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Choose Champion Build:
- Jungle Magewick
- Top Magewick
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Eternal Hunger (PASSIVE)
Warwick Passive Ability
Introduction
Introduction
Hello MOBAfire, I am CompleteOpposite, as my name suggests I play champions the very opposite of how they were intended. This is my first build, and in it I will be presenting my take of Warwick in his AP form, known by the community as Magewick. I really would like if you left some comments and don't downvote without trying the actual build. NOTE:This build can be used in Lanes and such, the only thing that really changes is the use of smite to switch to something such as Flash or Cleanse |
Table of Contents
Change Log
Pros and Cons
Item Set
Spells
Masteries
Runes
Ability explination and Order
Your Role in the team
Conclusion
Change Log
23/01/2014: Build Released
23/01/2014: Reworked build after seeing how flawed it could be in game
23/01/2014: Built Top Magewick for the more sustainable version of Magewick.
Pros / Cons
Item Set
Item Sequence
Sorcerer's Shoes
1100
Spirit of the Spectral Wraith
2000
Athene's Unholy Grail
2250
Rabadon's Deathcap
3600
Zhonya's Hourglass
3250
Void Staff
3000
Sorcerer's Shoes | You want to get Sorcerer's Shoes on Warwick for the Magic Penetration, it's AP Warwick's best friend, making your Q Hungering Strike Deal more damage to more champions. |
CORE ITEMS
Rabadon's Deathcap | SELF EXPLAINATORY |
Spirit of the Spectral Wraith | This Item is a must have when jungling with AP Warwick it allows to kill camps faster, have CDR for his Hungering Strike and Spell Vamp for his Hungering Strike |
SITUATIONAL ITEMS
Feel free to get any of these items throughout the build, as long as you have the core of the build with it (and preferably some form of boots).
Void Staff | As I mentioned earlier, Magic Penetration is AP Warwick's best friend, and Void Staff being the best Magic Penetration item in the game, so its a great buy in your build. |
Lich Bane | When you seem to be running out of mana, and/or want to quickly combo the carry with a DFG, Q, Lich Bane combo, or you just want some all round extra damage output. |
Nashor's Tooth |
Increases your damage on your ultimate by ALOT, your basic attack become much stronger too, if you do end up engaging in actual hit-for-hit fights as AP Warwick. It comes down to your playstyle of AP WW to know whether you want this or not. Thank You to Maintained who noticed this wasn't in the build. |
Summoner Spells
Smite: Smite is a quite obvious pick for a jungler as it helps you clearing camps much quicker, and ends up keeping your health at a reasonable level, not that that matters to much since you have a great healing ability. |
Flash: A great escape tool, used for jumping over walls and moving slightly farther away from your pursuers, or even to catch up to an enemy for that last Q , a great source of mobility needed for Junglers, though I personally take Ignite over flash, due to Warwick's high mobility. |
Ignite: Igniting an enemy is one of the best ways to keep there healing low, do that small bit of extra damage, and with it being able to be used during your Ultimate, Infinite Duress it can come in handy in many occasions. |
Other Spells
Cleanse: While i haven't used Cleanse on AP Warwick yet, I most definitely see it's merits seeing as CC is his biggest problem to overcome, though I'd only use this if you are using this build in a Lane and not the Jungle. |
Ghost: Ghost is an amazing spell, it allows you to chase much easier, and escape with ease, a great buy for Junglers as they need high mobility, though with Warwick's already high mobility makes this sort of overkill. |
Masteries
As you can see I clearly put most of the mastery points into the Offensive tree, this is for overall damage, quicker clear time in Jungle, and so your Assassin attemps have some actual damage behind them.
This is easily the best place to put a leftover 1 point in, especially for a melee champion like Warwick, making him deal 2% more damage, while only taking 1% more. |
I got Second Wind on my Top Magewick build due to it giving you the ability to heal EVEN MORE off your Q when below 25% hp, giving you that little bit more for your escape, or your win in a fight. |
Fleet of foot is amazing on Warwick, giving him the extra movement speed needed to chase down enemy champions to get a Q off, or to escape his pursuers. |
I get meditation on AP Warwick due to him becoming very mana hungry at certain points, this gives him that little bit of extra juice to work with. |
Runes
- Greater Quintessence of Movement Speed: I get Movement Speed Quint's for Magewick so you are able to both chase, and escape enemies with just that little bit more to help.
- Greater Mark of Magic Penetration: As I have mentioned several times already in this build, Magic Penetration is the best thing to have on AP Warwick, allowing him to melt any champion on the enemy team.
- Greater Glyph of Scaling Ability Power: I chose AP per level glyphs due to the high amount of magic resist items easily viable on AP Warwick
- Greater Seal of Scaling Armor: Yes, I have scaling armor runes instead of flat armor, this is because of Warwick's natural sustain in Jungle due to his Eternal Thirst.
Ability Explanation
-
Eternal Thirst: Each of Warwick attacks will deal 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 heal him for that 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.
What this means for you: This is a great passive for a Jungler, dealing extra damage to your jungle camps, and healing you for the same amount dealt.
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-
Hungering Strike (Q):Strikes an enemy for the greater value between 75 / 125 / 175 / 225 / 275 (+100% of ability power) and 8 / 10 / 12 / 14 / 16 % of the target's maximum health, and heals Warwick for 80% of the damage dealt. Minions and monsters will only be dealt the flat magic damage.
Cooldown 12 / 11 / 10 / 9 / 8 seconds
Cost 60 / 70 / 80 / 90 / 100 mana
Range 400
What this means for you: This is your only AP scaling ability, and it scales 100%, has a pretty low cooldown as well. With this builds 30% cooldown it has a 5.6 second cooldown.
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-
Hunters Call (W): Warwick lets out a howl that inspires all nearby allied champions. This increases Warwick's attack speed by 40 / 50 / 60 / 70 / 80 % and all nearby friendly champions' attack speed by half of the amount for 10 seconds.
Cooldown 30 / 27 / 24 / 21 / 18 seconds
Cost 35 mana
Range 1200
What this means for you: NOTHING. Simply put, while this is a good ability for an AD Warwick, it is literally WORTHLESS, as AP Warwick you don't engage an enemy long enough to use such an ability, it's only real function is to be used to take down towers, and killing minions late game.
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-
Blood Scent (E): Toggle: Warwick senses enemy champions under 50% life within a 1500 / 2300 / 3100 / 3900 / 4700 distance of him, revealing them until they heal. Upon sensing an enemy, he will gain 20 / 25 / 30 / 35 / 40 % movement speed.
Cooldown 45 / 40 / 35 / 30 / 25seconds
Range 20
What this means to you: This ability is what makes Warwick, Warwick. It allows you to see low health enemy champions a certain massive range away from you, and gain movement speed when you see one. It allows you to chase down enemy champions with ease, give you teammates some needed vision, and also provide an escape tool.
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-
Infinite Duress (R): Warwick lunges at an enemy champion, suppressing the target for 1.8 seconds and striking for 50 / 67 / 84 (+0.4 per bonus attack damage) magic damage in 0.33-second intervals. Warwick gains 30% life steal for the duration, and is considered to have fully stacked Eternal Thirst against the target, which is removed at the end of the duration. Each of his strikes triggers on-hit effects and benefits from life steal and Eternal Thirst.
Cooldown 90 / 80 / 70 seconds
Cost 100 / 125 / 150 mana
Range 700
What this means for you: This is Warwick's ultimate, it is a 1.8 second Suppress on a single enemy champion (A Suppress is much like a stun, except the enemy champion can do nothing at all), it has a decent range on it too, giving you great ganking potential, and able to pick out champions in teamfights
Ability Sequence Order
As pretty much any Champion in League Of Legends, you'll want to grab your Ultimate ability, Infinite Duress, first. Next you'll want to get the only AP scaling ability on Warwick maxed, your Q Hungering Strike, as it is your main and pretty much only source of damage. I now place Blood Scent a higher priority to get than Hunters Call, I don't actually get Hunters Call until I cannot get anything else, seeing as it's a useless ability on AP Warwick, meanwhile, Blood Scent is a great ability to get, it improves your effect on the fields of justice by a staggering amount. Gaining a 2nd level in Blood Scent at level 4 usually allows me to see the enemy Jungler on low hp in his Jungle at times, allowing me to swoop in for an easy kill, and possible buff steals. |
Your Role in the Team
Now this is a very crucial, very important part to playing AP Warwick, you can't just go running in as you would AD Warwick. INVISIBLE INK, ONLY BLUE LIGHT CAN SEE ME, PLEASE LIKE THE BUILD, LEAVE A COMMENT
Your main game plan with AP Warwick is to pick off enemy champions.
INVISIBLE INK, ONLY BLUE LIGHT CAN SEE ME, PLEASE LIKE THE BUILD, LEAVE A COMMENT Lane PhaseINVISIBLE INK, ONLY BLUE LIGHT CAN SEE ME, PLEASE LIKE THE BUILD, LEAVE A COMMENT AP Warwick is an ASSASSIN, you gank with your Ultimate Infinite Duress, suppressing enemy champions, allowing your laning teammate deal tons of damage in the process, you then land a Q Hungering Strike directly afterwards, which usually involves someone getting the kill. Also, in being an Assassin, when you see a fight happening in a team members lane that happens to result in a probable retreat from the enemy champion, you should head up as fast as you can for the speed boost from you E Blood Scent into a quick Q Hungering Strike under the turret for the kill. INVISIBLE INK, ONLY BLUE LIGHT CAN SEE ME, PLEASE LIKE THE BUILD, LEAVE A COMMENT Team fights and the remainder of the gameINVISIBLE INK, ONLY BLUE LIGHT CAN SEE ME, PLEASE LIKE THE BUILD, LEAVE A COMMENT When during any sorts of fights are about to occur during the game, as AP Warwick, your job is to move off to the side of the impending battle, make your way round to being of side of the enemy team members, and quickly run out and Q Hungering Strike them, leaving them wounded, most likely halved, while you should be able to escape with ease with Blood Scent's movement speed. This should preferably be done against squishier champs to ensure the Blood Scent passive proc's, especially the ADC's and APC's. INVISIBLE INK, ONLY BLUE LIGHT CAN SEE ME, PLEASE LIKE THE BUILD, LEAVE A COMMENT SO, As AP Warwick you're list of jobs are to: #1:Act as an ASSASSIN #2:Move off to the side of impending battles #3:Quickly dart in and back out of the side of the enemy team, hitting them with Hungering Strike #4:Focus ADC's and APC's with your attacks. #5:If no both the ADC and the APC are out of battle, aim the next squishiest target #6:When in an actual teamfight, after dealing significant damage to either the ADC or APC, only then use your ultimate Infinite Duress to stop any further damage they may deal while your team takes them out. |
Conclusion
Well thank you all for reading! I hope you try out the build and have a heap of fun playing Magewick. Please rate and leave a comment. If you like the build and have some good match history, please send me some pictures at korzakorza@y7mail.com make sure the subject has MOBAFire in it, or I may never see your submission Oh and a BIG THANKS to jhoijhoi, who's template and guide guide helped me make this much better to read. // SPECIAL THANKS: Credits to jhoijhoi for the template, which you can find here. |
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