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Warwick Build Guide by PaladinPup

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.


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League of Legends Build Guide Author PaladinPup

S5 Jungle Warwick, god of jungle, god of puppies

PaladinPup Last updated on July 31, 2015
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Ability Sequence

2
3
5
7
9
Ability Key Q
1
14
15
17
18
Ability Key W
4
8
10
12
13
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


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Introduction

Greetings and salutations! So, you have chosen to utilize the mighty dueling potential of Warwick? Know this, Warwick may be considered "easy," but while he doesn't have any skillshots he has one of the most versatile build path in the entire game. This guide is meant to give you the base foundations of how Warwick is usually played. Hopefully after playing a few games with him, you will find the build that works for you.

Once again, I'm looking into a squishier Warwick. The new devourer item should make him very strong so have fun out there.


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Pros / Cons

Pros

+ Godly sustain!
+ Godly 1v1 potential!
+ Some of the most godly ganks in the game with your ultimate!
+ Godly assist count with attack speed steroid Hunters Call!
+ Godly scaling with Skirmisher's Sabre - Devourer!
+ Opponent will be frustrated when your godly never seems to drop!

Cons

+ Very difficult to have any early impact.
+ MUST NOT fall behind, or he will be completely useless.
+ No crowd control besides ultimate.
+ No escape if you can't activate Blood Scent


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Runes

Runes

Greater Mark of Precision
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Movement Speed
3

greater mark of hybrid penetration - Warwick's passive Eternal Thirst does magic damage on hit, these help maximize the damage on each of your attacks. Alternatives are Greater Mark of Attack Speed or Greater Mark of Attack Damage.

Greater Seal of Armor - Armor is good on pretty much everyone, Warwick is no exception.

Greater Glyph of Scaling Magic Resist - Magic resistance isn't too important in the jungle, it's better to just supplement your late game tankiness.

Greater Quintessence of Movement Speed - Useful at all points of the game, can be substituted for Greater Quintessence of Attack Speed.


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Masteries

Masteries
4/5
3/1
1/1
1/1
3/5
1/1
1/1
3/5
3/
1/
2/5
2/1
3/5
1/5
1/1

I actually don't recommend this set on new Warwick players, use this once you get a feeling for Warwick's tankiness and damage.

Masteries
3/5
1/1
3/5
1/1
1/1
2/5
2/1
3/5
1/5
1/1
3/1
3/5
1/1
4/
1/

This is better for newer Warwick players, but like everything else about Warwick, this is merely playstyle. You could go 10/10/10 or 0/0/30 if it fits your playstyle. (Please tell me your playstyle in the comments if you do one of these)


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Items

Starting Items

+ +

Standard jungler start, you can grab Warding Totem instead and switch it out for Sweeping Lens later if you want to have ward coverage while doing your second buff. You can also grab a Mana Potion and a Health Potion, but I find that I can spam Hungering Strike throughout my initial clear and by the time I'm out of mana I have enough gold to recall .

First Recall

+

Standard first back. 1 or 2 Mana Potions helps your clear time considerably if your mid laner wants blue buff . I also like to throw a Vision Ward in front of baron nashor early as a surprisingly small number of people run through the baron bush, letting my team get vision for a good 10-20 minutes.

Soon As You Can Afford It



Devourer is obviously the best enchantment for Warwick, but I had to think about Skirmisher's Sabre as his item. After some testing, I still believe it achieves its purpose, making Warwick an incredible duelist.

Boots



Boots are situational on Warwick, it isn't even necessary to get them after Skirmisher's Sabre - Devourer. These boots are merely suggestions, Warwick can benefit from literally every pair of boots, it just depends on your playstyle and the enemy team. Mercury's Treads are good if the enemy team has lots of crowd control . Ninja Tabi are good for armor and against auto attack based teams. Enchantment: Furor is good for sticking to people. Enchantment: Alacrity is never a bad choice. Enchantment: Homeguard is good for teamfights, as you'll either need quick defense, or to move in quick to push. I almost always get either Ninja Tabi or Mercury's Treads, unless you really need 1 type of defense, choose based on which defensive item you choose next. If you choose Sunfire Cape, get Mercury's Treads, if you choose Spirit Visage, get Ninja Tabi. This is a good general rule.

The Ultimate Choice


Skirmisher's Sabre - Devourer gives us damage, to be the best duelist, we need tankiness. Both of these items are fairly cheap and have good synergy with Warwick. Choose which one to buy based on the most fed opponent.

BORK BORK BORK



This item, this amazing item is plainly the best choice to shred through your opponents, and since you aren't using Stalker's Blade, the active slow adds some extra crowd control to your kit.

(IMPORTANT) I've been experimenting with my build order. If you're looking to carry yourself through low elo, you may find it advantageous to buy Blade of the Ruined King as your second item. This can be dangerous as you are extremely vulnerable to crowd control , but the extra damage allows you to destroy squishy targets.

Finish Them...



Frozen Heart and Randuin's Omen will satisfy any remaining armor-y needs. Wit's End for more Infinite Duress damage and some extra magic resist. Guardian Angel for all purpose defense and a nice revive. Ravenous Hydra, I don't terribly like this thing, but it can work pretty well. Trinity Force, for that hour long game when you have no idea how to spend your gold. Thornmail, Banshee's Veil, and Frozen Mallet are those items that sort of work in extremely specific situations.


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This is another thing that depends on your playstyle. This path makes your ganks most effective with the burst from Hungering Strike, then giving you some extreme utility with Blood Scent, then finally Hunters Call for pushing objectives down in the late game.

As promised, I've been experimenting with maxing Blood Scent before Hunters Call. I'm quite pleased with the results, so I'm changing the guide to reflect that. Don't be discouraged if you prefer maxing Hunters Call first! The whole point of Warwick is to play him the way you like to.


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Spells



You're jungling, take Smite.

Flash can be substituted with Ghost, as I said before Warwick has no escape, so you better make sure you get one from your summoner spells.


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Ganking

Playing Warwick, there is a huge temptation to gank before level 6. I have successfully ganked at level 4 before, but the situation must be ideal. The opposing laner must have the laned pushed hard and they must have taken considerable poke from your laner to do so. If you're not certain that these conditions are met, don't risk it, just keep farming. Once you hit level 6, you have to have the mentality, ultimate is up = gank a lane, ultimate is down = farm the jungle. When ganking you must know whether you should use or save your ultimate. Saving Infinite Duress for after they use their escape allows you to utilize it as a gap closer. Using it early is riskier, your laner must know that once you ult, they need to go all in.


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How to Play: General Idea

Early Game

Farm until you get your Infinite Duress. Do not gank before level 6 unless the opponent is pushed and low on health (this rarely ever happens). Since farming doesn't take much effort, use your knowledge of the jungle to guess when and where your opponent will gank, so your laner will be prepared.

Mid Game

Try to find somewhere to gank whenever Infinite Duress is off of cooldown. Keep farming to make Skirmisher's Sabre - Devourer as powerful as possible.

Late Game

Hunters Call is an amazing skill for teamfights, just make sure your ADC is within range. Be careful about initiating fights with Infinite Duress as it can be interrupted fairly easily. Try to use it when the fight has started and you can catch an opposing squishy out of position. Make sure you pay attention to your opponent's items as well, if you see a Quicksilver Sash don't ult that one.


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Summary

Thanks for reading my Warwick guide! You are now ready to make your teammates and opponents rage at your power. This is my first guide, so feel free to give me some feedback. You came here to learn about Warwick, return the favor by teaching me what you guys like to see in your guides! If any of the more experienced guide makers see this, please tell me how to make my guide more attractive, I have only basic knowledge of coding. Have fun wrecking soloqueue!


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Change Log

7/31/2015 - Item maintenance. Added Infinity Edge for those games when you're just that fed.
5/16/2015 - Added Zephyr and Righteous Glory to extras, added Skirmisher's Sabre as an option
5/7/2015 - Started keeping a change log!