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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Eternal Hunger (PASSIVE)
Warwick Passive Ability
Introduction

Hello, I'm omfgbkt (on NA) and this is an in-depth guide to

This build is focused around four things:
- Buffing
Infinite Duress with almost 50% more damage with
Wit's End.
- Huge move speed bonuses with
Mobility Boots and
Blood Scent.
- Soaking up damage with
Warmog's Armor,
Frozen Heart and
Force of Nature.
- Regenerating the damage you do take with precise
Hungering Strike's and life-steal from Wriggles Lantern.
What I'll be covering in this guide.
- Runes
- Masteries
- Skill Sequence
- Summoner Spells
- Items
- Jungling
- and more
Recommended Runes
Runes




Tank/Mixed DPS
Greater Seal of Armor - +13 Armor
Greater Mark of Attack Speed - +15% Attack Speed
Greater Quintessence of Health - +78 Health
Greater Glyph of Scaling Cooldown Reduction - -8.62% Cooldowns at Level 18
Seals, marks, and quints will help assure you a smoother early jungle run, increased health, armor and attack speed all means more life at all times in the early game. Your glyphs will help for better survivability throughout the game, having lower cooldowns means faster casting which means more health regeneration.

Alternate Runes
Runes




Tank/Magic DPS
Greater Seal of Armor - +13 Armor
Greater Mark of Magic Penetration - +8.55 Magic Penetration
Greater Quintessence of Health - +78 Health
Greater Glyph of Scaling Cooldown Reduction - -8.62% Cooldowns at Level 18
I've also seen people running similar builds using
Greater Mark of Magic Penetration for the increased mPen as your damaging abilities and
Wit's End all do magic damage, and
Warwick can use
Hunters Call to boost his attack speed anyways.




Skill Sequence
Although I do take my first point in
Hunters Call to help speed up clearing blue buff, I put a point into
Hungering Strike every time I can, other than at 6 to put a point into
Infinite Duress. Some people prefer to max
Hunters Call before
Blood Scent, but I find having a maxed
Blood Scent first to be a little more handy. Reasoning behind this is this build is meant for assassination and sustainability, with more points into
Blood Scent earlier coupled with your
Mobility Boots you're going to have a lot more move speed when you're in/escaping from fights. There is going to be quite a few instances where
Blood Scent means the difference between chasing someone down and securing a kill, or maybe the difference between you narrowly escaping those few times that you become the prey. Also, enemies with low HP often will start fleeing to their base when the icon/howl pops, often thinking you're about to jump on them and tear 'em to shreds.










Warwick's Abilities
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Eternal Thirst - Passive Ability : Every time you hit an enemy you deal and heal for magic damage (scaling per level) that increases the first three times that you hit the same person. For instance, if you're attacking a ![]() ![]() |
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Hungering Strike - Active Ability - Range 400 : It deals magic damage for either 75/125/175/227/275 (+100% of Ability Power) or 8/10/12/14/16% of maximum health, as well as healing for 80% of the damage done. Great damage output coupled with great healing makes this one of the best abilities in the game in my opinion. It costs a hefty amount of mana, but you should have enough control of blue buff throughout the game that it shouldn't be too much of a problem. This skill is what makes ![]() |
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Hunters Call - Active Ability - Range 1200 : This ability is one of the reasons that ![]() |
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Blood Scent - Toggled Passive - Range varied : This ability is why ![]() |

Notes on
Infinite Duress

- From the first hit
Eternal Thirst is counted at full stacks.
- You gain 30% life-steal for its duration (bringing your life-steal to 45% at level 18)
- All on-hit effects are counted against the target for each of the five hits.
Lets do a little math time now.
Infinite Duress deals 250/335/420 damage
Wit's End gives a bonus of 42 x 5 = 210 (also will give you the 4 stacks of +5mr)
Eternal Thirst gives from 16.5 (Level 6) to 48 (Level 18) per hit x 5 hits = 82.5 to 240
And then you have a +.4 bonus per attack damage.
Infinite Duress at level 06 - 250 + 82.5 +36 = 398.5 / 211
(Generally don't have aWit's End by level 6 so I didnt factor it in.)
Infinite Duress at level 11 - 335 + 135 + 210 + 52 = 732 / 403
Infinite Duress at level 16 - 420 + 210 + 210 + 132 = 1,012 / 552
Base Damage + Eternal Thirst + Wit's End + AD Bonus = Damage / Healing
No magic resistance has been factored into any of this
The healing amounts are sort of a guestimate, I factored in the healing fromEternal Thirst after all the other numbers as I'm not sure if
Infinite Duress does an additional 45% of that healing or not. The numbers would only be off by a small amount either way.
Chapter V - Items
Main Build

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![]() When maxed out this item gives you a massive 1270 health and 40 health regen per 5 seconds. |
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This is a rundown to the first 5 minutes of your jungling.
0:01: Buy a
Long Sword and head to blue golem, either chilling in the bush close to it, or near the ramp to the river to watch for invasions. Your mid should be leashing for you, they will chill in the bushes behind blue or the bushes in the river to watch for invasions.
01:55: Blue spawns, have it leashed preferably. Pop
Hunters Call, and whittle it down to about 440 health then hit it with
Smite. As soon as the golem and the two mobs are killed put your skill point into
Hungering Strike and head to wolves.
Optional: Depending on who you're jungling against (if they have a jungler) now is when you can go steal their red buff. I only suggest this against junglers such as
Amumu,
Nautilus,
Diana or
Alistar (any heavily mana dependent jungler with slow movement/clear times) You should be able to sneak in there swipe red and bail out, maybe even grabbing double golems on the way out, make sure to let your team know what you're doing in case you have to bail out and need backup.
2:20: Depending on how hard blue was hit on your leash you should be able to pop
Hunters Call as soon as you get to wolves, if not open with a
Hungering Strike and pop
Hunters Call as soon as it pops up. Head to ghosts as soon as the wolves are dead.
2:50: Initiate the ghosts by
Hungering Strike'ing the main ghost and then popping
Hunters Call.
3:10: You should be about approaching your red buff at this time. Initiate the fight same as ghosts/etc, with a
Hungering Strike and then
Hunters Call, hit Red with a
Smite whenever you feel necessary. Wait to use your second
Hungering Strike in the fight until just after you kill red, so that you can put a point into it and gain more HP, its cooldown should end a few seconds before it dies anyways.
3:30: After you get red buff, you clear double golems, and then immediately head to the ghost spawn, if everything went smoothly from when you killed them last, they should spawn as you get a few inches from their spot. When the ghosts are killed head back to wolves and kill them as well.
4:10: At this point you should be about dealing you final blow to the wolves, and immediately you should recall and purchase your
Madred's Razors, and then head to the double golems.
Note: You can either do the recall at this point, or you can do another cycle and then recall and buy
Madred's Razors and
Boots.
4:30: From here just cycle through the jungle leveling to 6 so you can put your first point into
Infinite Duress. Once you buy your
Mobility Boots you will be clearing the jungle quickly, and be able to set up ganks easily.
0:01: Buy a

01:55: Blue spawns, have it leashed preferably. Pop



Optional: Depending on who you're jungling against (if they have a jungler) now is when you can go steal their red buff. I only suggest this against junglers such as




2:20: Depending on how hard blue was hit on your leash you should be able to pop



2:50: Initiate the ghosts by


3:10: You should be about approaching your red buff at this time. Initiate the fight same as ghosts/etc, with a




3:30: After you get red buff, you clear double golems, and then immediately head to the ghost spawn, if everything went smoothly from when you killed them last, they should spawn as you get a few inches from their spot. When the ghosts are killed head back to wolves and kill them as well.
4:10: At this point you should be about dealing you final blow to the wolves, and immediately you should recall and purchase your

Note: You can either do the recall at this point, or you can do another cycle and then recall and buy


4:30: From here just cycle through the jungle leveling to 6 so you can put your first point into


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