not jungle ww? Lanewick is fine and all, but he really is much better in the jungle.
In any case. Armor Pen, Attack Speed, Flat Armor, Flat Health, CDR, magic pen (if Magewick is your thing). All useful on ww.
In any case. Armor Pen, Attack Speed, Flat Armor, Flat Health, CDR, magic pen (if Magewick is your thing). All useful on ww.
^ That is not entirely true.
Lanewick has a ton of sustain and, if played right, will almost never have to leave lane for health reasons.
I would use MP5 seals, CDR glyphs, unsure about the marks and, probably flat armor Quints.
I'm not a good rune man so, I'll wait for Searz's judgement on my choice and tell me that I'm way wrong. He'll probably offer a better set.
Lanewick has a ton of sustain and, if played right, will almost never have to leave lane for health reasons.
I would use MP5 seals, CDR glyphs, unsure about the marks and, probably flat armor Quints.
I'm not a good rune man so, I'll wait for Searz's judgement on my choice and tell me that I'm way wrong. He'll probably offer a better set.
Sure lanewick has good sustain, but what else does he have in lane? I mean he has one ability to harass with and it has a short range, so anyone smart will know just to stay a bit away from him. He also doesn't have a farming ability, so he can get pushed back to the turret pretty easily, which is a problem if he's against a ranged foe who can hit the turret, running back and forth out of his range, while he's trying to deal with the minions.
Why not just look at the top rated Warwick guides or even just Warwick guides in general. We have a lot ranging from Lane to Jungle and even Magewick.
Check out my youtube channel: http://www.youtube.com/user/JohnnySceneTM
theBMB wrote:
Sure lanewick has good sustain, but what else does he have in lane? I mean he has one ability to harass with and it has a short range, so anyone smart will know just to stay a bit away from him. He also doesn't have a farming ability, so he can get pushed back to the turret pretty easily, which is a problem if he's against a ranged foe who can hit the turret, running back and forth out of his range, while he's trying to deal with the minions.
The Rain Man played Lanewick in 2 games vs. CLG in the IEM qualifiers and did extremely well. Lanewick can last hit very well, almost never dies, harasses extremely well, can get kills easily, and pushes the lane SUPER hard (especially with Wriggles) so the enemy can't get as many last hits under tower.
@OP: Magic pen reds, armor seals, flat MR or scaling MR blues, and flat AP quints.





Jebus McAzn wrote:
@OP: Magic pen reds, armor seals, flat MR or scaling MR blues, and flat AP quints.
Yea, I think these will probably yield the best results, but quints is a hard topic on WW.
AP, HP, armor, MR and HP5 all works good on WW.
DEWO wrote:
ArP
Dodge/Armor/Mana regen
Mres/CDR
ArP
You're getting way too much ArP. 10-15 is the optimal amount. Beyond that you just slow your jungle speed down and decrease your survivability(in the jungle).
Armor seals are better than dodge as long as you don't have Nimbleness.
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I blurted out loud, in a dead silent theater full of teenage girls on opening night "Wait a minute, Edward has no blood flow. How does he get an erection?" I heard several men laughing, and had several girls turn and stare at me.
I did not get laid that night." - Berengier817
If you get yourself to (MAX) 15 or 16 with offensive masteries ArP you should get AS in the rest of the slots. Since your passive scales with AS it increases your health while jungling and you can because you're at higher HP pick up
Long Sword for MUCH faster jungling(and save money on pots).
I think those things can get you as much as 15 to 20% faster in the jungle. That is VERY useful.
The speed may even increase even more when you buy
Madred's Razors.

I think those things can get you as much as 15 to 20% faster in the jungle. That is VERY useful.
The speed may even increase even more when you buy

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