Warwick General Guide by Dynamo5
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Pub Stomp Warwick
Full Build (fed) VS 2+ AP carries
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.
No meta sheep please.
To those who can think for themselves: enjoy the guide and discussion is invited.
This is a jungle Warwick build guide designed for on hit effects, and optimizing his role in hunting down teemos. Warwick is another jungler who I think is ideal for eschewing flash and opting for Teleport. When built with speed and crowd control reduction, he is ideal for cleaning up a fight and counter ganking.
Warwick is a lower ELO Pub Stomper and this build, imo, enhances him as one.
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Movement Speed
As I'm building on hit effects, I've chosen Mark of Attack Speed. This also increases Warwick's health regeneration and magic damage through Eternal Thirst. Synergy indeed.
I've chosen the Seal of Armor to reduce damage from the jungle.
Glyph of Scaling Magic Resist Because Warwick will probably take a lot of burst. If it's a heavy AD team, I'd go for Glyph of Scaling Mana Regeneration instead.
Summoner Spell: Teleport
I like teleport, it's my favorite summoner spell, but it rarely takes a backseat to Flash on junglers. However, taking Exhaust on junglers is perfectly common meta. The reasoning? To make ganks more effective.
Teleport doesn't only make ganks more effective due to opportunistic timing, it makes counter ganks a certainty. Having a Warwick teleport in for the counter gank with Blood Scent, Twin Shadows, and Infinite Duress is going to make a blood bath.
Twin Shadows has a very low cooldown, and will close the same distance between the two champions that Flash would.
This all makes Teleport a viable, if not fantastic, choice for Warwick.
I've chosen not to go down the offense tree because I am building attack speed and on hit effects. So I don't want the attack damage. You could argue to place 9 points into it, but I think they are more valuable in the utility tree for
Relentless and Tenacious are great choices due to not having any gap closers or blinks other than your ultimate and flash.
kage's lucky pick
Sell the spirit stone when you run out of room if taking the magic resist build. Upgrade it to Spirit of the Ancient Golem if taking the armor build. This is to keep Tenacity .
Full build (fed) VS 2+ Ap carries
Warwick wants that tenacity, and it is multiplied by Tenacious . Enchantment: Alacrity on Mercury's Treads is my choice to stay swift in team fights.
Twin Shadows. You see Dan Dinh running this on his jungle Fiddlesticks. He does this because the champion has no mobility features in its abilities. With Warwick's Blood Scent, and an activation of Twin Shadows, lost and frightened camp scouts aren't going anywhere.
As I'm looking for attack speed and on hit effects, Wit's End makes a classic choice to distinguish the offensive core of this build.
Now that you've caught up to the scent of these delicious scouts, you want to stick to them. Easy choice; Frozen Mallet.
You have not yet reached the AD carry at the back of the pack. She is taking shots at you while kiting. How convenient. Randuin's Omen.
Banshee's Veil Makes it in VS a heavy AP team. Having Infinite Duress interrupted could ruin a picnic, so this helps a lot. The extra health, magic resist and some much needed mana are great too.
Full build(fed) VS 2+ AD carries/casters
Ninja Tabi is my choice for the armor build, and tenacity is redirected into Spirit of the Ancient Golem.
Wit's End makes its necessary reappearance here. I'm sure they have some magic damage somewhere, and this is also core to the build's dps. Frozen Mallet and Twin Shadows have no magic resist or armor stats so they remain.
Randuin's Omen is even more valuable.
If you've fallen behind...
Sad day. This is the best way to help your team.
Closing: what's different?
The low cooldown Twin Shadows permits warwick to slow a running champion, which will close the same distance that Flash would, until he catches up with Blood Scent and throws Infinite Duress.
Teleport makes warwick more of a game-changer than Flash, permitting warwick to arrive for a clean up, or catch a pushed champion, like he is designed to do.