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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