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Warwick Build Guide by MythixGuides

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League of Legends Build Guide Author MythixGuides

Mythix's Warwick Guide

MythixGuides Last updated on November 3, 2014
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 9

Legendary Guardian

Defense: 21


Utility: 0

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Hi I'm Mythix, a Jungle solo queue player, also I've been playing since season 2, my first champion was Warwick and I grew in love with his champion select quote "Let's make this fun." and ultimately the game. I actually had 8 different names, and after years of playing i have chosen this name which was suggested by my best friend "Tom". My old name was Areos and then I changed my name to this, science then I grew with great power, and from that day I knew I would be one of the best!

Check me out on youtube, I make video guides on champions and there will be stream highlights along with montages and random other stuff!

Check my stream sometime!

Follow me on Twitter:

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Champion: Warwick, the Blood Hunter

Warwick is a bruiser with a lot of sustain in himself and is actually a menace in team fights if he can stick to someone, he has decent clears and the one thing that's special about him is that he has the highest sustain out of every jungler in the game. He lacks crowd control until level 6 and that is his weakness, when behind he's still useful as his base damages are good and when he's ahead he can really snow ball a game and be a menace.

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9x Greater Mark of Attack Speed
9x Greater Seal of Armor
9x Greater Glyph of Magic Resist
3x Greater Quintessence of Attack Speed

I take attack speed on Warwick to speed up his clear times, his passive does more damage as we attack the same target up to 3 stacks which we can obtain faster with attack speed. But generally it's for clear times and Warwick doesn't really scale with anything except auto attacks.

Every jungler needs armor to survive the damage from the jungle monsters, as they do physical damage so we need to reduce the damage taken so that we can survive.

I take magic resist blues as the only other alternative is cooldown reduction and Warwick is mainly an auto attack champion, so he doesn't really need cooldown reduction.

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I switched up to 9/21 as this feels like it will give us faster clears with the bonus AD + attack speed. Also the Defense Tree got nerfed a bit.

Defense tree provides a lot of % reduced damage with huge numbers for certain conditions which to me seems really OP, and of course flat armor and magic resist to just give us some natural resists to damages. The best mastery of course is perseverance which works real well against poke comps and of course in a team fight when you get real low. Second wind will just give Warwick more healing once we get under 25% and for those situations where the enemy can't kill you since you just keep regaining life from your spells and passive. Taking tough skin and bladed armor definitely helps the damage to jungle and reducing the damage taken. But basically the whole tree gives a bunch of % for a certain attribute and it's never 1% its always around 3% or more.

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Eternal Thirst (Passive)

This is Warwick's primary form of sustain in the jungle. All of his basic attacks are boosted by additional Magic Damage. As he continues to strike the same target, Bonus Magic Damage increases. After three strikes, the damage has tripled against that target. This bonus Magic Damage also translates back to Warwick in the form of Health, completely independent of the damage the passive deals. This means that his passive will always heal him back for what the initial damage is before Magic Resist is taken into account. So if the passive damage before defense is 14, he will heal for 14 Health, even if the damage is reduced to say, only 1 after resist is calculated in. As he continues to strike the same target, he in turn heals himself more and more.

On its own, Eternal Thirst won't keep you perfectly healthy, as its additional damage is relatively low throughout the game. In early jungling and at all stages of the game when fighting enemy champions, the healing portion of the passive serves as more of a damage buffer, than a heal. By buffer, I do not mean that it buffs damage, I mean that it basically helps to mitigate damage against you. Think of it as additional defense, but not actual defense. Your enemy still does the full damage they can do against you(after defenses), but on your next auto attack, you will regain a portion of health back dependent on the number of stacks you have. So if your enemy does say, 40 damage to you after defense calculations, take the Health you regain (for the example, we'll say max stacks of 3, and Warwick is level 7), you repair 18 of that damage, leaving 22 of it left over. For this reason, having greater attack speed then your target plays a huge role in both your attack and defense in a fight.

Hungering Strike (Q)
Warwick's bread and butter skill, this has great base damage but what you should know about this skill is that it either does 16% of maximum health damage or a flat 275 magic damage and not both. Also you do steal 80% of the damage dealt as HP so it works out really great. Also it's on a really low cool down so you can use it 2-3 times in 1 team fight.

Hunter's Call (w)
Warwick's attack speed skill, for up to 10 seconds of increased auto attacking. The reason we don't max it 2nd is because of the poor scaling it gives, it reduces the skill's cooldown by 2 but the high cooldown is easily reduced by cooldown reduction. It increases the attack speed by 10% per level while at level 1 it's already at 40%

Blood Scent (E)
Warwick's chasing skill, and what makes him able to stick to targets and making bushes useless when they are low so you don't have to ward the bush if they run into one. As you increase levels in it the range becomes a lot farther so you can chase for days and no one will outrun you unless they can CC you.

Infinite Duress (R)
Warwick's ultimate is a great ultimate, because it's on a low cooldown, it definitely will net a 90% kill when used for a gank if you can get in range. You gain health from it, you automatically apply your passive's stacks and it's a gap closer. In team fights this is where you can lock down someone and do tons of damage towards him and even if you are behind, you'll still be doing your job and locking someone down and your team will know that is the prime target to focus.

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Early Game

I feel that Warwick is weak early game in consideration of ganks until level 6, that's when he can get free kills for days when he goes to a lane and uses his ultimate to get a kill, but pre 6 he can't gank because he doesn't have any CC, no gap closers and not a lot of burst damage. If he has red buff then maybe he can net a kill but other than that probably not. Your goal is to get level 6 ASAP.

Usually when I jungle Warwick, I have the mentality of farming 80% and 20% ganking early game as Warwick's ganks are crowd controlless pre-6 and will not work unless you find someone already low in which you can hunt him down with your auto attacks and chasing from his E, but I will farm til 6 and once then I can gank like a machine with my low ultimate cooldown (80 seconds) and with cooldown reduction a lot more ganks will come.

Always keep tabs on your blue buff/red buff and do them immediately or have some ward coverage so the enemy jungler doesn't steal it, he will steal your red buff (blue side) if you're ganking top and he notices you started there and it's 7:15 minutes. These are general rules I go by, but if you can get a kill and lose a buff it's worth it in my opinion so if you think you can get a kill go for it.

Some Junglers out there will not keep tabs on their buff, and at 7:15 if you know he started blue on purple side and you see him ganking top, that's a free blue for you. Little notes like these will make you a better counter jungler and player.

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Mid Game

Mid game you should have Wriggle's Lantern, Ninja Tabi and Wit's End. Unless you aren't ahead, you should skip Wit's End and maybe build something tanky like Randuin's or Spirit Visage. You should also sell your warding totem and get a sweeper lens to get some control over the map and on objectives like dragon and baron.

This is where also the best team fights come alive, since everyone is around level 13 and multiple variables happen instead of late game where it's peel for carries and kill the crowd controlled guy.

Mid Game you should be looking for people to pick off with your ultimate, and setting up ganks around the map. Since you have a low cooldown ultimate and your laners are going to have more damage and also since towers are down, there are bound to be over extenders so use your minimap and look for potential kills. Warwick's speciality is picking off people with his ultimate, in skirmishes and in team fights.

Warwick is a semi-decent initiator, though not the best since it's single target and you'll easily be focused and probably get stunned making your ultimate stop. If you have poke or someone else who can catch people off or a different initiator (Lux, Malphite, etc) let them go first unless you see someone out of position then you can definitely ult in. Warwick is also an avid fighter mid game because of his sustain and tankiness that people can't penetrate in a team fight as he can heal a lot more up at this stage since the enemy carries don't have enough damage.

Try to find objectives to secure if you have an advantage and push with your advantage.

Also you should be keeping track of objectives on timers like dragon and baron, 6 minutes for dragon and 7 minutes for baron.
Team fighting will be referred to the team fights section so remember to look at that!

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Late Game

You should have a randuin's omen at this time as the enemy ADC should have a Bloodthirster/Infinity edge + Phantom Dancer and will do tons of damage. Attack Speed reduction will cut a ADC's DPS massively, although once he gets that last whisper, he'll still be doing tons of damage. Just remember when you're chunked to disengage/retreat to an ally and let them switch focus off you, though this part is kind of easy with the blood scent giving you bonus movement speed.

Warwick is decent late game, he still has that tankiness in him with the sustain he has, he's got a GREAT ultimate still for locking people down and his Q does 16% of maximum health damage which is great late game. He's got an AoE buff that gives everyone attack speed on his team so he can help the ADC do more damage. Also can chase people down forever once a team fight breaks down so no one gets away but he does still lack after ultimate CC but that's fine he still has a great kit.

Warwick's role late game should be to tank and not be the dive heavy champion who gets straight into the enemies' backline, he has to use his ultimate on whoever is on his carry if the enemy team initiates, unless your initiating then he can just use his ultimate on whoever he thinks is a easy target and his team can follow up, but once the team fight has just run out. Just PEEL PEEL PEEL for your carries and you'll win the team fight unless your carries have bad positioning or get caught out in a team fight. Warwick has great damage to peel because of his mighty base damage on Q.

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Gank Combo

Never gank pre 6. Once you get your ultimate, your ganking power becomes from a D to a A+ and usually you'll always net a kill 90% as you suprress a target for 1.8 seconds and your laner can go ham on your target. The range for his ultimate is pretty good, but anyways once you see the enemy you just basically have to get in range for ultimate and then do what I told you earlier to do.

Warwick is a great duelist, because of the sustain he gets from his passive, the healing from his Q and the attack speed steroid from his W. He also has good chase with his E and of course if he feels like he can net a kill he can use his ultimate to get in range + some damage. But most people know that they can't duel Warwick since he's very strong at auto attack duels so they'll usually stay out of his melee range and widdle him down beforehand.

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When to do Dragon?

-Bot Lane is dead. Reason: When doing dragon, it would be a 4v2 if they try to contest it.

-You see bot lane recall and your mid and bot lane help do dragon (your team has to have immediate reaction from you and your teammates).

-Mid laner down. Reason: Mid is basically worth 1.5x of an ADC early game, because of the level advantage. So you have a clear advantage at dragon.

-You feel confident on doing it. You feel that the enemy team won't contest, feeling more powerful, etc.

-Vision warded or sweeping lens'd, can solo or ask for some help.

The dragon comes up every 6 minutes, knowing when to dragon is key, remember its every 6 minutes and you need to have some sort of advantage most of the time when doing it. Warwick can easily take this down solo, it might take awhile because dragon debuff's attack speed but Warwick can solo it with his sustain and Q. Once he gets Wriggle's Lantern and maybe level 7, it's easily do-able with minimal damage taken. But usually do it with your team as you want it down fast before the enemy can react.

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For business inquiries, contact me at (I do a little coaching and whatever else you might need)

Warwick is a very basic champion, one of the best junglers for people trying to learn the jungle and is very easy to use. He's a very high sustain bruiser and can stay in team fights for a long time and excels at mid - late game with his tankiness, but there are better junglers out there at the moment and his clears are mediocre but aren't the best because of the single target damage.

Check me out on youtube, I make video guides on champions and there will be stream highlights along with montages and random other stuff!

Check my stream sometime!

Follow me on Twitter: