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Warwick Build Guide by parasite64

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author parasite64

Hexwick - A Laning Warwick

parasite64 Last updated on December 7, 2011
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Ability Sequence

1
3
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
4
14
15
17
18
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
3/
Intelligence
 
 
 
 
 
 
 
1/
Mastermind
 

Utility: 21


Guide Top

Introduction

Disclaimer: I've written this guide to be a guide, and so you should only use it as such. The item order, the summoner spells, the skill order, are all my choice and are my personal preference. I've played many games using this build and method, and this is what I've come up with. Please don't down vote simply because you think another item is more viable or anything. I'm always interested in constructive criticism, so let me know. Also, if I've got something wrong (such as some statistic) let me know, so I can fix it up. Hopefully you can enjoy reading this guide and enjoy a different view of everyone's favourite werewolf!

The build in the cheat sheet is only really a guide, as it's impossible to have a build that suits all games. In this guide, I'll outline the core items and their purpose and other viable items that can be used.

Also, this guide is based at a Warwick in the lane, not in the jungle. There are many good guides on a jungling Warwick on Mobafire.


Guide Top

Formatting

In this guide, I'll try to keep everything as neat as I can possibly can. Doing this, I'll also try to use consistant colouring and formatting so it's not just a boring wall of text:

Maths: Will be in light blue!
Important information: Will be in red!
'My Thoughts': Will be in purple!

Just as a side note, the 'My Thoughts' section is just my random ramblings which I've just put there for people to have something more to read and to understand what I've been thinking of. These sections shouldn't really be taken seriously, as they're my thoughts and really half the time it's just an idea or a thought. You can pretty much ignore this if you want to.

Also another note, I'm not sure of the all game mechanics, such as rounding (such as how many decimal points are kept for magic resistance) so if someone could clear that up for me, that would be great!


Guide Top

Why Lanewick?

I thought I'd give a section dedicated to the most controversial question surrounding Warwick. Why use him in the lane when he's a natural jungler?

Firstly, Warwick's jungle is one of the safest in the game, as he has in-built life steal (due to his innate passive Eternal Thirst) and Hungering Strike makes jungling safe. The speed he can clear the jungle is also decent, but he is not the fastest jungler out there.

But the key part that I think many people don't realise that, is his ganks. Pre-level 6 he has no ability or skill that can close the gap (such as Xin Zhao's Audacious Charge). This makes him a weak ganker, as his only means of closing the gap, is to run to them with blood scent on, and using auto-attacks and Hungering Strike.

However, on that note, his ganks post-level 6, are fantastic. Being able to flash, Infinite Duress a person will almost always ensure a kill.

In the lane though, I do find that he is very difficult to fight against, as he is along the same lines as Vladimir, where if they harass him, he only has to Hungering Strike them back or a minion, and then he's regained the health lost. Not to mention, in a duo-lane (where I believe Hexwick is much better off then in a solo lane), at level 6 and onwards, you and your teammate can easily ruin someone's day.


Guide Top

Pros / Cons

Pros
+Great lane survivability
+Nuke and heal with Hungering Strike
+ Hunters Call makes taking down towers easy
+ Blood Scent makes chasing a breeze
+ Infinite Duress is a suppression ultimate, low cooldown
Cons
-Weak early (pre-level 7) game
-Can be easily harassed by ranged characters
-Pretty severe mana problems

I tried to figure out a way to make the Pros / Cons to be centered in a table but anything I tried, the Pros was always in a smaller area then the Cons, making it uneven and that annoyed me, so I've just left it like this. Hopefully Mobafire can add tables or something just to make information like this neat!


Guide Top

Masteries

Recommended Masteries Setup

Masteries
1/5
3/1
4/1
1/1
3/5
1/1
4/1
3/1
2/1
3/5
1/5
3/1
1/1


Deadliness
This one point is used to get the required 4 mastery points to reach the next level.
Archmage's Savvy
Since Hexwick's abilities scale off ability power, this is the most useful mastery in this row.
Sorcery
Extra cooldown and a prerequisite for one of the best mastery skills in the game.
Archaic Knowledge
This is one of the most useful masteries that you can get for Hexwick. Giving you 15% magic penetration will help you do more damage with your abilities, meaning you will kill your enemies faster!


Good Hands
This is used to reduce the time spent dead, as if you're dead, you're not earning gold or EXP and you're not helping your team with teamfights or pushing towers.
Perseverence
This mastery isn't as good as Good Hands , as it provide a very minimal effect on your health and mana regeneration. These two skills could be changed around if you wanted to, but I find that reviving faster can make the difference at the end game where seconds really matter!
Awareness
This mastery is a fantastic skill, as it means you will reach level 7 and 9 faster then your opponent will. The faster you level up the better as it means more damage, more heal to heal back and will give you that advantage over your opponents.
Meditation
This mastery is very useful in helping Hexwick's mana regeneration problems, and is noticeable without it. More mana regeneration, means more Hungering Strike, meaning more damage and more heals! What's not to love?
Utility Mastery
This mastery gives you a decent 30% increase in buff duration. This means that the blue buff and red buff last longer, which can really come in handy as the mana regeneration and cooldown from blue is fantastic! Red buff can be useful if your ultimate is ready, as you can jump on them and they're slowed!
Quickness
This mastery gives you a nice movement speed buff that will help you with reaching your opponents to Hungering Strike them and scales into late game.
Blink of an Eye
This mastery reduces the cooldown on your flash by 15 seconds, which over the course of a game, may mean you can use flash in a situation where it would be on cooldown, saving you.
Intelligence
This mastery gives you a great 6% reduction in cooldowns, which along with Sorcery gives you a total of 9% straight up!
Presence of the Master
This mastery gives you a perfect 15% reduction in cooldowns for your summoner spells, meaning more flashes, more ignites, more ghosts or whatever you take! I believe this is one of the most useful masteries in the entire game!

As a side note, these are really only as a guide. Some people may prefer to place 3 points into Perseverence over Good Hands , and that's up to them. This is a guide after all. Some people might even take Greed which I don't find that it's worth it as over the course of a game, it only gives you a marginal amount of gold. Also, the update for the masteries broke the text above, but I'd still like to keep this here until I get a chance to fully rewrite this section. Sorry if it seems slightly confusing.


Guide Top

Updated Masteries

I decided to add a separate section for the upgrade masteries. As you guys will know, the masteries were changed up the last patch, and so there's going to be a large variety of build out there just to the sheer nature of the mastery trees. Because of this, I've created a 9/0/21 build and a 21/0/9 build to suit different playstyles. The 21/0/9 build is for more aggressive players, that want to do as much damage as they can, and the 9/0/21 build for based on more of a sustainable character. Both are viable (hell, you could put 21 points into defence if you wanted to!). I tried with 21 in offence, and the extra damage is nice, but I did notice the lack of cooldown reduction and the other goodies that utility provides, but it's all personal choice now.

Masteries
1/5
3/1
4/5
1/1
1/5
3/1
1/1
3/5
4/1
3/1
1/1
1/5
3/1
1/

The reason I chose this setup is to provide you with a great utility buff, as your damage is to mainly come from your Hungering Strike which scales with the enemies' health (20% at level 5. What this means, is you don't need the extra damage, as you already deal 20% of the health. Getting more damage will increase the base amount of damage the ability deals, such as if you were fighting an Ashe with 1000 health. You're both level 10, so with your Hungering Strike the 20% will deal 200 damage, but since the base damage is 275 + (100% of ability power), you will easily deal 300 damage to her. But how many characters will have 1000 health at the level is the issue.

That's the reason why I suggest using the 9/0/21 build. Along with your points that are spent into the utility tree, you can start the game with a Meki Pendant and 3 health potions, which I think may even be a better starting setup then a doran's ring, as you have 600 health extra ontop of the heal you get back from your Hungering Strike. Also, you get 2 gold per 10 seconds, which will help you with your build, you get a bonus 3% spellvamp, which will surely help you during the laning phase, and the 6% extra cooldowns will bring you to 10% cooldown reduction from level 1.

I'm not what's going on with the masteries at the moment, but it's not working on my end, so just refer to the masteries at the top of the page.


Guide Top

Runes

Recommended Rune Setup

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Scaling Mana Regeneration
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Ability Power
3


Greater Mark of Magic Penetration
These runes are pretty much a standard for any character that deals magic damage, and Hexwick is no different. Starting the game with 8.55 magic penetration is very helpful throughout the game. While this isn't enough to make your abilities penetrate all of an enemies magic resistance, this will help and along with another flat magic penetration item (such as ) will give you close to 30 magic penetration, and since most characters have a base of 30 magic resistance, this means you'll do almost true damage to them!

Greater Seal of Scaling Mana Regeneration
These runes will provide you with the much needed mana regeneration that you will need to handle the constant spamming of your Hungering Strike. I understand that some people may prefer to take Greater Seal of Replenishment however, for Hexwick, it is much better to take the per-level seals, as your early game is not that strong, meaning that you won't need the early mana regeneration that early.

Greater Seal of Scaling Mana Regeneration provide: 0.065 mana regeneration per level
Greater Seal of Replenishment provide: 0.41 mana regeneration at all levels
0.41 / 0.065 = 6.307~
Difference at level 18: Greater Seal of Scaling Mana Regeneration: 10.53 - Greater Seal of Replenishment: 3.69 = 6.84

This means by the time you are level 7 (the result must be rounded up as the game doesn't take into account in between levels), the Greater Seal of Scaling Mana Regeneration will have surpassed the Greater Seal of Replenishment, which at that stage you'll have Hungering Strike at level 4.

Greater Glyph of Scaling Magic Resist
These runes will give you extra magic resistance to help reduce the damage you take from enemy abilities. At level 18, these runes will give you an extra 24.3 magic resistance which will increase your survivability. In terms of the total magic resistance Hexwick will have at level 18 is 76.8 giving Hexwick 43.44% magic damage reduction without purchasing any items in game!

Greater Glyph of Scaling Magic Resist provide: 0.15 magic resistance per level
Greater Glyph of Magic Resist provide: 1.49 magic resistance at all levels
1.49 / 0.15 = 9.933~
Difference at level 18: Greater Glyph of Scaling Magic Resist: 24.3 - Greater Glyph of Magic Resist: 13.41 = 10.89

This means by the time you reach level 10, the per-level magic resistance runes are better then the flat runes. I prefer to take the per-level runes, as a lot of early game damage will be from auto attacks, and by the time you reach level 10, your opponents will have acquired some ability power, meaning their spells will be doing some decent damage. There is only a small downside, if you have to verse a champion with high magic burst damage (such as LeBlanc), you will have a much harder time.

Greater Quintessence of Ability Power
These runes will give that early game boost in ability power which will not only help you do more damage, but let you heal more with your Hungering Strike straight from level 1. These runes will give you 15 ability power, and along with a Doran's Ring, you can have a total of 30 ability power, which is fantastic at level 1. With this setup at the start of the game, your Hungering Strike should do around 105 magic damage and heal you back 84 health with each cast.

In terms of quintessences, there are many viable choices that you could pick, and in truth it all comes down to personal preference. Glyphs aswell are personal preference due to there being various glyphs that can be used, however, I believe though, that Marks and Seals should be Greater Mark of Magic Penetration and Greater Seal of Scaling Mana Regeneration as there are no other runes that could fit those slots so effectively. I also take primary and secondary runes pretty seriously, as I can't see the point in using runes that give you a minimal boost, when those the rune slots can be used for another set of runes to provide a good boost, however on some characters (such Xin Zhao), I can see how attack speed glyphs (for example) are possibly viable, but there's a few limited characters who are like this.


Other Viable Runes

Runes

Greater Glyph of Cooldown Reduction
9

Greater Quintessence of Health
3

Greater Quintessence of Movement Speed
3


Greater Glyph of Cooldown Reduction
These runes will give a decent 5.85% cooldown reduction, straight off the bat. What this means is that you will be able to use your spells more often, meaning not only will you be able to use your Hungering Strike to deal more damage and heal up more often, but it will also mean your ultimate will be up more often, which in turn could mean more kills for you.

Greater Glyph of Scaling Cooldown Reduction provide: -0.05% cooldown reduction per level
Greater Glyph of Cooldown Reduction provide: -0.65% cooldown reduction at all levels
0.65 / 0.05 = 13
Difference at level 18: Greater Glyph of Scaling Cooldown Reduction: 8.10% - Greater Glyph of Cooldown Reduction: 5.85% = 2.25%

This means at level 13, the per-level runes surpass the flat runes. Many people (including me) believe that this is not worth the flat runes, as it only provides an extra 2.25% and you only lose 5 levels without that tiny bit of cooldown reduction. Again, this comes down to personal preference.

Greater Quintessence of Health
These runes will give a bonus 78 health which is great early game agaisnt bursty characters, and generally, these runes can be placed on any character as there's no harm in starting the game with more health then your opponents. I do think that starting with more ability power might be better in terms of lane survivability, as it means your Hungering Strike will deal more damage and heal back more, meaning you survive longer. Starting with a Doran's Ring will give you a large amount of health in the early game, making you less of a target in the lane.

Greater Quintessence of Movement Speed
These runes will give a bonus 4.5% movement speed which can really help all throughout the game. Since these runes are a percentage, they can scale well into late game aswell as early game. These runes might give you an advantage over the enemy as you need to get within range to use your Hungering Strike and you can't do that if your opponent is faster then you. I haven't had a chance to test these out, but you can't rule them out as the movement speed is always helpful!


Guide Top

Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


Hungering Strike
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 (can only do flat damage to monsters), and heals Warwick for 80% of the magic damage dealt.

This is your bread and butter skill. This is what makes Hexwick, Hexwick. A large amount of damage, which scales with the enemies health. The best part of this, is the healing component. From level 1, this spell can be used not only to damage your opponents, but also to heal up when you need to. This skill is a single target nuke, so it's very easy to use.
Tips & Tricks
  • This ability heals, so if you need health, you can use it on a minion just to heal up.
  • This ability scales with the target's max health, so sometimes attacking the tank might end up giving you a larger heal.
  • If you're being pushed back to your lane and low on health, head into the jungle and heal up on the monsters there, this might give you the extra health you need to survive a tower dive.

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 that for 10 seconds.

This is a very good team-orientated skill, and the bonus attack speed can be used to push down a tower, to take down the Dragon or Baron Nashor, or to help clear out a minion wave faster. Although this skill increases the attack speed, and since Hexwick is more of a caster, the attack speed may be useless, but the team buff that you can give is fantastic!
Tips & Tricks
  • This ability can be used very often at later levels, don't hesitate to use it to clear a minion wave quickly or get a buff faster.
  • This can also help you take down towers much faster, so take the opportunity if it arises.

Blood Scent
Warwick senses enemy champions under 50% life within a 1500 / 2300 / 3100 / 3900 / 4700 distance of him. Upon sensing an enemy, he will gain 20% / 25% / 30% / 35% / 40% movement speed.

This makes Warwick such a great chaser, as once they're below 50% health, you can see them in the brush, or if they're at their tower. While this skill might seem to be the best as it means you can chase down weak enemies, I max this last because this ability is only really used if you're planning to roam or to be a bit on the offensive side.
Tips & Tricks
  • Remember: This ability is a toggle! Turn it off if you're going to gank someone, so they don't know that you're there!
  • The speed buff that this ability gives you at level 5 can make you catch up to even the most speedy champions!
  • This ability will reveal enemies that are invisible champions (such as Akali in her Twilight Shroud and Teemo when he is Camouflaged). However, it won't reveal champions that are stealthed (such as Twitch or Evelynn), so keep this in mind at all times!

Infinite Duress
Warwick lunges at an enemy champion, suppressing them for 1.7 seconds. While they are suppressed, Warwick quickly strikes the target 5 times every 0.33 seconds for 33% of his attack damage as physical damage and 40 / 60 / 80 extra damage as magic damage. During this time, he also gains 30% lifesteal. Each of his strikes proc on-hit effects and the physical portion of the attacks benefit from lifesteal.

This ability is what makes Warwick so scary. A 1.7 second suppression, dealing a decent chunk of damage, and stopping the enemies from escaping or retaliating. This skill also has a very low cooldown (at level 3, and max cooldown reduction, this ability can be up every 46 seconds!)
Tips & Tricks
  • While this ability suppresses your target, it also means that you can't use any other abilities or items, making it also a risky ability to use!
  • NEVER initiate a fight with this ability! As soon as you suppress someone, people will focus you and stun you and you will die. Wait until the person has low enough health (usually wait for Blood Scent on that enemy) by poking with Hungering Strike and then pounce on them and they should drop fast!
  • This ability also applies on-hit effects 5 times so items like Madred's Bloodrazors are good items. Be wary that while Madred's Bloodrazors may do alot of damage, but it is one of the most expensive items in the game.

It's also to be noted that, the skill order I've chosen is what I personally prefer. I think that it's also possible to max Blood Scent over Hunters Call if you prefer to have the movement speed; you could even split-level those skills up if you needed, but I do believe that Hungering Strike must be maxed first, regardless of build.


Guide Top

Core Items

Recommended Core Items

Item Sequence











Boots of Speed
300

Hextech Gunblade
3400

Doran's Ring
Of all the starter items, this item takes the cake. It provides 100 health, 15 ability power and 5 mana regeneration. Every part of this item is needed for Hexwick! The health it provides is perfect against early game harrassment, as you're going to be in the fight to be able to deal damage, so the extra health is great. The extra ability power will increase the damage that you deal with your Hungering Strike, and so it heal back more because it does more damage. Finally, the added mana regeneration is to help with the use of your abilities, as you are very mana hungry early game.

As a side note, I'd like to point out that it is very possible to stack a few of these (between 2 to 3) as for their gold cost, they are very effcient. The only downside to these is that they don't build into anything, which doesn't matter so much as you can sell them when you need to. I'd recommend getting as many as you see fit, if the lane you're versing is much harder then you thought or you just want the stats they give.

Boots of Speed
You're probably confused why I said Boots of Speed. This part really comes down to personal preference, and what each person likes to use. I have several suggestions about which boots you should take has Hexwick.

Sorcerer's Shoes
These shoes are my personal favourite on any caster that needs the magic penetration, meaning that you will be able to do more damage with each Hungering Strike and Infinite Duress. More damage with Hungering Strike means more health healed, so in a way, you could see how these boots are both offensive and defensive.

Ionian Boots of Lucidity
These shoes give you a very nice 15% cooldown reduction, meaning you can cast your abilities more often, and by having your abilities up more often, means you may be able to use your Infinite Duress to stop a person from escaping or get that last Hungering Strike in during a team fight. Either way, these boots really make a difference!

Mercury's Treads
These shoes give you a very important buff: Tenacity. With Tenacity, it means that most forms of crowd control are reduced, meaning the Rammus's 3 second Puncturing Taunt only lasts 1.95 seconds. If the enemy team has alot of crowd control, these boots will solve your problem. The extra magic resist you get will also help!

Ninja Tabi
I should also mention these boots, as there's a few times where you verse an enemy team that has 4+ attack damage carries (such as Ashe, Tryndamere, Caitlyn , Master Yi and Sivir), these boots will give you a decent chance to dodge their attacks.

Hextech Gunblade
The item this build has been based around, the mighty Hextech Gunblade! This item provides a lot of useful perks, and while some might think this item is useless on Warwick, I believe this item provides a lot damage, survivability and utility. Looking at the item stats, it provides 40 attack damage and 70 ability power. Along with that, it also provides 15% life steal and 20% spell vamp. These boost every part of Hexwick, as with his Hungering Strike and Infinite Duress will steal a huge amount of life back, and the life steal will help you heal up in between spells. Not to mention, Infinite Duress scales of attack damage, so this will also boost the damage that deals. Along with the passive of the item, the gunblade provides the missing part for Warwick: some form other then his ultimate. The slow that the gunblade provides is fantastic, and the extra 300 magic damage it deals is great. Overall, I think the Hextech Gunblade offers a lot and should not be underestimated.

The Hextech Gunblade was nerfed a few patches ago, and I've adjusted the values in the text above, but they shouldn't change much as those changes were to affect characters who could stack Hextech Gunblades for the non-unique passive spellvamp. Since you only need a single Hextech Gunblade this shouldn't affect Hexwick that much.


Guide Top

Situational Items

Offensive Situational Items

Item Sequence











Rylai's Crystal Scepter
2600

Void Staff
2650

Will of the Ancients
2300


Madred's Bloodrazor
This item has been a staple for Warwick for a long while, and while I don't consider it a core item, I do believe this item does have a place. In a fight, you can deal 20% with Hungering Strike, deal another 20% with Infinite Duress and when they try to run away, you can Hungering Strike them again, to deal another 20%, totalling 60%. Being able to deal damage like that is great, and this item makes it so. I do find that, in a fight, you will be auto attacking very rarely, so I find that your ultimate is the only time you can make use of the fantastic passive on this item.

Rylai's Crystal Scepter
I've been thinking about this item for a little while, and I still think this is item is viable on Hexwick. The extra ability power that you get is helpful, but the bonus 500 health is great and the slow is really helpful for chasing down and sticking to a single target. Since Infinite Duress deals magic damage, if the person flashes away after being ultimated, they are slowed giving you a chance to follow up with a Hungering Strike.

Void Staff
This item is perfect if your opponents are stacking magic resistance. Penetrating 40% of their magic resistance, which along with Archaic Knowledge gives you a total of 49% magic penetration (since percentage magic penetration is multiplicative). This will make even tanks fear you when a huge chunk of their health disappears!

Will of the Ancients
This item gives you even more spell vamp, meaning your abilities will heal back even more then before! The best part of this item is the buff that it provides, so it is a very good item to have on a team that got a lot of ability casters. That being said, another person on your team has this item aswell, the buffs will stack for you, giving you twice the spell vamp! Fantastic!



Defensive Situational Items

Item Sequence











Force of Nature
2610

Frozen Heart
2700

Guardian Angel
2400

Randuin's Omen
2900

Spirit Visage
2800

Thornmail
2350


Banshee's Veil
This item gives you a decent amount of health and mana, as well as some needed magic resistance, and the passive on this is a life-saver. Having the spell shield around you gives you a chance to block one enemy ability, and this could save you from being stunned or knocked up, so it's very good against caster teams.

Force of Nature
This item is great if you want to stack up on magic resistance, as this provides the largest amount of magic resistance in any item. The item also gives a decent 8% movement speed bonus, which can help you get around the map, and get to teamfights faster. The 0.35% per second health regeneration passive is fantastic through long fights.

Frozen Heart
This item is one of my favourite defence items. It gives you some extra mana, a decent chunk of armor and a fantastic passive that is great agaisnt auto-attack champions, such as Ashe or Xin Zhao. Along with those, it also gives you 20% cooldown reduction, giving you half of your maximum cooldown reduction in one item. Sweet!

Guardian Angel
This item provides you with a second life, every few minutes. Along with that, it gives you a balanced of armor and magic resistance, which is perfect against balanced teams. This gives you a chance to come back into a team fight, and if all goes well, you could even come back and win. By the time you revive, hopefully your Hungering Strike is off cooldown and you can just take a bite out of someone and win the fight!

Randuin's Omen
This item provides a lot of utility as the on-hit effect (when you're hit), there's a chance to slow their attack speed and movement speed, so I believe this item is more of a tank item then anything. However, the active/passive of this item is invaluable in a team fight, where the enemy has a lot of damage coming from auto-attackers.

Zhonya's Hourglass
While this item might seem unconventional, I believe the armor it provides and the active can save you when the enemy team focus on you. The active may take some time to get it right, but this item can literally save your life in any teamfight, or even agaisnt that pesky Karthus who's about to Requiem you. The ability power it gives is also an added bonus!

Spirit Visage
This item, while not really a good idea for late game, provides a very cost effective item for early to mid game. This item provides you with everyone you could want: 10% reduced cooldowns, 250 extra health, 30 magic resistance, and a passive which increases all forms of health regeneration (such as life steal, spell vamp) by 15%. This is a fantastic item to get early to mid game!

Thornmail
The one and only item against teams composed mainly of attack damage carries. This will make them regret attacking you, as it deals 30% of the damage they do to you, back to them. Since the damage it returns is counted as magic, the magic damage takes into account their magic resistance. By having magic penetration (such as Void Staff) can make them take more damage from this.


Guide Top

Gameplay

Early Game


At the start of the game, you should choose a lane and you should take either solo top (if you think you can handle it), other wise take duo bottom with a teammate. Either way is fine, the solo lane will mean you will have more gold and creep score, but you will have to handle two people, which might be tricky if they're both ranged. At the beginning of the game, you should take a point in Hungering Strike, as there is no other skill that will be the most useful. If needed, protect your jungler. From there, you only need to farm minions and that's it. At level 1, Hungering Strike has a 10 second cooldown, meaning it is very difficult to harass with, because of the long cooldown. You can also use Hungering Strike to last hit minions, and this is very easy to do because of the range, but because it does about 100 damage at level 1. Just keep farming until you reach level 6, where you should have your Hungering Strike at level 3 and your ultimate!

Mid Game

At this stage, the cooldown on your Hungering Strike is much lower, meaning you can start to poke your opponents with it, as you should be able to heal back any harass they can give you. By now, you have a decent lane presence, as you can use the minions to restore health. If you have a jungler, it will be very easy to get a kill in your lane with your ultimate and Hungering Strike. I think it's important to note, if you want to increase your DPS, it better to use flash, Hungering Strike, Infinite Duress, ignite, chase, Hungering Strike. By just using flash, ultimate, you're missing out on potential damage, which can secure your kill. Most champions will not be able to handle a combo like that, on top of another character (your lane partner or jungler). Hopefully by the time you reach level 9, and have Hungering Strike maxed, you should at least have a pair of boots (either Boots of Speed or better) and a Hextech Revolver as this will increase the damage you deal, and the amount of health you heal back! If you're going really well, you might even be able to afford your Hextech Gunblade which give you a strong upper-hand on your opponents.

As the game approaches mid to late game, you want to start assisting in teamfights, by locking down one of your opponents' carry. Your ultimate is on a low cooldown, meaning you should have it up every teamfight, so feel free to use it as much as possible. To make one thing very clear, NEVER initiate with your ultimate in a teamfight! Very rarely will you (less then 1% of the time!) need to initate with your ultimate. Using your ultimate in the beginning makes your a primary target, and the entire enemy team will focus you while you're suppressing your target, and you would be dead before you finished it. You need to wait for the fight to begin, and then you need to either flash and Hungering Strike then Infinite Duress their carry, and you will be fine! Aside from teamfights, you also want to work towards your Hextech Gunblade if you haven't gotten it already.

Late Game

Keep the teamfights up and locking down the enemy carry, and keep pushing down their turrets as a team!. Let your tank initiate and everything will work out! The game can not be won if you try to go off on your own and push alone: Teamwork wins games! Work together and you will win!

After getting your Hextech Gunblade!

Once you get your Hextech Gunblade, you will have to decide on what items to get next. Looking at the situational items, you will need to mix and match the items there to suit the game that you're playing, as no game is the same. If the enemy has alot of auto-attackers, maybe a Thornmail is needed, or a Frozen Heart. Maybe they have a few burst mages, a Banshee's Veil will help there. Just think about the game and the enemy team composition (what characters they have and what they do). After a few games, you will understand what items are needed!


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Frequently Asked Questions

Hopefully I get some people to ask questions and I can answer them here!


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Conclusion

Well, if you've made it this far, I congratulate you and thanks! This is pretty much my first guide I've ever written, but I wanted to write a guide for a little while, as I've always used the guides on this site to get me started with a new character, but I always moved away from those builds to eventually making my own. This guide is one such build.

Anyway, I hope you enjoyed reading this guide, and if you have any suggestions/questions/problems, just let me know in the comments down below!


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Changes

Hextech Gunblade
Attack Damage reduced to 40 from 60
Ability Power reduced to 70 from 75
Life Steal reduced to 15% from 20%
Spell Vamp reduced to 20% from 25% and is now UNIQUE

This nerf was aimed to stop the Akali and Katarina players who used to stack Hextech Gunblades, as the Spellvamp wasn't unique. This doesn't change much as you're still going to do the same amount of damage, but you're going to heal from a little less. It would be good to note that Hungering Strike does 20% of the target's maximum health or a minimum amount of damage. The reduction in ability power is negliable (5 ability power means only 5 damage with Hungering Strike), however the 5% spellvamp will be noticeable, but it shouldn't affect you to dish out some decent damage and you will still be able to sustain yourself decently well.


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Videos

I'm in the process of going through my LOLReplay folders for some goodies; when I get something I'll post here.


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Changelog

V1.2: Added a section to discuss changes to mastery pages, and my thoughts and suggestions for it. Meki Pendant and 3 health potions are now highly recommended! Mastery pages are having an issue so the incorrect masteries are being show (refer to the top of the page)
V1.1: Added section to discuss changes to Hextech Gunblade and preparing a section for videos. Also cleared up some language mistakes!
V1.0: Initial release! Yay! Taken me forever to get done!