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Warwick General Guide by IIShaneII

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 IIShaneII

Warwick The Lone Wolf

IIShaneII Last updated on June 13, 2012
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Team 1

Ability Sequence

2
8
10
13
14
Ability Key Q
1
3
5
7
9
Ability Key W
4
12
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 8

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 1


Guide Top

Introduction

Hi my name is Shane or my IGN IIShaneII, this is my guide on how i usually jungle Warwick.
Warwick is a melee type of jungler he can lane for that matter but Warwick in my opinion excels as jungler, his passive Eternal Thirst
Will give life steal allowing him to easily clear jungle without taking to much damage, although his starting clear speed might be low he will become a lot quicker as the level's come and go, but once Warwicks hits level 6 you have to watch out, his ganks are simply amazing due to the fact his ultimate is a suppress for a longer period of time, during this time they take damage and are unable to do anything unless the enemy builds a quicksilver sash

or has the summoner spell cleanse on them.


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Lore

Warwick counted himself amongst the most powerful and revered men in his home city-state of Zaun. Over the course of his infamous career as an alchemist, Warwick won many honors for his craft, not the least of which was a lucrative offer for service in the Noxian military during their campaigns against Ionia. Sequestered in his labs far from the front lines, Warwick and his apprentice Singed toiled relentlessly to manufacture all manner of appalling concoctions for the Noxian army. So potent was his art that even the greatest of Ionia's healers - under the leadership of the Starchild Soraka - struggled to combat the poisons and chemical weapons generated by his despicable mind. Warwick's reign of terror grew so horrific that his very name became a curse in the eyes of his Ionian foes, and they began referring to him only as "the Deathmaker".


But even one under the protection of the Noxian High Command is not wholly beyond the reach of retribution. For as Soraka strode across the myriad of death and destruction left in the wake of one of Warwick's chemical attacks, her heart finally gave way. She called down the wrath of the cosmos on Warwick, wishing that his form should mirror the cruelty in his heart - a curse that would come at the price of her aspiring divinity. Within his laboratory, a terrible thirst took hold over Warwick. As his apprentice looked on in horror, Warwick threw open the doors to his bastion and sprinted off towards parts unknown, a bloodcurdling howling marking his passage. He had become a werewolf; a wild, murderous beast. Today, the Blood Hunter fights for Noxus within the League of Legends... thankful of the curse that his now-mortal enemy bestowed upon him.


"The rage of the beast now complements his predatory spirit."
Singed, the Mad Chemist, upon witnessing his master's transformation


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Base Statistics

Statistics
Health : 428 (+98)
Attack damage : 56.76 (+3.375)
Health regen : 7.05 (+0.8)
Attack speed : 0.679 (+2.88%)
Mana : 190 (+30)
Armor : 16 (+3.5)
Mana regen : 7.1 (+0.6)
Magic res : 30 (+1.25)
Range : 125
Mov. speed : 320

Cost: (1350 IP) or (585 RP)

Note: these are the base statistics, the numbers behind the base values are the amount his base values increase per level.


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Runes.

alright so rune wise.
Warwick's W will give him some attack speed, which is why i amp that up with 4 attack speed Red's or Marks,
This in combination with his passive life steal will give him an easy jungle clearing, the reason i only take 4 is because equally important to his attack speed is base attack damage, which i amp up with 5 flat AD Red's or Marks (how ever you wish to call them) they are called "the greater mark of strength"
this combination of attack speed and damage will give him a good balance in the jungle.


for Yellow's or Seals i will take 9 flat Armour runes, "the greater seal of Resilience
The reason why is because junglers always need a good amount of Armour, in the jungle nothing but baron and dragon will deal part magic and physical damage, the rest all the camps and buffs are all physical so the more Armour you have the less damage you take during you're jungle routine.


for Blue's or Glyphs i will take stacking magic resist, "the greater glyph of Shielding"
Simply because once you go out to gank you will get the face mixed damage type's both physical and magical so you cant let you're magic resistance go to waste.

for Purple's or Quints i will take flat Attack Damage, "the greater quintessence of Strength"simple

The reason more flat damage output for both jungle and ganks.


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Masteries.

now masteries are a thing to speculate about, i build my Warwick tanky through items, so here is the deal, i take 8 offense points just for damage in the jungle nothing else, i next take 21 points in defense, both for jungle as for ganks. because of my 21 points in defense mastery my Warwicks is pretty tanky from the start of the game, his damage output might not be tremendous but warwick does not really need that my Warwick is utility based.
the one point in utility is just for the flash mastery,
If you don't take flash on Warwick don't bother with that 1 point in utility but put it in offense to gain that 10% Armour penetration by taking the Weapon Expertise mastery.

anyway these 21 points in defense make warwick very sturdy and very capable of taking the damage that the minions in the jungle have to offer. in fact taking the Bladed Armour mastery

will even let you reflect 6 damage per hit back to the minions.
you can also go for a not so sturdy jungle Warwick and just go for damage, i find it foolish myself since he doesn't need it and the 21 defense points just make you an amazing team tank, but if you chose to go for damage take 21 points offense and 9 in defense.


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Items.

How to build Warwick, everyone opinion is divided, some might build him like an AD carry with infinity edge
and phantom dancers
and just rush straight damage, i build my Warwick based on utility, i gank with my ultimate
and i'm not there to deal huge amounts of damage i am there to slow then with my frozen mallet
so they cant run, i am there to suppress them with my ultimate, i am even there to tank most of the damage they can offer.
anyway i start of with Cloth Armour
5 pots,
just because the more Armour you have to start with the easier the jungle becomes and the 5 health pots are just in case you would ever get a little low on health.
next is boots,
even though i usually wait with ganking till i'm level 6 just to secure the kills, if you decide to gank before that you will need to have some boots, so you're first buy is going to be boots, i usually save up till i can buy both vamp scepter and boots,
this way i can still gank and make it really easy to jungle. first mayor item to buy is you're wriggles,
you can ward dragon baron or where ever you want on the map, since every 3 minutes you're wriggles will give you access to 1 free ward on its active ability and keep in mind it wil give you Attack Damage, Life steal and Armour as wel making you're jungle a whole lot easier.

now the next item i buy is merc threads.
why merc thread over berserker's greaves you ask ?
simple, my Warwick is not based on attacking the enemy or auto attacking them to death, no my warwick once again is there just for utility purposes i will suppress while you kill, i will slow so they can't get away etc plus merc threads give you the tenacity reduction which is always handy specially on you're main initiator and tank.
next item would be phage, it gives a chance to slow which sort of explains itself,
the slow will make ganks go smoother etc.
next i would start building to an atma's impaler, it wil give mainly give you Armour and Crit chance, but it's main effect wil come in to play once you have completed the Frozen mallet as this will convert 2% of the 700 base health you get into extra Attack Damage.
Now once you complete frozen mallet
you will have a decent amount of health for the atma's to convert into damage. after this i will build up to a Wits End
Every auto attack you land will make you're magic resist stack and increase, so its both again more attacks more slow and more damage, but also more magic resist making you more durable.
for final item i would suggest getting guardians angle,
this way Warwicks will be super tanky, still deal damage and be very useful during ganks for lane phase as well for end game, and if you ever find yourself still dying, the guardians angle will ress you to give you another chance. after this with remaining gold just buy the Elixirs and oracle's pretty self explaining why, they will increase stats and allow you to see wards.

so lets review.
Early game start with:

stay in the jungle til you have saved up a total of 800 gold to buy the following items:

the first mayor item you buy wil be:

This will be quickly followed by

Now you are set to gank basically
Heading on towards mid game, you're main item goals will be:

End game you're last item will be

Now that you are full build just get the Elixirs for increased bonus stats

and next you get the Oracles to reveal wards with


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Skill statistics

Eternal Thirst (Passive)

Each of Warwick's autoattacks deal 3 / 3.5 / 4 / 4.5 / 5 / 5.5 / 6 / 6.5 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15 / 16 additional magic damage and heal him for the same amount. Each successive attack against the same target will stack this amount of healing and damage up to a maximum of 3 stacks. The stacks remain for 4 seconds.




Hungering Strike (Active)

Strikes an enemy for the higher value between the flat magic damage and a percentage of the target's maximum health, and heals Warwick for 80% of the damage dealt. Minions and monsters can only be dealt the flat magic damage.
Range: 400
Cost: 70 / 80 / 90 / 100 / 110 mana
Cooldown: 10 / 9 / 8 / 7 / 6 seconds

Flat Magic Damage: 75 / 125 / 175 / 225 / 275 (+1.0 per ability power)
Maximum Health Percentage: 8 / 10 / 12 / 14 / 16%



Hunters Call (Active)

Warwick lets out a howl that inspires all nearby allied champions, increasing Warwick's attack speed and all affected friendly champions' attack speed by half of the amount for 10 seconds.
Cost: 35 mana
Radius: 1200
Cooldown: 24 / 22 / 20 / 18 / 16 seconds
Self Attack Speed Bonus: 40 / 50 / 60 / 70 / 80%




Blood Scent (Toggle)

Warwick senses enemy champions under 50% life within a certain distance of him, revealing them until they heal, leave the area or Blood Scent is deactivated. While sensing an enemy, he gains extra movement speed.
Cooldown: 4 seconds
Distance: 1,500 / 2,300 / 3,100 / 3,900 / 4,700
Movement Speed Bonus: 20 / 25 / 30 / 35 / 40%



Infinite Duress (Active)(Ultimate)

Warwick lunges at an enemy champion, suppressing the target for 1.8 seconds and striking for magic damage five times in 0.334-second intervals. Warwick gains 30% life steal for the duration. Each of his strikes triggers on-hit effects and benefits from life steal and Eternal Thirst.
Range: 700
Cost: 100 / 125 / 150 mana
Cooldown: 90 / 80 / 70 seconds

Magic Damage Per Strike: 50 / 67 / 84 (+0.4 per bonus attack damage)

Total Magic Damage: 250 / 335 / 420 (+2.0 per bonus attack damage)


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Skill sequence

very situational and very much up to you, i try to max out my W (Hunters Call) first
for super high attack speed, this will trigger both my frozen mallet slow
more often, my wits end passive for Mr more often
and will let me deal more damage.
Next is my Q (hungering strike)to max,
as the main source of damage during team fights etc.

next is the E (Blood scent)
which i rarely have on, since it will reveal low health enemies but also alert them by letting them hear you're howl and it wil give them a mark over they're head so it will reveal that you are near, i only turn it on if i am on the chase.
then of course the ultimate (infinite druress)
just level this when ever you can so level's 6-11-16 used for a little bit of damage but mainly for it's utility, it will be like a few second suppress as well trigger on hit item effects like you're frozen mallet.


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summoner spells

smite,
it is optional on Warwick, Warwick is the type of jungles that does not need it, but it does greatly increase jungle speed, so i would still advice it.
the smite is not just for faster jungle clearing, it can also help secure the kill on baron,
and dragon
or even on buffs if they are threatened to be stolen.

flash
i usually take flash so i can flash to my opponent and ult them if they are just out of reach to my ultimate, or ult on them and flash after them if they tend to get away.
some people might disagree on the flash since his ultimate already provides him with a leap so you could also take exhaust instead,
lower's Armour and magic resist and slow's them down massively.


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Jungle Route.

So, as Warwick i usually start at the wolves.
These wil be down before the timer reaches 1:55, this is the spawn timer on both blue and red buff.
Next thing to clear will be blue buff,
since Warwick really uses a lot of mana, blue buff will regen this quicker allowing both more sustain and faster clearing speed, i usually tend to save my smite at blue so i can use it on red buff.
But first, after blue buff i wil take out the Wraiths, then clear the two Ancient golems, and then grab red buff.

By this time i should be around level 4 at least, Ganking is optional, i prefer to stay in the jungle and get to level six as soon as possible, because once Warwick get's to level 6 he wil get his ultimate, which is a great tool to secure kills with.
i Would recommend Ganking top or mid lane first, as bottom lane is usually just a farm of at the start, so there should be no huge threat down there, if you can kill the top or mid lane champion this wil put the enemy team at great disadvantage, it wil put them behind as wel as make them more alert and careful, meaning they wil not as easy come out all the way up the lane just to last hit that minion, making them miss more creeps and with that putting them behind even more.
Ganking bot wil be you're next priority, go for the AD carry not the support, you're main goal here is to put the enemy AD carry fall behind in creeps and recieve no kills or assists.
after you have ganked the lanes you wil find yourself maybe a little behind in level, if so go back to the jungle and keep repeating the same route that i explained earlier.
If a lane requests a gank then go for it, even if it means you wil fall behind more, it is more important to keep you're lanes safe and in front, then it is to keep up in levels, you can always decide to go to the jungle and catch up a little.


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Summary

Warwick is what you like it to be, it can be a tanky jungle DPS based on Attack damage, or Based on Utility.
you could even play warwick on Ability power and on Top lane, Warwick is diverse and very much a utility champ, and a good thing to have on a team


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Final Comment

I hope you guys enjoyd reading the guide
Please do not downvote it for no reason, if you feel the need to downvote do it base on a solid and argument based reason, and dont be afraid to post it as a comment to the guide, any critisism is welcome.

If you wish to upvote the guide that would be awsome, thank you for that in advance, if you feel the need to leave a comment while you upvote be my guest, the more constructive critisism or positive feedback on the guide the better is my opinion.

And in the end i hope you had as much fun reading it as i have had making it.

And as Warwick would say:
Smell Ya'll Later !


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