Warwick Build Guide by peachypoo237
Not Updated For Current Season
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Recommended Runes + Notes
Main + Notes
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 + Notes
Hey everybody. This is going to be my first and probably only guide unless it turns out to be a huge hit and all that, then I might make more upon request. So to start off, I have no idea what I am doing when it comes to making guides and I will take all criticism with open arms to improve the guide. I think Warwick is a great late game jungler and still very good early game if you have lanes that can hit a snare or stun to set up a kill. Also come season 3, I think he will become viable again and will be played a lot more. Don't expect anything fancy because I don't know how to add all the cool stuff but I'll lay out all of the stuff I've learned from playing Warwick over the last few years.
Pros and Cons
Eternal Thirst is a really good passive for a jungler. It gives great sustain on every auto attack plus a little extra damage. It is amplified by any attack speed you build which is why I like getting on hit effect items on Warwick since they mesh so well with his kit.
Warwick's q is incredible sustain in the jungle. It allows for him to stay at very high health at all times which is nice in the season 3 jungle. Hungering Strike hits for magic damage and scales off of ability power, but it is good without it because of how it hits for a percent of their maximum health. I get a point in this at level 2, but then I max it first for the sustain and burst.
Warwick's w is a very good attack speed steroid for not only you, but also your whole team. Warwick works well in a comp that has a lot of auto attacks. Something with a solid adc and another champion like Teemo, Kayle, or Diana that relies a lot on auto attacks. I get a point in this at level 1 for fast early jungle clears, but max it second due to fact the you get 40% attack speed for rank 1, but only 10% extra for each addition rank.
Blood Scent is basically what makes him a ware wolf. When nearby enemy champions are below half health you gain a monster movement speed buff. You can toggle this on and off so if you are trying to gank sneakily you don't give away your position, but remember to turn it back on when you need to chase. I get a point of this early for the chase potential, but max it last because his other abilities are stronger in my opinion.
Warwick's ult is one of the few crowd controls in the game that is classified as a suppression. Suppressions cannot be Cleansed but are generally countered pretty hard with a Quicksilver Sash. This ability is really cool because of how you can use it as a gap closer to gank or start a fight. It is a whole 1.8 seconds that your teammates can free fire on your enemy of choice. Warwick's ult gives him really good sustain in fights as well because you gain lifesteal and apply on hit effects, like your passive, Wit's End, and Blade of the Ruined King, every time you attack during it. Level this up whenever it's available.
Lets talk runes. There are two rune pages that I like to use on Warwick.
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Mark of Hybrid Penetration
Greater Quintessence of Attack Speed
I like to play with Greater Mark of Hybrid Penetration because they are just more damage since Warwick's damage is generally pretty hybrid so it works well with the whole build. These are the marks I use the most. I think marks are more a personal preference, so I mess around with different marks all the time.
Greater Mark of Attack Speed is the other type of mark I use the most. Like I said, it's personal preference.
I like to use Greater Seal of Armor because it makes you really tanky early game.
I like to use Greater Glyph of Scaling Magic Resist over Greater Glyph of Magic Resist because as Warwick, a lot of games you will not leave the jungle before level 6 making magic resist useless early. By the time you starting needing any magic resist, you have almost as much as the Greater Glyph of Scaling Magic Resist plus even more into late game.
I like Greater Quintessence of Attack Speed on Warwick just for faster jungle clears and quicker procs for my on hit items. I like being faster than other champs and since it speeds up your jungle clears it gives you potential to roam to lanes or counter jungle faster than your opponent. Sort of like marks, I think quints are a personal preference.
I like Greater Quintessence of Movement Speed on Warwick when I wanted to have fun. I generally run these with Greater Mark of Attack Speed.
I also like messing around with Greater Quintessence of Experience so I can get to level 6 faster. This is a great option for anyone that wants to get to late game a little faster and gank earlier.
I like diving deep into the support tree for Awareness because the faster you get to 6 the better. You become a really dominant ganker for solo lanes and still excellent in duo lanes if you can avoid getting Infinite Duress cc'd. Vampirism also works really well with Warwick because of how reliant Warwick is reliant on sustain.
I spec the way I do in offense because I get to finish off my CDR cap perfectly and also get a little more damage and magic pen for more damage from Hungering Strike, Wit's End, and Eternal Thirst.
This item is essential on Warwick because of its active ability and the way its passive works with his ult. When you ult you nuke really hard and lifesteal a ton. The active allows you an actual ranged ability and allows you to catch people a lot easier. Because of this, if I have enough gold to get a Bilgewater Cutlass on my first back, I will get it. I do this because it makes ganking a lot easier when you don't have your ult yet or if your ult isn't up.
This item works really well on Warwick because of how much he heals. With all of the lifesteal you have plus your Hungering Strike you heal a lot, and this item just amplifies the amount. The health makes your tankier and the CDR gets you halfway to the cap which is very important on Warwick.
This item works similarly to Blade of the Ruined King because of how well it works with your ult. It adds to the nuke and stacks the MR buff really quickly which is really nice. At this point in the build I get items based on what the enemy team has. If they have a lot of AD champions then I might skip getting this until later and get Sunfire Cape or another high armor value item. If it's a pretty even damage distribution or heavy AP then I will get this and continue building whatever I need.
With the new changes to Locket of the Iron Solari I don't really like the item too much anymore and I opted in for more tankiness against AD along with a little more damage. With the setup I am currently using I have a fair amount of magic pen so I do a lot more damage with this item that most other champions that get it. If I don't get this I will most likely take a Randuin's Omen.
Spirit of the Ancient Golem
I have started switching to Ninja Tabis lately due to all of the AD lanes. Lots of Jayce, Zed, Kha'Zix, etc. mid and you need the armor and passive. I make up losing tenacity from Mercury's Treads by getting it from Spirit of the Ancient Golem while also gaining quite a bit of health at the same time. is just a really good item on Warwick. It gives you a ton of health and cdr which gives you your CDR cap which is really good on Warwick.
Item Synergy + Alternates
I'm not going to go deep into why I chose the items the way I did but I'll explain why, as a whole, the build works exceptionally well with Warwick. With the items I've been building, I feel I have a great mix of tankiness and damage. Warwick is not a carry nor is he a tank, but and awesome combo of the 2. When built like this, by end game, you will have over 3k health, tons of life steal from both items and Eternal Thirst, CDR cap and loads of both armor and magic resist. With items like Wit's End mixed with Eternal Thirst and Blade of the Ruined King you do a ton of damage with auto attacks without stacking attack damage. All you need is a little attack speed. I generally just get Enchantment: Homeguard because of how fun they are and it is one of the cheaper upgrades. I'd either get Enchantment: Homeguard if the enemies are pushing into our base or Enchantment: Furor if I just want a little more chase potential.
Add a Randuin's Omen if the enemies have multiple/fed AD carries or a Guardian Angel if they are bursting you really hard. A Frozen Heart is nice to have, but you have to manage your CDR so you have to work it into the build. I've also mess around with Locket of the Iron Solari. Basically any item that builds out of Kindlegem seems viable on Warwick.
There are not too many alternates to magic resist since Wit's End and Spirit Visage are so essencial to Warwick's build and both have lots of magic resist. You can try adding a Runic Bulwark or just get a Guardian Angel if they are hurting you too bad with burst. Otherwise just stack some more health with the magic resist you have.
I have played a couple of games so far since the season 3 patch and I actually like all of the new items and the jungle too. A lot of people I play with are complaining because the new jungle is too hard and they can't gank as much which is great for Warwick because he doesn't gank very much pre 6 anyways. This is the best part. He has so much sustain in the jungle that he can stay in it forever. I just played a game where I didn't shop until I was level 8 just because I was thriving so well. I got to 6 as fast as I could and ganked lanes back to back and had over 4k which set me up really well for mid game.
I'll try to walk you guys through a couple of jungle routes for the season 3 jungle.
Start at wolves and just get your team to help you damage them. Proceed to blue and get your teams help yet again to do a Smiteless blue. Run over and do your red with Smite and either gank if a lane is easily gankable, or clear whats left of your jungle and finish off with wolves again. You can also run over to the enemy jungle and try to get a kill on their jungler since they will either be low or short a buff since you have double buffs. If their jungler is not there, just counter jungle a few camps. After the whole jungle is gone you should be able to shop and get Boots of Speed and hopefully a Bilgewater Cutlass and a couple of sight wards if you successfully gank. After this just keep jungling your jungle or counter jungle the big minions in the enemy jungle if you know you wont get ganked. Make sure you are warding the enemy jungle if you are going to counter jungle and try to get the help of your mid and top or bot depending on which side of the map you are trying to get a buff or kill. Keep clearing small camps until you are about halfway to 6. Remember, wraiths are on a 50 second spawn and both golems and wolves are on a 1 minute spawns so be as efficient as possible. Blue should be spawning around 7:10. Kill it and ult gank a lane as soon as you can. You will either get a kill or burn flash. Both are good because your ult is on a shorter cooldown than flash so you can gank that lane again with ult for an almost guaranteed kill. After 6, the only time you need to be in the jungle is when your ult is on cooldown or you are getting buffs.
This starts off the same as the first route but after blue you want to run over to the enemy red buff and either counter it or wait for the enemy jungler to get there and then strike when he is low. Make sure that when you run this route then enemy jungler is weak early with low sustain so he will be low when he gets there. Also make sure the jungler is starting blue because if you run over and the red is gone and he catches you with red buff you are going to die or have to burn flash most likely. After this start, it will be the same as route 1.
It's always wise to counter jungle with another person. Generally for a level 2 red counter you just need the enemy to start at blue. It's better to have a mid that is a heavy pusher so that they can push the lane to tower and come help you. For the rest of the game you just need wards and a lane pusher to help you counter buffs since counter small camps is generally a very easy in and out process. It is really easy to counter jungle when you know where the entire enemy team is so warding is key. If you know the enemy jungler is top around 7 minutes then you should be able to counter their starting buff relatively easy if your own team is able to keep their lanes busy. Any champion can be counter jungled if you know their buff timers and have wards so I feel like making a list of champions that you can reliably counter jungle is pointless.
1. The best tip I can give anyone about the new jungle is that you NEED to counter jungle as Warwick. He is one of the only junglers right now that can make it through the jungle with full hp the whole time. It makes it really easy to drive the other jungle out and lose xp and even get a kill if catch them at the right place.
2. Another big tip I can give to people is that you can use your Hunters Call to get assists on kills you are out of melee range for. For example, if you and a carry are chasing down a kill and the carry is going to catch up and get the kill, you can use Hunters Call to get and assist on the kill since you wont be able to attack for assist points, but since you boosted the carry's stats you get credit.
3. Buy wards early and often. Nothing makes jungling easier than knowing where everybody is, especially their jungler. I like warding by their wraiths, red, and blue as jungler and leave the river the top, mid, and bottom.
4. The last big tip I can give is that you need to watch who you ult. There are quite a few champions that can get out of your ult like Gangplank, Alistar, Olaf, etc. Also watch out for people that are getting a Quicksilver Sash or Mercurial Scimitar. With the addition of Mercurial Scimitar a lot more people are going to have the possibility of getting out of your ult. You can't really counter this so you really need to watch out who you ult on so you don't waste it.
Sorry I only have 3 games in my history right now as I've also been playing a lot of Darius since the patch.
One last thing before I wrap up is that I seem to be getting a lot more assist after the patch and less kills. Maybe it is a coincidence since I have only played 10 or so games which isn't much to make any conclusions but just something to look out for. This was about all I was trying to get done with a guide considering when I look at guides I usually only look at items, runes, and masteries for some direction on how to get started with a champion. I tried to get this out as fast as I could after the season 3 patch dropped so anyone looking for a build had one to go to. Thanks for reading and leave comments for anything you would like me to add to the guide. Again, this is my first guide ever so it probably isn't the best so also leave comments on how I can make the guide better so I can update it to the best it can be.
Also I really need to give a big thanks to jhoijhoi for the "Making A Guide" guide. This was my first guide ever and I definitely wouldn't have been able to make this guide without it.