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Warwick Build Guide by Rybolt

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 Rybolt

Warwick Jungle Season 4

Rybolt Last updated on March 2, 2014
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Ability Sequence

2
4
5
7
9
Ability Key Q
1
8
10
12
13
Ability Key W
3
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Legendary Guardian
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 9


Guide Top

Introduction

Hey everyone. Welcome to my first guide. was the first champion I ever played and no matter how much I branch off and learn new champs and new rolls, I always find myself coming back to jungle WW. He will always be my main love in LoL (although I'd like to give a big shout out to top lane NOM NOM NOM). Anyways, I hope you enjoy my guide. Please give me as much feedback as you can regarding the guide itself or my decisions on strategy.


Guide Top

Runes

For Marks, I see a lot of people who prefer Mark of Armor Penetration or Mark of Attack Damage, but I really think the Mark of Hybrid Penetration marks are the only way to go here. Warwick does most of his damage from AAs, and due to his passive and Wit's End, his AAs do both AD and AP damage, so the Hybrid marks take advantage of both.

Seal of Armors are a given. A must have for the jungle.

Glyphs are a little more debatable. I do the Glyph of Scaling Magic Resist because they outpower the flat MR by level 9 and being in the jungle and having relatively weaker gank pressure pre 6, early MR is not that important in my opinion. But, we are building as an off tank, so the MR is important so the only two options here are Glyph of Magic Resist or Glyph of Scaling Magic Resist.

Quints are the most open to change based on your personal playstyle. Greater Quintessence of Movement Speed is the most viable to me because WW doesn't have a really reliable way to lock opponents down after his ult (which itself is not reliable in the wrong hands), so you will need to be able to stay on top of your enemy and attacking as often as you can.
-Other options are:
Greater Quintessence of Hybrid Penetration
Greater Quintessence of Life Steal
Greater Quintessence of Attack Damage


Guide Top

Masteries

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

Masteries here are pretty standard for a Warwick Jungle. I have been playtesting a 9/12/9 build some, but the Perseverance and Second Wind masteries in the defensive tree have just been too difficult for me to pass up on a consistent basis. I put 9 in utility just to get to Runic Affinity. The move speed is great too. The only point I don't care for is Alchemist as I don't use many potions or elixirs, but it seems better than the other options and that point has to go somewhere.


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Items

I go with my core build 90% of the time. The only thing that really changes is whether I get Spirit Visage or Frozen Heart first, and that's based on team composition and how well their AD/AP carry is doing. I also almost always get the Ravenous Hydra as my last option. I think this is the item that WW needs for the boost in damage to be effective in late game. Not to mention Ravenous Hydra and Spirit Visage seem like they were made for each other (and WW). If you choose the The Black Cleaver over Ravenous Hydra, then you should also switch out the Iceborn Gauntlet for Frozen Heart. Frozen Heart with Black Cleaver gives 50% CD (on 40% max), so you're spending gold on useless stats. The Mercurial Scimitar is only if you need the extra MR tankiness and/or the enemy team is focusing you and locking you down in team fights.


Guide Top

Early Game/Jungle Route

My typical jungle route is fairly simple. I start at red buff, go straight to blue buff then look to gank a lane. If I'm on blue side and I feel my bot lane is going to be weaker than top, then I will do blue buff then red buff so I can look to gank bottom instead of top. The beauty of WW is that he can really start anywhere in the jungle and be safe as he has one of the easiest jungle clears in the game and will stay near full health the whole time. It's important to note that you start with you Hunters Call first and not Hungering Strike as Hunter's Call gives more consistent damage on that first mob. But after that, max the Hungering Strike first.

I only commit to a lane gank at level 3 if the enemy lane seems to be trying to push hard. If the lanes are in the middle or slightly pushed towards the enemy side, then I go straight to big wraith and continue clearing jungle straight down. At this point, I go back and buy my first items. Warwick's pre 6 ganks are relatively weak so don't waste time going for them if you don't think you can at least force a flash from an enemy champ.

**MOST IMPORTANT**

Junglers are in the most difficult position in the game. To be a good jungler, you must make the hard decisions. You have 3 lanes to choose from when you gank. If your bot lane is losing hard, do you babysit them and help them out or do you go top/mid more often to try to snowball your other lanes? Where do you place your wards? Do you place in enemy jungle to try to steal camps and know where their jungler is, or do you ward your side and prevent the counter jungling? What is the time on objective respawns? Blue/Red buff respawn every 5 minutes, Dragon 6, and Baron 7. Are you tracking these and coordinating with your team to keep objective control on the map? Are you constantly watching your minimap and keeping tabs on where everyone is? You might think you have an easy 2v1 gank mid lane, but you jump in to find the enemy jungle waiting in the bushes for you because you didn't see him pass over your ward near dragon.

Unfortunately, the jungle is probably the hardest position to play from a game management perspective. However, you usually will have one of the largest impacts on the outcome of the game. So if you can learn to manage your time, help snowball your lanes and keep objective control, jungling will be the most rewarding position in this game.


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Mid Game/Late Game

This is where communication becomes essential to winning consistently in LoL. I always try to let my team know who we should focus in team fights, when my ult is available, when I'm going to a lane to split push or clear a minion wave, how long until the next dragon spawns, etc. The goal is to get your team in the best position to win.

As Warwick, you're always looking to Infinite Duress on the enemy carries to lock them down as your team follows up and kills them. In today's meta, AD tends to rule so look for the AD carry more than the AP carry if you can. It's important to watch the other team though because your ult can quickly be shut down by any hard CC. During the mid game, Warwick excels in small skirmishes. He turns a 2v2 into a 2v1 instantly as long as he has the damage from his partner to burst the champ down. I like to roam with our AP carry and/or top laner to try to get them easy kills. Our ADC usually has the support stuck with her so she won't always need as much help as the others. During Mid Game, you're keeping your vision control up on the map to attempt to catch the enemy out of position for easy kills.

Every time you get a successful fight, look for objectives. If you just got a kill and its 5v4, then you have that 30 seconds to gain control. Is Dragon up? Can a tower be pushed down? These are things we are looking for after successful ganks.

In the late game team fights, Warwick is still looking to shut down the enemy carry. If you get a successful Infinite Duress off on their carry and your team follows up and wipes her out, your job at this point is to start wailing on the tankier enemies. Your Hungering Strike does more damage to enemies who have more health, and your Wit's End is going to shred MR off of their tanks. Warwick, in my opinion, is a tank destroyer. So while you're looking to ult their enemy carry and waiting for enemy CC to be used so they can't stop your ult, spam your Hungering Strike on the tankiest guy within your range and squeeze out any auto attacks you can on them. Once you've ulted and wiped out their carry, then you get to go on the chase. And there are very few champs who can chase down a low health enemy like Warwick. Just remember to keep attacking. Your auto attacks do damage, steal MR and heal you. The more you attack, the longer you stay alive.


Guide Top

Specific Strategies

Early Game counter jungling: If I start are blue, I like to go up the river and drop a ward by the wraith camps at the 1:30 mark. After I take blue camp, I'll head to wolves instead of straight to red. If I see the enemy jungler pass by the wraith camp, then I know he is going to his red camp. So I'll take a stroll on up to the bush by red and see if I can steal the enemy red buff or sneak an easy kill from a low health jungler. This works more often when I know their jungler is starting at blue and is typically a more risky jungler. Also, I make this decision during champ select as I can get a general idea of how hard a lane will be to gank. If I'm fairly certain pregame that my level 3 gank won't work, then I might try this out.

Flash + Ultimate: This combo is almost as good as fiddle's flast/ult combo. You can cover such a large amount of distance to jump on your target and lock them down. Just make sure you team is able to follow up or you will find yourself in a very nasty situation. Usually flash/ult from the side or behind is the best so you don't jump way out ahead of your partners.

Many times ranged enemies will stand just outside turret range and try to poke at your team. But many of them actually come in to tower range to get an attack in and then get back out of range before the turret hits them. If you time your ultimate immediately after the enemy attacks but before they have time to retreat back, you can usually get a couple free tower hits on the target before they go screaming wee wee wee all the way home. Just don't try this strategy in late game as the tower won't have as big of an effect will usually backfire more often then not.

As the jungler, I try to give my kills to my AD/AP carries as much as I can. I usually let my carries know at the start of a game that they are free to KS me as often as they want. There are occasions where I will ult an enemy that I could've killed without it just so a teammate can get into position for an auto attack or two for at least an assist if not a kill. Your ult is only a 40 seconds CD if you have max gear, so it won't be long before you have it again, and your enemy might not be trying to do too much when they are down a teammate that you just killed.

If you're in a 1v1 situation, don't start the fight with your ult. You're going to heal yourself for quite a bit during your ult, so wait til you've lost half your health before you use it. Or wait until the enemies tries to retreat. Also, use your ult immediately after using your Q, and your Q will be coming off its CD as your ult finishes giving you that extra damage and heal without a delay where they might be able to flash out.