Warwick Build Guide by QuantumXBlue
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.
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.
This is a guide for people who've come across "Midwick" Warwick on the Fields of Justice and feel like trying it out. I've played Midwick many times, and from what I've experienced, playing Warwick as Midwick has been the funnest thing ever. Love you too Karthus :P.
My reasoning behind making this guide is to open peoples options of playing Mid-lane champs.
Many think that it's restricted only to ranged champs, overpowered champs or mages.
These are the comments I've received over a long period, although some teammates actually support it.
"WTF? WW MID? STFU noob- ANNIE MID!"
"WW MID?!? GG"
"Warwick's not jungling? GET IN THE JUNGLE NOOB"
and the positive ones:
"Yay! Midwick! We win! :D"
"Yo man, good luck, if you need a gank, let us know"
And so on.
Three different builds are also available for Midwick so that you can explore the different ways to use him.
The three builds:
1. General Midwick build (for balanced opponents)
2. Midwick vs AP/CC heavy opponents
3. Midwick vs High AD/DPS opponents
Please READ or try out the guide before voting please
I'd rather not have comments like "WW is a jungler" or "Lanewick sucks"
This guide is based purely on Warwick playing Mid, so just try playing it a couple of times before down-voting.
Have fun :D
A little chase
Pros / Cons
1. I will feast your bonessssssssssss.
2. Great laning sustainability with Hungering Strike
3. Pretty beefy, the offtank of the team
4. Hard to kill, often you'll find that when someone ganks you, say from bot/top/jungler, you're seriously hard to kill, and since Hungering Strike deals % damage, you can get a good chunk of their health away.
5. Good for ganking, and anti-jungler: your E Blood Scent lets you stay primarily in between the enemy's forest. Even at Blood Scent level 2, (you're probably level 4) it allows you to see the enemy jungler at their blue/red buff if they're low on health, enabling either you/your team to swiftly fly in for an easy kill. Blood Scent gives you such chasing power.. wooh!!
1. Infinite Duress and melee damage doesn't do much damage early game without Madred's Bloodrazor
2. Becomes more of a support/offtank if you get shut down early, but still useful nevertheless.
That's pretty much the only disadvantages. Non-biased as it's from experience but let me know if you can spot anything.
For runes I choose:
1. Greater Mark of Magic Penetration as an early game/mid game advantage with Magic Penetration.
Warwick's Hungering Strike is improved with standard magic pen runes so I stuck with this, I'll explain more in "Skill Sequence".
2. Greater Seal of Armor as gives longer laning sustainability. It also allows you to get that last Q hit on the enemy champ if he's camping around tower and if you have a substantial amount of health (tower damage is reduced by armor).
3. Greater Glyph of Scaling Cooldown Reduction for optimized cooldown reduction lategame when you just have to spam your Q Hungering Strike as much as you can and because it is affordable. If you want a better early game advantage then go with Greater Glyph of Cooldown Reduction.
4. Greater Quintessence of Ability Power because it gives me a great early game sustainability with Q Hungering Strike as you can hit either the enemy champ if your hp goes down, or Q on the enemy minions if you're getting harassed.
I go with the standard mage masteries of 9/0/21
1. Archaic Knowledge for the extra magic penetration.
2. Utility Mastery - (those blue buffs will really help you early/midgame and if you can get it, you want to keep the buff for as long as you can).
3. Quickness - (for those chases with Blood Scent as well as for better mobility) and Presence of the Master to decrease the cooldown of your Ghost and Ignite spells.
I always go with Ghost and Ignite because it helps with my early game a lot:
I grab every single opportunity to use Hungering Strike on the enemy champ I'm laning against. With Blood Scent, I know that I can chase the enemy even without boots, so I continue harassing the enemy with Hungering Strike until I'm level 6 and have ranked up Infinite Duress.
If the enemy is at 1/4 or 1/2 his health, I run towards him, to which he runs back towards his tower, and then I turn around when moves towards his tower. As soon as he realizes I've given up chasing him, he comes back to either farm/harass me more so in that splite second he turns around and clicks forward, I Ghost --> Infinite Duress --> Ignite --> Hungering Strike and then he's well.. dead.
Possible replacements - Ranked play (where you can see the enemies team)
1. Cleanse if the enemy team is absolutely CC heavy (gives you 100% tenacity with Mercury Treads and will help you get away/chase enemies easily with Ghost.)
2. Exhaust to chase down a single target easily with Ghost + Blood Scent.
I don't see any other replacement spells suitable for midwick, but choose as you see fit.
Alright this is the slightly tough part so listen carefully. In all games, you usually stick with what you feel is best for the situation. What I've noticed is, most tanks in games usually go straight up with armor/magic resistance early game, before getting health. It works for them I guess, but in this build you're not a crazy damage dealing champion. You have to play Warwick carefully, taking your time and not turret diving every single time because you can. From what I've noticed a lot, early game, if you have say a Giant's Belt as your second/third item then you tend to get less focused on in a team battle because people tend to go for the more squishies first (let's say you have a Teemo on your team. In the time that they decide to focus Teemo you see the enemy teams carry Ashe about to go all DPS on your team. So when your team is nearby, you get to be the one to initiate with Infinite Duress + Ignite + Hungering Strike.
Even early game, you get at least 3/4 of the enemy carry's health down, and hopefully your team will finish her off. (More about the advantage of Hungering Strike coming up in Skill Sequence)
I start off with Doran's Ring Because it gives you 15 AP, an extra 100 health and additional 5 MReg per sec. I find this item extremely useful because midwick is rather dependent on mana early game.
My second item is usually a Giant's Belt if the game is progressing well and you're doing nothing special other than farming/harassing enemy champ in mid lane. If you get shut down early by a mage such as Karthus or Annie then I get Null-Magic Mantle or finish off Mercury Treads. The reason I insist on getting Mercury Treads is because it gives 25 Magic Resist and 35 Tenacity (decreases slows/taunts/stuns/etc).
I then continue on to getting a Chain Mail and before completing Sunfire Cape I get a Madred's Razors for a little extra damage/armor plus the bonus 500 damage it gets on minions/neutral mobs such as the blue buff golem which is essential midgame. From there on I finish the Sunfire Cape and build Madred's Bloodrazor because it gives an additional 4% of the enemy's total health per hit (helps late game like crazy with Infinite Duress.
Eternal Thirst (passive) - Each of Warwick's attacks will heal him for 6/12/18 health. Each successive attack against the same target will restore increasing amounts of health to Warwick. Stacks up to 3 times. The stacks remain for 4 seconds.
Doesn't make a big difference to midwick when compared to Junglewick (early game).
Q: 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.
Ahhh... Blessed % damage.. This is Warwicks second forte. Because it deals percentage damage, however much Health the enemy champion stacks, Warwicks Hungering Strike would steal deal a minimum of 8% health. And generally by the time team fights are about to happen, Hungering Strike should be at least at level 3 (which should happen at level 5). I max this skill first because it helps the most - early game/mid game/late game.
W: 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.
Doesn't really affect midwick much so I max it last, though I do take a point in at level 10/11 or 12 so that I can buff any of my team-mates in a team fight or when taking down a tower.
E: Blood Scent (Toggle): 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. What awesomeness, this makes midwick the "Bloodhunter" that he is. Synergizes well with ghost to hunt down almost any champ with less than 50% health, and is almost on par with Master Yi's Highlander in that situation. I max
R: 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 does terrific and significant damage late game. This will let your team get rid of AT LEAST one enemy squishy/carry in a team fight. This is always given priority over other skills to max, even though I max Hungering Strike early. (refer Skill Sequence at the top of the page).
Early game, don't stay entirely focused on farming. If it is a ranged champion like Ashe or a strong manaless mage such as Vladimir laning against you, try to play defensive, having the occasional safe Hungering Strike shot at the enemy. If it is a champion such as Annie (who uses mana) try to harass her as much as you can with Hungering Strike and last hit any minions that you can. Don't sit around in one place waiting for the opportunity, always be on the move. If you go back to base, try to get at least one ward so that you can ward the bottom bush (dragon side of the river).
By now you should have grabbed Giants belt, got your Mercury Treads and started on your Madred's Bloodrazer. Now is the time for ganking. Look at your top/bot lanes. Notice any champs with 1/2 or 3/4 health? Alert your team-mates that you are about to gank, ping on the target and hide in the bush closest to the target (de-activate Blood Scent so that the enemy isn't aware that you're about to gank). Then when the enemy passes you and gets closer to your allies, activate Blood Scent, and charge in with Infinite Duress.
If target is at 3/4 health: Hungering Strike -> Infinite Duress -> Ignite -> Ghost -> chase a bit then Hungering Strike.
If target is at 1/2 health: Ghost -> Infinite Duress -> Ignite -> Hungering Strike.
By now you should be pretty tanky. Lead the charge up with your team-mates, and always let your tank go into battle first, ping on the enemies carry, let the enemy team waste any channeling ability distruptors (such as taunt/stun/grabs) on the tank and then use Infinite Duress on the carry, making sure that your team focuses the same target. Make sure you ward Dragon and Baron, because not only will you see the enemy getting baron/dragon, but you'll also be warding a crucial walkway on the river.
Annie mid :)
Well thank you very much for reading this build, and I hope you took your time and enjoyed it.
If you ever find this build successful/useful and have a good game with it, post your scores up and I'll paste them here :)