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Warwick Build Guide by a23577

Middle I'm Coming For You!

Middle I'm Coming For You!

Updated on March 3, 2018
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League of Legends Build Guide Author a23577 Build Guide By a23577 9,850 Views 0 Comments
9,850 Views 0 Comments League of Legends Build Guide Author a23577 Warwick Build Guide By a23577 Updated on March 3, 2018
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Runes:

Precision
Press the Attack
Triumph
Legend: Alacrity
Coup de Grace

Sorcery
The Ultimate Hat
Celerity

Spells:

LoL Summoner Spell: Smite

Smite

LoL Summoner Spell: Heal

Heal

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Middle Lane

Most people use Warwick as a jungler who ganks and kills all the enemies. I’m not like most people though so I do what is least common and exprcted. As long as you have a support hero like Nami or a hero with stuns/immobilization/slowing/rooting, you can easily take the lane. With Warwick’s tankiness, you can easily claim the Rift Herald early game to force pushes early.
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Warwick Lead Role

If you end up only having 1 enemy combatant in your lane, you can easily whittle the 1st turret’s HP and your support can keep the solo enemy at bay. If the fight is even, simply double ok the closer enemy outside of turret range. (Basic strategies...) For all listed roles from above aside from “Jungler”, always take Rift Herald at Lv. 10 (Jungler can take at 8) and always take dragons as soon as Lv. 8 (6 for Jungler). However, make sure your support, the one that you left to solo for the time being, can survive long enough.
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Warwick Hunter Role

This is a more traditional approach to Warwick except you don’t try to get easy win 1 v 1’s, but rather go for an all out ace on a group of enemy combatants (Especially when they’re trying to take Baron). You simply attack and run, attack and run, attack and run, and... well you get the idea. You will find that you will need Blood Hunt to take out the fleeing weakened champions.
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Warwick ADC Role

Unlike the other styles of play listed here, this is the worst approach to using Warwick and uses him as a supportive champ which nulls his purpose but makes him exceptional for leading pushes and rushes and forcing players to lane jump to you. Playing this role will often give you a ton of assists and quite a few deaths so be careful about your timing and how you use choose targets for your abilities.
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Warwick Jungler Role

The most traditional and interesting approaches to Warwick. As the name suggests, you will be hunting Jungle creatures and will come out to protect lanes when an ally is killed leaving his/her lane empty and weak. I suggest that you slay dragons as soon as Lv. 6 and the Rift Herald as soon as Lv. 8. With this approach, when you do come out of the jungle, you will find yourself seriously underleveled.
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Runes

1st Rune Path
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.
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Spells

Smite This is the base of Warwick. No matter what role you decide to play, this spell will come in handy for taking out the last HP of a fleeing championor for quickly healing yourself.

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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Rift Herald

No matter what role you decide to play, always take this guy out around 13-15 minutes or when you first reach Lv. 10 (Lv. 8 for Jungler Role). Recall and wait for your allies to recall and regroup with you in middle lane. Go up to wherever the 1st allied turret stands or where it used to stand and crush the Eye Of The Herald. Rush and force mid lane with entire team backing Rift Herald. Will either result in the enemy team trying to counter push in top or bot lane or the enemy team trying to defend. They lose if they do not defend unless you have already lost both turrets on either outside lane.
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Pros / Cons

PROS
+Gets the kills
+Very versatile
+Counters a lot with little OP counters
+Fun to play
+Becomes a very dangerous champion


CONS
-Complex to play
-The possible counters are insane
-The attack speed isn't very good
-Hard time taking turrets
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Draft Picks

If you decide to Draft Pick for Warwick, this guide still works. When it asks you for a ban though. Always pick Nunu & Willump. Although it's not a highly picked champion, there's still a chance of an enemy picking him. Nunu & Willump will be the end of any jungler so be careful around him if you do have to play him in Normal Picks.
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