Warwick Build Guide by the chaos bringer 00
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Always read notes
My typical end game build
Vs hard ad
Vs hard ap
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.
Threats to Warwick with this build
|Riven||Overnerfed. Rush armor. You have sustain. Easy gg wp.|
Yep I am bringing back my most successful guide. With the current format bruisers like Jax, Irelia, Trundle and Warwick are extremely strong, just because the whole game is now mid game centered. The revamp is huge, the guide hasn't been updated for ages, some parts still refer to late season 1/season 2 stuff, which were on the initial version. Wait for approximately 2 weeks and then come see it.
I REPEAT, THE OTHER CHAPTERS ARE HIGHLY OUTDATED!!!!
is one of my favorite champions because he is not only an exceptionel jungler but a very good laner too. This guide is a laning guide for Warwick in 5v5's. Warwick is somewhat forgotten right now but I believe that as Season 4 goes on he will become popular and respected again as he has amazing base consistent DPS, can be extremely tanky and can deal some serious burst with his full combo. The current meta is all about the damage/tankiness ratio so I think he is perfect for top lane.
Do not downvote the guide because it resembles something that you 've already seen, or because you have a Warwick guide too, or because you think some choices of mine are idiotic. Try first the guide and then vote and/or post a comment regarding what you propose for better results and/or your questions.
With this guide i don't aim for a super huge rate, although this would help a lot to achieve my goal, which is to create a comprehensive Lanewick guide.
Undisputed Pros / Critical Cons
So let's have a look at the Pros and Cons list of this awesome champion.
Good base attack damage and attack speed
Awesome lane sustain
Very potent laner
One of the best bruisers/offtanks
Infinite Duress triggers on hit effects
People underestimate him
He potentially carries wards always with him
Needs much gold
Can be harassed easily
No real escape mechanism
Mana dependant early on
A 0/21/9 Warwick would be viable also with more mana regen and buff duration but that way we lose some offensive stats and generally our damage output weakens. Such set-up is better for a Junglewick. However this is not a Junglewick build.
- I run Flash on basically every hero for the insane utility of the spell, and it also allows you to double your Infinite Duress's range when trying to chase somebody down. It can also allow you to chase another person's Flash over a wall, something you cannot do with Ghost.
- Ignite will give you extra lane pressure, and can net you kills at 6 thanks to the frenzy combo:++ +++AUTOATTACKS with which you can deal TONS OF DAMAGE (as our beloved phreak says) plus heal your self!!!
Other viable spells:
- Exhaust to keep close ****ing chickens or shut down a fed ADC.
- Teleport to get around the map quickly.
- Ghost to be even more faster even though you have high movement speed.
- Heal to have an even stronger laning phase and if you are playing as an initiator for your team.
- For marks I am going to run a pretty self explanatory hybrid penetration with Greater Mark of Hybrid Penetration. These go well with your Hungering Strike damage, and the on-hit magic damage from your passive. Also WW has high base AD which means that your auto-attacks are gonna do some serious damage with the armor pen, especially early on.
- For yellows I will recommend either Greater Seal of Health against casters in Solo mid or Greater Seal of Armor against beefy Bruisers in Solo top.
- For blues I will recommend Magic Resistance, flat or per level against a mid lane caster using Greater Glyph of Scaling Magic Resist or Greater Glyph of Mana Regeneration for stupidly awesome lane sustain against a juicy Bruiser in Solo top.
- For quints I could see Greater Quintessence of Attack Damage, Greater Quintessence of Health, Greater Quintessence of Movement Speed, Greater Quintessence of Attack Speed to improve my DPS side or a mixture with maybe 1 Greater Quintessence of Mana Regeneration and a couple of Greater Quintessence of Health or some kind of variation. Don't be afraid to try stuff out.
- Passive: Eternal Thirst
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. Each successive attack against the same target will stack this amount of healing and damage up to a maximum of 3 stacks. The stacks remain for 4 seconds.
Allows you to have incredible lane sustainability with your autoattacks in the laning phase. Remember that with that patch back then (talking about a patch in season 1-2) it now does magical damage as well as heals you. Great passive for a bruiser champion like Warwick. This is a part of Warwick's high base damage output and also is even more hard in lane since magic resist generally got waaaay more expensive and they won't know what to build to suffer your dps.
- Q: Hungering Strike
Strikes an enemy for the greater value between 75 / 125 / 175 / 225 / 275 (+100% of ability power) and 8 / 10 / 12 / 14 / 16 % of the target's maximum health, and heals Warwick for 80% of the damage dealt. Minions and monsters will only be dealt the flat magic damage.
Cooldown 12 / 11 / 10 / 9 / 8 seconds
Cost 60 / 70 / 80 / 90 / 100 mana
Your main source of damage, does a percentage of the enemy's health into damage and will in turn do more damage to higher hp targets. Still does a solid amount of damage to squishies, however, and heals you depending on the targets maximum health and their magic resistance (which as I've said has become harder to get). It is affected heavily by magic penetration and not much by ability power, so prioritize spell pen over ability power always. The only time that ability power will affect this ability is against squishies, against which the health and the magic resistance will be relatively low. However even some champs that look beefier won't have much magic resist because it got way more expensive in Season 3. This the main reason why Warwick is still able to dish out burst.
- W: Hunters Call
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.
Cooldown 30 / 27 / 24 / 21 / 18 seconds
Cost 35 mana
Situational ability, helps you last hit quicker in groups of minions and also is a nice AoE team buff in teamfights. Great for killing dragon and baron. Only rank it once, however, as this is arguably your weakest ability when playing Warwick in solo top. In 5v5's I max it out last but in 3v3's where the lanes are only 2 and everyone messes with everyone's lane you need it to farm more effectively. It is also very good for split pushing.
- E: Blood Scent
Toggle: 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.
Cooldown 45 / 40 / 35 / 30 / 25seconds
Allows you to chase down people with low health, and I like maxing this ability second in 5v5's. Warwick relies on being faster than his opponents to kill them, and this ability really comes in handy. It is like a mega ward that enables you to have map control. However it must be used carefully. Remember to toggle it off and on when you don't want to alert enemies of your presence, like say they are attempting Baron and don't have any true sight but you have a ward. Instead of letting them know that you know they are Baroning ('cause saying "doing Baron" is too damn mainstream), toggle it off and sneak up and then toggle it back on when you and your teammates are ready to mop them up. Kind of a confusing scenario, but just remember that there are times that you may want to toggle it off. In 3v3's I max it out last because the distances are very short in comparison to its range.
- R: Infinite Duress
Warwick lunges at an enemy champion, suppressing the target for 1.8 seconds and striking for 50 / 67 / 84 (+0.4 per bonus attack damage) magic damage in 0.33-second intervals. Warwick gains 30% life steal for the duration, and is considered to have fully stacked Eternal Thirst against the target, which is removed at the end of the duration. Each of his strikes triggers on-hit effects and benefits from life steal and Eternal Thirst.
Cooldown 90 / 80 / 70 seconds
Cost 100 / 125 / 150 mana
Your ultimate which comes in handy for ganks and solo kills. The deadly ++ +++AUTOATTACKS combo can do tons of damage especially early on, and your lane opponent may not expect the amount of burst that you are capable of. Remember that this ability was buffed in a patch, and the base damage and the scaling from your attack damage was buffed too (This means that if Riot decides that it is better than mediocre they will nerf it). <--- TROLL FACE
This can and should be used as an initiation means in teamfights. Lock down the enemy APC or ADC. Your team should follow up and destroy them. Unfortunately it can be interrupted by hard CC so be careful of things like Leona.
- Basically, prioritize for damage.
- Get 1 rank of for early teamfights/skirmishes and for ganks, and even for farming minions (under tower).
- Prioritize over because the speed boost will be key to chasing down low health opponents, and also catching low health junglers early-mid game.
- Obviously get a rank in whenever possible.
is a strong start but I would only recommend it if you actually know how to Warwick.
-->Also a good starting item, allows you to chase down and zone weaker opponents at top from a very early level, and also gives you the ability to escape ganks. Use this against ranged lanes.
-->A good safe opening for people who are learning how to dance with the wolf.
-->Vs hard AD bruisers where you need to be defensive and sustain like a maniac.
Great versus heavy AD team, and enables you to stay longer in battle.
-->A must versus a heavy caster setup. The 35 tenacity will allow you to eat tons of crowd control for your team, and still be able to pump out your Q every couple of seconds for massive self-sustainability.
-->If you don't want to be so tanky.
There are some items that you simply have to get on Warwick.
--> This swordish little purple thing, gives you attack speed which goes well with your passive, bonus magical damage on hit and a UNIQUE passive that reduces the foe's magic resist so that you deal even more damage.
--> Makes you unkillable combined with your passive. Also gives hp, mr and cdr which are all great defensive and offensive stats.
--> Armor, increased mana pool and CDR. All great on Warwick
--> Lol ok. My fav item by far. Attack speed, AD, lifesteal, on hit bonus physical damage and some slow. The synergy of WW with this item is insane.
Then Complete your build. with some of the stuff that I have included in the cheat sheet. They cover all possible scenarios. Look at the example builds.
- --> This swordish little purple thing, gives you attack speed which goes well with your passive, bonus magical damage on hit and a UNIQUE passive that reduces the foe's magic resist so that you deal even more damage.
Someone would now say: "Thanks Chaos Bringer 00, I learned how to build Warwick. I am now ready to play!!!".
Me:Yeee...Nope, not at all, you must now complete the most important stage of your Warwick training: How to play with Warwick.
Early game you are going to want to farm safely and depending on your lane matchup and how often your jungler is ganking for you, you may be able to pull a few kills. At 6, lanewick has some serious pressure on the lane because of his ranged 2 second stun + Ignite. He can also dive pretty easily as he will usually be full health because of his incredible lane sustainability. If you managed to get a kill and get 6 right after, shove your lane hard, and go mid lane for a gank with your ultimate.
Mid game you are going to want to focus on setting up kills for your team, and in teamfights you will want to be zoning out carries when possible. You are going to want to soak tons of damage, but be wary of Ignite as this will completely destroy your sustainability in teamfights. This part of the game is where you experience a power spike. Remember most games are thrown during mid game so don't lure your team to stupid stuff to get some kills. As tempting as it might be, don't kill everything, let stuff for your team's late game heroes.
Late game you have normally build a very taky damage dealer, and you are going to want to use your tankiness to your advantage in teamfights. Because lanewick does not have incredible burst damage (late game at least), you are going to want to drag fights on for as long as possible, while avoiding bursts of damage + Ignite. You can be your team's initiator, with your surpress, but be aware as they might peel and kill you. If you could have a Malphite-like hero to go in first and then follow up and ult the enemy carry, while no one notices you in the chaos of the mayhem, yeah that would be great.
So thank you for using the build or reading the description too and i very much hope you liked it!!!
Ladies and gentlemen, Crysis, has left the building.
Guide was created on: 21st of March 2012
Guide was completed and published on: 6th of May 2012
7 of May 2012: Changes in runes, no wriggles any more, added Olaf to early game section as a "be-afraid-of-me" guy, Added the cheat sheet of Off-tank initiator Warwick
26 of February 2013: General Updates for Season 3 concerning building Warwick, Re-formatting gameplay section.
14 of June 2013: Guide reached 100.000 views (funny fact: today I finished my exams)
14 of june 2014: Just a year later from last update. Lot of work publish as many things as I can. The current top lane meta, is perfect for WW.
Things to do: Add lane match-ups re-write the item section.