Warwick Build Guide by Chehmohriih
Not Updated For Current Season
Not Updated For Current Season
In this guide i will teach you, how to do a good build, masteries and runes with warwick.
I'm not gonna teach you how to play or jungling with him because there are many guides on that.
With Line I choice
Obviously to help with Jungle Creeps
A lot of debate has been on this spell or like Ghost but i got flamed because Warwick has built in speed buff with his hunters call so i finally chose Flash as it does allow you to teleport through walls and ghost doesn't.
Each of Warwick's attacks will heal him for 5/10/15 health. Each successive attack against the same target will restore increasing amounts of health to Warwick.
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) 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.
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.
Warwick passively senses weakened enemy champions around him. The scent of blood sends him into a fury causing him to move at incredible speeds.
Passive: Warwick senses enemy champions under 50% life within 1500/2300/3100/3900/4700 distance of him; while he detects a low-health enemy, he gains 20/25/30/35/40% Movement Speed.
Warwick lunges at an enemy Champion, stunning them, suppressing their summoner spells and dealing damage for a few seconds.
Warwick lunges at an enemy Champion, stunning and making them unable to use summoner spells 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.
Items Guide / Reasoning
We already figure you know what the items do by them self. So we will spare you the extra reading and get straight to the point of why we chose them.
Madred's Bloodrazor is one of the most crucial and game breaking items to get the Dmg conversion from Max Health to Magic Dmg rips through tanks and squishys alike.
Zerks are a great additional to early game and mid to endgame performance for the boost in attack speed. Though if fighting Disablers go Treads.
Wit's End is only an item you should obtain facing a team with mana users, the attack speed and average magic resist helps throughout the game. P.S. Wit's End now hurts Ninjas :D
Thank you JunSupport for pointing out early game grabbing Wit's End is better for saying "The passive Bloodrazor procs are weaker early game, and Wit's End is more solid for damage. Madred's is stronger as a mid-game item as opposed to rushing it first."
Bloodthirster is an amazingly versatile weapon though its max potential is only reached when gaining max stacks the lifesteal and static damage is great.
I usually choose this if there is another melee champion on my team.
Warwick though a beast when played well and farmed on time can still be focused and taken down quite easily, Guardian Angel allows you to get back up and acquire revenge on your enemies when their cooldowns have been expended and their defenses are low.
The Black Cleaver
Black Cleaver allows you to reduce an opponents armor when used in combination
With Warwick's Infinite Duress 5 stacks can be instantly applied before the fight even gets going.
Runes / Reasoning
I will make this as simple as possible.
I decided to go with:
With that little extra Armor penetration it helps not only when Jungling but also when you are ganking/in a fight.
9xgreater seal of resililence
Jungle minions deal physical damage enough said.
As for Glyphs i chose to go with:
Because i personally feel cooldown reduction is a must for just about all champions, how many times have you died do to a skill/spell being on cooldown
Now for Quintessence i went:
I debated between Armor Penetration or Attack Speed, but i ended up going with the Armor Penetration because with the item build and Warwick's Hunter's Call spell you can reach 2.5 Attack Speed or close to it. The Armor Penetration goes greatly with The Black Cleaver as well.
Creeping / Jungling
Early Game Jungling
I start off with 1x and 1x
Now we are going to assume you are on the blue side use the following video as a guide on where to go when Jungling Now start at Area 1 kill the creeps then, go to Area 2 use Smite on the Aura Creep when at 425 HP or near it. Head over to Area 3 and use normal attacks useHungering Strike when needed by the time you kill the creeps at Area 5 you should be able to buy 1x . Now head over to Lizard or Area 7 once finished, go get Dragon Buff from Area 8. Congratulation you did a successful Twisted Treeline Jungle run. Once you reach level 6 and have Infinite Duress stun start ganking or help support teammates.
Alternate Jungle Route:
Something lots of players seam to do is stick strick to their builds. Well doing this can work, but order of completion will make a big difference. Remember every game is unique, and you the player must adjust. If your being over tanked, you may have to buy some Armour for early game and sell it later. Or something as simple as buying your 4th items 2nd and your 2nd item last. Just ***es, and match a choice and hope for the best out come.
RATING AND POSTING NOTE
If your choosing to down rate this build and guide please please please take the time to explain it. I take A-LOT of time building these for the community. It is senseless and utterly rude to spam down rate. You do not like it when people do it to you, so why would anyone who takes this much time to build a guide...FOR YOU. Thanks!