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Warwick Build Guide by McGoobles

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author McGoobles


McGoobles Last updated on September 19, 2013
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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: 10

Honor Guard

Defense: 17


Utility: 3

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G'day to all the avid summoners out there, and welcome to McGooble's NukeWick build. This page will provide a jungle/top-lane alternative for normals or low level ranked games.

If you want to avoid the trouble of walking through the enemy's frontline to kill pesky squishies like the 10/0 Vayne (only to find their fed 'frontline' does as much damage). Then this build is for you! This champion offers not only a CRAZY amount of LANE SUSTAIN and KILL POTENTIAL, but you will literally cause a INFINITE AMOUNT OF PAIN for the opposing side unless they dedicate significant energy on you.

NukeWick has it all!

Gap closers, lifesteal, attack damage, magic damage, hard crowd control, and a crazy set of skins on offer!! Read on summoners to read about the newest way to terrorize the Fields of Justice.

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Part the First - Purpose

The driving idea of this build are to have fun times with a ridiculously adaptable character - Warwick (WW).

As with most characters, if your early game goes well you will end up NUKING people with an item combo that makes Kennen or Fiddlesticks with an Hourglass look pretty bland. Otherwise, you will only SIGNIFICANTLY HINDER the enemy by practically guaranteeing a kill when coordinated.

Warwick's ultimate 'Infinite Duress' scales from attack damage but does magic damage. It applies some 'on-hit' effects 6 times, gives him lifesteal on these hits and thrown altogether works out to be a pretty darn good way of just clawing faces off.

Warwicks 'Q' scales off ability power, and does magic damage.

Magic damage is amplified by a Deathfire Grasp - the duration of the active fits perfectly with an ultimate channel and a 'Q'. The damage from a Wits End is amplified, as is Eternal Thirst. Blade of the Ruined King's passive is used during the channel.

On paper, NukeWick really, really works.

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Part the Second - Objective

NukeWick has a general strategy.

1. Get an item
2. Abuse said item and it's terrific price and scaling on your abilities
3. Be irritating and acquire kills or a crazy amount of creep score (or both)
4. Save up gold

Return to step 1

Your job will be to either assassinate the enemy ADC/APC, or, take off most of the health from a tank or brawler THEN absorb a crazy amount of damage THEN either watch your team clean up or do it yourself.

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- Method - Get an Item

Each item in the build gives you a damage spike, and a new set of tactics to go along with it.

Dorans Ring and 2 health pots gives you enough lane sustain and health to operate in a lane for long enough to either (a) harass the enemy till they die before/at level 6 or (b) push enough so as to gank mid/counterjungle or (c) have enough gold for...

Sorc shoes & Wits End. These two items combined will increase your damage output, but not necessarily your defence. AD champs will give you a harder time at the interchange of laning to mid game - unless you are a significant distance ahead. AP champs will be naturally countered by your Wits End. Either way, defending under turret should be easy enough with a suppression ultimate. At this stage you should be looking to buy time for your late game items to come about, specifically...

Blade of the Ruined King and Death Fire Grasp. Both are instrumental for pulling off a successful NukeWick and both are incredibly expensive. High risk and high reward plays characterise this build, and without a little bit of faith the mid game you might give up altogether. Roaming for kills, global gold and creep groups will help you get these two core items quicker.
Both occupy different roles for a WW. Be aware of the differences and mix up your build order accordingly. Typically, the BORK will let you survive longer, whereas the DFG will make you hit a lot harder.
Combined, the actives alone will do approximately 30% of the targets health in an instant (against a low defence target). This should be combined with a quick R-Q combo, and then auto your way home.

Randuin's Omen and Frozen Mallet. No doubt you will notice that at this point WW is lacking in maximum health and armour. Both these items solve that problem and both give a fantastic active/passive. Throw these in with a Wits End's magic resist and you have a good combination of stats.

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- Method - Abuse said item and it's terrific price and scaling on your abil

Strictly speaking, the first few levels may make or break your early game. As much as any other top lane champion - however - you will have a hard time recovering if it goes sour.

A Doran's ring gives your 100% AP ratio 'Q' that much more sting. More damage on that = more health back. Super simple stuff really. Use this to win every trade from the beginning of lane till the point the enemy jungle turns up. Walk up to the enemy when they are last hitting and 'Q' their face till they pop all the potions or go back to base.

AVOID hitting minions for health. Of course, against a ranged champ like Jayce, this will be a problem. Employ common tactics for these lanes - avoid pushing, keep mobile, prioritise avoiding skill shots, get help from the jungle at lvl 6 and then aim for a kill.