Build Guide by ShadowReign757
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Not Updated For Current Season
Not Updated For Current Season
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 compliments his predatory spirit." - Singed, the Mad Chemist, upon witnessing his master's transformation
Hey everybody, and welcome to my sixth guide. This time, I'll be covering how I like to play Warwick. Of course, I jungle with him. These builds are also pretty viable for 3v3 if that's your preferred map. This build is easy to use for beginner Warick players as well as advanced players.
Special thanks to Scrax for the banner.
Attributes: Jungler, Recommended, Bruiser, Melee
Release Date: October 27, 2009
Health: 428 (+98)
Mana: 190 (+30)
Damage: 56.75 (+3.38)
Attack Speed: 0.679 (+2.5%)
Health Regen: 7.05 (+0.8)
Mana Regen: 4.6 (+0.4)
Armor: 16 (+3.5)
Magic Resist: 30 (+1.25)
Move Speed: 320
The Two Builds
This build is sort of a glass cannon build. The only thing you really have for survivability is your lifesteal. This build focuses on using items with on-hit effects and attack speed. It lets you shred tanks and squishies alike, and it is quite funny when the enemy tank grabs a Thornmail without realizing that about 85% of your damage is magic. Lucky for you, Warwick is naturally somewhat bulky. So as long as you play smart, you should be alright. This build is geared towards being an assassin.
This is a build based around having more survivability, as well as dealing some decent damage. You will be able to take most people 1v1 and come out the victor. This build can be quite easy to counter though, as you have less of a mix between magic damage and attack damage. The playstyle of this build is a bit more aggressive than the other build, but you still need to be smart about when to go in and when to retreat. This build is geared more towards being an offtank/semi-carry.
Pros and Cons
Please note that these pros and cons go for both builds.
+ Easy jungler
+ Great ganker
+ Fairly nice early, mid, and late game
+ Easy to play
+ Easy to learn
+ Plenty of fun
+ Pretty tough
+ Fast jungler
+ Has plenty of lifesteal
+ Shreds tanks and squishies alike
+ Attacks very fast
+ Great chaser
- Squishy early game
- Often focused first
- Mana can prove to be a problem early game
- Can't gank effectively until level 6
- Ignite can shut you down
There are many more pros than cons, proving that Warwick is a nice champ to play for people of all skill levels.
(Innate): Each of Warwick's attacks will heal him for 6 / 12 / 18 health. Each successive attack against the same target will stack this amount of healing to Warwick up to a maximum of 3 stacks per strike. The stacks remain for 4 seconds.
This is the ability that will make you a fantastic jungler, as well as being pretty tough to kill in a 1v1 situation. After all, that is what Warwick excels at. But, this lifesteal alone isn't enough to supplement you all game. But, we grab The Bloodthirster to take care of that. More on that in the items section. Also note that it stacks multiple times, so while the numbers look like a pitiful amount, they turn out to be plenty early through mid game.
(Active): Strikes an enemy for the greater value between the flat magic damage and a percentage of the target's maximum health (can only do flat damage to monsters), and heals Warwick for 100% of the magic damage dealt.
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Cost: 60 / 70 / 80 / 90 / 100 Mana
Flat Magic Damage: 75 / 125 / 175 / 225 / 275 (+1 per ability power)
Magic Damage Percentage: 8 / 11 / 14 / 17 / 20%
This is your second lifesteal skill. It does some pretty nice damage, and the life you get back is also very, very nice. Also note that it has a range. You can do some useful things with it. One thing that I really love to do is to use it on a nearby creep to heal myself while I am running from someone, as the life you get back can save your life. Also remember to use it when fighting. You may be powerful, but you aren't a right-click-and-win type champion. You actually wouldn't be nearly as powerful without all of your abilities, while other champions such as Master Yi only need 1 or 2 abilities. This ability has encouraged some people to go AP Warwick, but trust me, it isn't worth it.
(Active): Warwick lets out a howl that inspires all allied champions, increasing Warwick's attack speed and all friendly champions' attack speed by half of the amount for 10 seconds.
Cost: 35 Mana
Area of Effect: 1200
Cooldown: 30 / 27 / 24 / 21 / 18 seconds
Attack Speed: 40 / 50 / 60 / 70 / 80%
This is your third ability for jungling. The attack speed boost is very nice, and will prove to absolutely shred late game. The fact that it helps your allies just makes it that much better. It makes jungling very easy, as your lifesteal will proc much more often. This ability goes very well with your items, and when it comes to Warwick, the more attack speed the better! The skill is pretty self-explanatory.
(Toggle): Warwick senses enemy champions under 50% life within a certain distance of him. Upon sensing an enemy, he will gain movement speed.
Cooldown: 4 seconds
Distance: 1,500 / 2,300 / 3,100 / 3,900 / 4,700
Movement Speed: 20 / 25 / 30 / 35 / 40%
This is the ability that makes it very hard to escape Warwick. Useless in the jungle, unless a low health enemy runs in and you kill him or something. But, the toggle effect is pretty nice. Never ever have this on when you initiate a gank if they are low health, as they will see you coming. But, of course, you want to turn it back on once you go in. But other than that, have it on at all times. You never know when you will catch a low health champ recalling in the bush.
(Active): Warwick lunges at an enemy Champion, stunning and suppressing them for 1.7 seconds. While they are stunned, Warwick quickly strikes the target 5 times for 33% of his attack damage plus some extra damage, and gains 30% lifesteal.
Cooldown: 90 / 80 / 70 seconds
Cost: 100 / 125 / 150 Mana
Extra Damage: 40 / 60 / 80
Your ultimate, and one of the best, if not the best, ganking skills in the game. This ability applies on hit effects, so that is why I choose to grab so many items that have on hit effects. We want to take advantage of this as best we can. With the AD from The Bloodthirster, all of the magic damage from Madred's Bloodrazor, Wit's End, and Malady, plus the armor shredding from The Black Cleaver, this does amazing damage. If you use build two, you still get the shredding from Madred's and the great lifesteal from The Bloodthirster. Thankfully, it has a range. So by the time an enemy sees you coming, you are already on top of them. You always want to intiate a gank with this. Why? Because it will almost always get them low enough for Blood Scent to activate, making it very easy to chase and kill them. In Teamfights, you don't necessarily want to just rush in and use it on the squishiest member of the enemy team. You want to prioritize targets with channeled spells. You can interrupt Katarina's Death Lotus, or Nunu's Absolute Zero, or even Lux' finales funkeln. Use it wisely. But, if they have no one with such spells, feel free to rape the squishy with it. Also note that you can get somebody with it if they are on the other side of a thin wall.
Hungering Strike range:
Infinite Duress range:
The other two skills, Hunters Call and Blood Scent, have no range circle available for them.
Farming & Pushing
Warwick is an amazing farmer. Hungering Strike will pretty much kill one minion, and Hunters Call will let you tear down an entire minion wave in seconds. Warwick can also push like a mad man if he feels like it. If you look at my screenshots of my abilities, you will see my creeps at the enemy inhibitor at the 10 minute mark. That's some insane pushing, and many last hits were achieved in the process.
Now, I'm not saying push all the time. You need to know when to push. Never stick around as long as possible to get that last hit on a tower unless you can kill it. If you do, you are way too vulnerable to being ganked.
Always last hit when in a lane. If you need to, hit a minion with a Hungering Strike. Never sit and auto-attack unless you are pushing. But since you will only be in a lane from mid to late game anyways, you will be doing a ton of pushing.
Most of your farming will be done in the jungle(duh). You will also have plenty of time to push after a gank or if you are covering a lane for a teammate.
Ghost: Helps a lot when chasing an enemy, especailly if they are targeted by Blood Scent. Also very nice for escaping.
Smite: This spell is a must-have on junglers. The damage it does is very nice, and thanks to the mastery for it, it gives you gold also. The cooldown is also very low.
Other Good Choices
Exhaust: This spell makes it very easy to kill someone, and it makes it easier to escape as well.
Flash: A very nice spell to have for some earlier ganks. Also helps to get you in position for a teamfight.
Cleanse: Helps to get you out of bad situations where the enemies are a bit CC heavy.
Ignite: Helps to secure a kill when ganking, but it's usefulness takes a trip south late game. Unless, of course, they have a Vladimir or a Dr. Mundo.
Teleport: Warwick is a pretty good pusher. He also is good at backdooring, both of which can be achieved with the help of this spell.
Not So Good Choices
Heal: You have enough lifesteal to get you through the jungle alright, and it isn't very useful because it reduces healing done to you for a little bit. We don't want that.
Clarity: You have enough mana to use your 3 main abilities, and then you can still use Hungering Strike a few more times after. Mana is only a problem during the jungle phase, but we have blue buff.
Rally: Not all that great of a spell, and even if you wanted to take it, let someone who is more carry oriented take it.
Fortify: Save this one for the tanks and supports, you need more useful spells.
Revive: You shouldn't die enough to need it, and the cooldown is too massive anyways.
Clairvoyance: Save this one for the supports. Even if you needed to find a low health target, you have Blood Scent.
Greater Mark Of Insight: Since a majority of your damage is magic, we want magic penetration to deal more damage.
Greater Seal Of Evasion: The dodge chance is very handy, and can be a life saver.
Greater Glyph Of Focus: The CDR provides faster jungling, as well as assisting in fights and ganking.
Greater Quintessence Of Fortitude: The extra life is great for jungling, and is very helpful in teamfights.
greater mark of desolationGreater Mark Of Desolation: Since this build has less magic damage than the other one, we are going to need some armor penetration.
Greater Seal Of Evasion: Some classical AD seals. You never know when they will save your life.
Greater Glyph Of Focus: Some CDR for your abilities while you're in the jungle.
Greater Quintessence Of Fortitude: Makes your life easier in the jungle. Also good for teamfights, and you never know when the extra health will save your life.
Deadliness 3/3: More crit chance is always nice, no matter how little.
Plentiful Bounty 1/1: Some CDR on your Smite is great. The extra 5 gold per use is just the cherry on top.
Alacrity 3/4: More attack speed means more lifesteal. And that is key to jungling.
Sorcery 4/4: We want some CDR for the jungle, and we also want to unlock the 15% magic penetration.
Sunder 3/3: Some armor penetration to help our base AD more effective.
Archaic Knowledge 1/1: Some nice magic penetration for our Hungering Strike and our items.
Offensive Mastery 2/2: Helps us kill creeps faster for smoother jungling.
Brute Force 3/3: This helps us kill creeps and champions alike.
Good Hands 3/3: We take this over Perseverance because we aren't regen based, so this is a lot more useful.
Haste 1/1: A nice improvement to Ghost.
Awareness 4/4: A nice XP boost to assist in your leveling.
Utility Mastery 2/2: Some awesome increased buff duration.
Plentiful Bounty 1/1: A lower Smite cooldown is fantastic. The bonus 5 gold is also nice, and ends up being more than you might think.
Resistance 3/3: Some nice magic resist to protect you during battle.
Hardiness 3/3: We get this to give us a great bonus during the jungling phase.
Evasion 4/4: Scales nicely with your seals.
Nimbleness 1/1: Makes dodging an attack that much more life saving.
Harden Skin 3/3: The reduced damage taken is fantastic.
Defensive Mastery 1/2: The less damage the better I suppose.
Veteran's Scars 4/4: The amount of health this gives is amazing in the jungle.
Good Hands 3/3: The reduced time dead is more useful than the regeneration boost in this case.
Haste 1/1: A nice improvement to Ghost so you can chase/escape better.
Awareness 4/4: A very nice XP boost so you can keep up with your teammates.
Utility Mastery 2/2: The increased buff duration is extremely helpful.
Cloth Armor: Classical starting item for junglers. We are going to build this into Madred's Razors ASAP.
Health Potion x2: These are needed to get you through the jungle with optimal health.
Sorcerer's Shoes: These give you some movement speed and some nice magic penetration.
Madred's Bloodrazor: This is a core item to any Warwick build. This provides you with most of your shredding capabilities. One ultimate will deplete 20% of someone's health, but that's only if they for some reason have 0 magic resist. It will do less depending on their magic resist.
Malady: This is your second shredding item. This will lower their magic resist by 25 from one ultimate. This is here not only because it has a damaging on hit effect, but also because it makes your Bloodrazor more effective.
Wit's End: This item is, yet again, another shredding item. One ultimate when you have this will remove 210 mana and deal it in damage. The only reason not to get this is if they have 3 or more people who aren't mana users. If they do have 3 or more mana-less people, get Sword of the Divine.
The Bloodthirster: This item will provide you with some more lifesteal to go with your passive, and some nice AD for your ultimate.
The Black Cleaver: Once again, another shredding item. This item let's your auto-attacks be more effective. It will shred 45 armor from the target from one ultimate use.
Note that these alternatives consist of only damage items, as this is the glass cannon build after all.
Phantom Dancer: Provides some nice movement speed, and more attack speed for more shredding.
Zeke's Harbinger: Some more attack speed and some pretty good lifesteal, nice item.
Tiamat: You will be attacking very fast, so the splash will be surprisingly painful.
Sword of the Divine: This item gives some amazing attack speed, and also will proc from your ultimate. Your ultimate will proc this once, only dealing 100 extra damage. But, it still helps. The active is also very useful for dodge *****s like Jax, and for some people with decent armor like Amumu.
Cloth Armor: Again, this is a nice help when jungling, and it is good since we are getting Madred's Razors quickly.
Health Potion x2: I feel no need to explain these again.
Mercury's Treads: Since this build is about surviving and still doing some damage, we want the CC reduction.
Madred's Bloodrazor: This is what gives this build most of it's early damage.
Spirit Visage: This will assist in your lifesteal, as well as giving you some health and magic resist.
The Bloodthirster: Some very nice damage, and some lifesteal to make use of that Spirit Visage.
The Black Cleaver: Some necessary armor penetration so that your attacks actually hurt.
Banshee's Veil: Some great health and mana. Plus, the passive makes it so your ultimate is less likely to be interrupted.
Frozen Mallet: Provides a very nice slow, as well as some health and a bit of AD.
Sunfire Cape: Does damage to an enemy while you are hitting them with your ultimate. Plus, the health and armor are nice.
Camp 1: This is the double Golem camp. Just grab your 2 Health Potions and head to it. For this camp, simply activate Hunters Call and auto-attack one of the Golems. Smite it at around 450 health. Next, just auto-attack the other one until it dies. No health potion needed. This will level you up once. Grab a point in Hungering Strike and head to camp 2.
Camp 2: These are the Wraiths. Just activate Hunters Call and auto-attack the big Wraith while using Hungering Strike to keep your health up. Once it is dead, just auto-attack the rest while using Hungering Strike. Use a potion here while fighting. Now head on over to camp 3.
Camp 3: This is the Ancient Golem, better known as Blue Buff. Smite may still have a low cooldown on it, but initiate anyways. Activate Hunters Call and auto-attack it while spamming Hungering Strike. Smite it at around 500 health. Use a potion here while fighting. Once you kill the Ancient Golem, you will level up. Grab another point in Hunters Call, and head to camp 4.
Camp 4: This is the Wolf camp. They are no big threat. Just auto-attack the big Wolf while spamming Hungering Strike. Make sure you always use Hunters Call. Once they are dead, go to camp 5.
Camp 5: This is the Lizard Elder, better known as Red Buff. Smite will still be on a low cooldown, so go ahead and initiate. Just use Hunters Call while spamming Hungering Strike. Smite around 525-550 health. Once you have cleared Red Buff and his little lizard minions, you should reach level 4. Grab another point in Hungering Strike and then finish off camps 6-8, grabbing a point in Blood Scent at level 5. You may have to wait a few seconds for the creeps to respawn.
Once you do that, recall and buy your Madred's Razors, and then you can wait a few seconds and buy your Boots of Speed
Next, just go back into your jungle and clear camps as they respawn, and if you can, steal their Blue Buff.
Once you hit level 6, it's time to leave the jungle and start ganking.
Once you get around to doing Dragon, it can be done as low as level 7 depending on how much help you can get. Just remember to always have Hunters Call on and to spam Hungering Strike, using Smite for the finishing blow.
One thing that Warwick is pretty good at is counter-jungling. Counter-jungling is when you go to the enemy's jungle and steal a few creeps so that the enemy's jungler has a harder time. This can be done a variety of ways.
One way that it can be done is to go to the enemy Wraith camp and slay all but one red one so they don't respawn.
Another thing that can be done is to go to their double Golem camp and kill one of them.
Probably the most effective way without killing them is to take their Blue Buff.
Counter-jungling varies depending on who the enemy jungler is. If they have a Shaco, you can cripple his jungle time by having your team and you go and pop his boxes before the creeps spawn.
If they have an Olaf, you can wait by his Red Buff, or Blue Buff depending on his pattern, and gank him once he kills it.
With an enemy Warwick, just stealing his blue will cripple him.
I could go on and on about every person and how to counter them, but I'm sure you get the point.
An easy way to do it with Warwick is to outright kill the enemy jungler, as Warwick has powerful 1v1. Just be careful, as he may have nearby teammates.
There are a few videos about counter-jungling on Youtube by Stonewall008:
Stonewall008 is an amazing resource for anyone looking to become a great jungler.
As a jungler, you are expected to do most of the early game warding, so why not ward late game as well? Just make sure that you and your team take turns warding, so that no one person ends up spending too much money.
The priority of these wards are as follows:
Blue: These wards are top priority, and should never be left unwarded.
Yellow: These wards take the next priority. They are life savers early game, and help you catch enemies off guard for a surprise teamfight late game.
Red: These wards take the third priority. These are useful for having full control of blue buff, and will help you pick up quite a few ganks.
Green: These come in at last priority. They may save you every now and then, but they are mostly useful for picking up a few ganks here and there.
Skill Sequence & Skill Rotation
1. Hunters Call
2. Hungering Strike
3. Hunters Call
4. Hungering Strike
5. Blood Scent
6. Infinite Duress
7. Hungering Strike
8. Hungering Strike
9. Hunters Call
10. Hungering Strike
11. Infinite Duress
12. Hunters Call
13. Hunters Call
14. Blood Scent
15. Blood Scent
16. Infinite Duress
17. Blood Scent
18. Blood Scent
The reasoning behind this skill sequence is because hunters call] is a very vital spell during the jungle phase, so 2 points is plenty for then. But for ganking, you want [[hungering strike to have a low CD as well as high damage. So we max that out ASAP. One level in Blood Scent at level 5 is plenty because one ultimate should have them low enough for it to activate. And if not, one Hungering Strike right after will.
Basically, you want to initiate on your target with your Infinite Duress. After that, you want to activate Hunters Call and beat on them while constantly spamming Hungering Strike whenever you can. This is a ton of damage, and will make most champions fall quickly. Especially if you are using the glass cannon build.
Who You Want To Focus In Teamfights
Ok, so in teamfights, Warwick can be quite unique. First off, never go in first. Ever. It won't turn out good. You want to wait for the perfect moment to strike.
These people are top priority for your ultimate. They have channeled spells that you want to stop. They are in no particular order. Watch closely, as you only have a small window to stop some of them.
Lux when she starts to charge her finales funkeln.
Katarina when she uses her Death Lotus.
Fiddlesticks if he starts to charge up his ultimate.
Caitlyn if she is about to execute a teammate and you don't want anyone to have to take the hit.
Ezreal when he starts to charge his ultimate.
Galio if he uses his ultimate. Make sure you don't walk in and get taunted.
Janna when she starts to heal her team.
Karthus when he starts use Requiem.
Malzahar if he uses Nether Grasp on a teammate.
Miss Fortune when she uses Bullet Time.
Morgana when she uses Soul Shackles so it doesn't stun your teammates.
Nunu when he uses Absolute Zero.
Warwick if he suppresses a teammate.
If no one on the other team is one of these people, then you want to focus the squishy carries, as your suppress can shut them down. Again, these are in no particular order.
Anybody not mentioned is either really tough, has some way to get out of it, or has some way to prevent death (Excluding Anivia, her egg is useless late game, you will shred it).
I realize that at the top I said squishy carries, and some of these are nukes and not carries, but you get it.
Early Game 1-5
Mid Game 6-12
This is where you start ganking. Your ultimate is one of the best in the game for ganking. Make sure that your 1v2 lane gets plenty of ganks and that you are putting the pressure on other lanes as well. I cannot stress enough that you should always be doing something. Never do nothing. If you're not jungling, gank. If you're not ganking, jungle. Always make sure your teammates know when you are ganking and what to do. Don't expect a teammate to initiate the gank if they only have 1/4 health left. In that case you want them to go back and you need to cover for them by putting the pressure on the opponent, you can take any damage and use your lifesteal to get it back. Just never put yourself in a bad situation, it is 1v2 after all. Try to keep control of all of the buffs. Especially Blue Buff. You are also going to want bottom lane to assist you in killing Dragon. I don't recommend having your mid lane help, as the enemy will probably get suspicious and gank you at Dragon.
Mid game should go perfectly smooth for you as long as you can remember: You may be the king of ganking, but you aren't invincible.
Late Game 13-18
This is teamfight time. If you read the guide up to this point you will realize that Warwick doesn't exactly excel in teamfights. Not because he is bad at it, but because he has a unique role compared to other champions. Most other champions have to either support, do massive damage, or take damage. Warwick has to do a mix of all three. You won't be carrying most of the time, so every little bit of damage you take is a bit of damage that your carry didn't take. Am I saying you need to initiate and try to tank? No. You just need to have the mindset that you can heal damage back. I'm not implying that you can be reckless, I'm simply saying that you can be a bit more aggressive than you can with a traditional carry. As for the support role I had mentioned, it is your sole job to eliminate the biggest threat with your ultimate. Always suppress people who have channeled spells, but please don't focus tanks. As for the massive damage part, people expect Warwick to deal damage on par with, let's say, Master Yi. It's hard to do all of these roles at once, but with practice, you can. Trust me.
Well, I sincerely hope that this guide has helped all of you aspiring Warwick players out there. Lots of time and work was put into this guide, so I hope my work was worth it. I hope you enjoyed reading this guide as much as I enjoyed writing it.
I May or My Not be adding videos to this guide.
My Other Guides
Be sure to check out my other builds while you're at it.
Your Extensive Guide To Tanking As Garen(DPS Build Included)
Nunu: The AP Jungler
I have more builds, but these are my more popular builds, and I think they are way better than my others anyways.
Bonus Tips & Trivia
This section is just a little section that I enjoy putting in my guides as a fun little place where people can learn a bit more about the champion that the guide is for. Enjoy.
The pictures of Eternal Thirst, Infinite Duress and Blood Scent show him in his Grey skin instead of his original one.
Warwick's dance is that of Michael Jackson's Thriller.
Warwick's name may be based on the Pinocchio character Lampwick, who was turned into a donkey, much like how Warwick was turned into a werewolf.
Warwick's story rivals that of a character from the book series "The Mortal Instruments". Luke the character from the books is led away by a friend who's trying to get him out of the way and is bitten by a werewolf. Warwick is drawn by the war into Ionia where he is cursed by Soraka to become a werewolf. Luke hated being a werewolf and what it did to him but he grew to live with it. Warwick reveled in it and became even more dangerous.
During the Halloween event, if Urf's ghost was approached by a Warwick wearing the Urf skin, Urf himself would throw his spatula at Warwick and shake his head.
It is rumored that the Urf ghost on Harrowing can pop a Banshee's Veil.
Many of Warwick's abilities strongly parallel the Druid's abilities in Werewolf Form in Diablo II. Eternal Thirst is similar to Feral Rage (lifesteal that increases with stacks), Hungering Strike to Hunger (instant lifesteal of a set amount), Infinite Duress to Fury (a flurry of attacks). His general appearance and posture are similar as well, indicating a possible source of inspiration.
Warwick could be derived from Strygwyr (Dota All-stars). Strygwyr's Blood Bath is similar to Warwick' Eternal thirst (healing), Strygwyr's Thirst to Blood scent (detection of low health enemies and movement speed increase). They also look somewhat like werewolves.
Warwick is one of the 3 champions having 6 skins. The others are Twitch and Amumu.
"Big Bad" skin and his /joke are both references to the Little Red Riding Hood fable.
Urf the Manatee skin is reference to the April Fool's day hero Urf. At the end of April Fool's Day 2010 it was known that Warwick killed and flayed Urf.
Warwick's strategy may vary from one to another, but he is one the best junglers in the game and rarely should lane.
Many of the Warwick strategies could be used at any Summoner level and do not require specific runes most of the time.
Warwick's Hunter's Call can help a lot when pushing a lane since it will increase the attack speed of you and your allies.
Try saving Infinite Duress for later in the fight when they are trying to run away. This way you have a higher chance of getting a kill.
Be sure to jungle only if you have a good champion that can solo a lane on your team - that way they can also cover you while you're away.
Due to the health regeneration from Eternal Thirst and Hungering Strike, Warwick excels at 1v1 fights. Use this knowledge to your advantage.
When choosing a target for Infinite Duress, be careful of targets who have spell-blocking abilities or Banshee's Veil, as it will completely negate the suppression on your ultimate.
If jungling, take care not to be ganked while fighting the Ancient Golem in the beginning of the game. This can be avoided by changing where you start, or even waiting to see where all the enemy champions are first.
Turn Blood Scent off to fool weakened enemies into thinking that you are not nearby, but don't forget to turn it on again later.
Use Infinite Duress to keep enemy champions suppressed, then use Ignite and if Blood Scent hasn't activated, activate Ghost and barrage them non-stop.
Casting Infinite Duress on their carry is an easy way to turn the tide in a team fight.
Warwick's Infinite Duress is easily disrupted by a stun, knock-up or suppression, so wait for the enemy disables to be used before using this ability.
His ultimate Infinite Duress triggers all on-hit effects such as Sword of the Divine, Wit's End, Madred's Bloodrazor, Malady and The Black Cleaver five times. Using Infinite Duress gives it full stacks for both Malady and The Black Cleaver, deals the fourth strike damage from Sword of the Divine and Madred's Bloodrazor will deal 20% of their HP (4% per strike) as magic-damage.
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