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Second, start using BBCodes, its mandatory to be successful.
Third, better start with Boots and 3 Health Potions, for some nice ganks, you have enough sustain in jungle.
I aggree with Athenriel in terms of maseries, but he is wrong too.
Infinite Duress deals ALL magic dmg, so sheen, or other physical dmg items are converted in magic dmg.
Anyway +1 for me.
Also needs images and stuff. I don't know what I would add but if you check out mine you might find some ideas.
+1
Thanks for reading it in its entirity!
You have a good guide,however you have a huge wall of texting.You should learn BB coding so it will look much more aesthetic.
Other thing,you won't always need a Banshee's Veil,you can take a Frozen Mallet instead of it so you will be tankier and the slow + your E will make chases much easier.
+1 from me but I will change my vote if you don't make it look aesthetic.You can follow the Jhoyjhoy's making a guide tutorial.
AD WW isnt that viable due to all of his spells that deal damage (Q and R) scaling off of AP...also Strength marks just make him hit harder but late game that will be nothing.I would trade them off for AS marks...the rest of your runes are fine...also your build IMO is bad i always start longsword 1pot because it helps towards that early madreds (more then cloth) and you also only need 1 pot before your Q and your passive start healing you enough (if good enough leash you might not even need the pot)...also when i play i tend to go
4-5x AS Marks 4-5x Magic Pen. the seals and glyphs are fine but for the quints i tend to lean towards 2 flat AP and an AS due to more dmg and lifesteal.
I strongly disagree with this, for many reasons...
1) Many, if not all, successful Warwick builds are NOT AP, and AP Warwick builds *only* show promise late game, which means if you get murdered first half of the game, (which typicaly means surrender at 20) your use late game cannt compensate for a slow early game.
2) Raw attack speed with no lifesteal or procs means you do no damage, and that means Thrnmal comes in and stops you dead.
3) Starting off w/ a sword means you will *have* to drink that potion and not have any chance to save it like when you go to gank or get red at lvl 3.
4) As I said in 1, AP Warwick is not good, simply because 1} his strong benefits from procs makes AD builds much more efficient, 2} AP only means hat your spells do more damage, and Warwick is made to autoattack for damage, which means spell-specific damage is a big no-no, 3} replacing speed for magic penetration means you lose vital jungling speed, which makes you a lower overall level as time goes on, and 4} the bonus magic damage does NOT (I've tested this so much) benefit from flat bonuses given by runes, which means you will effectively waste your time trying to stack spell damage onto a melee-only character whose main strength is lifesteal through physical damage.
Infinite Duress says it scales of bonus Attack Damage so AP is only for high sustain off creeps on
My bad pretty sure it used to scale off of AP...oh well ty for fixing taht
AD WW isnt that viable due to all of his spells that deal damage (Q and R) scaling off of AP...
Infinite Duress says it scales of bonus Attack Damage so AP is only for high sustain off creeps on Q since 16% of a champions life is more than 275 arroung mid-late game.
Back on the build, I have some major issues with your Offense/Defense masteries:
Havoc is extremely inefficient, I strongly suggest you move one point to Weapon Expertise and the remaining 2 to Durability then remove Vigor and max Durability and Veteran's Scars then remove 1 from Brute Force and use it in Summoner's Resolve since 10 gold per smite is good income.
Resulting in: 9/12/9
Other than that, try some other item sequences and runes, lists and more BBcoding and you are good to go ^^
4-5x AS Marks 4-5x Magic Pen. the seals and glyphs are fine but for the quints i tend to lean towards 2 flat AP and an AS due to more dmg and lifesteal.