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

So, the current meta-game sees a LOT of tanky DPS, especially in solo top lane. Champions such as





This build is for a Tanky / Sustain / Damage Dealing

I'm sorry I don't know how to insert the cool pictures so you can see the runes I use and show the items I get, and whatnot going forward into this guide, but I will do my best to be very clear with only typing and hopefully you guys will enjoy this guide regardless :D
(If anyone knows how to, I'd be glad to take advice and add the pictures of items and runes in later.)
Pros
- Really easy to sustain top lane
- Super tanky by mid game
- Good ability to zone out hard-to-deal-with solo tops, damn
Nasus
- Suppress can easily show teammates who to target in a team fight
- Awesome mid-late game damage
- Really funny to see Lanewick pwn all tops =P
Cons
- Really mana heavy early game
- Less than great physical damage
- Even if you're not the jungler, dragons and barons will not go down as fast as AD/AS builds
- Really easy to sustain top lane
- Super tanky by mid game
- Good ability to zone out hard-to-deal-with solo tops, damn

- Suppress can easily show teammates who to target in a team fight
- Awesome mid-late game damage
- Really funny to see Lanewick pwn all tops =P
Cons
- Really mana heavy early game
- Less than great physical damage
- Even if you're not the jungler, dragons and barons will not go down as fast as AD/AS builds
Warwick's Abilities

Passive: Eternal Thirst
Each of Warwick's attacks will heal him for 6/12/18 health. Each successive attack against the same target will restore increasing amounts of health to Warwick. Stacks up to 3x, the stacks remain for 4 seconds.
Explanation: Pretty much your auto attack heals you. Consecutive hits on the same enemy will heal you for more. If you kill a minion from full life with auto attacks, you'll have gained yourself a considerable chunk of life back. Going 1v1 full health vs another tanky DPS will be in your favor too. As long as you're not hard CC'd, you will continually be life stealing from



Q: Hungering Strike
Cooldown: 10/9/8/7/6
Cost: 70/80/90/100/110
Range: 400
Strikes an enemy for the greater value between 75/125/175/225/275 (+100% AP) and 8/11/14/17/20% of target's maximum health, and heals Warwick for 80% of the damage dealt. Minions and monsters will only be dealt the flat magic damage.
Explanation: The most bosssssss skill on Warwick. This is his bread and butter. It's what lets you stay in lane forever. It's what decimates the enemy laner's health down to 50% while keeping you at 75%+ easily. At level 5, CD is 6 seconds. With Frozen Heart and your masteries, it's under 5 seconds. Which means, you'll be able to use it many many times in a team fight. With Red buff, and your E (Blood Scent), you could literally just chase down an enemy and auto-attack/Q him to death.
This skill is also the reason why Warwick requires no real damage items.





Note: You don't HAVE to




W: Hunters Call
Cooldown: 30/27/24/21/18
Cost: 35
Range: 1200
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 the amount for 10 seconds.
Explanation: Definitely a useful skill. It increases Warwick's attack speed dramatically, and half of that for his allies around him. You could use it to duel, chase down a guy, team fight, or really own a tower. Make sure to use it when you enter a team fight. That Vayne or Graves will 40% extra attack speed definitely helps rape. Or imagine a successful gank from your jungler at top. With no hero to defend their tower, that tower will go down quick if you have a solid 10 seconds of 2 heroes attacking it with bonus attack speed.

E: Blood Scent
Cooldown: 4
Range: 1500/2300/3100/3900/4700
Toggle: Warwick senses enemy champions under 50% life within a 1500/2300/3100/3900/4700 distance of him, revealing them until they heal. Upon sensing an enemy, he will gain 20/25/30/35/40% movement speed.
Explanation: Another very good skill. It's a toggle, so you can either have it on or off. Mostly, I have it on. Early game, if you're harassing correctly, and keeping them low, you'll have a solid 20-25% movement speed buff the entire time they're under 50% health. Definitely helpful if a gank comes for you, or if you decide to chase, or for some reason their jungler is near you under 50% health. It is a VERY good chasing mechanism. After a big team fight, you see their AD carry flashes away with low health. With Warwick, it's very possible to chase them down and/or give sight to a nearby ally who happens to be in range when they're trying to recall back to base. The best part is, you don't have to be chasing them or attacking them. As long as they're in range, you have the speed buff, so even if it's to escape, it's very useful.
Note: If you're trying to gank middle or something, you might wanna turn it off if they're under 50%. You can go and flash in and suppress them or whatever, and turn it back on after, but you don't want to give it away that you're coming for a gank. Noob mistakes can ruin games =P

R: Infinite Duress
Cooldown: 90/80/70
Cost: 100/125/150
Range: 700
Warwick lunges at an enemy champion, suppressing the target for 1.8 seconds and striking for 40/60/80 (+0.33 per attack damage) magic damage in 0.33 second intervals. Warwick gains 30% life steal for the duration and is considered to have fully stacked Eternal Thirst against the target, which is removed at the end of the duration. Each of his strikes triggers on his effects and benefits from life steal and Eternal Thirst.
Explanation: Pretty much, you can go in and suppress a dude and have massive life steal. You have full stacks of Eternal Thirst, so you don't have to hit them 3x first for you to gain max life steal, and you gain another 30% life steal. And during that time, you can Ignite, and press Q, and the Q will hit directly after the suppress is over. So with a guy under 35% life, if you have a Wit's End, all that extra magic damage will stack on each swipe, and you'll ignite, and you'll hit Q directly afterwards no questions asked for 20% max life. The dude's dead.
It's an awesome skill for ganks, which you can still perform from top. If your jungler is invading and planting wards in their jungle, you can coordinate an invasion jungle gank. Or if you go back, you can easily gank other lanes as long as your top isn't being pushed hard. Or you can just simply gank mid from time to time. With a Flash/Ulti from the side bush, it's really easy for an AP carry to go down. After you suppress, your own AP carry should unleash hell too and even if they're skill shot nukes, they can't miss lol.
Note: Careful of Crowd Control effects. Any silence, stun, taunt, knock up, grab, you get it, will disrupt the suppress. That's why I don't recommend initiating a both-teams-ready 5v5 team fight with suppress. You'll easily get CC'ed and the suppress will have done nothing and you'll probably die really easily. Someone else, like an Amumu Ulti, Ashe Arrow, or Alistar Flash / Pop-up would be best. This way, your suppress will last the full duration and your team will know who to target too.
Priority for Leveling Skill Points












So, here's the rune page I use...
Precision
Fleet Footwork
Phase Rush
The Marks are for more damage with his Q, pretty simple.
The Seals are for his Q. The Q can get pretty expensive because of how short the cooldown is. The mana cannot keep up for sure if you wanna constantly Q. But, more Qs = more damage, the more dmg = easier it is to zone out annoying farmers like Nasus and Udyr, more Qs also means more heals/sustain for you. With 9 MP5 runes, you get 3.7 extra MP5 at level 1. So with the starting item of Doran's Ring, you're getting an extra 8.7 MP5 at level 1. Pretty sweet for a guy like WW with low mana regen.
The Glyphs are more for mid-late game where you're team fighting and jumping in there with your ultimate. You will get targeted by a lot of enemy CC after you suppress because they want that suppress off their carry. Magic resist is always nice for that.
The Quints are just for awesome early game tankiness. That + your Doran's ring + masteries will provide you with really good health early game.
However, there are various other choices I'd definitely consider depending on the situation. If you're playing ranked, you could definitely choose depending on match-ups. Or if your play-style is different, you could decide to choose which runes fit you best.
Marks - I'd stick with Magic Pen.
Seals - Instead of Mana Regen, Armor could definitely work in lane vs tanky DPS top.
Glyphs - Stick with Magic Res, you get CDR from items + masteries
Quints - Instead of HP, Magic Pen or Movement Speed quints are other options, but I like the HP quints.
Runes




The Marks are for more damage with his Q, pretty simple.
The Seals are for his Q. The Q can get pretty expensive because of how short the cooldown is. The mana cannot keep up for sure if you wanna constantly Q. But, more Qs = more damage, the more dmg = easier it is to zone out annoying farmers like Nasus and Udyr, more Qs also means more heals/sustain for you. With 9 MP5 runes, you get 3.7 extra MP5 at level 1. So with the starting item of Doran's Ring, you're getting an extra 8.7 MP5 at level 1. Pretty sweet for a guy like WW with low mana regen.
The Glyphs are more for mid-late game where you're team fighting and jumping in there with your ultimate. You will get targeted by a lot of enemy CC after you suppress because they want that suppress off their carry. Magic resist is always nice for that.
The Quints are just for awesome early game tankiness. That + your Doran's ring + masteries will provide you with really good health early game.
However, there are various other choices I'd definitely consider depending on the situation. If you're playing ranked, you could definitely choose depending on match-ups. Or if your play-style is different, you could decide to choose which runes fit you best.
Marks - I'd stick with Magic Pen.
Seals - Instead of Mana Regen, Armor could definitely work in lane vs tanky DPS top.
Glyphs - Stick with Magic Res, you get CDR from items + masteries
Quints - Instead of HP, Magic Pen or Movement Speed quints are other options, but I like the HP quints.
AP is really not a concern for Warwick, the 20% max life damage does 20% max health and heals for 80% of that whether you have 0 AP or 250 AP. Maybe you would do more damage with 250 AP because it does the higher damage of the two, but I just always think "worst case scenario is 20% of their life, which I am completely fine with. Furthermore, if you hit someone with a lot of HP, you're always going to do the 20% anyways.
With this combo, once the solo top lane gets under 35%ish life (which is easy for that to happen), you can literally burst them down with the entire combo from half a screen away. If they're stupid enough to stay within 700 range, you don't even need










Early Game / Solo-Top Lane




You get the point. Just






Anytime he wants to last hit, I hit him with a


Another reason


Use the range to your advantage too. You can stand behind a small minion wall and

If you're low, the enemy could push the lane. If he pushes, you can stay back and auto attack minions to regain health or instead of last hitting them,



As always, only last hit the minions in your lane. Do not push far into the enemy's lane because you'll get ganked. Try to keep sight wards up to see the ganks, and if you can, let the enemy push, so YOUR jungler can gank him instead =D
Low Enemies / Mid Game / Team Fights
You'll have to get the hang of it eventually, but you can kill enemy laners that are under 30-35%. The suppress range is awesome and it immediately teleports you right beside the enemy. Once they realize how powerful you are, they'll start staying away from you when they are low, even if you are similarly low. The combo is...






At a certain point, you can just start tower diving too when they're low. You should NOT get CC'ed because you're suppressing them. They're at 30%, they hug tower, you still kill them. With a minion wave pushing, just




The combo is exactly the same for team fights IF your team is the one doing the ganking. If you guys are ganking someone from the bushes, flash Ulti will be devastating. Whoever you're ganking with, or the laner you're ganking should immediately burst him down. Don't be shy either, it's a relatively low cooldown with







Remember, this is a Tanky / Sustain / Damage Dealing
Warwick.

All three of those are done by


There is a core build, then after that, it comes down to your preference, play style, enemy team comp, your team comp. If they're AP heavy, build magic res items. If they're physical damage heavy, then build armor. If your team is squishy, go for health and play more of an off-tank role which this Warwick build can do. If your team is super tanky as is, you can potentially play a more aggressive build.
Starting item:
Doran's Ring

The extra health, MP5 and 15 AP help your sustain so much early game. No brainer, always start with this. This could literally be enough for you to sustain yourself for the first 10-15 minutes alone without ever having to go back. If the enemy goes back 3-4x, and has stronger items now, I'd just go back even if I don't need to, just to buy items and not give him a kill because I have no items. Once again, judgment call.
If you managed to pick yourself up a kill or have 1100 gold, I go straight for




If their jungler is more DoT and harass, sometimes I don't feel the need to buy one and kindly ask the jungler to put one down for me =D Play smart, if you're low, stay back, don't fight, and just keep

Note: If I see the enemy team just has massive massive CC... like 3 stuns, 1 silence, and a Taunt, I have NO problem getting



The









Some items people argue into Warwick builds include Philosopher's Stone,














Philosopher's Stone is just bad. GP5 is nice, but you have Mana Regen from Doran's, Health sustain instead of Regen.












+ a combination of the following...








The Core is still the same, except now you have a



If the enemy team is bursting down champions hard with CC...
If I see I'm owning face, I'll go offensive...
If I see their AD carry is just raping too hard...
Like I said, they're all going to be defensive items. But as long as you're alive, you can do 1/5 of their health every 4.5 seconds. 20% of their health regardless of their total life, and you get 15% of THEIR life back. There is no need for any offensive items. This is Sustain/Tanky/Damage Dealing

Note: There are probably some item combinations that just should not mix. Do not mix





So like I mentioned throughout this guide, the entire item build, masteries, and runes are set up around Warwick's
Hungering Strike. Because it is a percentage of total life skill, it is very powerful and on such a short cooldown too. The entire build revolves around you being tanky enough to live and keep on using
Hungering Strike. You'll be able to track them down easily with your
Blood Scent so there's no need for any slows or extra damage or whatever it is.
This build is extremely extremely fun. You will continue living and staying healthy, while they will die. Enjoy the tankiness of running around and
Hungering Strikeing everyone and
Infinite Duressing every 40 seconds at level 16. Please try the build before you vote, and see the awesomeness for yourself =D
Credit to jhoijhoi's guide in Making a Guide for aesthetic beauty =]
Hope you all enjoyed!



This build is extremely extremely fun. You will continue living and staying healthy, while they will die. Enjoy the tankiness of running around and


Credit to jhoijhoi's guide in Making a Guide for aesthetic beauty =]
Hope you all enjoyed!
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