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Warwick Build Guide by VenoxGuides

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League of Legends Build Guide Author VenoxGuides

2) Venox's Challenger Guide [Warwick]

VenoxGuides Last updated on January 10, 2015
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Legendary Guardian

Defense: 9


Utility: 0

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Hello, I am Venox and I want to share with you my Challenger Warwick Guide! In this guide I will teach you the basics as well as more advanced mechanics and share with you my secrets to shredding unexpecting prey to pieces.

My only current account is on the oceanic server: Venox

► TALK TO ME ON SKYPE: Venox.Gaming

Links to all my pages are below this text▼


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About Warwick

Warwick is mainly a Jungler. His ability and kit allow you to focus and lock down high priority target. He has incredible sustain as well as good engagement which makes him a solid pick in many team compositions.

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Warwick was once a man revered for his ability to track down human specimens for the darkest types of scientific research. When his ambitions exceeded his physical limits, he drank a dangerous elixir to transform himself into an unstoppable manhunter. His newfound strength bore a heavy price.

Before his transformation, Warwick found his calling in Zaun as a "procurer" of human test subjects. Known for his crafty methods and ruthless determination, people regarded him with a cautious mixture of fear and respect. As his reputation grew, so did the demands placed upon him. His clients wanted more rare and dangerous specimens, and they wanted them sooner. To meet their demands, Warwick needed the strength that transcended his limited human form. His longtime friend, SingedSquare.png Singed, devised a powerful formula. The recipe called for three critical components: silver from the Shadow Isles, the fang of a Balefire dire wolf, and the heart of a celestial being. Warwick tracked down the first two in short order, but the third proved a much greater challenge. He traveled to Ionia to trap SorakaSquare.png Soraka, a creature believed to be a child of the stars, but she discovered his ploy and drove him away with powerful magic. Unable to tolerate his failure, Warwick returned to Singed disfigured and furious. He demanded the chemist's incomplete potion, but Singed warned him that the results would be unpredictable. Ignoring his friend's warning, Warwick drank the concoction. The brew transformed him into a creature both man and wolf, infusing him with raw strength and heightened senses. Exhilarated, he immediately began testing his newfound power. Each day his instincts became sharper, but his human half slipped further away. He could feel himself losing control: though he always got his prey, he often failed to bring them back alive. Now he seeks the blood of Soraka to stabilize his transformation before his mind gives way to the feral urges of the beast.

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Passive [Eternal Thirst]:
Each of Warwick's attacks deal increased magic damage to the target and heal them for the same amount. Each successive attack against the same target will restore increasing amounts of health to Warwick, up to a maximum of 3 stacks which remain for 4 seconds.

Q Ability [Hungering Strike]:
► Active: Strikes an enemy for the greater value between base magic damage and a percentage of the target's maximum health as magic damage and heals Warwick for 80% of the damage dealt. This can only do flat damage to minions and monsters.
► Cost: 70/80/90/100/110 mana
► Cooldown: 10/9/8/7/6 seconds
► Range: 400

W Ability [Hunters Call]:
► Active: Warwick lets out a howl that inspires all nearby allied champions, increasing Warwick's attack speed and all nearby friendly champions' attack speed by half of that for 10 seconds.
► Cost: 35 mana
► Cooldown: 24/22/20/18/16 seconds
► Range: 1200

E Ability [Blood Scent]:
► Toggle: Warwick senses enemy champions under 50% health within distance of him; while he detects a low-health enemy, he gains movement speed.
► Cost: n/a
► Cooldown: 4 seconds
► Range: n/a

Ultimate [Infinite Duress]:
► Active: Warwick lunges at an enemy champion and supresses them for 1.8 seconds. During this time, Warwick attacks his victim 5 times, which triggers on-hit effects and deals a total of magic damage. Warwick gains 30% life steal for the duration and is affected by Eternal Thirst.
► Cost: 100/125/150 mana
► Cooldown: 90/80/70 seconds
► Range: 700

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Pro's & Con's

Relativly fast clearing, High Movement Speed, INSANE sustain, gives team attack speed, one of the Best ults, 1-hit potential and great ganks past level 6.

No real ganking potential pre 6, no other gap closer than Infinite Duress, ult can be cancelled and can get counterjungled easily.

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Jungle Route

As mentioned several times before, it's important to jungle to level 6, because your ganking potential is just not good before level 6. You will always start at the bottom side of the map at red or blue buff. Cause of your passive you can solo these buffs, but a leash is always good to jungle faster. Smite this buff as late as possible to get the bonuses it provides (red gives you health and blue mana back). After that you want to go to the Raptors (the old wratihs) and kill them. They will now deal high damage but with 1 Health Potion you can outsustain their damage easily. Afterwards you will clear the other big buff with your smite. Then go to the camp thats next to it (gromp or golems). Clear it and walk to the the wolves. Afterwards you can clear the other camps that you have not cleared yet. When you do it right you want to go back when the buff you cleared first (blue or red) has about 1 minute to respawn. Buy the First Back Items and clear the buff. If possible gank directly. If not clear the jungle even more. Since now you should gank whenever your ult is up. Try to secure Drake and Baron whenever you can.

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When and how to invade depends entierly on two things. You need to know where the jungler is and that you have a plan. In early stages of the game, an invade to kill the enemy jungler can be made easy by warding one of the buffs or by seeing movement near it. You can then judge by champion clear speed how long it will take for them to start their other buff. Once you are done with your Red Buff + one camp, you can start moving over there and contest.

This is the easiest invade, but keep an eye out for mid-lane leaving. They might have seen you move into their jungle. Remember that their mid-laneer is closer to the enemy jungle than what your mid-laner is, so be careful when moving in for the invade.

You can always invade if you know where the enemy jungler started. If unwarded, you can move into the bush by the buff get a better view. This makes the invade alot easier, since you can apply red buff to slow the enemy jungler. Unless he can fight you, or his mid-laner is moving in for you, you shouldn't loose the invade.

Small jungle creep gives even more XP now, so leave only 1 when taking camps in the enemy jungle. It's also great to smite enemy wolves to get the moving ward inside the jungle.

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Smite Targets

Season 5 introduced alot of new things to the jungle, including Smite changes and camp changes. The jungle itself is alot harder now. Smiting camps also gives a bonus effect, of those the most beneficial to you will be Bird Camp, Wolves, Red Buff and Gromp:

Smiting the big Bird will give you an aura that will detect any green wards in the area, giving you true sight when near it. You can then find the ward and dispose of it.

Smiting Wolves spawns a ward that will travel next to the bush at the Blue buff, giving vision over the area. If it detects an enemy champion, it will follow them for a short time.

Smiting Red Buff gives you a lot of health back. Smite it as late as you can since it is % Missing Health it heals for.

Smiting Gromp will give you a dot on your auto attacks. This is not only good for ganks, but also clearing camps.

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As always, aiming for carries will be your best bet. However some items can make you want to change targets. Most AP carries are loving the Zhonya's Hourglass. This item is basically Rengar Insurance. Most AD carries however lack items to protect themselves other than the reaction of their team. As I said in the section above, they might not get the time to react if you do the combo perectly. Speed will be your greatest weapon against carries. Carries without good escapes in their kit will be the easiest prey. Ezreal, Caitlyn, Lucian and Tristana have natural escape and have to be killed quickly!

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There is some Champions that work really well with Warwick. These are usually champions that have a hard time landing high damage skillshots (e.g. Lux Ult). Warwick can initiate locking the target which will set up an almost guaranteed landed skillshot, which will greatly impact the team fight outcome.

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► Starting Items: Starting with these items is the only viable start right now. You will need the extra damage and sustain the new Hunter's Machete provides. The two Health Potions will give you even more sustainability in the jungle.
► Main Items: As said before this is the key item on Warwick. The On-Hit Damage, the 50% attack speed bonus and the true damage of smite is just so good on Warwick. Always build this item first cause it is just PERFECT on Warwick Blade of the Ruined King works perfectly on Warwick as well. The Active effect deals nice damage and is good for a 1v1 trade. Furthermore it's amazing for chasing down people and it also makes ganking much easier. The Passive effect stacks on your ultimate. And this is so damn good, because you will 5 times steal 8% of the targets current health with the ultimate. Always get this as your core.
► Late Game Items: When ganking and chasing down people you will need some high base movementspeed. This boots will give you all you need: High movementspeed and slow resist. It makes ganking and chasing just so easy. Nearly always buy it This is just an amazing item on Warwick. It provides 100 Armor, Cooldown Reduction and some Mana. You can spam your skills even more and you are so tanky with this item even if you do not have that much health. Another great Item. It provides some kind of tankyness by giving you health and magic resist. But the Greatest thing is the passive: +20% on Healing Effects. Your sustain in fights will just be unbelievable. With your passive and Blade of the Ruined King you can win with 200 Health vs a full life toplaner.
► Essentials: You will come to a part in the game where you have to decide between being tanky or going for more damage. This is normally the point where you have to decide between Frozen Mallet or Wit's End. Your decision will relie on what your team needs and at what point in the game you are now. Both are just great on Warwick. Frozen Mallet gives you nice tankyness and a nice slow. Wit's End gives you even more damage on your ultimate and autoattacks. Choose wiselsy.

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As Warwick you will relie on early clearing Speed, so you can get to level 6 as fast as possible. This is why you take Fury, Sorcery and Butcher. For even more Damage and Sustain you will take the other masteries, for example Brute Force, Martial Mastery, Devastating Strikes and Havoc, because they will provide everything you need to 1v1 everyone and 1-hit the enemy ADC.

Because you will hard engage on the enemy ADC or APC you also have to be some kind of tanky. Otherwise the enemy team will shut you down in a matter of seconds. So you have to take Recovery, Veteran's Scars and Juggernaut. Enchanted Armor and Tough Skin will help you early on in the jungle.

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If you consider jungling in Season 5 you need at least some kind of AD source at the start of the game. 8 AD will be enough to give you a good early in the jungle. These are the marks I just most, but there are other choices for example Greater Mark of Attack Speed or Greater Mark of Hybrid Penetration. Its personal preference. Taking Armor in the Seals is inevitable, because the new jungle monsters will deal so much damage that even Warwicks passive cant avoid this damage. Magic Resist is a key factor on every champ, because it will help you avoid the high damage of AP Nukers playing on mid lane. You can also take Greater Glyph of Scaling Magic Resist. Everything on Warwick and the itempath i will follow scales so so well with Attack Speed that this is the only think i would consider taking as your Quintessences. It also helps you early on in the jungle.

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Warwick is extremely OP at the time, although his Hunters Call got nerfed heavily last patch. The new jungler item just works to well on him, so i would rather say Riot will nerf him pretty soon.

Dont forget to check out my other webpages for news on upcoming guides as well as commentaries and gameplays!