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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Eternal Hunger (PASSIVE)
Warwick Passive Ability
Introduction




Runes





I take damage runes, armor seals, magic resist glyphs, one damage quintessence and two lifesteal quintessences. These allow you to jungle effectively without taking too much damage, and keep you viable against ap champions early and mid game. I am experimenting dropping the lifesteal quints in favor of damage quints, but so far the extra lifesteal adds a nice element to Warwick's sustainability.
Ability Explanation
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![]() This passive is immensely powerful. With it, ![]() ![]() |
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![]() Warwick heals himself for 80% of the damage dealt (after reductions). Two things about this skill. First, it reaches maximum potential between levels 5 and 7, when it works like a small magic nuke against enemies. It's total power begins to fall off once enemies start stacking magic resist, but never falls off against squishier champions. Second, it costs a fair bit of mana, so when jungling use with discretion. Running out of mana during a gank is not only embarrassing, but can bait your own team to doom. |
Max Magic Damage To Champions: 8 / 10 / 12 / 14 / 16% of target's maximum health (+ 100% AP) Flat Minimum Damage: 75 / 125 / 175 / 225 / 275 (+ 100% AP) |
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![]() Although I think ![]() ![]() ![]() |
Attack speed: 40 / 50 / 60 / 70 / 80% Ally Attack Speed: 20 / 25 / 30 / 35 / 40% |
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![]() Simple enough: ![]() ![]() ![]() ![]() |
Movement speed: 20 / 25 / 30 / 35 / 40% |
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![]() This is a difficult ultimate to describe. You suppress a single enemy champion for just shy of two full seconds and deal a fair bit of damage. Use this against an enemy adc right after they begin their assault or against an enemy apc to interrupt a combo. While some (rare) occasions dictate otherwise, make sure the enemy team is unable to interrupt you during your channel so as to deal maximum damage. |
Magic damage per hit: 50 / 67 / 84 (+ 40% bonus AD) Total damage: 250 / 335 / 420 (+ 200% bonus AD) |
Probably




Other Skill Tips
- When ganking or joining teamfights, make sure your teammates are in range of
Hunters Call before casting it.
- Once your mana pool reaches sustainable levels later on, don't be afraid of spamming
Hungering Strike. Alternatively, save
Hunters Call for when a fight breaks out. You will want it for it's maximum duration.
- If you are forcing
Infinite Duress chances are you are misusing it and not helping your team. If it is continuously being interrupted, try fighting first without it, then using it once you separate their carries from their tanks.
Ability Sequence
His skilling order is relatively simple. Take one point in each skill first so you can feel free to gank with full power at level three. Next work on maxing you







Starting Items
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The most important starting item on Warwick as it makes him clear the jungle much faster and buy ![]() |
First Buy
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Core Build
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Boots of Swiftness give 25% reduction against slows and, unlike ![]() |
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Of the three Spirit items, this one works best on WW. An argument can be made for ![]() |
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Here is where we take a new path on jungle ![]() ![]() |
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I rarely see this item because very rarely is it viable. However in this build we are set to maximize it's very deadly potential. We already have 10% crit from ![]() ![]() ![]() ![]() |
Situational Items
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If their team is heavy ad, take this item fifth. It's health stacks up your Atma's damage output, the aoe slow can secure a near kill and the passive slows will keep ![]() |
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If their team is heavy ap, by this I mean two or more ap nukes, take this item. It synergizes just as well as ![]() ![]() |
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This is one late game item I highly recommend on ![]() ![]() ![]() |
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If the enemy is stacking armor rather than health. Against low damage output, high tank teams, you may decide to take both ![]() ![]() |
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If their team has a disable that is constantly bothering you, or if your team needs a faster initiation, this can keep them from interrupting your ultimate. |
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The only jungler I would ever suggest going without smite would be Nunu. Even then I usually take it because it is ranged true damage for securing the most important objectives to you. Warwick loves his blue and red buffs, and I can guarantee if you go without smite and start losing objectives you will start losing the game. |
Jungle

Warwick is the original jungle boss, and through all the buffs and nerfs he has seen in my opinion he still reigns supreme. Many think he is only a post 6 ganker, but this is false. He does however require the lizard buff to be effective pre-6. With that in mind, lets look at his jungle route.
1. I take blue, wolves, then red. This route gives you level three with a fresh lizard buff, meaning you can either gank immediately if any nearby lane is being pushed. Also, keep an eye out for lanes that your team are pushing, as those are susceptible to enemy ganks and it is your job as jungler to provide effective counter-ganks. Taking this route usually means your blue will respawn ~7 min and your red ~8:10, so keep that in mind when preparing your first buy. It takes ~25 seconds to get from base to blue w/o boots, but if you are off by a bit don't worry, you can always take wolves/wight while you wait.
2. You should hit level 6 either just before or right after you take blue for the second time. From now on if your mid laner requests blue, let them have it, as your spirit stone will provide you with plenty of mana. Now that you are level 6, you have two options. Either you can go gank immediately or repeat your original jungle route. Keep in mind that although ganking is a huge ie. massive ie. quintessential part of playing jungle, lanes are not always ripe for it. If your lanes are pushing to enemy towers, showing your location without any exp/gold to show for it gives your opponent an advantage. If no ganks are immediately available, grab red, then return to the ganking mindset.
3. Now you are level 6+ with both buffs. You can afford to hang around and camp a lane for a bit to help your teammates. I generally prefer to camp bot because of the opportunity for dragon should you successfully kill the enemy bot laners. However do not hesitate to camp other lanes if your laner so requires your assistance. If you see an opportunity, ping for it in advance, and try and save your ult until you need it to secure a kill. Using it immediately is great for the surprise factor, but a quick flash away and you are back to sitting on cds.
REMEMBER YOUR TIMERS! Blue, red, dragon, remember their timers. Enemy flash cds and ward expirations are crucial. Watch for enemy ward placements, and try not to use your trinket unless you are sure you will uncover an enemy ward. If your trinket is on cd, find alternative routes to engage the enemy or wait til it expires so as to remain undetected. Taking a longer route may seem risky, but if your teammates play it safe your invisibility will pay off in the end.
Warwick has several strengths and several weaknesses when it comes to teamfighting.
Strengths
Weaknesses

- Warwick is an excellent tower defender. His sustain makes him very difficult to poke down, and any attempted dives will have to cope with both his continued sustain and his ultimate suppression. A well timed R on a diving Trist can quickly turn the tide of battle.
- It is very difficult for an enemy team to peel a Warwick off their carries. At worst this means you get focused while your carries annihilate the enemy team; at best their tanks ignore you and you destroy their back line.
- The Warwick ulti. Feared and misused, Warwicks ultimate should always result in disorder for the enemy team. I think it is one of the more intangible ults and that each player must get a feel for when they should use it in a teamfight. That being said, it's damage potential when combined with Q and trinity's proc should always result in someone being below half health, the point at which WW enters kill mode with the highest sustained movespeed in the game.

- Contrary to popular belief, Warwick is not your teams primary initiator. While a full tank Warwick can be useful for this purpose, it leaves him a dog scratching enemies rather than taking bites. I recommend using him as a secondary initiator, and leaving the hard initiations to someone with correspondingly hard cc.
- Being alone. Warwick needs his team. While he can duel just about anybody, in teamfights if he is caught out alone he will not have a good time. This goes for almost anyone, but especially WW. Even though we can take care of his ms mobility problems, he still has no dash, and with his blink ultimate we can still find ourselves in a bad place in a hurry.
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