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Spells:
Ghost
Smite
Ability Order
Eternal Hunger (PASSIVE)
Warwick Passive Ability
!NOTE!
If you don't understand some of the terminology used..
Legend
Hey guys! This is my first build and I've put a lot of time and effort into so please feel free to leave comments on what I can improve on and what you liked! I'm always open to suggestions and tips! [ :
Warwick is one of my favourite champs. Why? Because he jungles great, is known to be one of the best chasers in-game, has one amazing ultimate , and is a carry's worst nightmare.
We'll go more in depth about all these later on in the guide.
Offensive Mastery helps speed up your first few creep camps by quite a bit.
Don't believe me? Do the math!
Let's take the golem camp for example.
800hp. Let's say you do 50dmg per AA. That would take 16 AAs! 800/50=16
Now let's take into account the 4dmg you deal extra. 800/54=14.8
Now because it takes 1 less AA for each creep, that saves you around 2 seconds fighting that camp! And in the jungle, finishing as fast as you can is everything. Of course, I'm not taking into account runes or other things that may impact damage output, but you get the point.
Awareness is a big help early game. It helps you reach level 2 after the first creep camp which is very helpful!
Utility Mastery is one of the most important skills in the entire utility tree for Warwick. Prolonging the duration of buffs by %30?! And for someone who should be getting buffs whenever he can, the skill is invaluable for Warwick, and almost any jungler!
Everything else suits Warwick the best out of the skills available in my opinion, but feel free to tweak a few things here and there to suit your play style!
Main rune set
Greater Mark of Insight It really gives Hungering Strike that extra magic pen, and with Hungering Strike being your only skill that deals damage other then ultimate, I feel that you should try and boost it's power in anyway possible. Greater Seal of Resilience Pretty straight forward. Helps early on when you need it the most. |
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Greater Glyph of Warding Again, pretty straight forward. Helps block that pesky magic damage early on. Greater Quintessence of Insight This helps compliment your reds. Again, because you want Hungering Strike to deal as much damage as possible as early as possible, which is why I choose these runes. |
Other runes worth considering
These are some runes that are viable if you don't like the ones mentioned.
Greater Glyph of Focus These can be very useful early game when you need the CDR for Hungering Strike. Personally, I prefer MR blue's but these are a viable option. These are my personal opinions on what runes can be used, but you can change things to suit you better if wanted! |
Ghost I find is a tough choice between this and Flash as they are both incredibly useful summoner spells that can be used both offensively and defensively. I just find that I like using Ghost more. This one is totally personal preference. Note: I hear the argument that you don't need ghost because you already have Blood Scent, but I have counted too many times where i don't get them down to half or below and I've had to use ghost to catch up and get off a Hungering Strike so I can activate my Blood Scent and really stick to em'. Flash Again, this it's a tough choice between Flash and Ghost and it ultimately comes down to what you prefer the most. |
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Smite Kind of a no brainer for a jungler. I've heard many say "but Warwick can jungle without smite!" Yes I know he can, but it is immensely faster if he does use it, and in the jungle time is everything. |
Since yourprimary source of damage is Hungering Strike, it is the skill you should focus on first. Of course you have your ultimate Infinite Duress, but you cannot choose when to level that up. ;)
The reason behind getting Hunters Call before Hungering Strike at level 1 is it's much more beneficial to your early game jungling. Yes Hungering Strike deals a decent amount of damage and heals, but so do your AA, which also heal you due to your passive - Eternal Thirst which when combined with Hunters Call prove to be more effective then your Q.
The reason I max Blood Scent last is because after a time, the bonus speed doesn't become as needed to chase down opponents as you will already have a huge MS. I found that having Hunters Call just proves to be more useful in teamfights and in general.
One of the big reasons Warwick has one of the safest times jungling and is very mistake forgiving.
- When jungling, try to get at least 2 AA off before using Hunters Call to maximize the amount of health given back
- If you spot a possible teamfight, try to quickly get 3 AAs off on a creep or minion to get your passive to the max before the actual fight. Combined with Hunters Call, this can be done fairly easily, but is tricky to time correctly.
An awesome skill in Warwick's kit. Great for using against enemy's that have hp items such as Rod of Ages due to the effect it has where part of the damage dealt is scaled off off the opponents hp.
- If you're low on HP, try to hit this skill off on a minion or weak creep, as they have lower armor then let's say dragon or an enemy champion, so you will get more health returned.
- Most people under estimate the range on this skill as it isn't confined to a melee range. Use that to your advantage!
A pretty straight forward skill. Raises your attack speed and those around you by half! Not bad at all;)
- If you see a teamfight about to happen, try to use Hunters Call prematurely to give your allies the extra boost before the fight happens
One of the best chaser skills in game in my opinion. It shouldn't be to hard to put an enemy below half hp if you combine Hungering Strike and Hunters Call with some AA, that is if you're going after the right enemy's. (will talk about this later on)
- Turn Blood Scent off to fool enemy's that you've left the area, as they can see you if it is toggled on
- Your allies can see enemies revealed by Blood Scent as well
The mother of all .. mothers. This is the skill that really makes players choose Warwick over other junglers. Just read the tool tip. Read it and just stare in awe that Riot let this beautiful ultimate be created. I just cannot express how much I love this ultimate. 2 second suppression, the %30 lifesteal, the scaling from your AD, and the best part. All 5 strikes are affected by on-hit effects. That is just... Amazing.
- Watch out when using this against enemies with items such as Banshee's Veil as it'll cancel the suppression
- Infinite Duress can be canceled quite easily from a stun, knock-up or suppression, so try to wait for the enemy team to use all their spells beforehand
- Infinite Duress should not generally be used to start off a fight with an enemy, but saved towards the end when they are low on hp. That way it can guarantee you a kill.
Build 1
Recommended build 1 sequence:
Build 2
Recommended build 2 sequence:
Item Sequence
I realize that there isn't much difference between builds, but that's because I just couldn't give up the core items as they synergizes with Warwick just to darn well!
Sunfire Aegis's passive just goes great with Infinite Duress while the on-hit proc from Madred's Bloodrazor is just too good to pass as it also synergizes oh so well.
I prefer the first build as if provides a nice balance of armor, MR, and damage with a nice addition of hp. The second build is if you feel you're going up against a team that can really dish out damage, and fast.
Note: Spirit Visage is an item that I love using if I feel like I am dying to often. It goes great with all of Warwick abilities, with the CDR and the health regen effects.
Wriggle's Lantern This is really nice item that goes well with Warwick because of the life-steal and %20 chance to deal 500 extra damage to a minion or creep. Not to mention the fact that if gives you a FREE WARD every 3 minutes. Yes. It actually does that. I really like this item because you can keep it late game and still have that jungling effect for when you need buffs/dragon/baron. Sunfire I love this item on Warwick. The passive goes great with his Infinite Duress and the health + armor and a very nice bonus to a champion that usually gets focus after you ult. |
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Madred's Bloodrazor This item is probably the best on Warwick. The on-hit proc ALONE makes this item a need for him as it is activated 5 times during Infinite Duress. 5 TIMES. That's .. a lot of damage. Not to mention the fact it gives 25 armor, 40 AS and 30 AD which is exactly what he needs. |
Banshee's Veil Really nice item on Warwick. Helps block that possible stun that could interrupt your ultimate, adds a nice bit of mana and health, a a hefty amount of MR. What's not to love? Wit's End AS and MR? Great combo for Warwick! Not to mention the fact that the passive is perfect for Infinite Duress... Wow. A lot of things go great with it, eh? |
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Spirit Visage A great item on Warwick. Not only does it give quite a generous amount of CDR, but also health regen, life-steal AND spell vamp? Man. I don't think I even have to explain how this benefits Warwick Guardian Angel I really like this item for a few reasons. Gives both MR and Armor, which is a big plus for a champ that likes to get focused more often then not. And even if they do focus you down, you get the passive to get right back and either run away or finish em' off! Great item on Warwick and I enjoy using it. |
Note: players tend to stay around your corpse so keep that in mind when positioning yourself as you can use it as bait for your team!
Stark's Fervor Pretty good item in general. The debuff is really good and the buff to your allies is even better. I usually take this over a defensive item if I feel I can still survive without one. Hextech Gunblade Life-steal, AD, AP and Spell Vamp? That goes great with Warwick! Though I don't usually choose it because it is very pricey. But if a game is going on for too long and I can give up something that won't cripple my play, I take this one into consideration. |
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Quicksilver Sash Odd item choice, I know, but if you are getting CC'd like crazy, then this is the item you want. I've definitely picked it up quite a few times and it's saved me in numerous occasions. You just gotta' time it right (: Frozen Mallet The extra health is a nice way to get that much more tankier without sacrificing to much AD. The on-hit proc is really nice too, as it makes it that much more easier to catch up to opponents after your ultimate, lets say. |
When you get to the higher levels/late game, you should consider yourself an anti-carry. Always, always, ALWAYS go for the carry!! I can't stress this enough as I see too many people attack the tank or someone else! Use your ult, which completely disables the carry and continue to agro it. This will help your team immensely as you are keeping the carry busy, allowing for your carry to deal the damage in the team-fight in your favor! And because you are tankier then usual, the carry you are targeting will think twice about trying to 1v1 and might even attempt to run, which is great for you.
1) GOLEMS
Here, you wanna get 2 AAs off on the the golems and then activate Hunters Call. This maximizes the the amount of health restored. From there continue to AA both to death. NO SMITE should be used on the golems.
2) WRAITHS
Smite the main wraith, hunters call after 2 AA, and finish up the rest.
3) WOLVES
Here, your Hunters Call will be on CD, so you want to AA the main wolf 2-3 times, use your Q ONCE, and finish him up. From there it's just AAing the small wolves till you finish them.
4) BLUE
Here, you're basically doing what you've been doing to the past camps. AA the main golem a few times, Hunters Call and throw in your Q everyone now and then. Smite when he gets to 475~ hp. Go b after this.
5) GANK/CONTINUE JUNGLE
Gank or jungle? Well if you see a lane being pushed hard, go on and gank them! If not, continue your jungle and keep on eye out on the lanes! Grab red as soon as you can, preferably after you hit lv4
Not much to jungling with Warwick. He has a really safe jungle & and his ganks are really effective after 6, so it shouldn't be to hard to get the jist of it after a few games.
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