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Spells:
Ignite
Flash
Ability Order
Eternal Hunger (PASSIVE)
Warwick Passive Ability
Runes




Greater Mark of Magic Penetration: I use these runes for more damage on Hungering Strike. More damage on Hungering Strike > more lane sustainability > more healing > more lane dominance > win. Obviously very helpful later in the game as well, you'll already be very hard to kill and these runes will just make it harder.
Greater Seal of Evasion: I find these to be the best runes for almost any melee these days as more often than not, you'll be laning against other strong melee's, such as Irelia/Jarvan IV, Udyr, etc. These runes will make a great difference when going toe-to-toe with them.
Another kind of Seal I like to use on him is Greater Seal of Replenishment, allowing for more Hungering Strike spam in the laning phase, making you alot harder to deal with.
Greater Glyph of Scaling Magic Resist: Gives you quite some magic resist, does great things for you lategame.
Greater Glyph of Cooldown Reduction work too if you don't need the magic resist.
- Greater Quintessence of Desolation: I like going for armor pen here as more and more people like to use armor runes. These quints pretty much nullify that and since my build focuses on more of an autoattack approach, these are great. Other choises include
Greater Quintessence of Health, good for the early laning phase or even
Greater Quintessence of Magic Penetration if you want even more Hungering Strike damage.
Flash: Great Summoner Spell, bother for offensive and defensive purposes. Makes for a godlike gapcloser together with
Infinite Duress
Ignite: For securing the kills. Usually used in combination with
Infinite Duress if you're going for a kill.
Ghost: Synergizes well with
Blood Scent for chasing people down or even trying to get away.
Teleport: As Lanewick is always going to lane solo top, teleport becomes a viable choise. Making sure you don't miss any exp/kills can be important. Also allows for better dragon control and random suprise ganks.
Cleanse: Can be good against CC heavy teams.
For me personally, every other summoner belongs in this list. Some of them MAY be sort of viable but I feel there will always be better choises and you should not get these.

Eternal Thirst
Passive: Each of Warwick's attacks will heal him for 5/10/15 health. Each successive attack against the same target will restore increasing amounts of health to Warwick.
Warwick's passive. Gives you great lane sustainabilty, not very noticable later in the game though.

Hungering Strike
Strikes an enemy for the greater value between 75 / 125 / 175 / 225 / 275 (+100% of ability power) and 8 / 11 / 14 / 17 / 20% of the target's maximum health (can only do flat damage to monsters), and heals Warwick for 80% of the damage dealt.
Warwick's bread and butter. His main sorce of damage and sustainability. Makes you nearly unkillable in the laning phase. Heals you depending on target health and MR (hence the magic pen runes). Even though it has a very good AP ratio, unless you go pure AP and get like 300+ AP it will almost always use the %health value as its base damage will be higher in most scenarios. This ability was recently nerfed (healing went down from 100% of the damage dealth to 80%) but it's still a great sustaining ability.

Hunters Call
Warwick lets out a howl that inspires all nearby allied champions. This increases Warwick's attack speed by 40 / 50 / 60 / 70 / 80% and all nearby friendly champions' attack speed by half of that for 10 seconds.
Awesome ability to buff your team. I do tend to level this last though as it only really becomes useful later in the game.

Blood Scent
Passive: Warwick senses enemy champions under 50% life 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.
Warwick's chasing ability. If the enemy is low health, this ability will allow warwick to chase him down no matter the enemies movement speed. Very useful in teamfights as well since it's very likely someone will end up below 50% at the start of a fight, making you fast for nearly the entire fight.
It does, however, give the enemy a very clear and obvious notification of when you're near and possibly incoming, so it's not a bad idea to turn it off now and then if you're looking for a gank.

Infinite Duress
Warwick lunges at an enemy Champion, stunning and making them unable to use summoner spells for 1.7 seconds. While they are stunned, Warwick quickly strikes the target 5 times for 33% of his attack damage plus 40 / 60 / 80. Warwick gains an additional 30% lifesteal while performing Infinite Duress.
Warwick's ultimate. Awesome for supressing a high priority kill target and having your team drop that target instantly. Also allows your jungler to gank your lane without any problems, jungler pings your lane, you ult him as he's about to enter the lane and unless something goes horribly wrong you'll pretty much almost secure a kill.




Whenever you can level your ultimate, level it.
Other than that I will always max



Item Sequence










This is generally what my build looks like. Gives you alot of damage with


Item Sequence










Very tanky build that balances out armor and MR. I grab

Item Sequence










Offensive build. I grab a


Item explaination
Core items





Optional items
So now that we've been over the core of most Warwick builds, here are some very good optional items.











Boots






General item build order
For my starting item, I usually go with a





First trip back I will aim to buy at least a



After my





To summarize:
As I said before, building on Warwick if very situational and you will probably end up having a different build every single game. The items listed are just the items I feel you will be choosing between. Observe the game carefully and adjust to whatever you need at any given time. Knowing what to build and when to build it takes some getting used to and a healthy portion of common sense, but once you get your builds down, your Warwick will be a beast.
Early game
Level up your



If there's no level 1 action, head to your lane as soon as your jungler is in the clear (usually safe to leave at around 1:45 ish). Last hit minions with your auto attack and leave


At level 6 you can start getting more agressive and looking for kills. Harass with




Go back to base when you can afford a


Continue farming top lane as much as you can and keep up the lane pressure. If enemy laner starts roaming, punish them by taking their tower.
To get ready for a fight (dragon fight for example) try and farm for your

Mid game
When the laning phase ends you want to start leveling up

When a teamfight happens, focus on casting your



Try and grab the red lizard buff whenever you can and whenever your teams AD carry doesn't want it OR ward up the enemy's lizard and steal it when the time is right. A red buff Warwick is scary.
Late game
If you didn't already, now is the time to get that


Another bonus that comes with a bloodrazor is amazinly fast baron kills. Capture those times the enemy team is either dead or out of position for a quick baron kill and finish the game.
At this point you will be really really hard to kill and even if your team loses a fight, chances are you can finish off whoever is left standing by yourself.
- One of the few counters to Lanewick early game is a champion that can push real hard. They will usually push the creepwave into your turret, making you miss alot of last hits since Warwick doesn't really have a way to finish them off efficiently when they're under turret fire.
The best way to deal with this is getting an earlyWriggle's Lantern. The proc instantly kills a minion and will allow you to push the lane back up pretty hard.
- Using
Infinite Duress on someone who is overextending right before a teamfight occurs can turn the tide of the game. Make sure to pay attention to enemy positioning and capitalize on their mistakes.
Infinite Duress allows you to towerdive pretty well. If know there is backup nearby, you can flash up and ult an unsuspecting enemy under their turret.
Blood Scent gives the enemy a debuff whenever you get in range. Toggling it off when you're ganking and don't want to get detected can work in your favor.
I always appreciate any feedback, be it positive or negative and will respond to any questions you may have.
Thanks for reading and I hope this was helpful for someone.
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