Warwick Build Guide by cupocappuccino
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.
First and foremost, this isn't the build I always use. No. No Way. I hate building Warwick as a Magic Resist Tank because it means he'll lack in Damage and Speed. However, desperate times call for desperate measures =P [how clichéd]
PLEASE BEAR IN MIND: IF THE OTHER TEAM IS NOT DOMINATED BY MAGES, DO NOT FOLLOW ALL THE ITEM BUILD IN THIS GUIDE! THIS IS SIMPLY A MAGIC RESIST BUILD. IF THERE ARE 3+ MAGES IN THE TEAM, THIS BUILD WILL DO YOU WELL. OTHERWISE, GO FOR A MORE TANKY BUILD AND NOT SOLELY MR.
I've tried to minimize costs for you so that you don't have to pay a lot of IP in order to accomplish this build. I speak a little more about that in the next chapter
Greater Mark of Armor Penetration
Greater Seal of Evasion
Greater Glyph of Magic Resist
Greater Quintessence of Health
As far as Masteries are concerned, you don't have to specifically follow that but I know that it'll help you so if you're a beginner with Warwick then follow that build and then play around with it as you see fit. I never follow my builds exactly. I play every game differently depending on the my team Champions and the opponents, of course.
Remember, Mastery pages are free. Rune pages are not. Be careful in choosing the right Runes. I can assure you that the ones I laid out will work with most Champions, not just Warwick. Experiment with Masteries only. Don't waste IP points.
I don't recommend you play Warwick always with this build. This is only an MR build which will do you good at any time but you may want to play around with the items a bit if you see that the team you're playing against aren't all Mages. If you happen to start a game and realize there are 4 or 5 Mages on the other team, after reading this guide you'll just laugh in their face. They won't have anything on you!
Now, let's get into it.
If you have a look at my Runes build you'll see that it isn't all about Magic Resist. Reason being, Runes cost a lot of IP. It would be a waste if you have to have one Rune Page just for an MR Warwick and another Rune page for another build for Warwick.
I've used this Runes build against Mages, Ranges, Melees and Tanks. It does its work. I love it. What's best about it is, as I mentioned above, that it doesn't only apply to Warwick but most other Champions. It's a safe build. The only thing I'd change is probably to have Attack Speed Marks. A fast Warwick is pretty scary.
So, to lay it out, we're going with
Mark of Desolation x9
Seal of Evasion x9
Glyph of Magic Resist x9
Quintessence of Health x3
The reason I've gone with those Runes is because they're all S-Ranked Runes in each Category. Remember though, Dodge becomes a C-Ranked Seal if you don't have the Dodge Mastery.
A simple 9-21-0.
Why I've gone with Offense 9 rather than Utility is because I feel like we lacked a lot of Damage by going with a Magic Resist build. We've tanked Warwick but if he wants to hit, he'll hit like a kitten. We're giving him a bit of a boost. That's also partly why I've included a Black Cleaver in the items build. We need some AD and AS!
Key to a good Warwick isn't just that you can take hits but that you can unleash hell on anyone who thinks they can take you on. Or any two. Sometimes, even three =)
+25 Magic Resist +35 Tenacity UNIQUE Passive: Enhanced Movement 2 (Tenacity reduces the duration of stuns, slows, taunts, fears, silences, blinds and immobilizes. Tenacity effects do not stack)
It's a Magic Resist build, remember? You'll need these early game against Champs like Teemo.
Aegis of the Legion
+270 Health +18 Armor +24 Magic Resist UNIQUE Aura: +12 Armor / +15 Magic Resistance / +8 Damage to nearby allied units.
More Health. More Armor. More Magic Resist. Need I say more?
+375 Health +375 Mana +50 Magic Resist UNIQUE Passive: Blocks one negative spell every 45 seconds.
This is probably one of the best Magic Resistance items considering its cost and extras. We get Health and Mana alongside the MR.
The Black Cleaver
+55 Attack Damage +30% Attack Speed UNIQUE Passive: Physical attacks reduce your target's Armor by 15 for 5 seconds (maximum 3 stacks).
We need some AD and AS in this build. We can't go all out on Armor and MR. Our hits, then, will be like pats on the enemy's back. We don't want to do that.
+30 Magic Resistance +250 Health UNIQUE Passive: Reduces ability cooldowns by 10% and increases your healing and regeneration effects on yourself by 15%.
Okay. One of my favorite items in the shop, especially for Warwick. It gives you reduced ability cooldowns, with health and MR. What more? Increased healing and regen. Awesome! I get this item for Warwick regardless of what way I'm building him. Decreased cooldown time with MR and Health? Bring it on!
Force of Nature
+76 Magic Resist +40 Health Regen per 5 sec +8% Movement Speed UNIQUE Passive: Restores 0.35% of your champion's health every second.
Another great MR item in the shop but an optional item. I won't say you MUST get this item because you can easily substitute it for something else such as Wit's End. If you think you have enough Magic Resist and are doing well against the other team by now [assuming the game has reach 40-50 mins already], go with Wit's End. Even though it still gives you some MR, it also gives you more AS and some Magic Damage. We welcome that. Like I said earlier, a quick Warwick is way too scary. You'll see the other team running for their life whenever you appear on their screen.
The Hexdrinker isn't too bad an option either. This is what you get with it:
+35 Attack Damage +30 Magic Resistance UNIQUE Passive: If you would take Magic Damage that would leave you at less than 30% of your Maximum Health, you first gain a shield that absorbs 300 Magic Damage for 4 seconds. 60 second cooldown.
Briefly, I go with
Teleport for obvious reasons.
Exhaust, well, to slow down the target.
Teleport, to jump around on the map to places where you're needed...and quickly.
Remember? I said this twice already, this being the third, a quick Warwick...well, you know the rest. Imagine a Warwick that suddenly appears beside you when you think you have a turret on your own. Scary, yeah?
Alternatives to these can be,
Smite | If you want to Jungle. Take note, though, if you're going to jungle then you may not want to go with an MR build for Warwick. Jungle enough without being disturbed my Mages and you can slowly build MR while focusing more on Armor and Damage. If you can damage Mages a lot then they'll spend more time running than hitting you.
Ghost | Need I repeat myself against about a fast Warwick?
Pros / Cons
- Regardless of how much AP Mages build up, they'll realize they can't overpower you as you'd have Damage, Attack Speed and a heap of Armor that makes their strongest spell look like a splash of water
- Can help in jungling since it's a Tank Build
- Includes some AS and AD so you're not completely weak
- If the other team happens to have one or no Mage(s), you won't need all the items mentioned in this build.
- If you happen to come across any Melee or DPS champion, you're pretty much dead which is why I find it essential to clear one thing up, IF THE OTHER TEAM ISN'T DOMINATED BY MAGES DO NOT FOLLOW THESE ITEMS. Having defense Masteries won't cost you much and you'll still be fine against any opponent but your items should then go more on the lines of Armor, HP and Damage.
28.June.2011 | Introduction Modified
28.June.2011 | Pros / Cons Modified
28.June.2011 | Guide Created