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Spells:
Ghost
Smite
Ability Order
Eternal Hunger (PASSIVE)
Warwick Passive Ability
!NOTE!

If you don't understand some of the terminology used..
Legend
Hey guys! This is my first build and I've put a lot of time and effort into so please feel free to leave comments on what I can improve on and what you liked! I'm always open to suggestions and tips! [ :


We'll go more in depth about all these later on in the guide.

Don't believe me? Do the math!
Let's take the golem camp for example.
800hp. Let's say you do 50dmg per AA. That would take 16 AAs! 800/50=16
Now let's take into account the 4dmg you deal extra. 800/54=14.8
Now because it takes 1 less AA for each creep, that saves you around 2 seconds fighting that camp! And in the jungle, finishing as fast as you can is everything. Of course, I'm not taking into account runes or other things that may impact damage output, but you get the point.




Everything else suits Warwick the best out of the skills available in my opinion, but feel free to tweak a few things here and there to suit your play style!
Main rune set
![]() It really gives ![]() ![]() ![]() Pretty straight forward. Helps early on when you need it the most. |
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![]() Again, pretty straight forward. Helps block that pesky magic damage early on. ![]() This helps compliment your reds. Again, because you want ![]() |
Other runes worth considering
These are some runes that are viable if you don't like the ones mentioned.
![]() These can be very useful early game when you need the CDR for ![]() These are my personal opinions on what runes can be used, but you can change things to suit you better if wanted! |
![]() Ghost I find is a tough choice between this and ![]() ![]() Note: I hear the argument that you don't need ghost because you already have ![]() ![]() ![]() ![]() Flash Again, this it's a tough choice between ![]() ![]() |
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![]() Smite Kind of a no brainer for a jungler. I've heard many say "but ![]() |
Since yourprimary source of damage is


The reason behind getting





The reason I max







One of the big reasons Warwick has one of the safest times jungling and is very mistake forgiving.
- When jungling, try to get at least 2 AA off before using
Hunters Call to maximize the amount of health given back
- If you spot a possible teamfight, try to quickly get 3 AAs off on a creep or minion to get your passive to the max before the actual fight. Combined with
Hunters Call, this can be done fairly easily, but is tricky to time correctly.
An awesome skill in


- If you're low on HP, try to hit this skill off on a minion or weak creep, as they have lower armor then let's say dragon or an enemy champion, so you will get more health returned.
- Most people under estimate the range on this skill as it isn't confined to a melee range. Use that to your advantage!
A pretty straight forward skill. Raises your attack speed and those around you by half! Not bad at all;)
- If you see a teamfight about to happen, try to use
Hunters Call prematurely to give your allies the extra boost before the fight happens
One of the best chaser skills in game in my opinion. It shouldn't be to hard to put an enemy below half hp if you combine


- Turn
Blood Scent off to fool enemy's that you've left the area, as they can see you if it is toggled on
- Your allies can see enemies revealed by
Blood Scent as well
The mother of all .. mothers. This is the skill that really makes players choose

- Watch out when using this against enemies with items such as
Banshee's Veil as it'll cancel the suppression
Infinite Duress can be canceled quite easily from a stun, knock-up or suppression, so try to wait for the enemy team to use all their spells beforehand
Infinite Duress should not generally be used to start off a fight with an enemy, but saved towards the end when they are low on hp. That way it can guarantee you a kill.
Build 1






Recommended build 1 sequence:
Build 2






Recommended build 2 sequence:
Item Sequence




















I realize that there isn't much difference between builds, but that's because I just couldn't give up the core items as they synergizes with




I prefer the first build as if provides a nice balance of armor, MR, and damage with a nice addition of hp. The second build is if you feel you're going up against a team that can really dish out damage, and fast.
Note:


![]() Wriggle's Lantern This is really nice item that goes well with ![]() ![]() ![]() Sunfire I love this item on ![]() ![]() |
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![]() Madred's Bloodrazor This item is probably the best on ![]() ![]() |
![]() Banshee's Veil Really nice item on ![]() ![]() Wit's End AS and MR? Great combo for ![]() ![]() |
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![]() Spirit Visage A great item on ![]() ![]() ![]() Guardian Angel I really like this item for a few reasons. Gives both MR and Armor, which is a big plus for a champ that likes to get focused more often then not. And even if they do focus you down, you get the passive to get right back and either run away or finish em' off! Great item on ![]() |
Note: players tend to stay around your corpse so keep that in mind when positioning yourself as you can use it as bait for your team!
![]() Stark's Fervor Pretty good item in general. The debuff is really good and the buff to your allies is even better. I usually take this over a defensive item if I feel I can still survive without one. ![]() Hextech Gunblade Life-steal, AD, AP and Spell Vamp? That goes great with ![]() |
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![]() Quicksilver Sash Odd item choice, I know, but if you are getting CC'd like crazy, then this is the item you want. I've definitely picked it up quite a few times and it's saved me in numerous occasions. You just gotta' time it right (: ![]() Frozen Mallet The extra health is a nice way to get that much more tankier without sacrificing to much AD. The on-hit proc is really nice too, as it makes it that much more easier to catch up to opponents after your ultimate, lets say. |
When you get to the higher levels/late game, you should consider yourself an anti-carry. Always, always, ALWAYS go for the carry!! I can't stress this enough as I see too many people attack the tank or someone else! Use your ult, which completely disables the carry and continue to agro it. This will help your team immensely as you are keeping the carry busy, allowing for your carry to deal the damage in the team-fight in your favor! And because you are tankier then usual, the carry you are targeting will think twice about trying to 1v1 and might even attempt to run, which is great for you.
1) GOLEMS
Here, you wanna get 2 AAs off on the the golems and then activate

2) WRAITHS
Smite the main wraith, hunters call after 2 AA, and finish up the rest.
3) WOLVES
Here, your

4) BLUE
Here, you're basically doing what you've been doing to the past camps. AA the main golem a few times,

5) GANK/CONTINUE JUNGLE
Gank or jungle? Well if you see a lane being pushed hard, go on and gank them! If not, continue your jungle and keep on eye out on the lanes! Grab red as soon as you can, preferably after you hit lv4
Not much to jungling with

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