Warwick Build Guide by 3Rain

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.

League of Legends Build Guide Author 3Rain

Warwick - Jungling at All Levels (feedback wanted!)

3Rain Last updated on March 21, 2012
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Team 1

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 9

Honor Guard

Defense: 12

Strength of Spirit

Utility: 9

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Introduction to Warwick, the Blood Hunter

Hello, I am 3Rain, and this Warwick guide is my first attempt at a project for MobaFire. As for a little background information about myself, I am a veteran video game guide designer and long-time RTS player (I began playing Age of Empires II: The Age of Kings at the age of five). I am new to the DOTA genre, but that has not stopped me from trying my hand at helping others. You will have to bear with me, guys.

But you did not come here to listen to me talk about myself, did you? Of course not. You came to hear about Warwick, jungling, and whatnot. However, before I begin discussing strategy and jungling routes, there is one more topic to discuss. Most guides written for MobaFire are directed at level 30 players, and jungling is primarily looked at as "runes only."

This guide will be different. Warwick is an exception to this jungling rule because of his sheer dominance in it. His passive, Eternal Thirst, gives him amazing jungle sustain without having to invest in a Regrowth Pendant. In fact, Warwick is perfectly capable of clearing the jungle without even having to have a leash (something which your teammates at low summoner levels will not be familiar with). In other words, Warwick is extremely noob friendly and great for getting your feet wet in the jungling world.

In this guide I will be discussing a few different Warwick builds: Attack Speed Warwick, Madred's Bloodrazor Warwick, and a Tank Warwick. All of these are jungling builds.

As for the content of the guide, please do not

a) downvote because you have a Warwick guide of your own
b) downvote because of a small grammatical mistake (they happen)
c) rogue downvote. It helps no one

Please do

a) Leave a comment. I will be happy to +Rep anyone who leaves a useful comment
b) Vote up the guide. I need all the support I can get

With that being said, I now present to you Warwick - Jungling at All Levels.

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Warwick: Pros and Cons

SPACe Pros:
+Almost unbeatable in 1v1 melee situations
+Devastating ganks after level 6
+High sustain, very difficult to kill
+Has a good team steroid
+Easy to jungle
-Cannot gank effectively until level 6
-Difficult to place in a team fight
-Reliant on abilities with high cooldowns
-Complete lack of range
-He is pure evil!

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Runes 101


Greater Quintessence of Health

Greater Seal of Scaling Mana Regeneration

Greater Mark of Attack Speed

Greater Glyph of Cooldown Reduction
Greater Quintessence of Health gives you the sustenance necessary to survive the jungle early in the game while using a Long Sword and a Health Potion. If you do not have access to runes yet, you will need to get Cloth Armor and 5 Health Potion.

Greater Seal of Scaling Mana Regeneration gives you a needed mana boost whenever you do not have the blue buff. This core Junglewick build does not contain any mana items; these seals counterbalance that issue as well.

Early attack speed from Greater Mark of Attack Speed means early Eternal Thirst stacks. This will help increase your overall jungle speed and efficiency.

Warwick benefits from cooldown reduction a lot more than you might think. His ganks are very cooldown dependent; Infinite Duress is almost a necessity for a high health gank and you will want to be able to use Hungering Strike as much as possible.

(reconstructing this section in a future update)

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Mastering the Masteries

Tier 1
Brute Force gives you some early attack damage, which really benefits Warwick considering he is being built as an attack speed champion. Butcher helps to clear out the jungle faster. Summoner's Resolve grants Smite kills an extra 10 gold, which is truly amazing for a Tier 1 mastery and will really begin to add up over the course of the game. The other 8 points in the defense tree go into some basic defenses: Resistance , Hardiness , and Tough Skin .

Tier 2
As previously stated, Warwick needs attack speed ( Alacrity ) and cooldown reduction ( Sorcery ) to succeed.

Tier 3
The two Tier 3 masteries picked up are both for penetrative purposes. Weapon Expertise helps Warwick against tanks at all stages of the game, while Arcane Knowledge buffs up Hungering Strike damage.

Tier 4, 5
Sunder provides a bit more armor penetration, while Vampirism gives Warwick even more sustenance in the form of life steal.

Tier 6
Executioner is a great mastery for any stage of the game. Whether it be for finishing the Ancient Golem faster, or for beating down a tank late in the game, Executioner is always handy.

(massively reconstructing this section in a future update)

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Ideal Items and Strategies

The Builds:

Riot Recommends


Core Items

MB Warwick


These three builds will be the basis of the items discussion in the section below. Remember, a recommended build is what it is: recommended. Any good player would tell you that you cannot play one specific build every game and expect to win. While the recommended builds are a good foundation for a style of play, you should not build those six items every game and expect to win.

Logic Behind the Core Items:

Wriggle's Lantern is a great, inexpensive jungling item. On top of getting basic attack and defense stats, you also get life steal, a huge random damage boost, and a free Sight Ward every 3 minutes. Some Warwick players say that Wriggle's Lantern is unnecessary and should be passed up for an early Madred's Bloodrazor. I have to respectfully disagree. The benefits of Madred's Bloodrazor do not begin to show up until the enemies start getting tanky. Unless someone on your team is feeding, Wriggle's Lantern is the better choice. It has far too many useful jungling benefits to pass up.

Why did I put Boots of Speed? Warwick is unique in the way that he can wear just about any pair or boots effectively. Each game is going to be different, so there is no one set of boots that should be picked in each game.

Boots of Mobility - I really like these boots, to be honest. The massive movement speed boost helps quite a lot when roaming the map for ganks, and when jungling. If the enemy does not have much crowd control, and you have Malady and Wit's End, get these boots.
Boots of Swiftness - This is the one pair of boots that I do not recommend. Blood Scent will give you the movement speed required to chase down enemy champions. I know I said I liked the Boots of Mobility, but the 1 extra movement speed does not make this a worthwhile pick.
Berserker's Greaves - I build these when I build an early Madred's Bloodrazor. Under normal conditions you will have Wit's End and Malady; these provide enough attack speed on their own. However, when you build an early Madred's you will need the extra attack speed from Berserker's Greaves.
Ionian Boots of Lucidity - Interesting option. Better cooldowns on Hungering Strike and Infinite Duress sound pretty good, but usually blue buff works just as well. Grab these boots if one of your teammates is mana starved and needs the blue buff.
Mercury's Treads - This is the go-to pair of boots. In most games you will want to get these in order to counter crowd control and ability power carries, Warwick's worst nightmare.
Ninja Tabi - Only pick these if you are facing a team almost exclusively composed of attack damage champions.
Sorcerer's Shoes - Magic penetration is nice for Warwick, since his two primary damage options deal magic damage. I consider this to be an option if Mercury's Treads are not needed, and you do not need to movement speed from Boots of Mobility, either.

So, in order of most useful boots to least useful boots:
Mercury's Treads
Sorcerer's Shoes
Boots of Mobility
Berserker's Greaves
Ionian Boots of Lucidity
Ninja Tabi
Boots of Swiftness

Wit's End is a great item for Warwick. It gives much needed attack speed, but at the same time makes you tanky with its magic resist bonuses. Enemy casters will learn to fear you once you have made this purchase.

This is probably the item that best synergizes with Warwick. Spirit Visage gives cooldown reduction for Hungering Strike and Infinite Duress, health and magic resistance for fighting casters, and bonus life steal. Did I mention that it only costs 1500 gold? This item is a steal, and should be bought in every game.

Finishing Your Build:

Once you have finished building your core items, it is time to start thinking about late-game. I have listed options for each of the three builds listed above.

Malady is similar to Wit's End in a few ways. Both grant large attack speed bonuses and bonus magic damage, but Malady will boost your ability power and shred enemy magic resistance. Once you have Malady, enemy squishies will literally melt under the pressure of Infinite Duress.

Warwick gets focused in team fights all the time. Guardian Angel will make enemies regret focusing you. Not only will you get even more magic resistance, you will also get a second chance once you have been focused down (keep in mind that your team will be mowing down the other team during this time) to finish the team fight. If you are absolutely destroying the other team and are super fed, pass this one up. Otherwise, this is a good choice.

I have already been into a bit of discussion on the topic of Madred's Bloodrazor, but I will mention it here as well. When I am playing attack speed Warwick, Madred's is the final item that I purchase; I sell my Wriggle's Lantern in exchange for it. With your massive attack speed combined with Hunters Call, you can take down even the tankiest of tanks in a matter of seconds. Build this if (obviously) the enemies are building resistance and health.

I build this late against attack damage heavy teams, and against no one else. The extra damage per second is nice, but goes relatively unnoticed when running Malady and Wit's End. If you are going TankWick, this item is also nice.

I would consider this to be a core item for Tankwick, but also viable on Procwick as well. With Frozen Heart, you can dominate your opponents' AD carries even more in a team fight, while getting massive cooldown reduction and a great passive... and a ton of armor, which is nice too.

Thornmail is situational, but when used against attack damage heavy teams (and you are tanking), you will absolutely dominate. I have seen a tank Rammus, who was 2/11, buy Thornmail late-game and be legendary by the time the game was over. You will need to be pretty tanky already for this item to be used to its maximum potential, but that should not be a problem if you already have Guardian Angel, Wit's End, and Mercury's Treads. Did I mention this item gives you 100 armor at the cost of only 2000 gold?

With Frozen Mallet, you can chase down quite literally anything, on top of getting a large health boost and small attack boost. I do not have a lot of experience with Frozen Mallet on Warwick, but other builds I have seen recommend this item and it seems to synergize well with Warwick.

When Everything Goes Wrong:

Everyone has games where everything goes wrong. You die to the Wraith camp, you miss an easy gank early in the game, and have to afk to pour your little brother a glass of milk. When this happens, be ready to get the following items.

Philosopher's Stone

The 2 Doran's items will help sustain your health ( Doran's Shield) and mana ( Doran's Ring), while the Philosopher's Stone and Heart of Gold will help you play catch-up in total gold. Heart of Gold can be built into Randuin's Omen in the late-game; the other 3 items should be sold in exchange for late-game items.

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Skill Sequence and Overview

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

Eternal Thirst: Warwick's passive instantly makes him the king of the jungle. At 3 stacks at level 18, each of your attacks deals an additional 48 magic damage, while healing him for the same amount. As soon as you get blue buff, you can basically jungle as long as you want, thanks to this passive.

Hungering Strike: This ability is just another reason why Warwick dominates tanks. Hungering Strike takes off 20% (at level 5) of the target's health. What if they do not have much health? No big deal. Hungering Strike also has a base damage level (that scales off of 100% of ability power) that, if it is greater than 20% of the target's health, will do that much damage instead. And gives 80% of the damage done back to you in health. Great ability.

Hunters Call: A great jungling tool and team steroid. Even at level 1, it gives 40% bonus attack speed for 10 seconds, allowing you to wreak even more havoc with your passive Eternal Thirst. Hunters Call is also great when pushing a turret; pop the ability next to 2 of your allies and the turret will be gone in seconds.

Blood Scent: Blood Scent separates the good Warwick players from the great Warwick players. While the movement speed boost and enemy location tools are nice, Blood Scent instantly alerts the enemies to your presence. When preparing to gank, turn Blood Scent OFF, and once you have dropped your Infinite Duress, turn it back ON to finish the job.

Infinite Duress: The definitive Warwick ganking tool. It synergizes well with Wit's End and Malady, since all on-hit effects apply to the damage done by Infinite Duress. Basically, you drop your ult, they lose 20 magic resist, you gain 24 magic resist, get full Eternal Thirst stacks instantly, and get bonus spell vamp. Combined with your Blood Scent, you should almost always get a kill when you drop this ult.

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Summoner Spells

Good Summoner Spells:

These are really the only three spells that I actually recommend as a jungle Warwick. Smite is a given on just about any jungler and should always be taken. The other slot goes to either Flash or Exhaust. Flash is good for just about everything. Escaping, closing in, avoiding an ult, etc. Just recently I thought that it was definitely the best choice for Warwick, until I gave Exhaust a try. Early game ganks are difficult for Warwick, and when combined with your ult Exhaust gives you almost guaranteed success (granted your allies have any sense at all). Even in the late game it can be used to shut down carries.

So, it all comes down to what you want, better escaping ability or better ganks.

Summoner Spells in Between:

Ignite is always good for securing early-game kills, but as a jungler it is not on the same level as Flash and Exhaust. Cleanse is not a terrible choice, since Warwick gets hit with a lot of crowd control. If there is a ton of crowd control on the other team, the better option would probably be a Quicksilver Sash. Surge appeals to Warwick's strong points, and is a possible choice, but I have not used it myself. Heal is probably better left alone because of your passive.

Summoner Spells that should be Left Alone:
Everything else should be left alone. You are jungling, so Teleport is not for you. Clairvoyance should be left to the support, and Ghost is unnecessary thanks to Blood Scent. All the rest? Not even going to comment.

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Jungle Route

I have a picture up now! The numbers in the picture correspond to the steps in the guide.
1) If you have runes, buy a Long Sword and Health Potion. If not, buy a Cloth Armor and 5 Health Potion. Use your skill point on Hunters Call.

2) Head to the Golem camp. If you are blue, they will be in the bottom-most camp. If you are purple, they will be in the top-most camp. Once they spawn, hit the little Golem with an auto-attack followed by Smite. Activate Hunters Call and auto-attack the large Golem down.
3) Go to the Wraith camp, the one nearest your middle turret. If you are running Cloth Armor, pop a Health Potion here. Activate Hunters Call and attack the large Wraith first. You will reach level 2 here, and the skill point should go into Hungering Strike.
4) Go to the Wolf camp next, which is just across the middle lane. Activate Hunters Call and use Hungering Strike on the big Wolf before auto-attacking him down. Use a Health Potion after the battle, regardless of what item you bought.

5) The Ancient Golem (blue buff) camp is next, just beyond the Wolf camp. Activate Hunters Call and begin auto-attacking the Ancient Golem. If you chose Cloth Armor use a Health Potion. Use Hungering Strike as soon as it is available, and when he is down to 470 health, Smite him the rest of the way down.
6) Now that you have blue buff, you can do whatever you want. Head back to Wraith camp and clear it out. Use your abilities liberally since you basically have an infinite source of mana.
7) Move to the Lizard (red buff) camp afterward. Smite should be off cooldown by the time you get the Lizard Elder low enough to finish him off.

8) Head back to Golem camp and clear it.
SPACE 9) At this point you have a few options. You can either return to the Nexus and pick up Madred's Razor or attempt a gank. Since you have red buff, it is a good idea to try a gank now. Try to find the lane that has the enemy on lowest health. If they do not have the lane pushed, tell your ally in that lane to let the enemy push. Wait for them to overextend past the midpoint in the lane, then auto-attack to trigger the red buff slow, use Hungering Strike, pop Exhaust, then trigger Blood Scent and chase them down for a kill. You'll need to let your ally know that the gank is coming, so that they can assist you on the kill. SPACE 10) If the gank was successful, jungle a bit more before heading back for Wriggle's Lantern. If not, you can try another gank or jungle until you can get Wriggle's.

11) Once I have Wriggle's Lantern, I usually venture into the enemy jungle to use the Lantern ward near blue buff. If blue buff is there, take it and clear the Wolf camp.
12) The next step is to take the Dragon camp. Make sure your solo top ally is okay before heading bot. You should be at least level 6 by now. Tell your allies to let the bot lane push, then gank with Infinite Duress and Exhaust. Have one of your allies on bot join you at Dragon. With blue buff and Wriggle's Lantern, you should be able to sustain yourself provided you have an ally along to help.
13) From here on out it is all about the gank. Ward the enemy red and blue buffs and take them whenever you can. Once Dragon respawns (after 6 minutes) head back and kill him again.

That is it for the jungling route. If you did not feel like reading all of that, and want a "TL;DR" version, look below.

1) Golems (W), Wraiths (Q), Wolves
2) Blue buff (Q), Wraiths, Red buff, Golems (E)
3) Gank, Wriggle's Lantern
4) Gank, Dragon

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A Walkthrough of Warwick

Attack Speed Warwick:

Item Sequence

Wriggle's Lantern

Wit's End

Spirit Visage


Guardian Angel

Madred's Bloodrazor
Attack speed Warwick (or "ProcWick") is probably my favorite build to run at the moment. ProcWick is especially good at melting down enemy melee and tank characters, although with Wit's End, Spirit Visage, and Guardian Angel you should be able to take on casters as well.

Madred's Bloodrazor Warwick:

Item Sequence

Madred's Bloodrazor

Spirit Visage

Wit's End

Guardian Angel

Frozen Mallet
Madred's Bloodrazor Warwick really only works in the same game where a LeBlanc can pick up a Mejai's Soulstealer in the early game: a non-competitive game in which you are going to get fed. Why would I even bother listing this build then? Simple. Most players looking for help on builds on the internet are not professionals. If this guide was directed at high level players, it would be entirely different. Therefore, a Madred's Bloodrazor Warwick has a place here. This build focuses on early game domination and getting tanky for team fights later on (really the only way to play a Late Game Warwick).


Item Sequence

Wriggle's Lantern

Frozen Heart

Wit's End

Spirit Visage

Guardian Angel
The largest difference between Procwick and Tankwick is Frozen Heart. The object of this build is to remove AD carries from a team fight with Infinite Duress and Frozen Heart, while being tanky enough through Wit's End and Guardian Angel to survive the AP casters.
Early Game (Levels 1-6):
Depending on what runes you have, you will start one of three builds:

Runeless Warwick:
Cloth Armor + 5 Health Potion
+Guaranteed jungle success
-Slowest jungle speed
SPACE Not Ideal Runes Warwick:
Long Sword + Health Potion
+Fastest jungle speed
-Health drops dangerously low at Ancient Golem
-Will need a leash at the first Golem camp to conserve health
SPACE Ideal Runes Warwick:
Boots of Speed + 3 Health Potion
+Ganks are a lot easier pre-level 6
+Quick movement between camps
-No protection or attack bonuses

Regardless of which items you take, you will follow the same jungle route. At 1:55, if anyone on your team has Clairvoyance, ask them to use it on the enemy blue buff. If it is being taken, you will know that the Ancient Golem with respawn 5 minutes later at 7:00. Once thing to note is the difference in skill sequences in builds 1 and 2. Build 1 takes its first point in Blood Scent at level 4, while Build 2 takes its first point in Blood Scent at level 8. This is because Build 2 takes Boots of Speed at level 1, allowing for early ganks.

Regardless, once you have red buff, it is time to gank. If you are using Blood Scent, you will want to turn it off when preparing to gank (so you do not alert the enemy to your presence). I have already gone over the ganking process, but in case you missed it:

Signal the gank with a red ping on your target (hotkey "G") >> Auto-attack to trigger red buff effect >> Hungering Strike >> Exhaust >> Hunters Call >> Blood Scent

You should not have any trouble ganking a well-pushed lane, especially if your ally is aware of the situation and helps in the gank. After a gank or two, it is time to get your first core items: Wriggle's Lantern and a pair of boots. If your enemy has a ton of crowd control, get Mercury's Treads. If the ganks did not come easily and/or there are several tanks, build Sorcerer's Shoes. If the ganks came easily and you think you will be ganking a lot, build Boots of Mobility.

Your focus should now be on reaching level 6 and Infinite Duress. Place your Wriggle's Lantern ward near Dragon, since you are not quite ready for him yet and do not want early Dragon killers such as Shaco coming to take it. Remember how the enemy blue buff was going to respawn at 7:00? Have your support drop Clairvoyance again and then go steal it. At this point you will want to gank the bottom lane now that you have Infinite Duress. Once the gank is finished call for your bottom lane allies to join you at Dragon. Killing the Dragon ends the early game.

Mid Game (Levels 7-12):
For me, Mid Game usually consists of the time period between the Wriggle's Lantern purchase and the 20 minute mark when laning unofficially ends.

(this section coming soon!)
___ ___ ___ ___

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Version History

2.28.12 - Version 1.0
~Published the guide with one build and the basics. More to come, for sure!

2.29.12 - Version 1.1
~Operation: Make Guide Pretty is underway. Already started giving the "Jungling Route" section a complete overhaul. Would love some feedback!
~Added two more builds and changed up the Masteries.
~Working on a walkthrough: "A Walkthrough of Warwick."

3.1.12 - Version 1.2
~Still working on "A Walkthrough of Warwick."

3.15.12 - Version 1.3
~Got back to working on this. Keep a look out for a soon-to-come Fiora guide!

3.21.12 - Version 1.4
~This guide has reached the top 10! Thanks everyone who voted!
~Reconstructing the format on much of the guide. Some parts look ugly and need to be redone.

~MobaFire: for hosting this guide, and being an awesome LoL resource
~Jhoijhoi: For her "Making A Guide" guide. It helped quite a bit with making boring text look attractive.
~Anyone who leaves a comment! They are all appreciated! Except for troll comments, of course.

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Still to Come

This guide is still in its early stages, so please do not down vote me simply because a topic is missing. To give you an idea of what is still to come...

~A section on warding
~Details about mid and late game

...and more. If you have a question, please do not hesitate to ask. I am also a big fan of constructive criticism. If you have an idea for something that would make this guide more informative, let me know. Thanks for reading, and if you enjoyed it, please consider voting me up. Thanks again.


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Wall of Fame

I will use this space to share picture of "success stories" after using this guide.

I played six games with Warwick while creating this guide, and here is the result. In the one defeat, both mid and top lanes were fed before I even had my blue buff, and the game was over after 20 minutes. All games were played using the strategies and items listed in this guide.