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Runes:
Spells:
Smite
Heal
Items
Ability Order
Eternal Hunger (PASSIVE)
Warwick Passive Ability
Threats & Synergies
Warwick
Both Warwicks pose the same threats to each other. It comes down to who has more HP and AD/AS.
Middle Lane
Precision
Press the Attack I chose this keystone over Lethal Tempo mainly because it’s effects deals slightly more total damage than you would do with the increased attack speed. It’s a much better choice than Fleet Footwork simply because getting to 100 stacks is too much even for such a great bonus.
Triumph This greater rune gives Warwick the advantage of earning a lot more cash than an enemy. The other two ( Presence of Mind and Overheal) are pratically useless. Warwick can’t really give himself excess healing and the level up boosts don’t help him especially once he gets beyond Lv. 6.
Legend: Alacrity Legend: Tenacity is the least useful because stunning Warwick doesn't affect him much at higher levels when he's really tanky. Between Legend: Bloodline and Legend: Alacrity the first is more OP with Warwick's Eternal Hunger, but that's only if the enemy can get you down to less than half health before you kill them. So it really depends on if you're worried you won't be tanky enough to take damage.
Coup de Grace Warwick gets much too tanky to use either Cut Down or Last Stand so we'll have to use this rune to its full potential.
2nd Rune Path
Sorcery
The Ultimate Hat Warwick's ultimate, Infinite Duress, is a great advantage and this rune helps reload it a lot faster giving Warwick a lead on enemy champions both in and out of the jungle.
Celerity With all the MS that Warwick gets from his Blood Hunt, he will gain a lot AD in addition to the MS and AD he already gets from Blood Hunt giving him a huge lead on the entire enemy team.
Heal Since [[warwick] is tanky, this can instantly rejuvenate him and his nearby allies granting them bonuses. This spell will also save you if you do happen to find yourself low on health after a jungle hunt and in need of more to take back your lane.
Ignite With Smite you don't need to take this spell because it does less damage, has a weaker effect and you need Smite to get the jungle items. This spell can be switched with Heal if you decide to play the Hunter role.
Flash Most people use Flash on Warwick, but I don't see why. The countdown for it is pretty high and it provides so little distance coverage. Plus you have Blood Hunt which provides passive and active benefits of speed.
Teleport Like Flash, I find it unnecessary and a waste of your spell slot. If you really need to get somewhere fast, just use Blood Hunt.
Barrier This spell is a much better choice then the last two mentioned, but 1) Warwick is tanky enough to take the damage, 2) It only lasts 2 seconds, and 3) if you have support, you shouldn't be the one with a protective spell.
Cleanse Unlike the rest of the summoner skills, this is the most useful. However, I'd rather take the debuff for the duration rather than take up a spell slot when I can get a more useful spell.
Exhaust Like Barrier, this spell should be carried by a support unit, and is highly unnecessary on Warwick as he can tank abilities and damage, then retaliate and heal all the lost HP.
Ghost With Warwick's Infinite Duress, it doesn't matter if you don't hit the intended target as long as you hit any target and the same goes for Jaws of the Beast. Plus, you don't need to pass through enemies to force them to flee from Primal Howl and Blood Hunt makes up for the time lost to go around a barrier to the champion you want.
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