Warwick Build Guide by FirionDarklight
| Health | 3372 |
| Health Regen | 21.45 |
| Mana | 730 |
| Mana Regen | 20.9 |
| Armor | 196.69 |
| Magic Resist | 131.8 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 415 |
| Gold Bonus | 0 |
| Attack Damage | 277.51 |
| Attack Speed | 81.011 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 15 |
| Life Steal | 10% |
| Spell Vamp | 0 |
| Armor Penetration | 10 |
| Magic Penetration | 28.86 |
| Cooldown Reduction | 10% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hello guys. I am Firion Darklight and this is my
Warwick guide. While
Warwick is known as a jungler, he excels at solo top as well and this will be the focus of this guide. Since this is my first guide, go easy on me. Any feedback from you in order to improve this guide is welcome. I hope it turns out to be useful.
Abbreviated terms
AA = Auto-attack (Basic Attacks)
CC = Crowd Control (Stun, fear, slow, snare, etc)
FB = First Blood
AP = Ability Power
AD = Attack Damage
MD = Magic Damage
AS = Attack Speed
MS = Movement Speed
MR = Magic Resistance
ArPen = Armor Penetration
MPen = Magic Penetration
LS = Life Steal
SV = Spell Vamp
DPS = Strong Auto-attacker
MDPS = Strong spells; casters
CDR = Cooldown Reduction
OOM = Out of Mana
MP = Mana
HP = Health
MP Regen = Mana Regeneration per 5 seconds
HP Regen = Health Regeneration per 5 seconds
Builds found in this guide
This guide focuses on 3 builds:
- The first one is
Warwick as a tanky dps with an emphasis given to on-hit effects.
- The second one is an offtank
Warwick build, designed to give
Warwick the tankiness he needs to initiate team fights and serve as the team's tank, while still giving the enemy team a reason to focus him.
- The third one is a full bruiser
Warwick build which takes advantage of the AS steroid buff of Hunters Call and life steal(granted from
Eternal Thirst and items) to turn
Warwick into a formidable duelist and damage dealer based on auto attacks.
Pros / Cons
Pros![]() + Crazy sustain. + A small number of bad match ups. + Very versatile. + Becomes dangerous when geared. + Hunters Call is an incredible AS steroid for both you and your team. + Great initiator. |
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Cons
- Item/farm dependant. - - - Can easily be kited. - No gap closing skill(with the exception of his ultimate). ww |
Masteries
This setup is chosen with tanky dps

This setup is for offtank

The setup for full bruiser
Runes
SETUP FOR TANKY DPS OR OFFTANK
Warwick
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Magic Penetration 3 |
||||||||||||
Greater Mark of Magic Penetration : In the case of solo top
Warwick, i believe that those marks are the only way to go. They provide some extra damage for your
Hungering Strike and
Infinite Duress both in early and late game.
Greater Seal of Armor : Considering that most solo top champions are bruisers, you will need the extra armor for survivability.
Greater Glyph of Scaling Magic Resist : Since most magic casters get stronger with levels, you will need the late game resistance that those runes give.
Greater Quintessence of Magic Penetration : Like with
Greater Mark of Magic Penetration, those quints make sure to increase the damage you deal with the first 2 builds.
SETUP FOR FULL BRUISER
Warwick
| Runes | |||||||||||||||
Greater Mark of Armor Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Armor Penetration 3 |
||||||||||||
- greater mark of desolation : Since this is a build focusing on auto attacks, you will need the extra armor penetration in order to be effective.
Greater Seal of Armor : Like the first 2 builds, those seals offer you the survivability you need early game for solo top.
Greater Glyph of Scaling Magic Resist : Since most magic casters get stronger with levels, you will need the late game resistance that those runes give.
- greater quintessence of desolation : Same explanation with greater mark of desolation.
Other choices
- greater seal of replenishment : Take those if you feel that you are mana starved early game.
Greater Glyph of Magic Resist : The only case in which those glyphs should be taken, is when facing an AP carry solo top like
Vladimir or
Swain, but even then your
Hungering Strike will keep you alive long enough to reach the level where 9
Greater Glyph of Scaling Magic Resist overshadow them so it isn't always a good choice.
Greater Glyph of Attack Speed : Those glyphs fit well into the full bruiser
Warwick build, but it is best to combine them with
Greater Quintessence of Attack Speed. So either take both or don't take either.
Greater Quintessence of Health : In the case off offtank
Warwick, those runes synergy well with your masteries so feel free to take them if you want those extra hp.
Greater Quintessence of Movement Speed : The extra movement speed is always nice to have as it serves a multitude of purposes(like chasing or escaping).It is a great alternative that works with all 3 builds, so take it you feel that all the other choices seem lackluster to you.
Greater Quintessence of Attack Speed : Those quints are a good alternative for the 3rd build, under the condition that you use the
Greater Glyph of Attack Speed that i suggested above.
Summoner Spells
: Always take this as its utility is so good. You can use this to escape/chase through a wall, to get closer to initiate with your ultimate and the list goes on.
: Take this if you think that you are against a hard opponent and you will need to recall often. This is mostly a spell you take when you play offtank
Warwick since your damage output isn't that high and you need to play a little safe. It also offers great map control, since you can teleport to a ward/lane to help your teammates, so do not take this spell lightly.
: This my most standard selection along with
Flash, since it can be used both offensively(ie when fighting a 1vs1 or when chasing) and defensively(ie to help yourself or an ally to escape an enemy).
: Another good choice if you want the extra damage that
Ignite provides you or if the enemy team has champions like
Dr. Mundo.
: You can take this as a substitute to
Flash, but on the other hand, if you can't escape/catch an enemy using
Flash then
Ghost won't help.
In my opinion, those are the only considerable choices for a solo top
Warwick and all other summoner spells are wasted on him.
Skill Explanation
For tanky dps
If you are following the 3rd build, then before level 6
- Always wait before using it in solo top exchanges, in order to take advantage of its health replinishing as much as possibe and then follow with Hunters Call and auto attacks.
- Don't spam it in early game or you are bound to run out of mana soon.
- In team fights/duels use it as often as possible.
Hunters Call Hunters Call: This is your AS buff which also buffs your team. Considering that it increases your attack speed, it increases the rate at which you gain health from
In the case of tanky dps and offtank
On full bruiser
- Always activate Hunters Call when you dish it out with a melee opponent on top. In combination with
Hungering Strike it will keep your health at manageable levels. - Activate it at the start of a team fight to buff your team and after that use it as often as possible.
- This is your main extra AS source when playing full bruiser
Warwick.
This is the ability you always max last.
- Sometimes, it is wise to turn it off since it can alert the enemy team to your presence.
- It can be used for both chasing and escaping.
- Always turn it on when a fight starts so you can chase an enemy in case they flee.
- If you are certain of the location the enemy, that you are hunting down with this skill, is heading, turn Hunters Call off in order to make them drop their guard.
Get a point in this whenever possible.
- Don't use it if you are afflicted with
Ignite. - Try to catch an enemy who is out of position with it, in order to give your team the advantage.
- Always use it either on the AD carry, the AP carry or the Support in this priority order.
- In a 1vs1 confrontation, this skill can give you the upper hand.
- With proper team coordination, this skill can be used to tower dive.
Skill Sequence
This is the setup you follow with the 1st or the 2nd build. Since priority is given on the damage that
The setup for full bruiser
Items
Note that
Doran's Ring is the starting item for all 3 builds, for the health it provides and the mana regeneration. Alternatively, all 3 builds can start with
Boots of Speed and 3
Health Potion.
After
Boots of Speed, fetch
Wriggle's Lantern since it will increase your survivability and sustain in lane. Get
Sorcerer's Shoes, since magic penetration is what you will need with this build. Then get
Phage for the slow debuff and the extra health. Getting
Wit's End will increase your dps and it pretty much increases the damage of
Infinite Duress too, while providing some magic resist as well. After this, it's time to get
Frozen Mallet in order to increase your survivability.
After
Frozen Mallet things get a little situational.
Do you need to do more damage and want to melt their AD carry with your
Infinite Duress?
Then fetch
The Black Cleaver.
Is the enemy stacking hp?
Get
Madred's Bloodrazor.
Get whichever you didn't get and finally build a
Guardian Angel.
Since you are going to be the offtank(mostly tank) of your team, get
If you need extra survivability, buy
If your enemy stacks hp, then you want to buy
Finally buy whatever you didn't buy first.
This a bruiser build for
Other items to consider
Early game
Grab your
Doran's Ring or your
Boots of Speed and 3
Health Potion (depending on your opponent's top, choose accordingly). Focus on farming and should the enemy engage you, use
Hungering Strike and Hunters Call to bring the fight to them. After they retreat, attack creeps in order to get some life back. Always remember that top lane is a war of attrition, so exchanges with the enemy will and should be expected. Don't be afraid to fight unless the odds are in favor of your enemy. Try to keep your opponent away from the minions as much as possible. Once you get to level 6, coordinate a gank with your jungler, using your
Infinite Duress as a setup. By following the above, you should either get a kill or two or at least make your opponent recall to base, making them lose valuable experience and gold in the process. Use their absence as an opportunity to gank the mid lane(or the jungler,with the help of the mid lane, if you are aware of his/her current position) and essentially gain an advantage in experience and gold by either securing a kill or by making the enemy mid lane or enemy jungler retreating to base. If you are having difficulties at top, do not hesitate to ask help from your jungler(you should however note that the jungler's job is to help lanes and not babysit them. So don't ask for help all the time and don't blame your jungler if you are losing your lane even after a gank). Be on the alert for ganks from the enemy jungler and make sure you ward your lane(for more details on wards check the "Wards and you" section of this guide).
Mid Game
By now, maybe a turret or two(from both teams) have fallen. This is the phase where you team starts to roam in order to secure some map objectives(dragon,enemy red/blue buff) or obtain some kills. If you have broken the top turret and/or the enemy top lane isn't there, feel free to roam and help either bot or mid lane to get kills/turrets or try contesting dragon with your team. Keep in mind that strength comes in numbers and that you should be careful and not wander alone. Try to secure some kills for your teammates using
Infinite Duress and always help them out.
Late game
The part of the game where it is clear who the dominant team is. Expect many team fights to come. This is the phase where baron should be warded at all times and should your team score 1-2 kills, seize the opportunity to claim baron for yourselves. If the enemy team is trying to secure baron, ambush them, kill them and take baron. Don't stray away from your team for any reason. You are one of the main initiators and as a result you should be one of the champions in the front, leading your team. After getting some kills and/or baron, push to the enemy base with your team or even ignore the minions all together and take out the enemy turret and the inhibitor. This should give your team some breathing space, so go on and take the enemy red and blue buffs and dragon, if they are alive, and any top/bottom turret that is before the inhibitor turrets. All of this combined together, will lead to the defeat of the enemy team.
Your role in team fights
When it comes to team fights, you should be in the front lines, initiating on the enemy carry or on an enemy that is out of position or away from his team. This is the order in which you must take targets out in team fights (in descending order) :
- ranged AD carry
- AP carry
- support
- bruiser/2nd AP carry
- tank
Should anyone of the enemy team run away from the team fight while everyone else stays, don't chase after him but focus on the next target (based on the priority list i gave above). Chasing after a fleeing enemy while his team is on you, can result in many loses on your team's side.
While you and your team are sieging a turret, should an enemy get out of position, use
Always initiate on the target that your team wants to take out, with
Do not forget to buff your team with Hunters Call and spam
Take advantage of your
Finally, make sure that you and your main tank(or tanky bruiser depending on your build and lane set up) lead the team to battles in order to minimize any potential dangers for your more squishy teammates.
Wards and you (a must read)
One common mistake you might see in games is either leaving all the warding to the support or not even warding at all. This is a grave mistake. Map awareness is essential and the team with a better grasp of it will win the game. Think of wards as an in-game hack that only costs 75 gold(about 3-4 minions). Make sure you buy at least one ward when you get back to base. While your support will be buying many wards, each team member, with the exception of the carry, should get a ward or two every time they recall back to base. Make this your motto: "buy a ward, stop a gank, save a life."
Below i will explain the basics of warding(using pictures i took and edited). For a more detailed guide on warding refer to Nihma's guide .
First of all this is a basic outline of the places you usually ward(taken from Nihma's guide):

You must use wards to cover as many ways as possible and therefore use them to their fullest. Below i will show you some basic warding spots and the directions they cover as well.
Let's start with the most important : Dragon and Baron.
Try to place the ward far from the dragon so you can cover the entrance of the jungle as well. That way you cover as much pathways as possible. The dragon should be always warded since the gold advantage it provides to the team that gets it, is way too important to ignore.
Baron should always be warded as well since he is the most important map objective. Don't place the ward near him but at the maximum distance, as a way of utilizing the ward to its fullest.
Now let's the see wards you will be placing as a top lane.
By combining this ward

with this one
you will be able to avoid any ganks(with the small exception of stealth characters, but you rarely seem them nowadays) and farm safely at top. This way, the only thing you will have to worry about is farming and denying your opponent experience.
Other important wards are the ones covering secondary objectives like the enemy red and blue buffs and they are detailed below.
Be sure to place the ward at the far end of the brush or else you might not be able to see the red buff.
The ward for the blue buff should be placed in the brush. By doing that, you cover 6 ways and you can always attempt to safely steal the blue buff with some backup from your team.
You should also ward this path to keep track of any enemies that might try to come from bottom(should you try to steal their blue buff).
Be on the alert if the enemy has a strong counter jungler(like
Shaco,
Shyvana etc). You can help your jungler by having your team ward those key locations :



This way, you can monitor all possible entrances that the enemy jungler can use to invade your jungle. With the exception of
Shaco and
Twitch(who is rarely seen at all), you can pretty much catch any counter jungler who tries to get in your jungle and take him out.
Finally, i will show you two basic warding techniques that can cover a good amount of the map, using two wards.
By using one ward near wraiths and one ward near the red buff in the enemies' jungle, you cover a big area of the map and can keep track of the enemy jungler as well and gank him if the opportunity arrives, using the mid and top lane to coordinate an invasion.
Those 2 warding spots along with the ward placed in the enemy blue(and the other one near the bottom right) can help you take dragon pretty safely and also if the enemy mid heads to the blue buff, your mid lane will take notice and can attempt to steal it(with or without help from the bottom lane), if you(the team) feel that you can do it safely.
Important note : While i have used
Sight Wards in the baron and dragon screenshots, your team should always ward baron and dragon with
Vision Wards or at least make the support get an
Oracle's Elixir in order to detect and destroy the wards that the enemy team places there. Also in the case your team is on the purple side, the way wards are placed is symmetrical to the center of the map.
This concludes my guidelines to warding and my
Warwick guide in general. Head out to the fields of justice and prevail over your adversaries. Just don't forget to buy wards.
Credits/Final Words
First of, all let me give credits to jhoijhoi for her awesome "How to make a guide" guide(and the red lines i used in the masteries' section). Finally, credits go to Nihma for his awesome warding guide which along with my warding outlines/techniques should give you a basic grasp of the importance and usefulness of wards.
Without those 2, this guide would be incomplete, so make sure to rep+ them.
Finally, please rate and comment this guide and provide some feedback as to what to change and/or improve.
To be added soon
+ Match-ups section (what to do against which champs).
+ A clean up/modification of the 3rd build.
+ Clean up/tidying of various existing chapters.
+ Editing the builds based on feedback and testing.
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