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Warwick Build Guide by H3ktic

Top Parnellyx #1 Warwick World [11.23] CHALLENGER WARWICK GUIDE

Top Parnellyx #1 Warwick World [11.23] CHALLENGER WARWICK GUIDE

Updated on November 20, 2021
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League of Legends Build Guide Author H3ktic Build Guide By H3ktic 234 6 238,120 Views 3 Comments
234 6 238,120 Views 3 Comments League of Legends Build Guide Author H3ktic Warwick Build Guide By H3ktic Updated on November 20, 2021
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Runes: Default Jungle

1 2 3 4 5
Precision
Press the Attack
Triumph
Legend: Alacrity
Last Stand

Sorcery
Celerity
Waterwalking
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

1 2
Jungle Warwick
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Parnellyx #1 Warwick World [11.23] CHALLENGER WARWICK GUIDE

By H3ktic
Intro

GUIDE WIP (I didnt mean to press publish oops, check the finished version in a few days)

- In the mean time, check out my Twitter, Youtube, Twitch, and Facebook (where i do most my streaming)

Hey guys, I am Parnellyx

I have been the highest ranked Warwick in the world since 2017.I'm a Challenger Warwick main for 4 years straight and have played Warwick to Challenger in each of Top, Mid, and Jungle and the past year on separate occasions. I play on the NA server and my peak is 987 lp Challenger. I've been playing Warwick since his release in early Season 7 and have over 5.5 million mastery points and 6000 games on Warwick.

My goal with this guide is to provide enough that is easy to understand and pick up while also showcasing the details of the champ. I want to not just give you solid builds and basic tips, but Challenger level advice that can help you improve as a Warwick player overall.
Abilities
> > >
  • Eternal Hunger (Passive):
    is really good for the jungle. This gives you infinite sustain in the jungle/lane and allows you to constantly farm, solo dragons, tank baron, skirmish/duel, and fight with lower health than normal. Overall a solid passive but nothing flashy.
  • Jaws of the Beast (Q):
    is your bread and butter spell. Not only is this your main damage spell, but it is also your main survivability tool as you heal a lot from this, allowing you to duel EVERY champion in the game unless they are fed and survive teamfights and skirmishes. In addition, this ability is your main way of closing the gap, following dashes/blinks, and ignoring some forms of CC. Mastering Q usage is the first step to getting good at Warwick.
  • Blood Hunt (W):
    defines Warwick for what he is, a hunter. This ability is very unique and versatile in allowing you to fight enemies, clear camps, scout, and gank. This ability can be used to scout enemies in the fog of war, making it easier to invade, avoid getting caught, or countergank, in addition to many other ways. Its very strong in allowing you to gank and chase people down, or simply get back to lane quicker. Almost no one can outrun a Warwick, especially if they are below 25% health. Lastly, I gives you an insane attack speed buff on marked targets that allows you to duel, clear, and fight enemies. Note: Long cooldown that reduces twice as fast if no one is being hunted, and only provides out of combat movement speed so avoiding damage is crucial to chase.
  • Primal Howl (E):
    is Warwick's main defensive tool, as opposed to his inherent life steal, but can also be used aggressively. The main usages for this skill are to CC multiple enemies, tank damage, engage, disengage, etc. Using this in conjunction with Q will allow you to fear a target backwards and make it harder for an enemy to escape. This is a one point wonder and is powerful throughout the game. You can, however, start putting points into it once 5v5 teamfights are starting to occur. Note: Never use this in the jungle, you lifesteal so much you will never die against monsters, and this doesn't speed up your clear at all. Also, if used before R lands, you automatically fear everyone around you making it a situationally great engage tool.
  • Infinite Duress (R):
    Warwick's main lockdown tool has a fairly low cooldown going into the late game and is extremely powerful if landed. Not only is it a strong suppression for locking down carries and making picks, but it also does respectable damage and heals Warwick for all of the damage dealt, meaning you can easily heal for up to 600-800 health over the duration and become harder to kill. Note: Don't be afraid to use this as an escape. It's low cooldown allows you to play more aggressively than other champions and go way deeper than people would expect. Also, it's range increases based on how much movement speed Warwick has, so if an enemy is below 25% health, you can jump in that direction from a disgustingly long range. Lastly, Warwick is immune to ALL CC during the dash animation of the spell, meaning you can avoid CC with great ult timing.
Summoner Spells

Flash: Flash is standard for most champions, especially someone such as Warwick who needs it to make up for his lack of mobility. With Flash you can combo with your fear, to get off good engages in addition to having more chase and escape potential. I've seen some people try to opt for Ghost but it really is redundant with Warwick's high movement speed from his W.

Smite: Smite is standard for a jungler, as it allows you to get bonus XP from monsters and secure objectives such as dragon or baron.

Barrier: Barrier is Warwick's best summoner spell (besides flash) for laning with Warwick. Teleport is an option, however Warwick doesn't have the best flank potential in the game, and Barrier synergizes with Warwick so well that it's hard to pass up. With barrier up, you can play more aggressively, baiting out opponent's burst spells only for you to heal back up while the shield keeps you alive. This gives you much stronger 1v1 potential as well as allowing you to outplay ganks and be tankier in teamfights
Runes

JUNGLE



This will be your Standard runeset for Warwick jungle. It works for every build and is going to be the most consistent overall.

Press the Attack gives you great upfront burst as well as sustain damage that is easy to proc on Warwick, especially when using your ultimate.
Triumph gives you more healing the lower the health you are, which is perfect considering Warwick is often low on health. This rune is great for tanking an extra tower shot during a dive, or turning around a close 1v2 situation.
Legend: Alacrity improves your clear speed and dueling power, thus is your best default option in this row. If the enemy team has a lot of CC however, you can opt for Legend: Tenacity instead.
Last Stand is a perfect rune for Warwick, because again, he tends to sustain on low health, thus maximizing the damage amplification from the rune. You can turn fights around much easier due to this rune.
Celerity synergizes really well with your Blood Hunt since you gain bonus out of combat movement speed half the game. It simply amps up this movement bonus to help you get around even quicker
Waterwalking isn't spectacular but it's more than fine for a minor rune. The movement speed in river can help you move around the map quicker or chase/run away from enemies easier, and the extra damage can improve your dueling and objective taking potential. As a jungler, you are in river a lot, so this is never bad to take.

Other secondary rune options are Conditioning and Revitalize which simply make you beefier. I didn't add these options to the front page of the guide for simplicity purposes, but there is no issue with choosing raw tankiness over mobility, it's just personal preference.



This is a rune setup you can opt to take in the jungle if you are playing against a tanky/bruiser-y composition that is easy to stick onto and requires more DPS to take down. You can run this with Kraken Slayer, Sunfire Aegis, and Divine Sunderer builds. I explained most of the rune decisions right above, but let me explain the advantages of Lethal Tempo.

Lethal Tempo is a rune I am currently experimenting with as it recently got reworked and thus I don't have a ton of experience with it yet. In theory, this should be a great keystone for maximum DPS and dueling potential, with the disadvantages of taking time to ramp up, and being prone to getting kited. What makes this rune really crazy is that you get up to 90% attack speed starting from level 1, meaning it's early game potential is nuts.


This is the rune setup I specifically run with my Assassin build. It's main advantages are strong gank, engage, and pick potential, as well as low cooldowns on item actives and passives.

Predator provides you with less dueling potential, especially early on when you don't have boots, however it does have burst damage on the active meaning you won't be lacking much damage when going for picks. The movement speed that predator provides to close the gap is great, and combines extremely well with your Blood Hunt as well as Infinite Duress as it's leap distance and speed scales with movement speed. This gives you another cooldown, that when up, tells you "i should maybe look for a gank now"
Sudden Impact works with both Infinite Duress and HOLDING Jaws of the Beast. While Warwick isn't able to proc the penetration bonus as reliably as other champions, he does uniquely benefit from both the Lethality and the Magic Pen, making the stats feel extra nice for Warwick in a burst build.
Eyeball Collection is simply more damage as you get kills. The other vision options don't give you this damage as fast, and you value damage a lot when you are building for burst.
Ingenious Hunter is very OP right now and gives too much item haste. For starters, you can keep your Stealth Ward all game and place more wards. Second, you have super low cooldowns on all of your item active and passive effects, such as Galeforce, Guardian Angel, Predator, and Zhonya's Hourglass]], which this build abuses.
Transcendence is my preferred option over Celerity, as I feel the movement you have is enough, and more cooldown reduction is better to help you burst and heal more in fights. It synergizes really well with the new item Axiom Arc as well, if you plan on getting that at some point.
Waterwalking isn't spectacular but it's more than fine for a minor rune. The movement speed in river can help you move around the map quicker or chase/run away from enemies easier, and the extra damage can improve your dueling and objective taking potential. As a jungler, you are in river a lot, so this is never bad to take.




TOP/MID



This is going to be your premiere rune page for Warwick Top and Mid in matchups that require short trades, either because the enemy is ranged or because they have some way of disengaging or kiting me out. I would say I run this page 70% of the time in Top and 95% of the time in Mid.
Grasp of the Undying gives you an amplified attack that also heals you, which is basically just a mini version of your Q, so the synergy is very clear. Against ranged champions, Grasp will almost always be up and ready to proc because their poke will leave you in combat, and against melee champions, you are able to reliably proc Grasp often enough to reliably win trades against most laners and allowing you to bully them through the laning phase. It doesn't scale super well but it is still serviceable the entirety of the game.
Demolish provides Warwick with another way to snowball his lead in lane. While your tower-taking potential is normally weak, you can play around Demolish procs to farm turret plating, granting you free gold and extra pushing power in lane.
Second Wind can be changed up between Bone Plating and Conditioning, but I usually stick with Second Wind because it provides you with the safest laning phase as your healing when low on health combined with Doran's Shield and Eternal Hunger will make you really difficult to finish off with pure poke.
Revitalize provides you more healing in the laning phase, making you sustain more annoying and making you harder to kill.
Presence of Mind is mandatory for lane Warwick, not because it fixes your mana issues in lane, but because it fixes your mana issues in fights. Warwick's mana pool is pretty buns, so without Presence of Mind, you wouldn't be able to kill one person and then move on to the next.
Last Stand is a perfect rune for Warwick, because again, he tends to sustain on low health, thus maximizing the damage amplification from the rune. You can turn fights around much easier due to this rune.



I already explained each of these runes, but PTA is going to be the best rune setup in certain melee matchups where you all-in each other and fight to the death, or just take long extended trades.
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Parnellyx #1 Warwick World [11.23] CHALLENGER WARWICK GUIDE

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