Warwick Build Guide by Nebiazan
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
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.
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.
Hey, nice to meet you here; and welcome to this guide.
Warwick is an evergreen and a character usually playable in ranked. Currently I saw him banned only very few times.
He's realiable, he's fun and he's a jungler.
Yep. First role of the dear wolf is Jungling. Warwick is one of the best, or, let's say the best jungler. If you play warwick you can easily control the jungles, since the beginning.
The second role of Wawick is gank enemies, and cuts enemies fleeing routes (BTW: trying to not kill steal :p).
In this guide I will show my point of view, and ask you to check if you can suggest me any improvements.
Pros and Cons
- Easy to learn the basics and become a realiable ally.
- The best jungler -> ww can defend against other jungler 1 vs 1, usually even while he's doing the dragon if necessary (from 8 or 9 level).
- Lasting: he heals on hit and with Hungering Strike, so he need to return home fewer time.
- Extremely insidious.
- Stun and heavy damage.
- If they run it's more fun.
- Best to play in nights with full moon.
- It's challenging, you always need to check all the map to understand where the next gank opportunity will show up.
- With this build (let's say: without smite) there's the risk to remain low level: if you can't gank in early game you will grow slowly like in the lane with two champions.
- He loses hairs on the lane: a very very bad habit.
- His howls can bother the neighborhood.
- Fear the fire! Very vulnerable to Ignite
Runes can make the difference, choose it wisely.
Greater Mark of Desolation
Greater Mark of Desolation is the best mark to improve damage; and it stacks nicely with the ulti.
Greater Seal of Evasion. Dodging is really useful in every fights, it helps you avoid load of damage; and, best of all, it's useful against the creep in the jungle.
More: it's very useful against other junglers you may meet. They all need to rely on normal attacks, dodging them is better then armor. And with nimbleness it may grant you also movement speed.
Greater Glyph of Cooldown Reduction. Your ulti will refresh quicker, and also hungering strike. Why not? Having HR refreshed 0.2 seconds before can save your life.
Greater Quintessence of Health. Some HP are life saving, especially in early game.
I think there are no other good choices for Marks, Glyphs and Seals.
Speed? You don't need that much, you do more damage with ArP.
Mana? You have enough of it, it isn't so vital. Gold? I don't need so many gold.
Health? I have it with the quintessence and I regenerate with my attaks, that's enough.
Armor or Magic Resistence? In the jungle Dodge is the best defense.
Crits? If you want the critical strike you should seek another build. Although CS stacks nicely with the ulti I think it's more a Jax thing. I'll leave it to him.
I chose Greater Quintessence of Fortitude since it's more generic and always useful, but there are other choices for quintessences:
Greater Quintessence of Cooldown Reduction
Having Hungering Strike ready can save you life, even if it refresh 0.2 seconds quicker. Have I already tell that? It's nice also for the ulti.
Greater Quintessence of Movement Speed
Some movement speed never hurts, you will pass much time running after fleeing enemies, or moving in the jungle.
Greater Quintessence of Scaling Cooldown Reduction
As I said dodge is very useful in the jungle.
The only thing you need is nimbleness. Dodge it's useful, and movement speed too. Armor bonus is not so bad in the jungle.
But you need no more from defense. 9 point, nothing else.
Offense or Utility?
I prefer Offense since it stacks very well with the ulti, and the magic penetretion is nice with HR. But also Utility is very useful, especially Utility Mastery, since it increses the duration of the buffs you gain from the monster in the jungle. Movement is also always good and awareness grants you quicker leveling.
HR is the first choice since it grants a nice amount of damage with and a good healing source.
Use it to farm creep in the jungle, and to eat enemy champions.
You need HC in the beginning to farm more easily. But the first step is enough.
After that it will be useful lately in teamfights and to destroy turrets faster.
BS can be used to follow fleeing enemies. But it shows you also enemy junglers with low HP, so you can track and gank them down.
That's a master piece to gank down enemies, just choose the right moment and place to use it.
- If you outnumber the enemy start with it, block the weakier enemy (or the squishiest one) and gank them with your friends.
- If you're one vs one try to challenge the enemy; if he fights back start with HR, and use the ulti only if you go low on HP or to stop fleeing enemies. If you plan to start a 1 vs 1 fight try to use ID it as last resource, don't start with it if you can.
- In group fights attack the weak, the injured or the squishiest. You can use the ulti to start the fight or to dive in.
- On special occasion you can use it also to tower dive and kill an injured enemy: ID, then quickly HR, then flee is recommended.
- An enemy is attacking you (or one friend of yours) under your turret -> use ID against him, he will take damage from both you and the turret. That's very bad for him.
Playstyle: jungle feels like home, and gank on your free time
Warwick will jungle. Everywhere.
5 vs 5 map.
Phase One (Level 1-3): let's settle
Follow the easy route.
Little golems (drink one health potion) -> Banshees -> Wolves (drink the last health potion)-> GANK
Try to find the best moment, usually it happens when you finish the wolves, in the mid lane, but look around, you may find other opportunities.
As you may see I chose Exhaust and Smite.
When the game starts ask you mid laner to stay close to your team tower, so, when you finish the wolves you should be at third level. Don't waste mana on creeps, and use the potions to remain healthy.
That's easy: go behind the enemy, tell your mid laner when you are ready, then start.
Exhaust, Ignite and Hungering Strike. If your mid laner can stun you should easily win.
If you succeed then farm a bit with your mid laner, but don't stole too much xp, you want him of higher level than your enemy (now dead) mid laner.
After this return to the golems (the banshee are another good target too).
When you reach 700 gold run and buy the Madred's Razor, time to enter in jungle phase 2.
That's the early game. If you succeed in the gank you will have the same level of the solo laner. Otherwise you will be the level of the double laners.
Phase Two(Level 4-7): time for buffs
Now you have the Mardred's Razor. Time to use it. Go direct against the Lizard and take Red Buff. After this search for Gank opportunities. If you find any go and kill.
Otherwise go and stole their Blue Golem Buff.
- Be nasty: when you stole their blu golem kill only the golem. Leave the two creeps. So the enemies won't have anymore the buff and need to kill the creep to wait the respawn (do the same with the red lizard).
Continue to run around and search for ganks, on your free time you may farm the Red Lizard, the Blue Golem and the little golems. Take out the banshee only if you are waiting for a gank in the middle.
Avoid the wolves! They're too time consuming now. If you have some free time take out only the wolf group of the enemies. Stealing from enemies is always a nice habit.
Early dragon! From 5 level you can attack the dragon, but only if you have one allied champion with you. (Maybe it works also for 4 level, I never tried.)
When you start the dragon remember that ww have to attack first!
Play safe. If you see too much enemies around avoid attacking dragon or entering in their jungle at this level.
Phase Three(Level 8-15): steal steal steal
Ok. Now the jungle is yours.
Attack the buffs and the creeps. If you feel safe enough it's much better to steal enemies creep.
Dragon control! You can do the dragon alone, even at half health.
If you are full health you can fight the dragons even if the enemy jungler is around (not if he's another ww, and not if he is of higher level). When the enemy jungler come stop attacking the dragon and attack the enemy, you should win.
Be care: if the enemy has smite remember to play safe, they can steal the dragon, and that's very bad.
Phase Four(Level 16-18): Baron, you're mine
Continue like phase 3, and you can also try the baron.
Never try alone, you will surely die.
But you can manage the Baron if you have one allied champion with you, and I mean ONLY ONE. Especially if he's ranged, or do loads of damage.
I succeeded 2 vs the baron. I tried at 17 level with Le Blanc, 18 level with Master Yi and 17 level with Vayne.
Remember again: ww has to attack first!
Group fights: the neverending story of the Wolf
Wawrwick tend to be an attractive target. Ww need to be near the enemy to fight, ww isn't a tank, ww can do damage and, lastly ww can heal with the HR.
Enemies know that, so they tend to attack you very often, and kill you, the quicker the better.
That's why you have the guardian angel.
You can enter in the fight right after the tank (try to stay near him). Often the enemy will target you.
Try to resist as much time as you can. Use HR against the nearest enemy (better if he's squishy too, but not mandatory, you need the HP granted from HR).
If the enemies aren't noob they will kill you, but if your ally aren't noobs the enemy will have one or two casualties too.
You'll revive, so we have 4 choice.
- The battle is won -> follow and finish fleeing enemies.
- The battle lost -> try to flee or at least kill as many enemies as you can. If you still have the ulti you may use it to teleport away from your enemies.
- The battle continues and you are no more the target -> attack the squishy and the fleeing enemies.
- The battle continues and you are still the target -> HR and flee, if they follow continue running, if they don't follow strike back.
Remember to use your ultimate wisely.
-> at start, blocking one of the more powerful enemies.
-> after revive, to finish one enemy and regain some health
-> against fleeing ones... as always.
Oh, BTW, sometimes the enemies see the Guardian Angel and ignores you. No problem. Go through their lines and eat their casters, or make them flee.
Items for the bad, bad wolf.
That's a must. Damage, speed, armor, and a nice unique ability that stacks with the ulti, and make Magic Damage: it's very nice against HP barrels, like Cho'Gath.
Yeah. I chose Ninja Tabi since:
- They are cost-effective: cheap and realiable.
- They give you both armor and dodge. Both useful in jungle fights.
The fourth item needs to give you defense, and Guardian angel grants you both Ar and MR.
And remember that you should be one of the main enemy targets.
Interesting, but replaceable
Cost effective. It stacks with the ulti and taking it as third object grant you also some MR. You can avoid that, especially if you aren't target of Magic Damage.
Some Attack Speed is not needed, but it's welcome. Ability power too. But the important thing is the unique ability: if you use your ulti with this item equipped you will crash away 24 magic resistance from your target. Very nice for your Hungering strike. And so much useful if the enemy is targeted by your allied casters.
Completely repleacable... but I had to chose a sixth item.
How to make happy all your group, and granting them some bonus, and also some life stealing? Take the Stark's Fervor!
Noob advice: to take only if the other team member didn't have it.
Oracle it's useful against stealthy champs, and, to avoid ganks it's mandatory against Evelyn and Twitch (and other champions who can wander in the jungle under stealth).
With the oracle will be really easy to kill Evelyn and Twitch if you meet them.
Item order, and other suggestion.
First and second items
First item to take is the Cloth Armor, and two Health Potions Health Potion, you need that for jungling.
As soon as you get 700 gold recall and buy Madred's Razor, with them you will jungle so much better and start taking the buffs.
Then you need the boots. I choose the Ninja Tabi, other choices are:
Mercury's Treads. You need these ones if you see too many casters within the enemy, also if you see many stunners.
Berserker's Greaves. If you want to be super aggressive, but I prefer defense. And, if you really want to be aggressive I suggest Sorcerer's Shoes since they grant you a better Hungering Strike, and HR is better than Attack Speed.
Boots of Swiftness? I'd say no. You don't need that much movement, you already have nimbleness and Blood Scent, and also an ulti that teleport you to the target. That's enough.
You need super fast the basic boots: [Boots of Speed].
Then you can go directly to Mardred's Bloodrazor and finish the boots just after that.
As third item I chose the "cost effective" Wit's End.
I think the third item should be cheap, just to arrive to the guardian angel faster.
Other good cheap choices are:
Sword of the Divine grants you attack speed, extra damage and armor penetration. This object becomes mandatory if you see enemies with dodge, especially Jax.
Last Whisper. Enemies with too much armor? Take this and solve the problem. (it gives also damage!)
Spirit Visage. If you need quick magic resistance that's your choice. This grants you some cooldown. Great.
I prefer an offensive one, since the fourth gives defence.
Warwick can use some defense. And istant rebirth can change entire games.
I chose Malady since it stacks with the ulti and Zeke's Harbinger just to show my team play attitude ;).
But there are other good choices. You can use the cheap items I listed before, and also:
The Bloodthirster grants damage and life stealing. Remember to fill its stacks with minion kills. If you take this avoid Stark's Fervor Zeke's Harbinger.
Hextech Gunblade. Life stealing, damage and ability power, with a nice unique ability that make more damage and slow the target. If you take this avoid Stark's Fervor Zeke's Harbinger. Maybe avoid also Frozen Mallet. since they both slows the target.
The Black Cleaver. To cut through enemies with high Armor.
Frozen Mallet. HP, some damage, and a nice unique power that slows your target. Not bad.
Banshee's Veil. Magic resistence, mana, health and a good unique ability.
Sunfire Cape. Only if you plan to stay in the middle of the fight, so remember to stack the sunfire cape with other defensive items.
Thornmail. Only, and I repeat only, if your enemies damage come from standard attacks.
Raduin’s Omen. If your team don't have a tank and you need one take this.
Force of Nature. Too much magic damage? And I mean really too much. Take this (after Spirit Visage). It grants also some movement speed.
Duhn duhn DUHN.
Let's start with what I didn't choose!
Yeah, the contest between to smite or not to smite is everlasting. I know.
And I want to say: yes, you can take smite if you want. It's surely on the top three spells to choose.
- It makes you jungle faster and safer.
- It makes more sure the buffs from stealing.
- After the 5 level the other spells become more and more useful.
Noob Tip: BTW, if you choose smite change your masteries, avoid improve exhaust (or ignite) and add improved smite.
The ones I choose.
First of all. Warwick is the only jungler who don't need Smite. Yes, the other junglers need it, ww don't. It remains useful, but no mandatory.
Without smite the risk is slow levelling.
But, hey, with Exhaust and Ignite your chances to gank enemies early grow up. Especially the mid laner.
And if you gank him you will raise level quicker.
Yeah, it's a risk. But it worths the challenge. And if your gank don't succeed no problem, you will remain a little low on levels, but not so much to make it a main issue.
And if you need to flee?
They're not a bad choice, you can use them also for offence and surprise enemies.
But I prefer to focus on ganking, and Exahust + Ignite give you more chances to kill enemies.
Ww will stay much time hidden in the jungle, so he should control the scene, and decide which fight to fight, and which to avoid. Flee should happen rarely, ganking often.
If you meet other lonely junglers no problem, they have to flee or die.
If they run after you in group no problem, that means that two or more of them are wasting time chasing you, your allies should gain levels, push lanes, and, if you resist enough, your nearest ally could even counter gank your chasing enemies.
I don't know. It stacks with your ulti, and it could be used also in jungle.
I prefer Ignite and Exhaust, but if you feel creative that can be a good choice.
One last word.
That's my first guide. Sorry for any mistyping or other errors.
Any feedback, opinions and suggestions are welcome.