Warwick Build Guide by omfgbkt

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.

League of Legends Build Guide Author omfgbkt

Jungle Boogie (Jungle Tankwick) - Unfinished

omfgbkt Last updated on December 8, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Honor Guard

Defense: 0


Utility: 9

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Hello, I'm omfgbkt (on NA) and this is an in-depth guide to Warwick, and a premium jungle/tank build.

This build is focused around four things:
What I'll be covering in this guide.
  • Runes
  • Masteries
  • Skill Sequence
  • Summoner Spells
  • Items
  • Jungling
  • and more

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Chapter I - Runes

Recommended Runes


Greater Seal of Armor

Greater Mark of Attack Speed

Greater Quintessence of Health

Greater Glyph of Scaling Cooldown Reduction

Tank/Mixed DPS
Seals, marks, and quints will help assure you a smoother early jungle run, increased health, armor and attack speed all means more life at all times in the early game. Your glyphs will help for better survivability throughout the game, having lower cooldowns means faster casting which means more health regeneration.

Alternate Runes


Greater Quintessence of Health

Greater Seal of Armor

Greater Mark of Magic Penetration

Greater Glyph of Scaling Cooldown Reduction

Tank/Magic DPS
I've also seen people running similar builds using Greater Mark of Magic Penetration for the increased mPen as your damaging abilities and Wit's End all do magic damage, and Warwick can use Hunters Call to boost his attack speed anyways.

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Chapter II - Masteries


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Chapter III - Skill Sequence/Abilities

Skill Sequence

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

Although I do take my first point in Hunters Call to help speed up clearing blue buff, I put a point into Hungering Strike every time I can, other than at 6 to put a point into Infinite Duress. Some people prefer to max Hunters Call before Blood Scent, but I find having a maxed Blood Scent first to be a little more handy. Reasoning behind this is this build is meant for assassination and sustainability, with more points into Blood Scent earlier coupled with your Boots of Mobility you're going to have a lot more move speed when you're in/escaping from fights. There is going to be quite a few instances where Blood Scent means the difference between chasing someone down and securing a kill, or maybe the difference between you narrowly escaping those few times that you become the prey. Also, enemies with low HP often will start fleeing to their base when the icon/howl pops, often thinking you're about to jump on them and tear 'em to shreds.

Warwick's Abilities

Eternal Thirst - Passive Ability : Every time you hit an enemy you deal and heal for magic damage (scaling per level) that increases the first three times that you hit the same person. For instance, if you're attacking a Caitlyn and you're level 7, the first time you hit you will deal/heal for 6 damage, 12 the next, and 18 every hit after that until you stop attacking Caitlyn for 4 seconds. This passive gives you a great advantage in 1v1 fights as even if youre against an ADC with similar items you will be healing more.

Hungering Strike - Active Ability - Range 400 : It deals magic damage for either 75/125/175/227/275 (+100% of Ability Power) or 8/10/12/14/16% of maximum health, as well as healing for 80% of the damage done. Great damage output coupled with great healing makes this one of the best abilities in the game in my opinion. It costs a hefty amount of mana, but you should have enough control of blue buff throughout the game that it shouldn't be too much of a problem. This skill is what makes Warwick so good, often times while whittling down enemies I'll hit one of their allies with more health for the regen (Remember this skill scales off % of health if your enemies health is above minimum damage)

Hunters Call - Active Ability - Range 1200 : This ability is one of the reasons that Warwick has such great damage and sustain. It gives you a huge boost to attack speed, 40/50/60/70/80% and then half of that to all nearby allied champions in a good radius. With the items in this build combined with the huge buff in attack speed its easy to hit max attack speed mid/late game.

Blood Scent - Toggled Passive - Range varied : This ability is why Warwick is infamous for his ability to chase down enemies with low life. It grants 20/25/30/34/40% increased move speed whenever there's an enemy champion within 1500/2300/3100/3900/4700 range. With this ability it is easy to sniff out gravely injured enemies, and then chase them down for a kill. Reminder: Sometimes you want to disable this passive, like when sneaking up for ganks. Turn it off while approaching the lane, and then reactivate it when going in for the attack. An icon goes over people you're tracking so they can tell you're in the area, and you want your enemies to not know you're there until you're about to kill them.

Infinite Duress - Ultimate - Range 700 : And of course, the ability that makes everyone fear the big bad wolf. It is a short ranged ultimate that teleports you to your target and deals 250/335/420 (+0.4 per bonus attack damage) magic damage including any on-hit effects/damages and suppresses the target for 1.8 seconds.

  • From the first hit Eternal Thirst is counted at full stacks.
  • You gain 30% life-steal for its duration (bringing your life-steal to 45% at level 18)
  • All on-hit effects are counted against the target for each of the five hits.

    Lets do a little math time now.

    Infinite Duress deals 250/335/420 damage
    Wit's End gives a bonus of 42 x 5 = 210 (also will give you the 4 stacks of +5mr)
    Eternal Thirst gives from 16.5 (Level 6) to 48 (Level 18) per hit x 5 hits = 82.5 to 240
    And then you have a +.4 bonus per attack damage.

    Infinite Duress at level 06 - 250 + 82.5 +36 = 398.5 / 211
    (Generally don't have a Wit's End by level 6 so I didnt factor it in.)
    Infinite Duress at level 11 - 335 + 135 + 210 + 52 = 732 / 403
    Infinite Duress at level 16 - 420 + 210 + 210 + 132 = 1,012 / 552

    Base Damage + Eternal Thirst + Wit's End + AD Bonus = Damage / Healing
    No magic resistance has been factored into any of this
    The healing amounts are sort of a guestimate, I factored in the healing from Eternal Thirst after all the other numbers as I'm not sure if Infinite Duress does an additional 45% of that healing or not. The numbers would only be off by a small amount either way.

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Chapter IV - Summoner Spells

Chapter IV - Summoner Spells

Main Spells

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Chapter V - Items

Chapter V - Items

Main Build

Boots of Mobility - These are the best boots to run as a jungle Warwick they give you a great move speed when active (450 when using this build) and when Blood Scent is active you're hurdling after enemies like an Olympic gold medalist, its nearly impossible for someone to outright outrun you, the only way for someone to escape is for them to flash (or a similar skill) when yours is down.

Wriggle's Lantern - Another great item for jungling, Wriggle's Lantern gives you 30 armor, 23 attack damage, 12% life steal, a 20% chance for 425 magic damage to monsters (which will help speed up jungle clear times, baron/dragon kills and simply cleaning up lanes), and a free Sight Ward every 3 minutes. This item can pay for itself in longer games.

Wit's End - This works very well with Warwick's kit. You get 40% attack speed and 30 Magic Resistance right out of the gate. You also deal 42 magic damage per attack, and each hit gives you 5 additional Magic Resistance, up to 20, and these 4 stacks last for 5 seconds. This item also triggers on each of the 5 attacks during Infinite Duress.

Warmog's Armor - An essential tanking item, when purchased you get 920 health and 30 health regen per 5 seconds. Every mob kill gives you an additional 3.5 health and .10 health regen, every champion kill/assist gives 35 health and 1 health regen and this caps at 350 health and 10 health regen per 5 seconds.
When maxed out this item gives you a massive 1270 health and 40 health regen per 5 seconds.

Frozen Heart - An item you (should) see on anyone who doesn't feel like dying, Frozen Heart covers everything Warwick needs to stay alive. To start you get 99 armor, and 500 mana, as well as a 20% reduction in cool down times. The big kicker about this items is it also reduces the attack speed of all enemies in 1000 range by 20%, this means on top of a huge armor bonus you are directly reducing all incoming auto attack damage by 20%.

Force of Nature - This is yet another item that works very well with tanks. It gives 40 health regen per 5 seconds, 76 magic resistance, 8 move speed, as well as restoring 1.7% of your maximum health. This item offers the largest magic resistance of any single item and gives you a huge health regen bonus.

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Chapter VI - Jungling

This is a rundown to the first 5 minutes of your jungling.

0:01: Buy a Long Sword and head to blue golem, either chilling in the bush close to it, or near the ramp to the river to watch for invasions. Your mid should be leashing for you, they will chill in the bushes behind blue or the bushes in the river to watch for invasions.

01:55: Blue spawns, have it leashed preferably. Pop Hunters Call, and whittle it down to about 440 health then hit it with Smite. As soon as the golem and the two mobs are killed put your skill point into Hungering Strike and head to wolves.

Optional: Depending on who you're jungling against (if they have a jungler) now is when you can go steal their red buff. I only suggest this against junglers such as Amumu, Nautilus, Diana or Alistar (any heavily mana dependent jungler with slow movement/clear times) You should be able to sneak in there swipe red and bail out, maybe even grabbing double golems on the way out, make sure to let your team know what you're doing in case you have to bail out and need backup.

2:20: Depending on how hard blue was hit on your leash you should be able to pop Hunters Call as soon as you get to wolves, if not open with a Hungering Strike and pop Hunters Call as soon as it pops up. Head to ghosts as soon as the wolves are dead.

2:50: Initiate the ghosts by Hungering Strike'ing the main ghost and then popping Hunters Call.

3:10: You should be about approaching your red buff at this time. Initiate the fight same as ghosts/etc, with a Hungering Strike and then Hunters Call, hit Red with a Smite whenever you feel necessary. Wait to use your second Hungering Strike in the fight until just after you kill red, so that you can put a point into it and gain more HP, its cooldown should end a few seconds before it dies anyways.

3:30: After you get red buff, you clear double golems, and then immediately head to the ghost spawn, if everything went smoothly from when you killed them last, they should spawn as you get a few inches from their spot. When the ghosts are killed head back to wolves and kill them as well.

4:10: At this point you should be about dealing you final blow to the wolves, and immediately you should recall and purchase your Madred's Razors, and then head to the double golems.

Note: You can either do the recall at this point, or you can do another cycle and then recall and buy Madred's Razors and Boots of Speed.

4:30: From here just cycle through the jungle leveling to 6 so you can put your first point into Infinite Duress. Once you buy your Boots of Mobility you will be clearing the jungle quickly, and be able to set up ganks easily.

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Chapter VII - Things To Come

  • Completion of the Guide
  • Additional Sections
  • Additional Builds
  • More Number Crunching
  • Situational Item Picks
  • Additional Rune Setups
  • Additional Graphics/Pictures
  • Videos