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Warwick Build Guide by Nomoya

Magewick Reborn

Magewick Reborn

Updated on March 20, 2012
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League of Legends Build Guide Author Nomoya Build Guide By Nomoya 6 0 34,878 Views 14 Comments
6 0 34,878 Views 14 Comments League of Legends Build Guide Author Nomoya Warwick Build Guide By Nomoya Updated on March 20, 2012
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A Fiery Introduction



Hello everyone and I will be showing you a guide on how Magewick has finally been reborn into the game of League of Legends. As well as how to play him to the best of your ability for any summoner level or even could be used in a ranked game successfully.

Before you get pissed off and say this won't work, read the guide, and also try it out.

Below is how I got into playing Magewick.

I was thinking about how to play Warwick in a different style, then I thought, hey his Hungering Strike has a ratio of 1.0 for AP and then I looked at his passive and thought how it could work so well together, so I decided to try it out. At first it was a pain in the ***. I won't even lie about it, but after a little bit of hard work it is very easy to understand how to get the most out of him for a champion that isn't known for using AP well. With that all said here is his lore and hope you will do your best while learning how to play him.




Warwick's Lore
Warwick counted himself amongst the most powerful and revered men in his home city-state of Zaun. Over the course of his infamous career as an alchemist, Warwick won many honors for his craft, not the least of which was a lucrative offer for service in the Noxian military during their campaigns against Ionia. Sequestered in his labs far from the front lines, Warwick and his apprentice Singed toiled relentlessly to manufacture all manner of appalling concoctions for the Noxian army. So potent was his art that even the greatest of Ionia's healers - under the leadership of the Starchild Soraka - struggled to combat the poisons and chemical weapons generated by his despicable mind. Warwick's reign of terror grew so horrific that his very name became a curse in the eyes of his Ionian foes, and they began referring to him only as ''the Deathmaker.''

But even one under the protection of the Noxian High Command is not wholly beyond the reach of retribution. For as Soraka strode across the myriad of death and destruction left in the wake of one of Warwick's chemical attacks, her heart finally gave way. She called down the wrath of the cosmos on Warwick, wishing that his form should mirror the cruelty in his heart - a curse that would come at the price of her aspiring divinity. Within his laboratory, a terrible thirst took hold over Warwick. As his apprentice looked on in horror, Warwick threw open the doors to his bastion and sprinted off toward parts unknown, a bloodcurdling howling marking his passage. He had become a werewolf; a wild, murderous beast. Today, the Blood Hunter fights for Noxus within the League of Legends... thankful of the curse that his now-mortal enemy bestowed upon him.

"The rage of the beast now complements his predatory spirit." - Singed, the Mad Chemist, upon witnessing his master's transformation
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Pros/Cons

Pros / Cons

spaaaaaaaaaace
Pros


+ Amazing Spellvamp
+ Incredible Burst
+ Excellent Solo Top
+ Great CC
+ Helpful in Teamfights
+ Unstoppable Chaser
+ Great Sustain
space
space
Cons


- Not the strongest Mid game
- Little CC(but the CC he has is effective)
- Hated by Community
- Always focused by Late Game
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Masteries a Beast Needs

Hey y'all this is the place where I will tell you my most recommended mastery pages. While also explaining the most recommended mastery page as well.



Recommended

  • Summoner's Wrath will allow an Upgrade for Exhaust.
  • Mental Force , this will improve your overall game, with giving you a boost of extra AP.
  • Sorcery is just for your Cool Down Reduction, so you can use your abilities faster.
  • Arcane Knowledge can make your games go a lot smoother by getting rid of extra magic resist an enemy champion might have, this way you can deal more damage.
  • Havoc just increase the amount of damage dealt overall.
  • Blast gives you one more ap for each level that passes.
  • Summoner's Insight , this allow an upgrade for Flash.
  • Expanded Mind gives you more Mana per level so you can use your abilities more for a longer period of time.
  • Swiftness gives you more movement speed to get around the map faster.
  • Runic Affinity will give you the boost you need to keep any buff for 20% longer in a game.
  • Sage allows you to gain more XP when ever you get an assist or a kill.



Heavier Damage(mildly tanky)



Off Tank



Heavier Damage(Utility)

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Runes Create the Mage

Marks

Runes

Sorcery
Phase Rush

M
A
R
K
S

Greater Mark of Magic Penetration- This is the best Mark possible for AP Champions because you can deal a lot more damage through out the game.

M
A
R
K
S

Seals

Runes

Sorcery
Phase Rush

S
E
A
L
S

Greater Seal of Replenishment/ Greater Seal of Scaling Mana Regeneration- I use either one of these depending on which part of the game I have the most trouble with mana in.

Greater Seal of Armor/ Greater Seal of Defense- I use this only when I need to counter an enemy champion team in ranked or draft so you can have an advantage during the late or early game but keep note that this is hard to use because of how much of a mana ***** you are.

S
E
A
L
S

Glyphs

Runes

Sorcery
Phase Rush

G
L
Y
P
H
S

Greater Glyph of Ability Power/ Greater Glyph of Scaling Ability Power- These will increase the amount of damage you will deal during the early or late game.

G
L
Y
P
H
S

Quintessences

Runes

Precision
Fleet Footwork

Q
U
I
N
T
E
S
S
E
N
C
E
S

Greater Quintessence of Ability Power/ Greater Quintessence of Scaling Ability Power- Both of these will increase the amount of damage you will deal with your abilities during either the early or late game.

Q
U
I
N
T
E
S
S
E
N
C
E
S

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Summoner Spells




F
L
A
S
H


Flash- This is incredible useful summoner spell since you don't have to only use it for jumping over walls. You can also get out of turret range and even out of ults that try to keep you in. Why is this important for warwick you might ask? Well without flash you wouldn't be able to get your Hungering Strike to be in range of an enemy champion on maybe even your ultimate. What about using it defensively? You can also do that too, by using it to jump over walls, like I said earlier. While also being able to just leave combat effectively by just flashing out of the way of a skill shot, can all be effective ways to use Flash.
F
L
A
S
H



E
X
H
A
U
S
T


Exhaust- With the summoner spell Exhaust, you can go ahead and use it either defensive or offensive.
When you are using it defense, I would usually go ahead and throw it on the most threatening champion out of the group.
Or using it for offense, you can go ahead and throw it on a champion to make the kill more easily obtained.
E
X
H
A
U
S
T




C
L
A
R
I
T
Y


Clarity- I don't usually use Clarity, but I know how to keep my mana well under control all the time. But if you having great mana problems first thing you need to do is stop using your Hungering Strike all the time, because that is the thing that will drain your mana to where you will never have any. If that doesn't work, I would go ahead and pick up Clarity.
C
L
A
R
I
T
Y



G
H
O
S
T


Ghost- I would only use this if you despise Flash that much. Because if Flash is used well, it can be a great advantage during the game. But this still works for both offense and defense in the most basic of ways. But your Blood Scent covers what you would be using with Ghost, since you will have easily got the enemy champion that low quickly.
G
H
O
S
T




T
E
L
E
P
O
R
T


Teleport- I would only ever use this if your team doesn't have one or you just want to get back to lane a lot faster than the enemy champion you will probably be going against. Or even maybe just use it for a crazy escape. But I REALLY don't recommend that.
T
E
L
E
P
O
R
T




I
G
N
I
T
E


Ignite- I would only ever get this if their is an enemy champion like Dr. Mundo on the other team. So you can counter his health regeneration, or even get it if their are too many people on your team with Exhaust already.
I
G
N
I
T
E





Beginner


SPAAAAAAAAAAAAAAAACE]
Mediocre


SPAAAAAAAAAAAAAAAACE]
Expert

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Ability Explaination/Ability Order






Eternal Thirst


Eternal Thirst-(Innate): Each of Warwick's autoattacks deals 3 / 3.5 / 4 / 4.5 / 5 / 5.5 / 6 / 6.5 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15 / 16 additional magic damage and heals him for the same amount. Each successive attack against the same target will stack this amount of healing and damage up to a maximum of 3 stacks. The stacks remain for 4 seconds.

Tips & Tricks

With your Eternal Thirst you will be able gain more health besides just using your Hungering Strike, so make sure you use this wisely through out the game. This is also a great source of damage if you used with your Hunters Call.
Tip: When ever you get Suppressed or stunned, then you will probably be the squishiest person on your team at that time.





Hungering Strike


Hungering Strike-(Active): Strikes an enemy for the higher value between the flat magic damage and a percentage of the target's maximum health, and heals Warwick for 80% of the damage dealt. Minions and monsters can only be dealt the flat magic damage.

Range: 400
Cost: 70 / 80 / 90 / 100 / 110 mana
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Flat Magic Damage: 75 / 125 / 175 / 225 / 275 (+1.0 per ability power)
Maximum Health Percentage: 8 / 11 / 14 / 17 / 20%

Tips & Tricks

With your Hungering Strike you will be able to deal a great amount of damage, while also healing yourself for 80% of the damage dealt with it. So make sure to not over use it, because of its high mana cost. So use it wisely and don't use it on minions too much. I max this out first, because it is the best spell you have on this champion damage wise.
Trick: If you think that you will die really fast make sure to use Hungering Strike and Flash or Ghost out of combat so you won't die that easily.






Hunters Call


Hunters Call-(Active): Warwick lets out a howl that inspires all nearby allied champions, increasing Warwick's attack speed and all affected friendly champions' attack speed by half of the amount for 10 seconds.

Cost: 35 mana
Radius: 1200
Cooldown: 24 / 22 / 20 / 18 / 16 seconds
Self Attack Speed Bonus: 40 / 50 / 60 / 70 / 80%

Tips & Tricks

Now off to your Hunters Call, this is very useful because it gives more attack speed to all ally champions around you as well, so for some reason you are stuck with a AD Carry go ahead and make sure you use it every chance you get. I also max this out second so I can deal more damage faster and more effectively.
Remember to use this whenever you are attack a turret, because it gives you more attack speed, that will help you and your teammates get some turrets down in a good amount of time.






Blood Scent


Blood Scent-(Toggle): Warwick senses enemy champions under 50% life within a certain distance of him, revealing them until they heal, leave the area or Blood Scent is deactivated. While sensing an enemy, he gains extra movement speed.

Cooldown: 4 seconds
Distance: 1,500 / 2,300 / 3,100 / 3,900 / 4,700
Movement Speed Bonus: 20 / 25 / 30 / 35 / 40%

Tips & Tricks

The Last spell I would max out would be Blood Scent because it doesn't deal any damage, it just helps me chase down enemy champions that are below 50% health. Also never turn this ability off, there is no point too.




Infinite Duress


Infinite Duress-(Active): Warwick lunges at an enemy champion, suppressing the target for 1.8 seconds and striking for magic damage five times in 0.334-second intervals. Warwick gains 30% life steal for the duration. Each of his strikes triggers on-hit effects and benefits from life steal and Eternal Thirst.

Range: 700 Cost: 100 / 125 / 150 mana
Cooldown: 90 / 80 / 70 seconds
Magic Damage Per Strike: 50 / 67 / 84 (+0.4 per bonus attack damage)
Total Magic Damage: 250 / 335 / 420 (+2.0 per bonus attack damage)


Tips & Tricks

With Infinite Duress I get this as soon as possible, this means at levels 6, 11, and 16, to be able to get the most out of it. This spell is not only for its CC value on magewick, it is also for the first 5 attacks that allow on hit effects so that malady passive for bonus damage and reducing magic resist will make this a lot more useful during a team fight or a one v one situation.




> > >
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Core Items





- This is great because of its active by getting rid of 30% of the enemy champions base health and 3.5% per 100 ap can really turn your burst into a crazy thing that will drive the game to your victory, while gaining good mana regeneration and CD reduction.
- These are the best boots for any mage.
- This item is a great way to get down the enemy's Magic resist while dealing extra damage to from this items passive.
- This item is all your damage, put into one item. Because of the 40% increased Ability Power you gain it really makes your Hungering Strike the threat you want it to become.
- This will cause your damage to be increased massively, because of the 100% AP that you will be able to turn into magic damage for your next basic attack, so make sure you squeeze in a basic attack between abilities.
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Items - Damage



- This is a great item, not just for the 70 AP that it gives also the 57 magic resist, while reducing the amount of magic resist the enemy champions have by 20 in a decently sized radius.




- A perfect damaging item here, mainly if the entire other team is going heavy on magic resist, because of your team is heavy AP or something.



- This item can really just help you out when you need a slow and a great amount of extra health to go along with it.



- The best snowballer item for an AP Carry, only use it if you get fed quickly in the early game.



- This item is great with the 100 AP it gives plus the great 50 Armor it also gives while access to the great active as well.



- This item will allow your [wiki=hungering strike to gain 80 more magic damage dealt, while also you are able to turn the 80% healing returned into 100%, because of the 20% spellvamp you gain from this item.



- This will be your best friend through out the game, because of the great mana regeneration that the item will give you. As well as the massive CD reduction it gives. Along with the great Ability Power and Attack Speed it will give to you.
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Items - Surivability



- With this item, you will be able to get out of any stun while also getting that nice bonus Magic Resist.



- This will allow you to be able to get a second life practically and also once you get back to life all you have to do is one Hungering Strike to get you back into the game.



- This item will destroy the other teams health if they get too tanky. The only reason why I use it sometimes is because of the 4% health it gets rid of and with your hunter call will just get close to maxing out your attack speed.



- This will counter any AD Champion that you will go against, this will be the most useful against the Melee AD Carries.



- This item is great since you can dodge the first ability thrown at you without really having to try all that much. With all that health and mana plus the Magic Resist it also has.



- This item is great for survival, since you can use it so you can get more health back for each Hungering Strike or basic attack you do. Along with the Magic Resist and the Health or even the CD reduction. I would get this during the early or late game situation if you are dealing with squishy champions early game or need great Regeneration during late game.
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Gameplay


Early Game





During Early Game is when you need to keep your guard up and farm the living hell out of solo top or mid lane. While remembering not to use your Hungering Strike too often during this time.
When you are going to go attack the enemy turrets make sure you use your hunter call during this time to deal the most damage possible to the turret. NOTE: During early game if you get hit by turret go ahead and use your Hungering Strike as fast as you can on a minion or what ever to regen that health back(Really only works if you are fully runed).
While you are in lane, make sure you don't go too far away from your turret, or you are just asking for a gank from the enemy jungler or even just not being able to escape combat easily.




Mid Game






By this time there should be at least one turret down in the game. And you should already have your Deathfire Grasp, Sorcerer's Shoes, and maybe your Malady.
While you are in this part of the game, you are going to have to be paying great attention to other lanes to make sure you don't get ganked by over extending way too far.
Remember during this time you can still farm a little bit to make sure you get most of your core items by late game.
During this time you also shouldn't have too much trouble dealing with other melee champions, because of your massive regeneration. So during this time you need to be focusing more on the kills and teamwork throughout the rest of this phase.




Late Game





This is the last part of the game and also the part where you will be dealing the greatest amount of damage. While there is also be a great amount of team fights. NOTE: because of how rare Magewick, you will be the first one to be focused almost all the time, so make sure you don't stop meleeing to keep you up until your Hungering Strike gets off of its cooldown.
Your part in teamfights is really simple, make sure to use your Hungering Strike every chance you get during the team fight, Along with your hunter call to allow great attack speed to all ally champions.
Also with your hunter call you can turn into a great backdoorer, so when you get the chance go for it.
NOTE: Warwick in general doesn't have a lot of ways to get out of combat quickly so make sure to save that Flash or Ghost for those key moments in this part of the game.
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How Magewick Works(using simple math)



Ok, a lot of people don't know how my style of Magewick actually works. To put it in the most simplest of terms. What will happen is you start out the fight with either your Infinite Duress or your Hungering Strike.

Starting a fight with Infinite Duress(Using full Core items for AP Values, runes, and at level 18 only.)

When starting the fight with Infinite Duress
First off here is the calculations for the damage Infinite Duress will do + Malady for the first 5 hits, here is the equation for that, while Lich bane does an extra 420 damage on the first hit of the Infinite Duress.

Infinite Duress base damage Infinite Duress+ Malady
84+48=132 132(1.8/.33)=720 720+100=820 from Infinite Duress+ Malady

( Infinite Duress+ Malady)+ Lich Bane
820+420=1240 from Infinite Duress+ Malady+ Lich Bane

Hungering Strike Deathfire Grasp active with AP bonuses.
695damage+20% of their maximum health. 30%+3.5%(4)=44% of their maximum health.

Hungering Strike+ Deathfire Grasp
20%+44%=64% of their maximum health+ 695 damage

( Hungering Strike+ Deathfire Grasp)+ Lich Bane
420 damage +695=1115damage+ 64% of their maximum health.

Infinite Duress+( Hungering Strike+ Deathfire Grasp+ Lich Bane)
1240+1115+64%=2355+64% of their maximum Health

And because of how short my Hungering Strike Cooldown is. You will probably be able to get another hit off of it or just use your Hunters Call and try to finish it off with your 1.8 attack speed.


Starting a fight with Hungering Strike(Using full Core items for AP Values, runes, and at level 18 only.)

When you start with your Hungering Strike here is the equation for all of it below.

Hungering Strike+ Deathfire Grasp
20%+44%=64% of their maximum health+695 damage

( Hungering Strike+ Deathfire Grasp)+ Lich Bane
420 damage+695 damage=1115+64% of their maximum health.

( Hungering Strike+ Deathfire Grasp+ Lich Bane)+ Hunters Call+ Lich Bane
1115 damage + 420 damage +64% of their maximum health+ 173:1st passive kick+ 189:2nd passive kick+ 205:3rd passive kick.

Just from the first hits of his basic attacks plus the rest of this damage would give us 2102+64% of their maximum health.

So no madder which way you go, you will still deal a very large amount of damage and remember, these combos aren't even including masteries or the rest of the items you might have or your summoner spells either, that might help increase your ability power.
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An Ending to Start your Beginning

Well, thank you for your time and hope you use what you have learned in this guide well. While probably getting yelled at for being a magewick, oh well. You can post in the comments part your scores that you did with magewick in a game.

Last but not least, thank you Jhoijhoi for your guide on how to make guides and also getting me these banners. While also allowing people to use your dividers to make our guides more organized.

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Change Log

[3/18/2012]- Date Released
[3/18/2012]- ADDED Spirit Visage
[3/19/2012]- ADDED Deathfire's Grasp
[3/19/2012]- ADDED Malady
[3/19/2012]- Changed the Core items
[3/19/2012]- Changed the normal items
[3/19/2012]- Changed the format for Abilities Explanation/Ability Order
[3/19/2012]- Changed a part in Game Play in the mid game section
[3/20/2012]- Cleaned up the look for Core Items and Items- Damage and Items- Survival
[3/20/2012]- ADDED Chapter "How Magewick Works(using simple math)"
[3/20/2012]- Changed the Main optional item from Void Staff to Zhonya's Hourglass
[3/20/2012]- ADDED more information on abilties for tips & tricks.
[3/20/2012]- Changed the Main optional item fro Zhonya's Hourglass to Rylai's Crystal Scepter
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