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Warwick Build Guide by a23577

Hunt Them All Down!

Hunt Them All Down!

Updated on May 1, 2018
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12,872 Views 2 Comments League of Legends Build Guide Author a23577 Warwick Build Guide By a23577 Updated on May 1, 2018
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Introduction

I'm a23577 and I main Warwick. He was the 1st champion I bought and has been my go to champion since. So that's me and the champion I love and here's my guide to you. With this guide, you should be able to outrun, outlast, and hit them fast. Have fun taking out champion after champion!
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Dangers!

THERE ARE NONE!

You have literally nothing to worry with this build. The primary rune path, Resolve, will give you all the health and healing you will need to survive and the secondary rune path, Sorcery, will allow you to reactivate you ultimate, Infinite Duress, and provide you with more MS and AD. The item build set is based on speed, both movement speed and attack speed. Any champion that can actually engage can easily be defeated by the attack speed boost from this build's items and Blood Hunt. If you do want to run, you have all the movement speed you need to outrun every champion. The spell Heal will give you a big advantage in combat and Smite will come in handy once you buy Skirmisher's Sabre as you can then cast challenging smite to do both major true damage and heal yourself.
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Spells

SUMMONER SPELLS

Barrier - UNSECLECTED
This spell is probably the least used. No champion should ever need a shield for ~200 damage, least of all Warwick.

Cleanse - UNSELECTED
In actuality, this spell is a great help for assassins so I don't see why people who play assassins don't use it. However, Warwick jungles and as I have said before, he'll be so fast with this build that debuffs will hardly affect him.

Exhaust - UNSELECTED
Again, a great spell for assassins because they will either die or dominate in their combats. For Warwick, highly unnecessary as he will probably take everything out before losing any significant amounts of health.

Flash - UNSELECTED
Probably the most used spell. It gives the user a great field advantage as they can go quite a distance and this is the spell most Warwick users use. However, this is a speedy build for Warwick so the distance can be just as easily covered by normal movement and the countdown is to high.

Ghost - UNSELECTED
After Flash, this is probably one of the best spells. It allows a champion to not have to detour around an obstacle to get to their target. Most people suggest this as an alternative to Flash on Warwick, but a slight detour to this Warwick build makes as little a difference as the distance from Flash.

Heal - SELECTED
Another extremely used skill. For most tanks, it's pretty much GG if they have this. Fow Warwick, it's just the same. Since this build already gives us a lot of MS, we'll swap Flash or Ghost for this so that we have a contingency plan all set up.

Ignite - UNSELECTED
This spell is similar to Smite. However, it prevents the target from healing rather than healing the user. Plus it does less damage although it can be used on champions no matter what. Warwick jungles the majority of the time so we'll be using Smite for its full advantages.

Smite - SELECTED
A jungler's best tool. With the combination of Skirmisher's Sabre's challenging smite, the wielder will be able to deal true damage the target champion and heal. For Warwick, it will make him a threat as now he has two healing summoner spells.

Teleport - UNSELECTED
A much more enhanced version of Flash. It covers much more distance, but has a high countdown. Like Flash, though, it is unnecessary to this Warwick or to any Warwick as he is not slow, ever, thanks to his nearly almost active Blood Hunt.
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Items

START BUILD

Refillable Potion - $150
Under our beginning budget of $500, we don't have much to choose from, but for Warwick who starts a sort-of-tanky, this is a great item to keep him sustained. Plus it can be triggered twice to boost his health regeneration for a bit.

Relic Shield - $350
Since we've already spent $150 of our starting budget of $500, we have exactly enough to spend for this item. Warwick doesn't really need the health it provides but it helps. Plus it gives gold faster which will help a lot since this build's items cost quite a bit.

Stealth Ward - $0
It's free! Plus it allows Warwick to have eyes on the drake's den. It'll keep him posted to see if the enemy jungler is there so he can get a easy champion kill plus steal his dragon.

CORE
Trinity Force - $3733 - CORE ITEM
Although it's provision of a little bit of everything makes it so it isn't a must-have item for every champion, this will help Warwick a lot as he has little mana to start with and it gives us both the attack speed and MS we want. Plus it'll give us some CDR which will really enhance this Warwick build.

Skirmisher's Sabre - Runic Echoes - $2625 - CORE ITEM
It's base item Skirmisher's Sabre is a must-have for any champion who plays jungle. It's also a must-have for any champion that isn't laning. It gives the champion the ability to cast challenging smite which allows it to not only deal true damage and heal off of minions and monsters as Smite does, but also on enemy champions. Plus, it still provides the 225% mana regeneration from it's base item.

FINAL BUILD
Trinity Force - $3733 - CORE ITEM
Although it's provision of a little bit of everything makes it so it isn't a must-have item for every champion, this will help Warwick a lot as he has little mana to start with and it gives us both the attack speed and MS we want. Plus it'll give us some CDR which will really enhance this Warwick build.

Skirmisher's Sabre - Runic Echoes - $2625 - CORE ITEM
It's base item Skirmisher's Sabre is a must-have for any champion who plays jungle. It's also a must-have for any champion that isn't laning. It gives the champion the ability to cast challenging smite which allows it to not only deal true damage and heal off of minions and monsters as Smite does, but also on enemy champions. Plus, it still provides the 225% mana regeneration from it's base item.

Phantom Dancer - $2600
A great item for champions who are meant to be fast. Warwick is more of a jack of all trades, but we're using him to hunt champions so we'll need speed. It also provides him with a crit chance, something he otherwise would not have. Plus, it's 1st passive: spectral waltz will allow Warwick to go straight to the champion he's hunting rather than around.

Rapid Firecannon - $2600
This item on other champions would pretty much make them into a Warwick minus the MS. SO, if this item is on Warwick, what does it make him into? Imagine this: Warwick is hunting a champion and when finally you catch up to them. The champion has no choice but to fight, but suddenly, you're energized and attacking even faster, like a blur. Plus it gives even more crit chance.

Statikk Shiv - $2600
Hmm... Seems Warwick still doesn't have enough MS and attack speed. With this, we boost the MS to 27% and the attack speed to 190%. Plus, as if the last 3 items didn't give enough crit chance, we'll bring it up to 120%.

Lich Bane - $3200
Let's further Warwick's insanely unnecessary MS. Originally, I had put Runaan's Hurricane but I forgot it only worked on ranged champions so I had to edit this in as an alternative. This might not be as great but it gives CDR and ability power. Although Warwick only has one ability that uses AP[/color ( Jaws of the Beast), we're really just using it for the 250 mana and its Passive: Spellblade, but the increased healing could come in handy.

Stealth Ward - $0
It's free! Plus it allows Warwick to have eyes on the drake's den. It'll keep him posted to see if the enemy jungler is there so he can get a easy champion kill plus steal his dragon.

Let's see, we've given Warwick 34% MS, 150% attack speed and 80% crit chance plus some other effects from Trinity Force, Skirmisher's Sabre - Runic Echoes and Lich Bane, what else do we need? Oh wait, we also gave him more field vision with Stealth Ward. AND... these came from items alone. With the runes that are coming up, Warwick should be faster and tankier than your entire team and probably the enemy team as well. Plus, he'll get even more boosts from his W,
Blood Hunt.
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Core Items

CORE ITEMS

Not Warwick's normal core items.

His normal items, Titanic Hydra and Skirmisher's Sabre - Cinderhulk, are more for health, but we want MS and attack speed.

Trinity Force will provide a bit of health, but we will use it for a bit of everything as well and the CDR it provides will benefit Warwick greatly. It also offers mana which will also help and its passive ability is also pretty sweet.

Skirmisher's Sabre - Runic Echoes is still going to give use challenging smite and will also give us AP and 7% MS unlike Warwick's normal Skirmisher's Sabre - Cinderhulk which gives 300 HP and a 15 health multiplier.

VERSUS

Titanic Hydra is a great defensive item on a champion who isn't as tanky but deals a lot of damage as it provides 400 HP and 12% life steal along with an additional 40 attack damage which is advantageous but unnecessary as all that is already bundled up in Warwick.

Skirmisher's Sabre - Cinderhulk is a more health-based version of Skirmisher's Sabre and its different build paths. It provides 300 HP and 15 health multiplier, but that's not what we need for this build.
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Abilities

For Warwick, his abilities are what makes him such a threat to everyone and each gives him a different kind of benefit when activated.

INNATE - Eternal Hunger
All of Warwick's basic attacks are boosted by magic damage. Plus he gets a equal amount heal when he below half health and triple heal when someone finally takes him below a quarter of his health.

MAGIC + HEAL

Q - Jaws of the Beast
Warwick gets a small leap towards the target and takes a bite out of them. It does a significant amount of damage and heals Warwick quite a bit.

HEAL

W - Blood Hunt
This ability is what makes Warwick so unique. As long as a champion is below half health, they will always be marked and Warwick gains attack damage and movement speed when on their blood trail. It also allows him to instantly blood hunt the nearest enemy champ regardless of health when activated.

DAMAGE + SPEED

E - Primal Howl
Not the most useful of Warwick's ability as he probably won't need an escape plan, but this will provide him one if he does need. It can also be used to force engage a champion if the enemy tries to run behind a wall to block you. Just double-tap E an Warwick can create a straight path to the intended target. It can also be used to herd champions to allies for easy kills.

DAMAGE SOAK + CROWD CONTROL

R - Infinite Duress
One of the best ultimates, however, it has a high countdown which is why we have The Ultimate Hat. It allows Warwick to leap in any direction and the distance he leaps is enhanced for all his bonus movement speed. This build is based around bonus MS so your leap should go far. The first champion Warwick collides with will be suppressed making him an easy target.

GAP CLOSER
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Runes

RUNES

RESOLVE

This will be your primary rune path. Normally, Warwick gets increasingly tanky as he scales in level and accumulates more gold for his health items. However, for this build, we want him to be more offensive with his item set so we'll use these runes as an alternative to his normal health items.


KEYSTONE

Grasp of the Undying - SELECTED
As the name suggest, this keystone will probably be the most useful in keeping Warwick from dying and furthermore allow him to be utilized to his fullest. It not only allows Warwick's attack to do more damage every 4 seconds, it also heals him and increases his health, permanently, which, you will see, accumulates very quickly.

Aftershock - UNSELECTED
This keystone is useless to Warwick as he has no immobilization abilities, aside from his ultimate, infinite dures, so it will not activate.

Guardian - UNSELECTED
Guardian's effect of granting a shield to you or an ally is somewhat useful but it's cooldown makes it less of an appeasing rune. For Warwick, he jungles so he often times will not have an ally and he will hardly need the shield.

RUNE 1

Demolish - SELECTED
Normally, this is the best rune of the given selection for any champion that has Resolve as its primary path, but for this Warwick build, his attack speed will more than equal the damage you could deal to a turret after charging.

Font of Life - SELECTED
Probably the best rune selection for Warwick because his Blood Hunt marks most champions which makes a great use of Font of Life and he impairs their movement with his other abilities, such as Infinite Duress, which will help your allies stay alive in a fight until you get there.

Bone Plating - UNSELECTED
Probably not the best defensive rune choice for Warwick as his natural tankiness provides him with all the defenses he needs. This also applies to other champions with Resolve as their primary rune path as both Demolish and Font of Life are of much better use.

RUNE 2

Conditioning - UNSELECTED
This rune is kind of bad and kind of good at the same time. It takes a while for it to activate, but its effects are nice. However, this will probably benefit Warwick the least.

Second Wind - SELECTED
Finally, the rune selection that benefits Warwick the most. Since he's a jungler and they come out to gank on champions, he will probably take some damage and will probably need to heal a bit to gank on other champions and to take on drakes.

Chrysalis - UNSELECTED
A new and great rune, allowing you to start with extra health that you can exchange for adaptive stats later. However, to trigger the exchange, it takes 4 takedowns and the stats it provides is not worth the trouble to obtain. Although, 4 takedowns with Warwick is really easy.

RUNE 3

Overgrowth - SELECTED
Needless to say, this is by far the best Resolve rune there is. Like Grasp of the Undying, it can permanently increase your health. Anywhere close to a dying lane minion or a dying monster will increase your max health so that means a jungler like Warwick gets a win-win no matter where he is.

Revitalize - UNSELECTED
This is an overall pretty great rune, but for Warwick, it's not useful because he heals a lot already and has quite a bit of health. He also doesn't heal much off of other champions.

Unflinching - UNSELECTED
A great rune for slow champions, but Warwick has Blood Hunt and this build is completely based around him having a ton of MS so slows and other movement debuffs won't have much of an effect on him.

SORCERY

This is your secondary rune path. Again, not the most traditional approach to Warwick but who cares about traditions anyways? For the two remaining rune slots, we'll use one to make Warwick a menace and the other to make him a terror. Combined with his Resolve runes, he will become a GOD

RUNE 1

Nullifying Orb - UNSELECTED
For physical damage absorbers like Garen, this would be a great rune selection, but Warwick probably won't be taken to low health by magic damage unless you play him wrong.

Manaflow Band - UNSELECTED
Overall, a great rune for mages and other champions that heavily rely on mana and abilities. Warwick somewhat relies on his abilities, but it's the passive effect he relies on, not the activated effects so he won't be needing much mana. If he does, he has a 225% mana regeneration from his Skirmisher's Sabre.

The Ultimate Hat - SELECTED
The best rune selection fro Warwick. His ultimate, Infinite Duress, gives him one of the biggest combat advantages as he can make a champion unable to counter him as he takes the champion down. The Ultimate Hat will continually reduce Infinite Duress's countdown to the point where everyone will fear Warwick, especially with his bonus MS boosting his leap.

RUNE 2

Transcendence - UNSELECTED
I don't understand why this rune exists. It's sort of like Conditioning and Gathering Storm, but only activates at a specific level unlike the other two where one activates at 10 minutes and the other activates every 10 minutes. For Warwick, the CDR will not be of much use as his abilities, Jaws of the Beast and Primal Howl have low cooldowns while Blood Hunt is used mainly for its passive state and we have The Ultimate Hat for his ultimate, Infinite Duress.

Celerity - SELECTED
Since this build revolves around a Warwick who outspeeds even the fastest of the fast, the 3% MS boost won't make a huge difference. The AD boost from the bonus MS is much more important as Warwick's Blood Hunt already gives him a bonus in MS.

Absolute Focus - UNSELECTED
For most champions, you will find this rune won't work as often as you would prefer. For Warwick and some other tanks, staying above 70% health is easy, and the rewarded adaptive damage is nice, but we already have Celerity to give us the same boosts and more.

RUNE 3

Scorch - UNSELECTED
For most other physical champions, this provides a huge advantage on other physical champions, but Warwick already does magic damage with each of his basic attacks. Plus, 20 seconds is too long a wait for 1 magic boosted physical attack.

Waterwalking - UNSELECTED
When I was choosing runes, I was indecisive with this one and Celerity. Both give MS and adaptive damage. I went with Celerity for this build as Warwick will be really fast later on which will also give more adaptive damage.

Gathering Storm - UNSELECTED
This, like Conditioning, is a very conditional rune. For those who think they'll end up late into the game and need this rune, you either aren't good or you're team isn't good. For Warwick, most matches should end within 30-40 minutes.
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Mid + Jungling

BLUE TEAM
If you start on the BLUE team's side, start by purchasing your items and hiding in the bushes on the left side of mid lane in the river.
1) Take out a bunch of minions and control your lane, possibly take the turret too
2) Time to jungle
(tell someone, a friend or a player you know, to take over for a bit)
a) Hit the raptor camp near the beginning of mid lane on the right
b) Follow up with the tree stump to get your Crest Of Cinders
c) Follow the trail towards bot lane and the hit the forest gumps
d) Go further north and hit the blob
e) Now heal yourself with the golem for a Crest Of Insight
f) Now become a dragonslayer!
3) Back to mid lane to recontrol it
4) Repeat a-f each time a icon pops up, aside from an hourglass, at the drake's den
5) Watch the clock, take Rift Herald at Baron's Den when at Lv. 8 or at 15 minutes

RED TEAM
If you start on the RED team's side, start by purchasing your items and hiding in the bushes on the left side of mid lane in the river.
1) Take out a bunch of minions and control your lane, possibly take the turret too
2) Time to jungle
(tell someone, a friend or a player you know, to take over for a bit)
a) Hit the raptor camp near the beginning of mid lane on the left
b) Follow up with the tree stump to get your Crest Of Cinders
c) Follow the trail towards top lane and the hit the forest gumps
d) Go further south and hit the blob
e) Now heal yourself with the golem for a Crest Of Insight
f) Now become a dragonslayer! (Join in any fights in mid lane when you cross)
3) Back to mid lane to recontrol it
4) Repeat a-f each time a icon pops up, aside from an hourglass, at the drake's den
5) Watch the clock, take Rift Herald at Baron's Den when at Lv. 8 or at 15 minutes
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How To Use

Warwick's ability to support other champions is normally great. With this build, he can not only support another champion, he can take the lead if necessary.

With all the MS, attack speed, and crit chance from his items, health and healing from his Resolve runes and spells, plus the ability power from the Sorcery rune path, Warwick can launch at a champion from quite a distance with Infinite Duress for suppression and then follow up with mad attack speed to whittle away. He can then let them run as he uses Blood Hunt and his already item-boosted MS to chase the champion down to kill with Jaws of the Beast and Smite. He also has a high chance of landing critical hits and the entire time, the enemy champion can't do anything and you have Primal Howl if he does become a danger.
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Farming

Since this build's item build doesn't provide health, aside from the 250 provided by Trinity Force, we will have to heavily rely on the Resolve rune path's Grasp of the Undying and Overgrowth to help Warwick reach the max health he would get from health items.

For these two runes to trigger, you will have to farm heavily. In all lanes, take any solo champions and then take out any minions you can and in jungles, take out any champions who are jungling and then take their kills.

For further farming, just take one late and wait for minions to keep spewing out and killing them all. Warwick should be able to reach a high max health to match his normal health with his normal item build.
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Pros / Cons

PROS
+Permanent health from runes frees item slots
+Items allow Warwick to attack rapidly
+ Warwick can move quickly, with or without Blood Hunt
+More gap coverage, saves Infinite Duress for later
+No weaknesses (Outruns anything he can't kill)
+Makes Warwick's role more of an ASSASSIN's nature


CONS
-NONE! (None that I can think of)


Comment any thing that might be bad. I'll take note of all comments.
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Tests

    Test this
Warwick against a traditional Warwick
Test against each different champion
Test in ranked match
Land Bronze
Lane Silver
Land Gold
Land Platinum
Land Diamond
Land Master
Land Challenger
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Summary

Let's take another look at what this build has given Warwick...

...FROM SPELLS
390-1000 True Damage + 70 (+10% Max Health) from Smite
90-345 Instant Heal & +30% MS To Self + Ally from Heal

...FROM ITEMS
25 AD from Trinity Force
190% attack speed from combined items
30% CDR from Trinity Force (20%) and Lich Bane (10%)
250 Health from Trinity Force
500 mana from Trinity Force and Lich Bane (250 each)
34% movement speed from combined items
140 AP from Skirmisher's Sabre - Runic Echoes (60) and Lich Bane (80)
10% Life Steal on monsters from Skirmisher's Sabre - Runic Echoes
225% mana regen from Skirmisher's Sabre - Runic Echoes
120% crit chance from combined items

...FROM ABILTIES
100% Heal of basic attacks at 50-% Health from Eternal Hunger
300% Heal of basic attacks at 25-% Health from Eternal Hunger
30-70% Damage Dealt Heal from Jaws of the Beast
50-110% attack speed + 35-55% MS to 50-% Health champions from Blood Hunt
150-330% attack speed + 105-165% MS to 20-% Health champions from Blood Hunt
35-55% damage reduction from Primal Howl
175-525 +167% AD magic damage from Infinite Duress

...FROM RUNES
65 HP from Resolve
Bonus Heal + Permanent Health every 4 seconds from Grasp of the Undying
Bonus Heal For Allies from Font of Life
Bonus Heal from Second Wind
Permanent Max Health from Overgrowth
6 AD from Sorcery
Bonus CDR for Infinite Duress from The Ultimate Hat
3% MS and bonus AD from Celerity

All these boosts...

Warwick's spells heals him
Warwick's items gives him insane speed (]MS and attack speed)
Warwick's abilities gives him heals, gap closing, damage soaks and crowd control
Warwick's runes gives him HP, CDR for Infinite Duress, and more damage and speed

Add them all up, we have a Warwick who excels at speed, both MS and attack speed, has excellent HP, massive heals for him and his allies plus high crit chance. With all these setups, he can now fight a 5 v 1 and have a mild chance of surviving with 15-25% of his HP and a slight chance of getting a solo PENTAKILL and ACE! However, with this setup, you do run some risks, but what's life without some risks?
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Explanation

Here's my explanation of why I find this setup better than the normal Warwick setup.
1) In his normal setup, you rely much more heavily on your teammates.

I am not a good team player.
Anybody who knows me at all knows that I categorize everybody.
I categorize them by their selections, judgement, skill level and ability to solo.
Those who I don't recognize as a useful ally will find themselves seeing me control their lane a lot more often.

When I play, my only rule is "You can back me up, but if you feed him and get me killed in the process, I will let you fend for yourself."

With the normal setup, there are 2 strategies.

STRATEGY 1: GANKING!
This is the best possible method of killing a champion. If you come bursting out of the jungle, the enemy will always start trying to draw you and your ally to their turrets. Normally, if you choose to go to a target, it means that they are at low health so you can easily take him out with your Blood Hunt and with your ally's support.

You're probably wondering why I play if I can't work as a team and judge everybody. Simple. I like to see flaws. A flawless player's hubris is exactly that. With no flaws, you have an overly high confidence and when you fall, you can't get up. These players do not deserve to win and when they do, they become a complete a**hole and sit on the other end of their screen laughing. I find that the best players to play with are not the best. Simple flaws like an inability to survive outside of head-to-head combat is understandable. Other flaws like an inability to bail me out when I'm on the losing end of a 5 v 1 or 5 v 2 is still understandable. However, a player who can't even manage a wave of minions does not deserve to win. IF YOU CAN'T HANDLE THE WEAKEST NPC'S IN LEAGUE, THEN WHAT CAN YOU DO? (Sorry if I'm coming off as harsh, judgy or a ****)

Someone once asked me "Why do you keep pointing out my flaws?"
I never answered her, but the flaws make the person. Everyone has perfections and most people have common perfections without knowing it, but no one has the same flaws.
Sure, you might be just as bad at math as someone else, but the flaws for that are different. You might have ADHD and the words keep moving while he just might not understand anything.
In truth, flaws are the basis of the universe. Without flaws, the universe is not a mystery.

STRATEGY 2: TAKING OUT THE TRASH!
In this strategy you simply take out players who are low in health. With your Blood Hunt ability, catching up and killing them is a simple chore. However, I do not believe in kicking someone when they're already down. The only time I believe in fighting a champion at low health is when they either have a partner, a turret or a method of healing a lot really fast.

I don't give a damn if it is the difference of a win or a loss. You can report me but I have my reasons. It's just not honorable or fair to kill someone who has absolutely no chance of winning.
Players who get all their kills from using another player as bait are ****s. These guys don't deserve to win at all. In fact, they should be banned unless the player willingly uses himself to bait the other team.
Players who get all their kills from killing players who have severely underleveled or at severely low health levels deserve to die. A game is meant to be fun, what fun is it if the other guy is 6 levels above you with a perfect item set?

2) In his normal setup, he is absolutely unable to control a lane.

I need control!
If you haven't guessed that I want everything to go my way, well... now you know.

Without his ultimate, he is absolutely useless for getting an early kill or for overleveling. His item set also provides absolutely no way for Warwick to gain enough power to wipe a lane. Even with everything at the maximum, Warwick's best would be to get a DOUBLE KILL before he dies in a 5 v 1, even if it was a 5 v 2 or 4 v 1, he can barely get the third kill.

Simply put, there is just not enough raw power for Warwick to up his chances of winning if he uses his normal setup and jungles.

and finally 3) In his normal setup, everything you buy and everything you upgrade is predictable.

I am one of the least predictable people you will probably meet.
(Although, picking Warwick would be very predictable)
Ask my friends, I doubt anyone has any idea what I might do next.
In fact, I have no idea what I might do next.

"Live life by the moment."

Plus, this setup isn't just predictable, it conforms too much. I don't hate conformity, but I don't love it either. I like to stand out. I don't care how I reach the top but I will get there.

Why do you want to follow the crowd?
Think about it, there must've been someone who decided to start the trend.
Individuality is the only way our world can survive, if we continue to rely on others the way we do now, we will never know what our skills are.

NOTE TO READER: Sorry if I started to rant, but I had to explain myself. If I didn't, people would never understand this guide and the purpose of why I created it, almost in complete contrast to the normal guides for Warwick.
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