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So you waste your quints for a couple extra points of damage on Q? Why not take:
Armor: higher hp in jungle+tankier during game
Move speed: faster jungle clear, better ganks, useful all game
Attack damage: faster clear, higher dps in skirmishes
Attack speed: faster clear + higher sustain in jungle + more dps if you go on hit
Long story short, ap quints are the most useless choice you could ever take. Hell, even life steal quints and exp quints would be more useful.
I think the life steal from Q while jungling, and heavier hit on hungering strike if you happen to gank before 6 is a good balance.
Warwick has enough armor in his seals that between those and his passive, he never has to base. Warwick doesn't need help jungling. He is totally built for it. What he needs help with are ganks.
The movement speed quints are a good choice, I'd go for those as well. I don't like the others though.
Armor: higher hp in jungle+tankier during game
Move speed: faster jungle clear, better ganks, useful all game
Attack damage: faster clear, higher dps in skirmishes
Attack speed: faster clear + higher sustain in jungle + more dps if you go on hit
Long story short, ap quints are the most useless choice you could ever take. Hell, even life steal quints and exp quints would be more useful.
Nice quints
Why do people take ad runes on Kennen when they intend to go AP late game? It's because flat runes serve your early game objective.
I am maxing Q on warwick. And when you gank before level 6, you get very, very few auto attacks off. Usually all you get in is a hit or two and a Q. I think I'll make that Q count.
So thanks, I like the quints too.
Your guide is quite short I suggest you develop more into it. Explain the Jungle Path you like to take with this build for example. How you gank and so on, all the important things to write about when making a guide on a jungler.
Thanks for the comment. It's not intended to be a full guide on how to jungle. It's just a build guide to enhance Warwick.