Introduction

Hello, Aldones03 here. This is my first guide for League of Legends, so I apologize for any inconsistencies. Please leave feedback for any ways I could improve the guide, suggestions to add and/or change.
Counter Jungling
Counter Jungling is when you prevent the enemy jungler from ganking your team and/or killing off his jungle minions. While killing minions, kill only the high-gold reward ones in each camp, forcing him to waste time finishing off the camp in order to let it respawn. Shutting down blue or red early on can make a big difference in early game progression.
It may be a good idea to use a
Sight Ward near your blue/red. If the enemy tries to counter by taking it from you, you can usually stop him while getting an easy kill in the process.
Tanking / Laning
When lanning, remember to "last hit." Wait for the killing shot to attack minions. This allows you to be closer to your turrets, helping your jungler gank and reducing the effectiveness of getting ganked yourself.
If you can afford to sacrifice the defensive stats,
Madred's Bloodrazor will greatly increase your dps. I'd estimate that single piece is nearly half
Warwick's overall dps.
As far as tanking in general goes, know it is your responsibility to initiate team fights. As long as your team follows you, you should rarely die on balanced team fights.
Champion Abilities
Hungering Strike (Q), while not a group ability, does a lot of damage and will often be the killing blow for enemies running away. This does 8-16% of the enemies hp + 75 - 275 damage as well as healing you for 80% of the total damage. Keep in mind,
Blood Scent is
Warwick's only ranged attack.
Hunters Call (W) gives the entire team an attack speed bonus; works wonders on turrets/inhibitors. This will also be your primary spell while farming (high damage output, low mana cost).
Blood Scent (E) at level 5 it reaches nearly half way across the map, showing the team the enemy and giving you a nice run boos. Keep in mind this is a toggle ability. If you are trying to gank someone, deactivate it until you are ready to run, or a glowing pair of eyes and a loud howl will give you away.
Infinite Duress (R) stuns enemy champions for 1.8 seconds; in conjunction with
Madred's Bloodrazor, this will shred squishies (5 attacks x 4% hp = 20% hp) - throw base damage in as well as
Blood Scent, and you can take out over 50% of an enemy champion's hp in about 2 seconds (less % for tanks, but potentially more overall damage). Keep in mind you are rooted for 1.8 seconds on top of the enemy; don't give the enemy an easy kill in group battles.
Summoner Spells
Recommended
|
.-.-.-. |
Smite is mandatory for any jungler and near-worthless for anyone else. While jungling, Smite helps you defeat blue/red early on as well as assisting in that early
dragon
kill. Furthermore, if you time it right, you can kill steal blue/red or even the
dragon
/
Baron
from the enemy.
|
|
.-.-.-. |
Flash is one of the most useful Summoner Spells in anyone's arsenal. Combined with Infinite Duress, Flash will help in any ganking situation. Furthermore, Flash allows you to move through brush in a quick escape (or catch up to someone on the other side).
|
|
.-.-.-. |
Exhaust is terrific all the way around. It will slow the enemy allowing for the team to finish him off or prevent an enemy from killing off a teammate. Furthermore, Exhaust reduces the enemy's damage by 70% (35% ability damage), turning a carry into a mere squishy.
|
|
.-.-.-. |
Ignite can come incredibly in handy. Everyone remembers a time when the enemy escaped with little to no hp, and just one more attack would have slain him. Ignite doesn't have a global cool down, so it acts as a "free" cast. Furthermore, Ignite is the only spell Warwick can cast while Attacking from Infinite Duress.
|
Not Recommended
Barrier
Clairvoyance
Clarity
Cleanse
Fortify
Garrison
Ghost
Heal
Promote
Rally
Revive
Surge
Teleport
Items
|
.-.-. |
Never underestimate the value of a single Sight Ward. They save lives, notify you of ganking opportunities, and keep a watchful eye on high-value minions.
|
Boots
|
.-.-.-. |
Mercury's Treads are your classic tanking shoes. If you care more about taking less damage than you do doing damage, these are the shoes for you.
|
|
.-.-.-. |
I only mention Berserker's Greaves because they are the default shoes for Warwick and may appear to be the highest dps shoes. However, you'll get AS from many different items, but it's much harder to get Mag Pen.
|
Life Steal
|
.-.-.-. |
Wriggle's Lantern is often on of the first items people buy. It's rather cheap, and every stat is beneficial, with a nice passive of a free ward to boot. However, towards the end of the game, the LS is the only stat worth the bang for its buck.
|
|
.-.-.-. |
Zeke's Herald is a great healing item because it gives everyone on the team a passive of 20% attack speed and 12% life steal. However, if going for this you'll want to add it in later as the item shines in group battles, not 1v1.
|
|
.-.-.-. |
The Bloodthirster is another melee heavy LS item high in dps. However, this item offers absolutely no defensive stats, and if you find yourself dying often, the item looses up to 40% of it's value.
|
|
.-.-.-. |
Hextech Gunblade is extremely expensive, but a very good healing item for Warwick. You receive 15% LS as well as 20% SV off a single item! However, a core part of this item is 70 AP which is almost always lost on Warwick unless you are stacking AP. Hungering Strike is Warwick's only ability which stacks with AP, and unless the enemy has roughly less than 2150 hp, the AP will get overridden by 16% of the target's total hp (they do not stack). Because of this, I will generally not even think of Hextech Gunblade unless the match has progressed to the point I have 4k of unusable gold to spend.
|
|
.-.-.-. |
Doran's Blade is decent for laning, but terrible for jungling. If you buy this, expect to resell it towards the end of the match.
|
Note: Overall I usually don't get a LS item for
Warwick.
Eternal Thirst will heal for 16-48 health every swing, and
Hungering Strike will heal for 80% of the damage dealt. Because of this, I generally find
Warwick's passive healing to be sufficient and would rather spend my gold either taking less damage or dishing more out.
**More Coming Soon**
Terminology
- AD: Attack Damage, increases damage of physical attacks
- ADC: A champion stacking Attack Damage, has little health
- AP: Ability Points, increases damage of spells/abilities
- APC: A champion stacking Ability Points, has little health
- Ar: Armor, reduces damage from physical Attacks
- ArPen: Armor Penetration, reduces the targets Armor
- AS: Attack Speed
- Carry: A champion with low health but high damage output
- Counter Jungling: Preventing the enemy jungler from ganking your team and/or killing the enemy's jungle minions
- CD: Cool Down
- DPS: Damage Per Second
- Farmed: Champion has a lot of minion kills
- Farming: Killing enemy minions
- Fed: Champion has a lot of champion kills
- Gank: Killing an enemy champion by surprise
- HP: Hit Points (health)
- Jungling: Rather than laning, gaining experience and gold via the jungle and moving from lane to lane in order to gank
- Laning: At the start of the match when each champion picks a lane to fight in
- Last Hitting: Waiting until you can one-shot a minion before attacking it
- LS: Life Steal
- Mag Pen: Magic Penetration, reduces damage from spells/abilities
- Noob, Nub: A champion who doesn’t know how to play his/her class
- Support: A champion who’s primary role is to assist the team
- SV: Spell Vamp (Life Steal from abilities)
- Tank: A champion who primarily buys defensive items
- WW: Warwick
Special Thanks
All chapter dividers were created by jhoijhoi and used with his permission. If you are interested in creating your own guide and/or learning mobafire's BBCode, see jhoijhoi's guide.
Additional thanks to everyone who votes and/or posts a comment on my guide.
Thank you all!