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Spells:
Flash
Smite
Ability Order
Eternal Hunger (PASSIVE)
Warwick Passive Ability
Introduction
Hungering Strike
Takes a bite out of enemy unit and heals Warwick.
Strikes an enemy for the greater value between 75/125/175/225/275 (+1) and 8/11/14/17/20% of the target's maximum Health as magic damage (can only do flat damage to monsters), and heals Warwick for 80% of the damage dealt.
Cost70/80/90/100/110 ManaRange400
Hunters Call Warwick lets out a howl, increasing all nearby friendly champions' Attack Speed for a short time.
Warwick lets out a howl that inspires all nearby allied champions, increasing Warwick's Attack Speed by 40/50/60/70/80% and all nearby friendly champions' Attack Speed by half of that for 10 seconds.
Cost35 ManaRange20
Blood Scent Warwick passively senses weakened enemy champions around him. The scent of blood sends him into a fury, causing him to move at incredible speeds.
Toggle: Warwick senses enemy champions under 50% Health within 1500/2300/3100/3900/4700 distance of him; while he detects a low-health enemy, he gains 20/25/30/35/40% Movement Speed.
CostNo CostRange20
Infinite Duress Warwick lunges at an enemy champion, suppressing his target and dealing magic damage for a few seconds.
Warwick lunges at an enemy champion and supresses them for 1.8 seconds. During this time, Warwick attacks his victim 5 times dealing a total of 200/300/400 (+) magic damage (every attack applies on-hit effects).
Warwick gains 30% Life Steal for the duration.
Cost100/125/150 ManaRange700
Eternal Thirst Each of Warwick's attacks will heal him. Each successive attack against the same target will restore increasing amounts of health to Warwick.
Bonus-per-hit starts at 6/12/18 and increases by 6 at levels 7 and 13. See mathematical breakdown for full reference.
Strikes an enemy for the greater value between 75/125/175/225/275 (+1) and 8/11/14/17/20% of the target's maximum Health as magic damage (can only do flat damage to monsters), and heals Warwick for 80% of the damage dealt.
Cost70/80/90/100/110 ManaRange400
Hunters Call Warwick lets out a howl, increasing all nearby friendly champions' Attack Speed for a short time.
Warwick lets out a howl that inspires all nearby allied champions, increasing Warwick's Attack Speed by 40/50/60/70/80% and all nearby friendly champions' Attack Speed by half of that for 10 seconds.
Cost35 ManaRange20
Blood Scent Warwick passively senses weakened enemy champions around him. The scent of blood sends him into a fury, causing him to move at incredible speeds.
Toggle: Warwick senses enemy champions under 50% Health within 1500/2300/3100/3900/4700 distance of him; while he detects a low-health enemy, he gains 20/25/30/35/40% Movement Speed.
CostNo CostRange20
Infinite Duress Warwick lunges at an enemy champion, suppressing his target and dealing magic damage for a few seconds.
Warwick lunges at an enemy champion and supresses them for 1.8 seconds. During this time, Warwick attacks his victim 5 times dealing a total of 200/300/400 (+) magic damage (every attack applies on-hit effects).
Warwick gains 30% Life Steal for the duration.
Cost100/125/150 ManaRange700
Eternal Thirst Each of Warwick's attacks will heal him. Each successive attack against the same target will restore increasing amounts of health to Warwick.
Bonus-per-hit starts at 6/12/18 and increases by 6 at levels 7 and 13. See mathematical breakdown for full reference.
ALWAYS start with cloth armor, and how many pots you think you'll need. With my warwick, I NEVER take pots on TTL or SR. He just doesn't need them.
Madreds asap > boots > Vampiric scepter > Wit's end. At this point, you are at Warwicks core build. From here, build as you think is necessary. At this stage, your resists are relatively high for this point of the game, and you have great sustain.
Core:
> > > and depending,
Vs heavy AP
Vs heavy AD
Vs balanced
| or |
Madreds asap > boots > Vampiric scepter > Wit's end. At this point, you are at Warwicks core build. From here, build as you think is necessary. At this stage, your resists are relatively high for this point of the game, and you have great sustain.
Core:
> > > and depending,
Vs heavy AP
Vs heavy AD
Vs balanced
| or |
TTL: Start at closest camp in mid-jungle, then go to the opposite side camp, use smite. Teleport back, go to upper jungle and kill closest camp, then use smite on whatever buff it is (Green or white). You now have enough for madreds... go buy it, get red buff, then have top lane help you with dragon. Now jungle some more until you get 6 and win.
SR:
1- If you're new, it's a must to start at blue. You don't need a leash if your teammates are busy/rude. Then work your way down the jungle, to wolves / wraiths / red / golems. Get madreds ASAP and keep farming until you get 6. It's not reccomended to gank until 6, unless the enemies are overextended.
2- If you feel comfortable with taking dragon at lvl 5, do golems, wraiths, wolves, blue, golems, wraiths, red, dragon. (Make sure you have madreds)
SR:
1- If you're new, it's a must to start at blue. You don't need a leash if your teammates are busy/rude. Then work your way down the jungle, to wolves / wraiths / red / golems. Get madreds ASAP and keep farming until you get 6. It's not reccomended to gank until 6, unless the enemies are overextended.
2- If you feel comfortable with taking dragon at lvl 5, do golems, wraiths, wolves, blue, golems, wraiths, red, dragon. (Make sure you have madreds)
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