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Warwick Build Guide by azngamer824

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League of Legends Build Guide Author azngamer824

DEWO 's Warwick, Jungle King Build Editted

azngamer824 Last updated on September 19, 2011
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Jungle Role
Ranked #1 in
Jungle Role
Win 54%
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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.


Brute Force
Improved Rally

Offense: 20

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 10

Warwick, Jungle King - DEWO's old build


2..... PROS & CONS
5..... RUNES
6..... SKILLS
8..... ITEMS
12... FAQ


This build and guide will help you get familiar with Jungling Warwick.
The only viable Warwick is a jungling Warwick.
- 3 champions getting 100% Exp (mid lane, 1v2 lane, jungler)
- Dragon control gives alot of gold to whole team (190g x5 = 950g team profit for each kill!)
- Buff controll gives you that slight advantage in ganking and speaking of devil...
- GANKING! Jungler can appear on any lane at any time. And your opponent knows that, terror effect and suprise effect are great in this game.
- Support on weak lane or when one of your teammates have to back up.
- Peacefull leveling if you are aware of the map and your teammates call misses.

Bad things. One of your teammates will face a double lane, so he either needs to be realy good or just play VERY defensive. You might also suffer a tower loss in early game. The prio of that person is to stay in lane (forget last hitting even) and just gather exp while defending tower and minimising health loss.
A good tip to that person is to equip yourself with 2-3 health pots and pick a teleport skill in case of a gank.
You might get spotted in woods and get ganked so watch out for any miss on a map.
Anticipation FTW!

On lower lvls/ELO you will be called a n00b warwick, you will be called useless f***r, stupid, ****** and so on, while jungling. Dont get annoyed by that. People that call you that way probably have no clue how to play warwick or how to play this game at all. Just do your job.

Ppl from opposite team will often ask for AFK player coz they cant see you.
Make sure your team does not respond to those questions.


+ One of the best junglers ingame
+ Great regeneration skills makes him quite tanky even without lifesteal.
+ Superb ganker. Apears from nowhere with a highly damaging long stun.
+ Best chaser ingame due to passive MS buff when the prey is under 50% life.
+ Extreme survival capabilities for a dps champ thx to huge lifesteal
+ % based damage (Bloodrazor + Hungering Strike) will get even tanks down very fast

- Golem buff dependant early/mid game.
- Costy itemisation
- Stun/blind vurneable
- Easy to countergank in jungle
- Leaves 1 champion for 2v1 lane
- Quite team dependant (ganks and map/miss awareness).


Smite - this is the king of warwick summoner skills. You will recognise a good warwick if he has this skill. One of the skills you will ALWAYS use. Untill late game even. Great skill for taking down big mobs fast late game or mid game to speed up pushing lanes.
But the main prio is to make your jungling effective way of getting cash and lvl faster in early mid game.
I will explain when and how to use it a bit later.
This is also the reason you have to pick Plentiful Bounty in your Mastery Tree.
Lower cd and another gold is always good.

Picking 2nd skill is your choice. But you should get one of thiese:

Flash - All around great skill. Lets you land that last hit faster. Lets you run away from a gank. Lets you run away or engane an enemy to/from jungle. Lets you tower dive->kill->blink away into woods. My favorite skill.
You will just love it for cover in woods->flash out->ultimate->kill.

Exhaust - Good to case better a fleeing enemy, or disabling enemy heavy carry dps on you or your teammate while you gank him.

Heal - Makes your life easier while jungling, but after reaching lvl 9 and maxing out huntering strike... it will be useless.

Rally - Again, makes your jungling easier and a bit faster. Good skill for team battles. But later on it's cooldown will destroy the effectivness of the skill.


Ghost - You have Blood Scent! you srsly dont need this one... Get Exhaust, it will work better.

Teleport - Using this skill will destroy the element of suprise and we dont want that. Its better to run through jungle and get that tower pushing bastard from the back near your tower. If you would start teleporting to the tower or mob, he will run away before you get there anyway.

Ignite - you dont need this one. Its often used as a last hitter on running away champ. With your Blood Scent + Hungering strike beeing a ranged atack you dont need this to kill off your opponent.


I play with 20/0/10 Masteries skills tree.
20 points in Offence - for dps and to help you jungle kill faster.
Prios on Plentfull bounty, Offensive mastery, Sunder.
Archaic Knowledge is there since your main source of damage will be magic based ( Madred's Bloodrazor proc, Wit's End proc, Hungering Strike.
10 points in utility - for faster lvling, and for enlongment of neutral buffs (VERY IMPORTANT).

Please dont go full offence its realy not nessesary. Srsly... DON'T!

THE MOST IMPORTANT MASTERY IS 4/4 AWARENESS (the exp mastery in utility tree) AND 2/2 UTILITY MASTERY (longer buff duration)


Marks and Quitesences on ArP
Greater Mark of Desolation
Greater Quintessence of Desolation
Lowering Armor of your potential gank target to 0 is something VERY nice, and you are not able to always go for Black Cleaver in games (they finish too fast or you cant farm enaugh for it) That is why i swapped some runes for ArP. It also lets you kill in jungle more efficiently on lower lvls.
With this runes composition a non-tank champ shoud have its armor reduced nearly or to 0 witch will have great benefit on damage your ultimate and melee hits deal.

Greater Glyph of Alacrity
Glyphs on Attack Speed. This will get your Eternal Thirst work better and give you faster jungling and more survivability due to increased health regen.

Greater Seal of Evasion
Seals for dodge. Makes you jungle more efficient without loosing much health.
Also this helps a bit later on on hard carry 1v1 fights. 6.75% dodge might not seem too much but its more or less a 6% less damage you take. Dodging a crit from Yi that could take 600-900 of your HP. Can save your life alot of times and ofc it also works in jungling survival.


Eternal Thirst - 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 a skill that allows Warwick to jungle from lvl 1 very efficiently.
Simple, you hit a target = you get health, even without lifeseal.
TIP: Get 3 hits before triggering Hunter's Call for maximum effectivness on Buff Creeps or Dragon.

Hungering Strike - Takes a bite out of enemy unit for damage and heals Warwick.
Strikes an enemy for the greater value between 75/125/175/225/275 (+1 per ability power) and 8/11/14/17/20% of the target's maximum health (can only do flat damage to monsters), and heals Warwick for 100% of the damage dealt.

Cooldown - 10/9/8/7/6 seconds
Cost - 60/70/80/90/100 Mana
Range - 400

Take note this is a 400 range skill. It's great for keeping yourself alive, while facing other team carry champ. You maybe have lower damage, lower or 0 lifesteal that time, but with this... he will be down before you are, and he will probably start to run away... worst thing you can do while facing warwick XD. You should use it right after ultimate and to finish off that last fiew points of health.
After maxing out that skill you can use it to get health back after a team fight in the jungle and get back to fight without beeing forced to go to base.
Also abuse this skill to get lasthits on enemy champions. You are not farming much creeps so getting kills is essencial.

Hunters Call - Warwick lets out a howl, increasing all nearby friendly champions' attack speed for a short time.
Warwick lets out a howl that inspires all nearby allied champions. This increases Warwick's attack speed by 40/50/60/70/80% and all nearby friendly champions' attack speed by half of that for 10 seconds.

Cooldown - 30/27/24/21/18 seconds
Cost - 35/35/35/35/35 Mana
Range - Self + 1200 AoE

A great AS boost skill that can help your team to bring towers in no time. As you are a proc monster this gives you great synergy later on.
This should be taken as 1st skill and lvled last due to AS itemisation focus early game.

Blood Scent - Warwick passively senses weakened enemy champions around him. The scent of blood sends him into a fury causing him to move at incredible speeds.
Warwick senses enemy champions under 50% life within 1500/2300/3100/3900/4700 distance of him; Upon sensing an enemy at low life he will gain 20/25/30/35/40% Movement Speed.

Cooldown - 4 seconds
Cost - Passive/Toggle
Range - 1500/2300/3100/3900/4700

Blood Scent is a best ingame skill for catching fleeing enemy champs, as well as running away from a loosing battle (if one of their champs have <50% hp).
This should ALWAYS be picked at lvl 4 and maxed out together with Hungering strike and ulti.
You should be able to get som1 to <50% with your Ulti+HS combo, witch enables Blood Scent and just run and kill. So you can call it a passive movement speed increase :P.
It also reveals any enemy player that you have scented on map even in bushes.
It will enable itself if you have a <50% stealter near you as well. But you will not be able to see them anyway.
Remember this is a toggle spell. If you want to get close to your prey unnoticed, toggle it off close the distance and toggle on when you are accualy going to attack. Watch out on this toggle tho, it has a 4s internal cooldown.

Infinite Duress - Warwick lunges at an enemy Champion, stunning them and dealing damage for a few seconds.
Warwick lunges at an enemy Champion, stunning them for 1.7 seconds. While they are stunned, Warwick quickly strikes the target 5 times for 33% of his attack damage plus 40/60/80. Warwick gains an additional 30% lifesteal while performing Infinite Duress.

Cooldown - 90/80/70 seconds
Cost - 100/125/150 Mana
Range - 700

Your ultimate is ultimate :)
This is your big range stun+damage spell. The damage is high becouse it has a flat amount of damage added and scales of bonus AD. It applies on hit effects on each "hit" through the duration. This is the main cause why Warwich should use procing itemisation like Madred's Bloodrazor.
Considering that you will get 5 hits from ult and at least 1 melee hit after the ulti:
That means you will get 6x4% from Bloodrazor, you will get 6x42mana=42damage from writs end, 5 stacks of Black cleaver debuff just in 1 ultimate atack. Sick!
with all that damage it will calculate in more or less this:
200Atack = 66 per atack
6x66 damage = 396
6x4% max health (example 2000 Health) = 6*80 = 480
6x42 mana = damage = 252
Total 1128 damage.
Target is debuffed with 3 stacks of black cleaver so bye bye armor, and he will be below 50% for sure if not, than 1 HS will do the job. Just execute than.
(i know there are magic resistances and armor **** bla bla bla, this was just an example).
Lvl up this skill on lvl 6/11/16 always when it's avaible.
Get golem neutral buff to lower down it's cd all the way. Gank whenever it's up. Catch players near tower with it to maximize the damage they recieve.
Think of clever usage of blink+ulti from the jungle.



In jungle you should always use Hunters Call Whenever avaible. On bigger creeps (Golem/Lizard/Dragon) i suggest landing at least 3 melee hits to maximize the effect of Eternal Thirst before triggering Hunters Call.
Hungering Strike should be used on CD whenever you have blue buff. If you dont have it use it only on: Blue Wraith, Golem(buff one), Lizard(buff one) and Dragon.
Blood Scent Doesnt have much use in jungling. Tho you should be aware of using it. Having it triggered on while you are on 10% health fighting dragon can cause ppl to notice you are close and that could cause a gank opportunity.
Infinite Duress is unusable on creeps.


When you try to gank your usual skill order should look like:
-> -> -> LASTHIT WITH .
If you see option to fast eand easily close the distance to your prey save your Infinite Duress for stopping your prey or to close the distance if that person will use Flash or when you get low on HP, ultimate will heal you quite much thx to the 30% increased lifesteal while performing it.


Your dps order is similar to Gank. But instead of initiating you should always wait with your ultimate when you accualy drop on hp. The situation changes if that person will instantly start to run away.


My suggested and most used core build is:

Hextech Gunblade‎

You should focus on getting your Ultimate as powerfull as you can.

Also a couple of things about the core items:

Why Sorcerer's Shoes ?
Well... Your main source of damage is magic damage. Hungering Strike, Madred's Bloodrazor proc and either Wit's End or Malady proc.
Those boots give you that little edge to boost your damage. You dont need AS from Berserker's Greaves since you get enaugh from your core items. Having blue golem buff will get the job done in aspect of CDR so Ionian Boots of Lucidity are a waste in my eyes. You could think of Boots of Swiftness but with Blood Scent you shouldnt have any problems with enaugh mobility.

Why every Warwick has Madred's Bloodrazor (or at least should have!). Well Your ultimate procs on hit effects. This means it will also enable you to land the 4% proc 5 times in just 1.7s! It is a great source of your damage and AS that will also heal you via your Eternal Thirst which is AS dependant not damage dependant. Well if you think that Madred's Bloodrazor is a bad item for Warwick, please leave this guide immidietly and pick one that stacks boots and 5 The Bloodthirster.

To make your ulti damage hurt even more we reach for another AS based item with proc. My fav best is Wit's End.. AS will boost the regen via passive, give you more procs from both this item and Madred's Bloodrazor and will fill you up to nearly AS cap with your Hunters Call Active. Recent changes even boosted WW with this item. He gets even more tanky (5MR per attack up to 25MR).

This is why your item build should look like this:



If you picked either Wit's End or Malady version of the build, i highly suggest getting:
Hextech Gunblade‎ for the additional lifesteal.

If you picked the Stark's Fervor option you can go for:
since you already have lifesteal.

Either way your core should have a defensive item at this point (in some situation it is a good option to leave core as one of those:



And before completing the Hextech Gunblade‎ or The Black Cleaver you should get a:

in my opinion the best defensive item for WW at this point.


Hextech Gunblade‎

The 6th item should also be a defensive item most of the time. There are plenty options that are good and fiew that i am bringing here into your attension:

Guardian Angel - In my eyes the best 6th slot item at this time. Gives you Survivability against both Magic and Physical attacks. The rebirth comes in handy since you will be forced to land your ultimates in harsh situations. This could also be a good stopper to the focus on you. Ppl will tend to think diferent prios when they see that GA effect on you ("Its useless to focus him, he will rebirth anyway").

Sunfire Cape - A great tool if you have a physical heavy team but you still want to get an item that will help you get some more damage. Fair amount of HP and Armor and offensive tool of 40dmg per sec is a good synergy to your Madred's Bloodrazor + Wit's End proc in ultimate.

Frozen Mallet - This is another defensive tool just like Sunfire Cape that gives you offensive capabilities. The slow is a nice bonus to you and your team later on in the game. High amount of HP paired with small boost to AD. This will also proc on your ultimate.

Randuin's Omen - I recomend this item for heavy dps teams. A good placed Active of this item is devastating to the dps. But for this might be not enaugh for feeded carries... that is why we have...

Thornmail - This is by far my favorite defensive item in LoL. It gives HUGE survival capabilities against pesky dpsers via 100 (sic!) armor but still stays super offensive if they accualy dps you. This item paired with your natural heal, lifesteal, and Hungering Strike can be devastating to any carry out there, and this can possibly give you the biggest edge against them. They will think not 2 times but 10 times before trying to dps you down. Just keep in mind that your health is not that high so this item will loose it's potential when you get stunned/blinded.

Zhonya's Hourglass - You might think... WTF IS THIS ****? Well, accualy it works! The AP is boosting your Hungering Strike damage as well as giving you an "OH ****!" button. It is a good item if you like to jump in with your ultimate as 1st champion. Statis state will give enaugh survival time while your teammates will follow you into battle. Passivly it also boosts your Armor value by a nice amount giving a nice edge against some carries.

Force of Nature - This is an option. Rather weak on WW in my opinion. You dont have much HP so the % regen is not that effective, and you get alot of Mres from Banshee's Veil and Wit's End. But it is an option against hevy burst caster team.

Spirit Visage - An option for those who want 6th item fast! This is cheap, and quite effective on WW. IMO it should get swapped as soon as you gather more gold for a better item.

If you feel like a god anyway...

The Black Cleaver - If you didnt get it earlier... get it now... simple as that.

Items that i dont suggest:

Infinity Edge - You are NOT crit based. You dont have any crit items. NO. Simply NO!

Phantom Dancer - You dont need more AS, You are NOT crit based. Well useless...

Sword of the Divine - You dont need more AS, you want more ArP? Get The Black Cleaver.

Tiamat - Well works with ultimate XD but.. srsly... a tiamat? XD No pwwwwzzz...

Trinity Force and Lich Bane - Leave this items for Magewicks :) Not worth the cost.

Warmog's Armor - Tankwick would like that but you dont have cash and space for this.

Wriggle's Lantern - You got Madred's Bloodrazor why would you want that?

Youmuu's Ghostblade - All in 1, all are ****. You dont need AS, you are not crit based, ArP get from TBC, Run speed... you have Blood Scent. Nope thx.

Now you can support your team a bittish, or feed yourself a bit (call it as you want). By this i mean, that if enemy team has a stealth char ( Evelynn, Twitch, Shaco) buy Oracle's Elixir. You will be hated even more. Doing this can also quite fed you since stealthers like Eve, and Twitch usualy roam the map alone thinking they are immortal. This has also great team support role. Getting fed never been easier!


Early game 1-6

Mid game 6-15

Late game 16-18
Help on team fights.

Simple isnt it?


I was looking for FASTEST and most efficient route when creating this guide. There has been some changes like dragon buffs nerfs bla bla bla so i had to edit the route and invent new one.
I also wanted to make it more gold efficient. The goal was to minimize the use of Health Potion. Other goal was to get Boots of Speed on your 1st base return and a dragon kill before lvl 6. All this should also contain both buffs if possible active to gank imidietly on lvl 6. All of this is achieved by going this route.

So what you get by folowing this route?
-lvl 6 in 7:20-7:45 (depends on luck with Madred's Razors).
-dragon kill worth 190g to whole team on lvl 5.
-totaly new blue buff ready for gank.
-25-50% of the red buff still running on you while lvl 6 gank takes place.
-fairly safe early jungling (not starting in obvious blue golem buff location)

What you risk?
Well unlike other routes this is kinda tricky. You will be low on hp in some situations (1st golem kill and dragon kill). That could open a gate for gank on you.
You also need to get other team blue buff if you want to have it ready for gank.
It is a bit harder when you start on top.

What you need?
I am running this with full rune setup.
I am running this with full masteries setup.


Sorry but i dont want to try running it on each and every possible combo.

This route was tested and WORKS with 0/0/10 Masteries and no runes. So minimum lvl to do it with that amount of Health Potion is probably lvl 10.
If you find it difficult just run the route with more Health Potion (just buy 5 in base with Cloth Armor). This way you wont be able to get Boots of Speed on your 1st trip home but you will maintain the speed and it is a bit safer.

The description is made for lvl 30 champions with 20/0/10 masteries. (Runes are a great tool but not NEEDED).

Also to realy show this is simply possible... I did a 1-5 run without ANY POTIONS! You simply dont use them AT ALL. You have to use 1 HP pot at lvl 5 dragon killin and that is it. Every 1g counts in jungling. Keep that in mind.

If you want the screenshots in better quality you can go to the link below to see a gallery hosted at imageshack with bigger resolution.

Jungle Route:
Golem, Wolf Camp, Wrath, Wolf Camp, Blue Buff, Golem, Red Buff Repeat and remember to gank