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Warwick Build Guide by luigidragon

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League of Legends Build Guide Author luigidragon

Pants are Dragon's Jungle guide to Warwick

luigidragon Last updated on May 15, 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 Pants are Dragon, an CHALLENGER solo queue player, also subbed for Complexity Gaming once in the NACL and I've been playing since the release of Nocturne, my first champion was Teemo and I grew in love with his champion select quote "Captain Teemo on Duty" and ultimately the game. I actually didn't make my name, it was given to me by Riot! My old name was jlzzdragon and then Riot changed my name to this and I feel like I was trolled to oblivion, but at the same time I grew with great power, and from that day I knew I would be one of the best!

For those who want to view my other guides, check the description in this video as it lists links to other guides and is updated thoroughly:

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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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... Greater Mark of Attack Speed
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Mark 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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+ x1 + +

Basic jungler start, health potions will help you sustain through the jungle also start warding totem and get sweeping lens mid game.

Early Game


Get boots whenever you can as you'll need some mobility to get around the map faster and gank or be places needed.

SO the new meta item in this game of patch 4.5, honestly this item is probably good with Warwick since he does have attack speed to proc it a lot. Obviously any Auto Attacker should get this item as it is there best bet at clears and obviously the new Feral Flare is a great item for them.

Ninja Tabi we go or Mercury Tread's, being more tanky helps us survive more in team fights.

Mid Game

Wit's end is probably one of Warwick's best DPS item, since like I said previously Warwick scales with the more auto attack he can do the more damage so... This has perfect synergy with him. When you use your ultimate the damage it will do will be 42 * 5 more damage since it procs on-hit effects. So Wit's End is better than most items that Warwick could get, also it shreds magic resist which will be applied fully once your ultimate is finished which will increase Warwick's passive damage, his Q damage and Wit's End on-hit.

If you are behind or not ahead, you should skip Wit's End.

When picking either Spirit Visage or Randuin's Omen you should analyze the situation and see what damage is stronger, physical or magic resist, and if you need more magic resist then you already have?

Spirit Visage is really good with Warwick as it applies to his skill Q,R and passive and makes him regen ALOT more HP, also the cooldown reduction will make his Q and R being used more as it's his 2 main skills.

Randuin's Omen, if the enemy has high physical damage start building this since you can also cut an ADC's damage with the attack speed reduction and you'll gain 500 HP from it.

Also get Sweeping Lens as you are going to try to clear wards around objectives.

Late Game:


Late game we'll have a lot more HP, a good amount of resist and be pretty tanky. You can go guardian angel or Warmog's but if you want to win 1 team fight get guardian's angel, otherwise build up to a Warmog's Armor, Warmog's has a better build path to it so I prefer building this since we are jungle and we won't be getting a lot of gold income, but if you want to have 2 lives then get Guardian's Armor.

The other choice is Frozen Heart if you want more sustain in team fights with the Q and to reduce damage and the enemies' attack speed from the aura with Frozen Heart, the Armor won't do much as people should have Last Whisperers by now but it'll help.

Alternative Items

Getting a Guardian Angel will win you 1 team fight as you have an extra life in a team fight, and simply making it a 6v5 since they gotta kill you again, so you'd get this item when you want to win a team fight.

Thornmail can work situationally if you feel that ADC's are doing a lot of damage to you but you sustain more HP and could end up killing them with there own auto attacks.

This item has synergy with your ultimate and auto attacks, I heard that you could use the active while you use your ultimate but that is a theory. And also when you use your ultimate I think it procs the passive of it.

Another great item to help in team fights, if you feel your team needs to win team fights get this item as it gives magic resist to your team which helps against magic damage and AoE comps. This is the best item for competitive play as it's a team fighting item and usually best for grouped up teams.

This item is great, as it can let you initiate with your ultimate while not being interrupted or they have to blow 2 spells on you to get you off someone. Also the stats it gives (magic resist and HP) are a lot of it too, great item overall.

This item is of course the common combination with Feral Flare, I feel that this item doesn't really give any resists so that's why I prefer Wit's End over this. Although it's a pretty good item if ahead.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

We start with W first because that gives us 40% attack speed at level 1, and attack speed = faster clearing speed, especially for Warwick. Then obviously were going to max Q first because it has a high base damage and is our main bread and butter skill, then Blood Scent 2nd because it scales better than W as W increases attack speed by 10% per level and the cooldown going down is nothing since it lasts for 10 seconds ( the W buff ) so it doesn't matter. Leveling E per level makes it so you can chase targets that are farther away and move faster to chase them.

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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

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

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

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

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.


Even though I say you shouldn't gank pre 6, I'll still give the combo. Basically you just run up to them, once in range of Q use it then just auto attack him to death while activating W for your first auto attack and consecutive auto attacks after that, not the hardest mechanics and definitely very simple.
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.

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.

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Creeping / Jungling

Basically, how to creep with Warwick is fairly easy. His clears are decent, not the best since it's single target so we should stick to bigger monsters like golem and super wraith. He won't take any damage because his sustain is really high so he can keep going forever and ever, his attack speed stays on for 10 seconds so that's a long time of auto attacking. At most Warwick is a good jungler for people who are learning the jungle as he's a very simple character with a kit to support beginners.

How to Effectively do Jungle Creeps

Level 1 : W - Attack
Level 2 : Q - W - Attack

Blue Side Route
1. Red (smite)
2. Wraiths
3. Blue (smite)
4. Gank or Super Wraith
5. Wolves
6. Wraiths
7. Golems

When ganking:
  • If he flashes and has no other escapes, it's best to flash with him and go for blood as long as you have the distance to kill him (half a lane maybe?) as you have red buff and if he's low you can use your E to catch up to him
  • Usual Combo: Q - W - charge forward and attack him
  • Use your ultimate on the target once in range, then proceed to usual combo

Purple Side Route
1. Blue (smite)
2. Wolves
3. Red (smite)
4. Gank or Golems
5. Wraiths
6. Wolves
7. Super Wraith

Ganking Mid Lane

Once Warwick is 6, he has high killing potential over this lane as pre-6 he doesn't have a long enough lane to chase down and auto attack before hitting a tower. But anyways when he hits 6 he has the burst damage and lock down to kill mid lane partnered with his mid lane. The success rate of this kill is like 90% if you can get in range of your ultimate.

People like Zed even with his W are still killable since you can lock them down, the only thing you have to worry about him is him not getting in range of your ultimate, if you can get in range of your ultimate with people like these who have escape moves you'll still net a kill. That's how powerful Warwick level 6 is, and usually you don't even have to be the first to initiate as your mid will have some hard CC or something.

Ganking Bottom Lane

The hardest lane to gank, this lane is probably the trickiest to pull off as everything is warded most of the time. I will be talking about this from blue side perspective.

Warwick level 6 will always net you a kill in this lane, the only thing YOU as a player have to do is get in range to use your ultimate. So you need knowledge of where wards are to avoid them so you can sneak in there to get in range of your ultimate. If the bot lane does not have any knowledge of enemy wards, then you can assume somethings. Tri bush will mostly be warded so your best options are through river and lane bush, and remember your goal is to ultimate the most vulnerable target.


Start with Q as it does the most damage out of all, but if you guys do an all-out brawl you might want to do W because of the attack speed increase to allies.

When to do Dragon
Comes up every 6 minutes
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.

BARON NASHOR aka Dragon V2
Comes up every 7 minutes

The Baron comes up every 7 minutes, Warwick doesn't do damage to it but he definitely is one of the better tanks for it because of his passive and Q. With some armor you can easily tank it for a good 30 seconds before maybe dying to it depending on your stats. Bring some back up to do some damage to it and it's easily do able.

Counter Jungling

Counter jungling with Warwick is not recommended unless you know where the enemy jungler is, you will not kill the enemy jungler until level 6 and you don't have any escapes. I recommend only going in his jungle when he isn't in that part of the jungle if you have knowledge otherwise stay in your jungle and farm.

A good way to go in there jungle is when you have vision of the enemy jungler, having that gives you an idea of what to do in a jungle for example, say he's ganking bot lane at 7:15 when he should be getting his buffs is like saying free buffs.

Counter Ganking:

Find your enemy jungler, then set up in a place where he will come and you can come kill the enemy jungler or whoever is squishier with your allied laner, make sure to pick a target that you can burst and your ally knows it, or else the disperse damage could cause you to die.
Warwick is a great counter ganker, he can react to situations faster with his E to catch him up to situations. He has a great ultimate to lock someone down and of course he brings the damage, pre - 6 is bad counter ganker but after 6 oh boy you better know you're gonna wreck, especially if they go under tower you can lock someone down under tower, just ult the guy who is being targeted by tower.

How to Spike Objectives

Q + smite, should do decent damage.

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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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Team Work

What is your role in a team fight? : The tank, peeler, and assassin.

The Tank, is the one who soaks in all the damage and still survives it all.
The Lockdown, is the one who can singly lockdown 1 target and make him vulnerable for a time.
The Bruiser, is the one who is tanky and can deal tons of damage.

What do you do with your skills?

Hungering Strike - This is used after you have used your ultimate on someone, or if you have no need to lock anyone down then the first person who comes in range of you use this on for damage.

Hunters Call - This is used whenever the team fight starts and you gotta start auto attacking, usually used after your ultimate and then you just attack people.

Blood Scent - Always have this on in a team fight for chasing people.

Infinite Duress - This skill is usually used at the beginning of the fight and on a high priority target, a high priority target is either an assassin, vulnerable target or squishy. You would not use it on a tank Jarvan unless it's a pick off, otherwise you have to wait until an assassin comes in or the squishies get in a position where you can use your ultimate and your team can follow up on it.

What positioning should you have?

Being your front line, ready to take some damage and in front of your carries trying to damage whoever your team is focusing, which should be the most vulnerable target that looks like he's going to die (some general ideas: closest, HP, is CC'd?).

If you see someone trying to dive onto your carry (ex: Irelia, Jax) you MUST switch focus to them so your carry can keep doing damage and not die in the team fight. Warwick has good damage to damage them and even has his ultimate if needed to use on them to suppress them from killing your carries.

Once your HP is low, you should only attack someone when you can use Q and stay your distance from him if you feel he can burst you and kill you, remember this is easy with Warwick as he has a lot of movement speed to get in and out with blood scent since the team fight has probably died down a bit. Once he has enough HP recovered he can go hunting for some more prey and even auto attack if he can.

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Full Commentary

(Note this is an old commentary)

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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.

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Check my stream sometime!

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