Warwick Build Guide by IceWulfie
Not Updated For Current Season
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
|Rek'Sai||Rek'Sai has the most mobility throughout the entire game and is able to counter-jungle circles around others (literally)!|
|Hecarim||Hercarim's set focuses on speed and ganking power, he can out run Warwick and clear out teamfights with little help.|
|Vi||Vi is a heavy nuisance, she is able to out gank you, out run you, and take away your tankiness and counter-jungle, steer clear and work with your team to halt her!|
Hello everyone, I'm Icewulfie and this is my guide on Warwick I spent a lot of time on perfecting this strategy and a right way to guide it and this is it! The Blood Hunter is one of my favorite champions and can really change the outcome of the match by himself with proper ganking and pressure. His complete set is focused on Sustain Eternal Thirst, Gank Infinite Duress, and Speed Blood Scent. Please give your feed back on anything OwO!!
Pros / Cons
+Offtank all around. -Slow Champion
+Very Sustained with his passive Eternal Thirst. -Can cripple from counter-jungling.
+Secures Ganks with Infinite Duress. -Ult Infinite Duress can be stopped with any Cleanse effect.
+Able to chase with Blood Scent. - Can be targeted in Team Fights.
+Access to a lot of Atk Speed from items and Hunters Call. -Dependent on some items.
+CAN TAKE DRAGON AT LV.3 -Has to be careful if enemy contests Dragon!
Simple Masteries order. Warwick relies heavily on attack speed and attack dmg. also some basic defense since he already is part tank.
Maxing out attack dmg is important so that every hit counts, along with added stacks and effects from Warwick's Passive. Staple on a basic set of armor, choose between scaling Magic Res. or flat Magic Res. Glyphs. Then for the Quints use the viable Movement Speed to help chase and run away. Warwick needs it since he is actually pretty slow.
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Movement Speed
Personal preference is this first set. Junglers obviously need Smite nowadays. Flash is a staple spell that works on every match.
Opting for other spells can only replace Flash. Ghost is viable if you prefer to focus best on chasing since the obvious scenario when ganking and chasing ends up in the enemy using Flash after or using it when yours is in cooldown makes it difficult and could cost you a kill. People who use Udyr know that strategy works best for them, however Warwick is different. Lastly we have Ignite which can help you secure kills and ganks as long as you land it at the right time, it can also help you contest 1v1 and teamfights by locking in the focus with Infinite Duress then Hungering Strike then Ignite.
Every attack deals increasing magic damage and heals for that amount dealt to the enemy. This effect stacks up to 3X and lasts for 4 seconds. This is perfect sustain for Warwick as he doesnt have to use a Health Potion at all in jungle. This effect stacks perfectly with Wit's End.
Deals damage based on the target's maximum health along +100% of Ability Power and heals Warwick for 80% of that ammount.
Warwick raises his attack speed for 40% +10% for each lvl > 1, and the ally's for half of that ammount for 6 seconds. This is his essential for jungling and any type of fight.
[Toggle] Warwick gains vision for himself and allies of enemy champions with under 50% life for a radius, revealing them until they heal. This raises his movement speed +20% and +5% for each lvl > 1.
Warwick suppresses the enemy for 1.8 seconds dealing magic damage and attack damage and gaining +30% life-steal during it. Eternal Thirst is stacked fully during this ability and removed once this ult ends. Each of his strikes trigger on-hit effects and benefit from life-steal Eternal Thirst.
Abilty Sequence Order
This order is useful for the key stategy in this Guide, starting with taking Dragon at Level 3.
That being said WW starts with W in order to clear jungle optimally, then moving to his Q for extra damage to camps and once more another point on Q. Ready yourself and take Dragon with this initial sequence. Afterwards lvl up your Q first, then your W, your R whenever you can, and lastly your E.
Enchantment: Devourer stacks syncs perfectly with Eternal Thirst and other effects rasing attk speed and dmg greatly.
Armor and Magic Resistance is there to choose, of course the one for most basic situations is Randuin's Omen since it offers both Armor and Life plus helping you greatly with teamfights and counter-counter-jungle Spirit Visage stacks with Eternal Thirst and Hungering Strike making Warwick heal even more as he hits, thus offering descent Life and Magic Resistance.
Wit's End syncs perfectly with Warwick's entire kit and Boots of Swiftness - Homeguard work best for roaming around and easier chasing and escapes.
Boots of Swiftness - Homeguard
Here is the bread and butter of this guide, to be able to secure Dragon first and keep securing it throughout the match.
* My usual route for this strategy is to start with leash on the Gromps' Camp, with your W on, smite the big Gromp. Then move right after to the Bramblebacks (Red Buff), eat that up and then go kill the Birds thereafter, dont forget to Smite them too.
* Recall right after that last Smite and purchase your Ranger's Trailblazer, move right along to Dragon and ward depending on which side of the Rift you started in. If you are in the Red Side -- Ward behind the Dragon's Pit on visible grass. If your on the Blue Side -- Ward Enemy's opening to the Golem (Blue Buff) so that you are able to react if you see the Enemy coming to you when you steal Dragon. Once in the Dragon's Pit
you need to eat him up with your W and your Q.
IMPORTANT: Save Smite for the LAST hit to secure Dragon, you never know when the Enemy could be playing to steal it with their Smite or another ability.
Tip: If you started on the Red Side you could have an advantage, if you see the Enemy approaching from the entrance to the Pit and passing by you should move to the back of the Pit and keep fighting Dragon, that way no one would see you unless they put a Warding Totem and they will just keep on walking while you get away with stealing it. The buff this early helps a lot to build into a nice Late Game thereafter.
Note: NEVER TRY THIS STRATEGY if.. the Scarab Ward is active for the Enemy, since they would just spot you and come in and gang up on your poor tail :( .
When ganking you should always focus on squishy champions like ADC or Mages or Assassins. Ganking does not usually help against Tanks unless they are low in health and approachable like in teamfights.
Remember that successful ganks earn you +2 stacks for Enchantment: Devourer for every kill.
Ward the counter-jungle nicely and you will be able to take the enemy along with their earned buff as they are probably weak and on cooldown from jungling vs their camps so they become nice and squishy targets to gank as long as you have vision of them XD .
When teamfighting it is vital to not over extend as you are exposed to being targeted out second place after the adc. Make sure you give distance to the enemy and use your combos well to help your team focus in one by one. Work with your team, not against them, be a force to reckon with!
Warding The Rift
Green - Warding used to protect your jungle.
Red - Warding to protect Baron and Dragon.
Orange - Warding used to counter-jungle.
Yellow - Warding for ganking protection for your Team and helps you counter-gank them in the process.
Black - Warding ideal for securing Dragon.
I hope you all liked my guide, please vote as your heart desires and comment in the same accord, your own XD! Give me any feedback you want and thank you all for reading my guide!
This is my very first guide and I hope to make more in the future.