier.
nothing - Try to always stay behind the cover of minions. ( When not attacking ) Brand's biggest threat comes from being able to stun you with
Sear. So long as you have minions in front of you at all times you won't get stunned.
nothing - Brand's ultimate,
Pyroclasm, bounces off of one champion onto one of their allies, making him devastating to your team. If you ever see
Pyroclasm flying towards you, get as far away from your team mates as possible so it won't be in range to hit your team.
EASY - TOUGH
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The Serpent's Embrace
Cassiopeia has won in my two only encounters with her as Midwick. I need to play a few test games to figure out how to counter her or if it is indeed, even possible to beat her with Midwick, as she seems to be a hard counter to him.
Difficulty:
HARD
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Fizz, The Tidal Trickster
Most important points to keep in mind:
- When Fizz jumps onto his trident he becomes untargetable, and cannot be targeted until he lands back onto the ground.
nothing - His Dash saves you the trouble of having to walk over to him to be in range for
Hungering Strike.
Chum the Waters is a skillshot, and therefore dodgeable. Whenever you dodge it, don't step onto the patch of water where it landed. Also, beware of him throwing it right ahead of you when you're running. Whenever you get hit by it, don't walk to your team or they'll get hit by it too.
How to counter him/her:
- Use
Hungering Strike on him whenever he dashes at you with
Urchin Strike. Your strike is stronger. ;)
nothing - Don't use
Infinite Duress while hit by his ultimate, it will be canceled as soon as his ultimate damages you.
nothing - Make sure you land
Hungering Strike right after your ultimate during your combo, Fizz might try and immediately jump onto his trident after your ultimate ends and you might accidentally walk away without having actually hit him with
Hungering Strike.
EASY
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Karthus, The Deathsinger
Most important points to keep in mind:
- Karthus can keep on attacking you from the dead for a few seconds after you kill him.
nothing Lay Waste is very spammable and costs very little mana. It deals double damage if it hits a single unit.
nothing- Once he takes
Defile he regains mana for every unit he kills, making
Lay Waste even more spammable than before.
nothing - Requiem hits every one of Karthus's enemies on the map, no matter where they are. Warn your allies when he reaches level 6.
How to counter him/her:
- Stay near your minions to stop
Lay Waste dealing extra damage when it hits you.
nothing - After killing
Karthus, run out of his range, and in the case of being low HP, auto attack enemy minions and use
Hungering Strike when it comes off CD, to make sure his ultimate doesn't kill you.
EASY - MEDIUM
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Kassadin, The Void Walker
Most important points to keep in mind:
Null Sphere will silence you when it hits.
nothing- Every spell used around him will charge up his
Force Pulse, including yours.
nothing Nether Blade's passive will restore mana every time he auto attacks.
nothing- His ultimate is an extra flash with a cooldown of just a few seconds. Its damage increases every time he casts it again within 8 seconds of his last cast, but so does its mana cost. He cannot afford to spam it so quickly early-game with no blue buff.
How to counter him:
- If he silences you using
Null Sphere while you're running to him to attack with
Hungering Strike, just keep on running to him and use it when the silence ends.
nothing - Try and only combo him when his
Null Sphere is on CD. He might get extremely lucky by casting it a second before you ult him. Then the sphere hits you after you've already begun your ultimate and cancels it, putting it on cooldown anyway.
EASY
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More champions will be added when I have enough time. By the time I'm done this will explain how to counter every champion that goes mid.

The first match was my first midwick match in a while. But as usual, I got fed and 20 minutes in they surrendered. It was almost an 8/0, they surrendered while I was dead for the first time.
The second game was almost a 4/0 too... they surrendered a few seconds after I revived. I only had a Doran's Ring, Sorcerer's Boots, and building up to a Bloodrazor when they surrendered 21 minutes in.
In the third game, I had a LOT of lag. And I mean a LOT. Found it impossible to dodge anything of what Ahri was doing, and I constantly went into a state where Warwick was completely unresponsive, and he'd just stand around taking damage until he died. So don't count that match, please...
Fourth game was me doing solo top against a duo lane. Worked pretty well, and let me complete my build. As seen in the first two games, the other team nearly always surrenders 20 minutes in when I play Midwick. But because I was solo top they didn't think I'd have that much effect on what the end of the game was. Gave me enough time to get fed and complete my build. It also made me realize that a fed Warwick using this build easily beats a fed tryndamere. I 1v1'd him and stayed on full health throughout the whole thing, while he got destroyed by my damage straight away.
Another match, me playing solo top in ranked with this build:

Proof this build and Midwick works. If you have any screenshots of yourself doing great in a game with this build, just post it in the comments and I'll put it up here!
Typhoideon's match history using this build:

Of course, CellOne for his guide, without which I wouldn't have been able to create mine.
BarbJ for suggesting Sword of the Divine to me, and indirectly leading to me putting Sunfire Cape into the build by suggesting a bit of survivability.
jhoijhoi for her guide on how to make a guide, and who's template I have used in some chapters. ^^
albableat for giving me the format he uses in his

30/12/2011: Added a Tankwick build section that follows the same playstyle as the DPS build, for those who want more survivability.
30/12/2011 again: Cleaned up the guide a bit. Made everything more organized, and changed the format on some chapters. Added a "Credits For This Build" section.
02/01/2012: Cleaned up the "Pros / Cons" section.
29/01/2012: Guide went through a huge re-make. Following the addition of Magic Pen + ArPen runes, the build was changed slightly, along with the Masteries that I take. The coding on some sections was editted to look nicer, and the guide is now based on ranked game-play.
20/02/2012: Added the Tankwick build I use when playing Warwick solo top.
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