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.
This build and guide will help you get familiar with Jungling Warwick.
This week warwick was a playable character and i fould ppl playing him in absolutly ridiculous ways.
I've made a guide for laning warwick, this time i'll make one for jungle one (witch is way better one in my eyes but requires more map awareness)
What Jungling Warwick brings to your team?
1st of all you have 2 lanes with 100% exp this way + 100% exp warwick.
This should work great on getting lvl advantage.
Element of suprise, and less stresfull lvling.
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.
You will be called a n00b warwick, you will be called useless f***r, stupid, ****** and so on, while jungling. Dont get annoyed by that. People that call you that way probably have no clue how to play warwick or how to play this game at all. Just do your job.
Ppl from opposite team will usualy ask for AFK player coz they cant see you.
Make sure your team does not respond to those questions.
Smite - this is the king of warwick summoner skills. You will recognise a good warwick if he has this skill. One of the skills you will ALWAYS use. Untill late game even. Great skill for taking down big mobs fast late game or mid game to speed up pushing lanes.
But the main prio is to make your jungling effective way of getting cash and lvl faster in early mid game.
I will explain when and how to use it a bit later.
This is also the reason you have to pick Plentiful Bounty in your Mastery Tree.
Lower cd and another gold is always good.
Picking 2nd skill is your choice. But you should get one of thiese:
Flash - All around great skill. Lets you land that last hit faster. Lets you run away from a gank. Lets you run away or engane an enemy to/from jungle. Lets you tower dive->kill->blink away into woods. My favorite skill.
You will just love it for cover in woods->flash out->ultimate->kill.
Exhaust - Good to case better a fleeing enemy, or disabling enemy heavy carry dps on you or your teammate while you gank him.
Heal - Makes your life easier while jungling, but after reaching lvl 9 and maxing out huntering strike... it will be useless.
Rally - Again, makes your jungling easier and a bit faster. Good skill for team battles. But later on it's cooldown will destroy the effectivness of the skill.
DO NOT EVEN LOOK AT THIS SKILLS!!!
Ghost - You have Blood Scent! you srsly dont need this one... Get Exhaust, it will work better, and it will also blind the target.
Teleport - Using this skill will destroy the element of suprise and we dont want that. Its better to run through jungle and get that tower pushing bastard from the back near your tower. If you would start teleporting to the tower or mob, he will run away before you get there anyway.
Ignite - you dont need this one. Its often used as a last hitter on running away champ. With your Blood Scent + Hungering strike beeing a ranged atack you dont need this to kill off your opponent.
I play with 19/0/11 Masteries skills tree.
19 points in Offence - for dps and to help you jungle kill faster.
Prios on Plentfull bounty, Offensive mastery, Sunder.
11 points in utility - for faster lvling, and for enlongment of neutral buffs (VERY IMPORTANT).
Please dont go full offence its realy not nessesary. Srsly... DON'T!
Marks and QUitesences on ArP
Greater Mark of Desolation
Greater Quintessence of Desolation
Lowering Armor of your potential gank target to 0 is something VERY nice, and you are not able to always go for Black Cleaver in games (they finish too fast or you cant farm enaugh for it) That is why i swapped some runes for ArP. It also lets you kill in jungle more efficiently on lower lvls.
With this runes composition a non-tank champ shoud have its armor reduced nearly or to 0 witch will have great benefit on damage your ultimate and melee hits deal.
Greater Glyph of Focus
Glyphs on CDR since there is not much we can get from those runes (last prio on getting).
Greater Seal of Evasion
Seals for dodge. Makes you jungle more efficient without loosing much health.
Also this helps a bit later on on hard carry 1v1 fights. 6.75% dodge might not seem too much but its more or less a 6% less damage you take. Dodging a crit from Yi that could take 600-900 of your HP or dodging a poppy devastating blow of 1000 damage, and so on so on. Can save your life alot of times.
Eternal Thirst - 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.
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.
Hungering Strike - 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.
Cooldown - 12 seconds
Cost - 100/100/100/100/100 Mana
Range - 400
Take note this is a 400 range skill. It's great for keeping yourself alive, while facing other team carry champ. You maybe have lower damage, lower or 0 lifesteal that time, but with this... he will be down before you are, and he will probably start to run away... worst thing you can do while facing warwick XD. You should use it right after ultimate and to finish off that last fiew points of health.
After maxing out that skill you can use it to get health back after a team fight in the jungle and get back to fight without beeing forced to go to base.
Hunters Call - 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
No longer a global skill. Now you have to make sure your teammate is in range of getting it :( The duration is AGAIN a fixed time and the change is only in AS bonus. Still you wont have to max out this skill early or even mid game anyway :P
Proper usage is Ulti->Hungering->Hunters Call.
Get 1 point of this skill as your 1st choice and start jungling. Use it on CD, since it has nearly none mana cost
This is the skill that allows you to focus on important items instead of stacking atack speed ones before going core.
If you see a warwick with malady... you can laugh in his face and eat him :)
Blood Scent - 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 - 45 seconds
Cost - Passive
Range - SELF
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 and maxed out together with Hungering strike and ulti.
You should be able to get som1 to <50% with your Ulti+HS combo, witch enables Blood Scent and just run and kill. So you can call it a passive movement speed increase :P.
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.
Infinite Duress - 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 cookiecutter skill.
It got rebalanced last patch making it less mana eating, better damage, and lower cd. The stun duration nerf is not that important (2.1s -> 1.7s)
They also added a lifesteal addition. This makes tactic 1v1 and 1v2 a diferent story. If you engage an enemy and you are quite sure he/she will fight back, not run away, try using Infinite Duress a bit later.
The usual fight against enemy carry is:
HC+Melee them with spamming HS on cd. When i see him/her going down quite at the same rate (or when i feel i am loosing i use ID moment i reach 50% HP. The new lifestealing will heal me quite a bunch, usualy making enemy try to retreat. And as Warwick says... "It's only fun if they run". Its the worst they can do.
This tactic also can be implemented in double lane solo v 2 fight. Usualy you are ahead of lvl and they are weakened after a fight 2v2. Your teammate dies and you are left with 2 nasty champions that try to hurt you.
You SAVE your ultimate. Kill one, and when 2nd one tries to escape you catch him with ID or when you are realy low on HP, you do it on 2nd one to heal yourself up.
Remember, lifesteal bonus is quite a nice bonus to your ulti. Dont rush it if you see the option to get to them just by running of flashing. Hit fiew times, and than finish off with ID+HS.
You have to take into consideration that you will simply hit 6 times your atack. So all "on hit" items are getting stacked extremaly fast and in very efficient way.
That means you will get 6x4% from Bloodrazor, you will get 6x42mana=42damage from writs end, 5 stacks of Black cleaver debuff just in 1 ultimate atack. Sick!
with all that damage it will calculate in more or less this:
200Atack = 66 per atack
6x66 damage = 396
6x4% max health (example 2000 Health) = 6*80 = 480
6x42 mana = damage = 252
Total 1128 damage.
Target is debuffed with 5 stacks of black cleaver so bye bye armor, and he will be below 50% for sure if not, than 1 HS will do the job. Just execute than.
(i know there are magic resistances and armor **** bla bla bla, this was just an example).
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.
Think of clever usage of blink+ulti from the jungle.