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Recommended Items
Runes: LETHAL TEMPO
1
2
3
4
Precision
Resolve
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
1
2
3
4
STANDARD SETUP
Barrier
Flash
Items
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Vayne
Zilean
His speedup also increases your ult range and it allows you to engage fights from really far. The revive is also amazing.
Ideal
Strong
Ok
Low
None
Zilean
His speedup also increases your ult range and it allows you to engage fights from really far. The revive is also amazing.
Champion Build Guide
ABOUT ME/ FUTURE GUIDES
ABOUT ME
On League I go by Federals1, and since 2018 I have hit challenger with at least 900 lp every single season.

I have also hit Challenger on EUW

I was also the number 1


Over the years have gotten top 10/5 on








I will be livestreaming at https://www.twitch.tv/federals123 , so if you want to check it out and see how it's going be sure to tune in! I will be answering any questions and trying to give my thought process while playing, giving general tips and such. I hope if you end up checking it you will enjoy your time.
FUTURE GUIDES
I will be making more guides in the future, some already being in the works. My goal is to make a guide for every single champion I am extremely confident with, and ones I've been playing for a very long time where I have unique insights to share.
I am currently working on multiple guides but I cannot give an exact date when they will be out. I will post them gradually as I finish them, so if you want to see when they are out for a new champion you can follow and be up to date. To make sure they are done quicker not all of them will them will have a matchup spreadsheet at the start, that alone takes me a week by itself, it's massive.
TIP BEFORE LANE STARTS
While you wait in the loading screen, or even before minions spawn, go on an external website and check what runes your opponent has. I use op. gg or u. gg, but any website that show runes in full works. You will be able to see exactly what your opponent's runes are, and it can play a big part in your very first trade and knowing exactly how you might want to play out the first few waves. Here's an example: you see the enemy has
Resolve secondary. It's extremely important to see what he has in
Resolve. You can check and let's say they have
Bone Plating and
Overgrowth. Now you know you should play out your first trade a bit differently, trying to proc down
Bone Plating first, or knowing that if you go for a trade he has that extra block power. This is something you should look to do every single game to gain an advantage.





ANOTHER WARWICK SPECIALIST
This section is specifically made for someone else I know who is a
Warwick one trick and who is playing in Masters+. I have put his social links here in case you wanna follow him and ask him stuff regarding his own playstyle:
Twitch: https://www.twitch.tv/h0rnlime
Youtube: https://www.youtube.com/@H0rnlime

Hornlime
Twitch: https://www.twitch.tv/h0rnlime
Youtube: https://www.youtube.com/@H0rnlime
MATCHUP SPREADSHEET
The matchup spreadsheet is not done yet, but I will post it when I complete it.
TABLE OF CONTENTS
xMid Game xLate Game
xAll final items explained |
xPros xCons |
EARLY GAME
In the early game, you want to fight as much as possible.
Warwick has one of the best early games out of all melee top laners. His dueling power is insane. Level 1 and 2 it might not be that amazing, it's not bad though just nothing too crazy, but once you hit level 3, it ramps up insanely hard. Having all 3 of your basic abilities is massive. First off, his passive
allows him to sit at 50%
health for the entire lane and NEVER dip below it. You won't go above 50% very often, but in most matchups, the enemy either kills you from 50% hp to 0 very quickly, or they never have a fighting chance. A champion like
Malphite cannot poke you out ever because every auto attack will heal you when you are below half. He would literally have to contest every single minion to deny you the healing, and that doesn't seem very doable. On top of that, since you don't need to use your Q
to heal, you should not run out of
mana if you correctly use your spells. His W
Movement Speed will also be on for the majority of the laning phase, as there is a very good chance someone will be under half
health somewhere on the map, meaning you can use the speed
to get back to lane quicker AND to dodge skillshots in lane. Your E
is insanely good in the 1v1 duel. The fear combined with the damage reduction you gain from it is massive. It basically allows you to win almost every single melee duel in the game, aside from champions who can push through the fear effect like
Olaf in his ultimate
. Taking
Barrier also means that if the enemy runs
Ignite you can still win out the 1v1 and prevent mega burst abilities from killing you, such as
Garen ultimate
.
His 2v1 power is also disgusting. It's basically a death sentence for any jungler to gank Warwick early on if he has his basic abilities up and
Barrier, not to mention going
Lethal Tempo most of the time, so your
Attack Speed will be insanely high. Most of the time the gank turns into a double kill for the
Warwick, so the enemy cannot fully rely on the jungler's help. You can also very easily track down the enemy jungler due to your W
. If the jungler is below half
health, your blood trail will allow you to know exactly where he is at, and you can even ping your team to let them know.
Your only real issue is making sure you don't get kited. Early on you can only stick to people with your Q
and your speed
and not much else. You can use your E
to fear them and manage to stay near them a bit more, but if you don't have the E
they might be able to turn on you and fight you. Ranged champions will be tough to get close to early on, but there's cases where you can unironically just use your ultimate
on them even if they have not lost any
health. There's a lot of matchups where they just want to poke you down and not much else, but if you can actually get on top of them initially wit that ultimate
, you can chase down for a kill. You can use your Q
to get in front of where they want to go, and then fear them away with your E
, which should give you a good chunk of time to get them low, after which your W
speed
will kick in and make chasing them down for the kill much easier. There will be matchups where you need to respect the poke and play it much slower, but there's not an insane amount of those, mostly just ranged ones and champions with a lot of dashes/ mobility.
There's also some matchups where getting hard burst is actually an issue, such as
Riven, so buying the correct item components is crucial. Most of the time you can just simply go towards your general 2 core build, but there's cases where you might need to delay it by getting an item that will prevent the burst.
Warwick won't have a DPS problem early on even if he doesn't go for damage first, so making sure that you don't die from 50%
health very quickly is crucial here.
If the enemy laner is super passive and not really fighting you, you can actually look to roam and possibly get a pick onto the enemy jungler or mid lane with your ultimate
. The only issue when trying to do this, is that
Warwick is one of the worst waveclearing champions in the entire game. You have ZERO waveclear, it is completely non existant. You just attack the minions fast, and that's it, so you need to buy an early
Tiamat if you want to try to do this. You can also look to rush
Hullbreaker and just perma proc the effect onto the turret. That way, even if they don't give you a lead through kills, you can get plates and take down the turret quickly.
If you are going damage, your first large spike will be either
Pickaxe or
Vampiric Scepter, both of these are usually very good to spike on. Your dueling power becomes even better once you have one of those 2. Your next massive spike is when you complete
Blade of the Ruined King. I would argue that this particular power spike is one of the best 1 item power spikes in the entire game. There's matchups where you will need to buy another 1st item to make sure you can play out the lane properly, but if you get Blade
, always contest lane priority or ANY minion the opponent wants to kill. Tanks get their
health obliterated, because your abilities do magic damage and your auto attacks plus
Blade of the Ruined King do very good physical damage, so they need to get both
armor and
magic resist, and bruiser who most likely won't buy either stat also get destroyed because of the raw damage you have. You actually win the 1v1 vs every other
Blade of the Ruined King champion as well, not a single one can 1v1 you. There's matchups where you can ult
them if they took 0 damage and they straight up die after some extra auto attacks. Abuse your very strong early game as much as possible on this champion!

















His 2v1 power is also disgusting. It's basically a death sentence for any jungler to gank Warwick early on if he has his basic abilities up and






Your only real issue is making sure you don't get kited. Early on you can only stick to people with your Q











There's also some matchups where getting hard burst is actually an issue, such as



If the enemy laner is super passive and not really fighting you, you can actually look to roam and possibly get a pick onto the enemy jungler or mid lane with your ultimate




If you are going damage, your first large spike will be either










MID GAME
Most of the time in the mid game you look to push out the side lanes and 1v1 anyone who isn't straight up under their turret. If you maxed your E
second, the damage reduction on it will be as high as a rank 1
Alistar ultimate
.
I'm not kidding, look:
This basically means that unless their main source of damage is true damage, you will not even take half of the damage they deal when your E
is on. If a
Sett misses the middle of his fully charged W
and hits the side instead, you MIGHT lose 15% of your
health if he's really fed. This basically means that, unless the opponent you fight is very strong, you should be able to outduel every other melee champion from full
health every time as long as you don't get hyper kited. There are obviously exceptions to this rule, but for the most part you should be king of the side lane 1v1 during this game stage.
Stridebreaker will also allow you to have much better stick power during this time. You can also use your W
to see if anyone is coming to stop you on the side lane, as if you don't get it activated, it means there is no one near. This also works well as a scounting tool near objectives. It's not as good as a blue trinket
, but it can give some good info on where 1 person is sitting.
Your teamfighting isn't that great, but you can be an amazing engager for your team with your ultimate
. You can just ultimate in to start a fight, either going for a high priority target, or just using it as a straight up hard engage tool. You will most likely get hard focued right after, but if you have your E
you should be able to tank even all 5 people hitting you for the entire damage reduction duration and then some. On top of that, if the enemy has no heal reduction against you at this stage, you're probably not dying at all. This is the stage where you want to look to close out the game.
Warwick is not a late game scaler, so you want to abuse your mid game power to take objectives such as Dragons
or Baron
, or just take down the side lane turrets for more gold and get a big item advantage, on top of the one that you can gain in the early game.



I'm not kidding, look:

This basically means that unless their main source of damage is true damage, you will not even take half of the damage they deal when your E








Your teamfighting isn't that great, but you can be an amazing engager for your team with your ultimate





LATE GAME
If you get here, you're not really gonna enjoy it. Your teamfighting isn't getting better, but a lot worse. When your E
runs out you probably die shortly after. The items the enemies get by this point will hurt you A LOT, especially true damage, which straight up ignores the damage reduction. If you really need to teamfight, you need to hit that R
on a priority target, or get a strong R
+ E
combo in. That way, you can fear everyone around the target you ult
, which can have some amazing setup for your team, but make sure the team can follow you up on the engage, or it's going to be horrible.
You can still 1v1 a lot of champions depending on the build on side lane, so your best bet will be to permanently push out sides. You might not be the 2v1/3v1 powerhouse from the early and mid game, but you can at least match up to a lot of champions in the 1v1 if you play it correctly. Tanks will still be very easy to push into, as you can just take
Hullbreaker and take the turret from right under their nose, and squishy champions will usually still be exposed to you just ulting
on them and killing them fast. That being said, you really want to close out the game quick and not let it get to this stage. Your passive
will be quite weak during this stage, as sitting at half
health won't actually be enough into most bruisers. It is usually fine into tanks, but if you fight a champion like
Fiora,
Darius or
Kayle, it won't be enough, so you will be forced to trade very well when you go to fight and will rely on the
Blade of the Ruined King
lifesteal to heal up past half in order to sit on side reliably. Heal reduction will also mess up your tankiness quite a lot during this time, so you need to consider the heal cut when going in a lot more.





You can still 1v1 a lot of champions depending on the build on side lane, so your best bet will be to permanently push out sides. You might not be the 2v1/3v1 powerhouse from the early and mid game, but you can at least match up to a lot of champions in the 1v1 if you play it correctly. Tanks will still be very easy to push into, as you can just take









ABILITY TIPS AND TRICKS
ETERNAL HUNGER (P)

Your passive healing is going to be extremely important for lane. It is basically the reason as to why you are so strong early on, as you constantly heal back up to half

JAWS OF THE BEAST (Q)

This ability has a lot more skill expression that you might initially think. For one, it's very important to know when you want to hold the ability or just tap it. There's a lot of situations where both the tap and hold are used, and you can even let go when you are holding the Q










BLOOD HUNT (W)

This ability is extremely good at tracking down the location is enemy members. If they are ever below half





The





PRIMAL HOWL (E)

Not much to say about this ability really. It's your main tankiness tool when 1v1ing people or when going into teamfights. The one thing that you should keep in mind is that it will not reduce true damage at all, and that you can actually activate the ability in the middle of your ultimate


INFINITE DURESS (R)

This is going to be your main engage tool and lockdown in teamfights, as well as a very good source of healing once you land onto your target. You can also use it as an escape tool when getting ganked. Keep in mind that people can cc you and stop it completely, or just use QSS











ALL FINAL ITEMS EXPLAINED
























































Tier 2 boot upgrades:






Tier 3 boot upgrades:





ALL POSSIBLE RUNES
KEYSTONE RUNES:
Lethal Tempo: This is by far the keystone rune you will run most often. It has amazing synergy with your W
and then fact that you want to attack a lot. It gives you insane dueling power during every stage of the time.
Grasp of the Undying: This is usually taken into slower matchups where they won't really fight you or where you just want the lane sustain from it, not much to it.
Press the Attack: I don't run this as much as I used to, but it can be okay to do very short trades and then backing off.
Fleet Footwork: This is actually quite good into matchups where you want both healing and speed
. One matchup where this can be taken and it feels quite good is
Teemo.
RUNE SLOTS:
Triumph: Very consistent rune.
Presence of mind size: You can run this if you wish, but most of the time I don't actually need it for the
mana sustain as I max Q
last.
Absorb Life: Can be taken if you want the extra sustain on lane, though it's been nerfed quite a bit.
Legend: Alacrity: You generally take this always as it's the best in this slot.
Legend: Bloodline: Can be taken, but I don't find much use for it.
Last Stand: This is the best one out of the 3 by far.
Warwick loves to fight at low
health so this is a perfect fit.
Taste of Blood: The only real take on that particular tree slot.
Deep Ward: Best one from its respective space generally.
Ultimate Hunter: Works well as
Warwick's ultimate
is a very powerful engage tool in certain lanes, and the more he has it up the more fights he can take.
Nimbus Cloak: Generally good rune that you can take in your secondary.
Transcendence: Can be done to get some extra ability haste
as you go into the mid and late game.
Celerity: This rune has solid synergy with the W
speedup to give even more speed
and make him even quicker.
Gathering Storm: Default take here that can allow you to scale into the late game much harder and give you a lot more damage.
Demolish: Solid rune if you want to take early tower plates or split push a lot.
Conditioning: More scaling as you get into the mid game and you don't need
Second Wind for lane sustain.
Second Wind: Best rune in its respective space for sustaining in the lane.
Bone Plating: Works best against combo based champions such as
Sett,
Riven or
Renekton, but into those I usually just end up going
Conditioning.
Revitalize: This rune is amazing for
Warwick. Every time you attack under half
health you heal up, so this rune will amp that up, on top of all your other healing. This is basically a second keystone rune, that's how strong it is.
Magical Footwear: Can feel pretty good to just get free boots, but not groundbreaking. The extra 10
Movement Speed is actually quite good for you as
Warwick has lower base speed
than most other bruisers.
Cash Back: Can be taken if you want to just get to your spike items in the mid game a bit sooner, but I don't like it as much.
Triple Tonic: Decent rune, the extra pot at level 9 is pretty good, and the second potion can be used to spike up your level 6 even harder.
Biscuit Delivery: Can be used if you want extra sustain, but most of the time it's bad and you can just take
Second Wind instead, plus
Warwick can just heal up to half anyways, so it's mostly used in the middle of combat as you get lower and lower.
Cosmic Insight: Generally good rune, the reduction on summoner spells feels pretty good.







RUNE SLOTS:

















































PROS
+Insane early game power, one of the best in the entire game
+Infinite lane sustain, once you get to half health as long as you keep hitting stuff you will always stay there
+Free homeguard every time you run back to lane due to W, someone is almost always under half health
+Can ping the location of blood trailed enemies to allies, very good information, especially for higher ranks
+A lot of skill expression with his ability usage, it might not seem like it but he does have some unique mechanics and tricks he can do
+Flexible ability max order, literally any order max can work, experiment and see what you like
+Can turn 2v1 ganks very easily and come out on top
+Long range engages with his ultimate
+Can always stay in fights and is encouraged to do so even while at literally 10 health
+Infinite lane sustain, once you get to half health as long as you keep hitting stuff you will always stay there
+Free homeguard every time you run back to lane due to W, someone is almost always under half health
+Can ping the location of blood trailed enemies to allies, very good information, especially for higher ranks
+A lot of skill expression with his ability usage, it might not seem like it but he does have some unique mechanics and tricks he can do
+Flexible ability max order, literally any order max can work, experiment and see what you like
+Can turn 2v1 ganks very easily and come out on top
+Long range engages with his ultimate
+Can always stay in fights and is encouraged to do so even while at literally 10 health
CONS
-One of the worst waveclearing champions in the entire game, he has ZERO waveclear
-Most of your damage is single target magic damage, so if you play vs a tank and they rush Kaenic Rookern with Bramble Vest you kinda can't ever short trade, and in teamfights you can't hit multiple people at once with your damage
-His Q devours his mana pool, if you max this ability you need to be extremely mindful of how much mana you spend
-He can't really stick to people unless he has items that give him stick power like Stridebreaker, he can ult in but then it can be hard to stick to the target
-Gets kited quite easily if he doesn't have his ultimate or Ghost, if someone is half health you can just auto him to proc down the speed
-His ultimate can be bodyblocked to prevent the supression of a high priority target or he can get cc'd out of it
-Most of your damage is single target magic damage, so if you play vs a tank and they rush Kaenic Rookern with Bramble Vest you kinda can't ever short trade, and in teamfights you can't hit multiple people at once with your damage
-His Q devours his mana pool, if you max this ability you need to be extremely mindful of how much mana you spend
-He can't really stick to people unless he has items that give him stick power like Stridebreaker, he can ult in but then it can be hard to stick to the target
-Gets kited quite easily if he doesn't have his ultimate or Ghost, if someone is half health you can just auto him to proc down the speed
-His ultimate can be bodyblocked to prevent the supression of a high priority target or he can get cc'd out of it
OTHER GUIDES
If you liked this guide, perhaps you would like to check out some of my other ones as well. As I make more guides for more champions this list will be updated to contain all of them. Simply click on the words below the champion portrait and it will take you to the respective guide.

Volibear Top Guide

Darius Top Guide

Garen Top Guide

Dr. Mundo Top Guide

Olaf Top Guide

Mordekaiser Top Guide

Udyr Top Guide
UPDATE LOG
Here there will be a list of all the significant changes I am going to make going forward on the guide, so you can look here to see what the newest updates are, or old ones:
Patch 25.09
1st May 2025:
- the publish date of the guide
Update Log
Patch 25.09
1st May 2025:
- the publish date of the guide
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