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Warwick Build Guide by Vaerus

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 Vaerus

Speed Jungling Warwick

Vaerus Last updated on February 21, 2012
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Ability Sequence

2
3
7
9
10
Ability Key Q
1
4
8
12
13
Ability Key W
5
14
15
17
18
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
3/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


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Chapter 1

By the way this is my first guide and that this is the build i use when i play Warwick, you may not like this guide but its what i find works for me. Everyone has their own playing style!


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Introduction

This is a guide of the way i like to play jungle Warwick.
Why jungle?
- 3 champions getting 100% Exp (mid lane, 1v2 lane, jungler)
- Dragon control gives alot of gold to whole team (190g x5 = 950g team profit for each kill)
- Buff controll gives you that slight advantage in ganking
- Jungler can appear on any lane at any time. And your opponent knows that, terror effect and suprise effect are great in this game.
- Support on weak lane or when one of your teammates have to back up.
- Peacefull leveling if you are aware of the map and your teammates call misses.

Bad things. One of your teammates will face a double lane, so he either needs to be realy good or just play VERY defensive. You might also suffer a tower loss in early game. The prio of that person is to stay in lane (forget last hitting even) and just gather exp while defending tower and minimising health loss.
A good tip to that person is to equip yourself with 2-3 health pots and pick a teleport skill in case of a gank.
You might get spotted in woods and get ganked so watch out for any miss on a map.


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Summoner Spells

SMITE
-Great skill for taking down mobs
-faster jungling
-gives bonus gold from the mastery

Flash
-lets you escape
-lets you catch someone that isnt low health for your blood scent


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Masteries

I play with 21/9/0

Why?

21 points in Offence - for dps and to help you jungle kill faster.
Prios on Plentfull bounty, Offensive mastery, Sunder.

9 points in Defence - for more sustain and with the Bladed Armor mastery you can reflect damage to the creeps which will help you jungle even faster.

Dont go full offence its realy not nessesary.


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Runes

I take Seal and Glyph of Alacrity and Mark and Quint of Desolation.

Why?

I find the major attack speed buff at start game increases my speed of jungling and even though its not as needed late game i just pick up another defence item instead of needing more attack speed from other items. The bonus armor pen just helps throughout the whole game so its very good to have.


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Skills

Eternal Thirst (passive) - 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 ("Q") - 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


Hunters Call ("W")- 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.

Blood Scent("E") - 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. You should be able to get som1 to <50% with your Ulti+HS combo, witch enables Blood Scent and just run and kill. 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("R") - 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

This is your big range stun+damage spell. The damage is high becouse it has a flat amount of damage added and scales of bonus AD. It applies on hit effects on each "hit" through the duration.
Lvl up this skill on lvl 6/11/16 always when it's avaible.
Get golem neutral buff to lower down it's cd all the way. Gank whenever it's up. Catch players near tower with it to maximize the damage they recieve.


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Skill Usage

In jungle you should always use Hunters Call Whenever avaible. On bigger creeps (Golem/Lizard/Dragon) i suggest landing at least 3 melee hits to maximize the effect of Eternal Thirst before triggering Hunters Call.
Hungering Strike should be used on CD whenever you have blue buff. If you dont have it use it only on: Blue Wraith, Golem(buff one), Lizard(buff one) and Dragon.
Blood Scent Doesnt have much use in jungling. Tho you should be aware of using it. Having it triggered on while you are on 10% health fighting dragon can cause ppl to notice you are close and that could cause a gank opportunity.
Infinite Duress is unusable on creeps.

GANK

When you try to gank your usual skill order should look like:

If you see option to fast eand easily close the distance to your prey save your Infinite Duress for stopping your prey or to close the distance if that person will use Flash or when you get low on HP, ultimate will heal you quite much thx to the 30% increased lifesteal while performing it.

DPS

Your dps order is similar to Gank. But instead of initiating you should always wait with your ultimate when you accualy drop on hp. The situation changes if that person will instantly start to run away.


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Items

Items depend on the other team and even on your own team.

Sorcerer's Shoes - Well... Your main source of damage is magic damage.

Zeke`s Herald-> Wriggles Lantern -I find Zeke's Herald good when my team has people who could use some attack speed and life steal but if they are mostly ap you should probaly turn it into a Wriggles or hextech to help you out.

Ionic Spark -> Madred's Bloodrazor -Ionic Spark if nice for farming creeps because its passive gives you aoe damage which will speed it up, also in a team fight it will still be going when you ult so you will be hitting everyone. But if they are a very "beafy" team i would grab the Madred's so you can actually do dmg to them na dkill them.

Sunfire Cape - it adds health and does dmg to everyone around you. Again great for team fights and when you use your ult because your right beside them and they cant do anything.

Spirit Visage - it adds health and magic resist which is great. It also increases healing effects on you which means you will be healing more for every time you attack which helps out alot.

Force of Nature -> Thornamail - if they are mostly ability power or if they have a very fed ap champ i suggest getting the Force on Nature for the magic resist but if they are mostly attack damage or have a very fed ad get the Thornmail because it will give you lots of armor and does dmg to him while he attacks you.


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Play Style

Early game 1-6
Jungle

Mid game 6-15
Gank

Late game 16-18
Help on team fights.

its easy as pie :D


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Jungling

i usually start with a dagger to speed everything up but some people get armor and 5 health pots. I usually find i have 3 or 4 health pots left and just end up selling them later on.

Jungle Route

1. Start at the 2 golem camp. You should swing once and place a Smite between 1st and 2nd melee swing. Activate Hunters Call and kill of 1st and than 2nd golem.

2. Skip the Red buff lizards. Go Straight for Wraiths.Target BLUE wraith and again swing your melee hit, place your Hungering Strike between attacks and activate Hunters Call. Kill the blue wraith and finish off the small red ones. You should use Hungering Strike only once.

3.Go to the other side and kill wolves. Target the big one do a Hunters Call again between 1st and 2nd melee swing and kill off the wolves.Do not use Hungering Strike on wolves.

4.Blue Golem, Target big golem 1st. Melee swing, Smite, melee swing, Hungering Strike, melee swing, Hunters Call. and finish of by using Hungering Strike on cooldown. You should use Hunters Call after 3rd melee swing to maximize the effectivness of your passive(Eternal Thirst).

5.Go back to the 2 golem camp and kill them

6.Then you can grab Red Golem using the same way as you did with Blue.

7. you can either go back if you need to or just keep killing what ever mob spawns. (unless your team really needs you to gank or cover a lane.) Just be aware Warwick isnt very good at ganking till lvl 6 when he can use his Ult.


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FAQ

-A Warwick can actually jungle without Smite, but its makes it go slower and you need to be fast when jungling so you cna start ganking and helping your team.

-Warwick can start at the Blue Golem but it is very risky. They always assume you will do Blue first and you can get ganked. Also It is not needed early game and could be used later on.









Hope you like it.

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