Warwick Build Guide by Gunn4y
Not Updated For Current Season
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.
Eternal Thirst - Each of Warwick's attacks will heal him for 6 / 12 / 18 health. Each successive attack against the same target will stack this amount of healing to Warwick up to a maximum of 3 stacks per strike. The stacks remain for 4 seconds.
This is a skill that allows Warwick to jungle from lvl 1 very efficiently.
Simple, you hit a target = you get health, even without lifeseal.
TIP: Get 3 hits before triggering Hunter's Call for maximum effectivness on Buff Creeps or Dragon.
Hungering Strike - Takes a bite out of enemy unit for damage and heals Warwick.
Strikes an enemy for the greater value between 75/125/175/225/275 (+1 per 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 100% of the damage dealt.
Cooldown - 10/9/8/7/6 seconds
Cost - 60/70/80/90/100 Mana
Range - 400
Take note this is a 400 range skill. It's great for keeping yourself alive, while facing other team carry champ. You maybe have lower damage, lower or 0 lifesteal that time, but with this... he will be down before you are, and he will probably start to run away... worst thing you can do while facing warwick XD. You should use it right after ultimate and to finish off that last fiew points of health.
After maxing out that skill you can use it to get health back after a team fight in the jungle and get back to fight without beeing forced to go to base.
Also abuse this skill to get lasthits on enemy champions. You are not farming much creeps so getting kills is essencial.
Hunters Call - Warwick lets out a howl, increasing all nearby friendly champions' attack speed for a short time.
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.
Cooldown - 30/27/24/21/18 seconds
Cost - 35/35/35/35/35 Mana
Range - Self + 1200 AoE
A great AS boost skill that can help your team to bring towers in no time. As you are a proc monster this gives you great synergy later on.
This should be taken as 1st skill and lvled last due to AS itemisation focus early game.
Blood Scent - Warwick passively senses weakened enemy champions around him. The scent of blood sends him into a fury causing him to move at incredible speeds.
Warwick senses enemy champions under 50% life within 1500/2300/3100/3900/4700 distance of him; Upon sensing an enemy at low life he will gain 20/25/30/35/40% Movement Speed.
Cooldown - 4 seconds
Cost - Passive/Toggle
Range - 1500/2300/3100/3900/4700
Blood Scent is a best ingame skill for catching fleeing enemy champs, as well as running away from a loosing battle (if one of their champs have <50% hp).
This should ALWAYS be picked at lvl 4 and maxed out together with Hungering strike and ulti.
You should be able to get som1 to <50% with your Ulti+HS combo, witch enables Blood Scent and just run and kill. So you can call it a passive movement speed increase :P.
It also reveals any enemy player that you have scented on map even in bushes.
It will enable itself if you have a <50% stealter near you as well. But you will not be able to see them anyway.
Remember this is a toggle spell. If you want to get close to your prey unnoticed, toggle it off close the distance and toggle on when you are accualy going to attack. Watch out on this toggle tho, it has a 4s internal cooldown.
Infinite Duress - Warwick lunges at an enemy Champion, stunning them and dealing damage for a few seconds.
Warwick lunges at an enemy Champion, stunning them for 1.7 seconds. While they are stunned, Warwick quickly strikes the target 5 times for 33% of his attack damage plus 40/60/80. Warwick gains an additional 30% lifesteal while performing Infinite Duress.
Cooldown - 90/80/70 seconds
Cost - 100/125/150 Mana
Range - 700
Creeping / Jungling
If youre the only jungler use the track marked with red letters if youre not the one with black letters
Pros and Cons
PROS & CONS
+ One of the best junglers ingame
+ Great regeneration skills makes him quite tanky even without lifesteal.
+ Superb ganker. Apears from nowhere with a highly damaging long stun.
+ Best chaser ingame due to passive MS buff when the prey is under 50% life.
+ Extreme survival capabilities for a dps champ thx to huge lifesteal
+ % based damage (Bloodrazor + Hungering Strike) will get even tanks down very fast
- Golem buff dependant early/mid game.
- Costy itemisation
- Stun/blind vurneable
- Easy to countergank in jungle
- Leaves 1 champion for 2v1 lane
- Quite team dependant (ganks and map/miss awareness).
On the Lane / If you have to go or want
1v1, Mid or Top
From the opening creep wave, you are being tested by your opponent. Know how they harass, anticipate it, and counter hit them with Hungering Strike. Your range is smaller than ranged carries and casters, so your positioning is important. Dance around the wave, run in to last hit with melee attack or Q, but try to save Q for hitting your opponent for the first few levels. It becomes incredibly frustrating for them to trade pokes and find themselves in worse shape for the exchange.
After you've established your dominance with pokes, you can start using hungering strike for creep kills and topping off your HP. Remember the bigger minions (every few waves) give about twice the gold, get the kill shot on those with Q to avoid losing it.
You have amazing staying power in these types of lanes, so take advantage of it and Last Hit creeps like a pro. You don't have armor penetration, so you hit softly. Practice! Practice some more.
Don't forget about your passive Eternal Thirst. Auto attack a full HP minion a few times, then go for last hits and counter harass.
Don't stand still too long. I find myself dancing around the minions and the enemy constantly. One of my favorite tricks is watching someone come in for a harass shot on you, you move away a second or two, then move towards them and sneak a Hungering Thirst on them. Most people don't react fast enough after their shot lands to move away.
Pay attention to the items your opponent has. Most ranged carries with Tier 2 boots can poke you without being in danger of being hit by your Q, so if you see them upgrade boots, you need to get your own.
My best piece of advice is to remember you are NOT a tank. Don't initiate large (4v4 and 5v5) group fights with your ultimate. You will die. However, I will say initiating Ganks and small group fights is normally successful as long as they don't have something to break your Ult (stuns, knock ups/backs, etc). If you see someone out of position from their team, jump them!
Keep poking with Q before the fight engages if you have the mana pool or Blue buff, but you are mana dependent, so keep yourself in check below 60-70% mana until the fight engages.
There are so many uses for your Ultimate other than killing someone in a team fight, so don't hesitate to lock down someone diving a teammate, Katarina's Death Lotus, Nunu's Absolute Zero, etc.
Most of what I say for 1v1 applies in a duo lane, the primary difference is focusing your harassment on 1 champion, even if that's a tank. Poke poke, and you will get the killing opportunity in the L1-6 game. You need a good understanding of the CC capabilities of the enemy team. Dodging skill shots, or intercepting them to protect your squishy.
You are a tremendous damage soak in your lane, so try to keep the enemies harassing you over your lane-mate. As always, don't over extend your lane allowing a gank opportunity from the enemy team / jungler. Pay attention to Minion kills for yourself and your teammate as well. Don't starve your ally!