Warwick Build Guide by Vapora Dark
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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.
My History With Warwick
Hey guys, this is Vapora Dark speaking. I've been playing LoL for a bit now, and I decided to share my Warwick build with y'all ( even though I know that if it becomes used, and I face someone skilled using this build, I'll cry. ) I'm an EU player, started playing LoL over the summer holidays, and instantly liked it. Warwick was a free champion when I first started playing LoL, but everyone always picked him, so I didn't feel much like trying him out, seeing as I used to play on a really laggy computer, so I never managed to pick the character I wanted before someone else had. But I liked the idea of a character that was completely offensive, so when he came off of the free champion rotation, I bought him. I just started stacking Tiamat's and Phantom Dancer's like the noob I was, thinking it was a great build. Eventually my friend told me that I should look up a different build on google, because there were much better builds out there. Reluctantly, I did, and I stumbled across CellOne's Lanewick guide. I used it and loved it. And eventually over the course of 25 levels of gameplay, I variated my build from his ( Which is why all credits to making this build go to him ).
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.
So, this guide is going to teach you about how I play Warwick. ( I play Warwick in mid, so whenever I explain gameplay to you, I'm referring to mid, though Warwick can easily solo top, too. I find he loses potential if he lanes with a partner. ) Warwick in mid is a force to be reckoned with, believe it or not, thanks to his very large sustainability. The fact that Hungering Strike deals damage to the enemy while at the same time sustaining you leaves the perfect opening for a kill when you get your ultimate. Mastering the Midwick playstyle guarantees you a free win so long as you get paired with decent team mates. And I'm not joking. The last full match history page I remember seeing of myself with Warwick before I started using Talon was just 1 loss, with all the rest being victories. Take my word for it, Warwick is a good mid, and you won't regret spending time to master the Midwick playstyle.
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 Hungering Strike, then playing Midwick is going to be impossible. If you don't have these runes and you try to play Midwick anyway, don't rate the guide down if you didn't do well.
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 Madred's Bloodrazor on its own costs 3800 gold ). I challenge you to beat my record! ( My record of staying in lane for a long time, not buying the core build in one recall, that's impossible with this build. :P )
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.
Pros / Cons
- 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.
- 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 Doran's Ring for mana regeneration, wait to level 3, then start spamming it. You stay at decent health, while your enemy stays on low health. This is why we take magic penetration. To maximize the damage output on this spell for early-game.
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 Hungering Strike as much as we want. They can't out-run us, so they can't reach their turret. Or if they do, we can just poke them at their turret anyway and shrug off the turret blow. As a tip, if you're going to gank a lane, toggle this off so that it won't activate and alert them you're coming. Then activate it just before you run out of the brush.
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 Madred's Bloodrazor. Why? Use your ulti on someone, and watch how much damage it does. Now remember that your ulti procs on-hit effects, and strikes 5 times. Madred's Bloodrazor takes off 4% of their health with each hit, and 5 hits is 20%. So your ulti does all its original damage AND 20% of their health. Hungering Strike and Ignite with a few auto attacks if necessary is all it takes to kill them then. Remember not to initiate team fights with this. Any silence, stun, suppress, knock back or knock up will interrupt it. Wait until the fight's already started and their team has already used their CC's before activating your ult.
It's our ult, we max it whenever we can, duh.
Summoner's Wrath - More AD when Ignite is on CD.
Brute Force - This is better for late-game, Mental Force better for early-game. I prepare for late-game.
Alacrity - More ATS in preparation for late-game.
Sorcery - More CDR to make Q and ult more spammable.
Weapon Expertise - +10% ArPen, in preperation for late-game.
Arcane Knowledge - +10% Magic Pen, more damage on Q and ult throughout the whole game.
Vampirism - More lifesteal, both in preperation for late-game and to heal up by auto-attacking minions better while your opponent is dead.
Sunder - More ArPen, in preperation for late-game.
Executioner - More damage to any opponent below 40% health will help secure the kill with your ult.
Resistance - Mages go mid, so magic resist is the way to go.
Hardiness - Slight armor boost is always useful.
Durability - When you survive with 20 HP, you'll be thankful you took this.
Veteran's Scars - One of the strongest Masteries in the game right now, IMO.
- Greater Mark of Hybrid Penetration
ArPen and Magic Pen. The Magic Pen allows you to deal more damage with Hungering 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.
- Greater 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.
- Greater 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 use Hungering 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.
- Greater Quintessence of Hybrid Penetration
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
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 Flash > Infinite Duress > Hungering Strike > Ignite combo. I used to think this was an absolute must for every champion in the game. After the nerf on its range, despite it being a small nerf, it's no longer as necessary as it used to be. I still take it most games though.
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 Flash and burn to death regardless. It becomes less useful in late-game, but it aids your late-game by getting you kills in early-game. I take this Spell every time.
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.
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.
Build 1: Core Build
- Doran's Ring
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.
- Sorcerer's Shoes
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.
- Madred's Bloodrazor
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 Madred's Bloodrazor works. Per hit, you deal 4% of your opponent's maximum health as magic damage. Your ult deals 5 attacks, which coupled with the bloodrazors, deals 20% of their health as magic damage JUST with the passive of the bloodrazors. It also gives you +30 AD. Your ultimate deals double your AD as magic damage, so as well as its passive damage, it also makes your ultimate deal 60 more damage. This means that you will lower their health down to nothing with just your ult. Talk about an OP combination!
- Wit's End
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.
Build 1: Situational Items
My Midwick build isn't quite as static as my solo top-wick build. Depending on your enemies, the build can look different in every single one of your games. In most games, you should have a Madred's Bloodrazor and a Wit's End, even though the Wit's End can be omitted. Here's a list of items to consider getting in a game and in what situation you might want it:
- Banshee's Veil
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.
- Guardian Angel
Another great item for Warwick, offering more resistances, and even better, an extra life. I recommend getting Banshee's Veil before this though. Get this if you're getting focused a lot.
- The Black Cleaver
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.
- The Bloodthirster
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 The Black Cleaver
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.
Start off with Hungering Strike. Go to the blue buff to pull it, as it is your duty to do so by being mid. If you're on the blue team, there's a certain spot where the range on Hungering Strike is enough to pull it through the wall like most AP carries can. Try and find that spot in a custom game by placing a ward in a position where you can see the blue buff, then running outside of the blue buff's opening to try and find the spot before trying it in a real game. If you're on the purple team however, you have to walk right next to your jungler to pull it. Auto attack once, then run backwards, using Hungering Strike to heal all damage taken up to then just as you're getting out of range of the blue buff. Go mid, and just try and last hit the minions as much as you can at that point. Note that if your opponent pokes you with his spells whenever you try to last-hit, you should just keep your distance for the time being. We don't want to harass just yet because Hungering Strike doesn't deal too much damage, doesn't heal too much, and it isn't worth the mana cost. You'll run out of mana pretty fast if you harass at level 1. Take Bloodscent when you level up. At level 3 you level up Hungering Strike again, then start harassing. Just walk up to them, then use Hungering Strike right after they use their spell. Try not to do it before they cast their's, because that way you won't heal anything. If you run with 3 Movement Speed Quints, you can often chase them down and use Hungering Strike before they reach the turret. But if they opted to start off with boots then don't bother chasing. You need to be faster than them to pull this off. If your opponent is coming out on top on HP each time after you trade blows, don't worry. You can easily heal up on minions using Hungering Strike.
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. Infinite Duress + Hungering Strike + Ignite. Make sure that you Ignite them while they're suppressed by your ultimate and click Q on them before the Ultimate ends. Why? If they flash away right after finishes, then they won't have been hit by your Q or been Ignited. But you can ignite them while they're in your ultimate, and there's a glitch in the game mechanics that makes Hungering Strike land even after they flash. This is why: When you click Q on them while they're being suppressed, Warwick is set to automatically use Hungering Strike on them right after the suppress ends. So when the supress ends, he begins his Hungering Strike swing, then they flash away. But because he has already BEGUN his swing, it will land on them across the distance in which they flashed. After that Ignite should finish them off, as it had been activated half-way through your ultimate. After this they'll be wondering how on Earth this melee fighter with no ranged attacks managed to take down a Mage in mid with no jungler help. The answer of how they were defeated? Infinite Sustain. Your ultimate sustains you. Your Q sustains you. Your auto attacks sustain you. A mage should have an advantage over you with their range. But Midwick defies logic and kills them anyway.
After this first kill, you'll have enough gold for Sorcerer's Shoes ( unless thanks to a jungler gank, you managed to get the kill very early-on ), so get them. You'll run faster than them, meaning you can use Hungering Strike on them whenever you want. It will also be a deliciously big nuke. Depending on how squishy they are, you'll only need to use Hungering Strike two or three times before you can combo them again. Infinite Duress should be back, as it has a ridiculously low CD for such a useful spell. If Ignite isn't back up, you'll need to be able to judge for yourself as to whether or not Infinite Duress and Hungering Strike on their own will be strong enough to get the kill, which you will learn to decide with practice. If you don't think it will be enough it's just a simple case of using Hungering Strike one more time, waiting for it to have about a second left of CD, then jumping onto them with Infinite Duress again. Hungering Strike will come off of CD mid-ult, so click it on them when it does. This should be your second kill, unless their jungler failed a gank on you and died in the process. Here you can either recall for HP and mana and get an item, or you can stay in the lane, get your HP back up with auto-attacks and out-level your opponent. And you can just keep repeating the kill pattern as long as possible, getting fed before the teamfights start. I've had 2 people so far rage-quit on me in ranked because they felt helpless against me.
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 Hunters Call, and auto attack away, wich the occasional Q, every time it cools down. The worst mistake the enemy can make is to not focus you. Remember that Madred's Bloodrazor also takes away 4% of their max HP with auto attacks, which, with all your magic pen, does a lot of damage. You'll destroy them if they focus anyone but you. And by the time they realize that usually, they have to retreat already.
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.
Countering Mid Laners
Warwick is one of the best mid champions in the game when played correctly. That doesn't mean to say however, that he's invincible. On the contrary, he can be beaten. Some champions have natural advantages over Warwick, and others will just have a better player using the champion. In this section, I'll teach you how to counter any champions you may encounter in mid.
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.
- 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.
- 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 )
- 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.
- 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.
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.
- Anivia can create a wall of ice to block your path. Be careful where you position yourself when playing against her.
- 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.
- 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.
- 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.
- 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.
- 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
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.
- After casting 5 spells Annie's next spell will stun, leaving her able to burst you and walk away taking no damage.
- 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.
- 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.
- Wait until her shield goes down before attacking her.
- 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.
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.
- 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.
- 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.
- Pillar 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.
- 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 of Speed. It'll make dodging his spells easier.
- 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.
- 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
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.
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.
- 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. ;)
- Don't use Infinite Duress while hit by his ultimate, it will be canceled as soon as his ultimate damages you.
- 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.
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.
- Lay Waste is very spammable and costs very little mana. It deals double damage if it hits a single unit.
- Once he takes Defile he regains mana for every unit he kills, making Lay Waste even more spammable than before.
- 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.
- 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
Kassadin, The Void Walker
Most important points to keep in mind:
- Null Sphere will silence you when it hits.
- Every spell used around him will charge up his Force Pulse, including yours.
- Nether Blade's passive will restore mana every time he auto attacks.
- 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.
- 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.
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.
Sceptic? Proof This Works
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:
Credits For This Guide
My friend on LoL for originally suggesting I should look up a guide, leading to me finding CellOne's Warwick guide.
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 LeBlanc guide on the "Countering Champions" section. I've only been bothered to use it on three champions at the moment, but more champions will be added when I have time. :P
Changes made to the build following my decision that the guide is complete, 23/12/2011:
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.
My Other Guides
- I own a Talon guide called "Competitive Talon; One Burst, One Kill".
- I have no other guides, but following my recent success in ranked with Graves, I may make a guide on how to play him. Another possibility is a guide on how I play Sion. ( First time with him 32/5, lol )