Warwick Build Guide by Grammar police15
Not Updated For Current Season
WW too OP
Fed AP champ
Not Updated For Current Season
Hello, my name is Daniel and my summoner name is Grammar Police15. I am a currently GOLD I but my goal is to make it to Challenger in season 4. I plan to play well over 20 hours a week which I hope will help me tone my skills to that of a challenger players skill.
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Warwick Pro's and Con's
+Almost unbeatable in 1v1 melee situations
+Devastating ganks after level 6
+High sustain, very difficult to kill
+Easy to hold down the carries in team fights
+Easy to jungle
-Cannot gank effectively until level 6
-Reliant on abilities with high cooldowns
-Complete lack of range
Greater Glyph of Magic Resist
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Quintessence of Movement Speed
Greater Quintessence of Movement Speed helps your ganking potential before level 6 which as Warwick is very much needed.
Greater Seal Armor gives you needed armor so that you take almost no damage from the jungle minions which in turn puts you in a situation where you are always ready to gank.
Greater Mark of Attack Speed Early attack speed from Greater Mark of Attack Speed means early Eternal Thirst stacks. This will help increase your overall jungle speed and efficiency.
Greater Glyph of Magic Resist Warwick is best played now as a tank. The magic resist will help him in team fights so that he is not blown up by the AP carry.
Skills Order and Overview
Eternal Thirst: Warwick's passive instantly makes him the king of the jungle. At 3 stacks at level 18, each of your attacks deals an additional 48 magic damage, while healing him for the same amount. As soon as you get blue buff, you can basically jungle as long as you want, thanks to this passive.
Hungering Strike: This ability is just another reason why Warwick dominates tanks. Hungering Strike takes off 20% (at level 5) of the target's health. What if they do not have much health? No big deal. Hungering Strike also has a base damage level (that scales off of 100% of ability power) that, if it is greater than 20% of the target's health, will do that much damage instead. And gives 80% of the damage done back to you in health. Great ability.
Hunters Call: A great jungling tool and team steroid. Even at level 1, it gives 40% bonus attack speed for 10 seconds, allowing you to wreak even more havoc with your passive Eternal Thirst. Hunters Call is also great when pushing a turret; pop the ability next to 2 of your allies and the turret will be gone in seconds.
Blood Scent: Blood Scent separates the good Warwick players from the great Warwick players. While the movement speed boost and enemy location tools are nice, Blood Scent instantly alerts the enemies to your presence. When preparing to gank, turn Blood Scent OFF, and once you have dropped your Infinite Duress, turn it back ON to finish the job.
Infinite Duress: The definitive Warwick ganking tool. It synergizes well with Wit's End and Malady, since all on-hit effects apply to the damage done by Infinite Duress. Basically, you drop your ult, they lose 20 magic resist, you gain 24 magic resist, get full Eternal Thirst stacks instantly, and get bonus spell vamp. Combined with your Blood Scent, you should almost always get a kill when you drop this ult.
In order to use this build successfully you must remember __ simple rules.
-You don't need an amazing score to carry your team.
-If all lanes are equal gank the lane with the squishiest counterpart.
-You are a tank focus on ulting the ADC or APC (Whichever is out of position) and stay in the fight if your team mates are doing well a death for 3 assists is worth it.
-Do not engage without your team, your CC is amazing but you don't have the damage to finish.
-Never give up, 90% of the teams out there will make a few throw plays that can change the tide of the game in seconds, even Pro's do it.