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Warwick Build Guide by Phrxshn

Top Phrxshn's Guide To Warwick[13.5] - Barrier Warwick Maybe

Top Phrxshn's Guide To Warwick[13.5] - Barrier Warwick Maybe

Updated on March 9, 2023
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League of Legends Build Guide Author Phrxshn Build Guide By Phrxshn 87 17 466,949 Views 9 Comments
87 17 466,949 Views 9 Comments League of Legends Build Guide Author Phrxshn Warwick Build Guide By Phrxshn Updated on March 9, 2023
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Runes: Duelist Warwick

1 2
Press the Attack
Presence of Mind
Legend: Alacrity
Last Stand


+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3
Playmaker Warwick
LoL Summoner Spell: Flash


LoL Summoner Spell: Teleport


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None
Warwick is a monster who hunts the gray streets of Zaun. Transformed by horrific experiences, his body is now equipped with an intricate system of chambers and pumps that injects alchemical rage into his veins. Emerging from the shadows, he tracks down the criminals who terrorize the depths of the city. Warwick is drawn to blood, the smell of which drives him mad. If its prey bleeds, it has no chance of escaping him.

Warwick has good single target damage and an ability to move quickly around the map. Items that strengthen Warwick's defense and allow him to dive into the fray are therefore preferred.
Eternal Hunger While below Health icon 50% maximum health, Warwick also heals for 100% of the post-mitigation damage dealt by Eternal Hunger, increased to 250% while below 25% maximum health.

Jaws of the Beast Warwick lunges forward and bites his target, dealing damage based on their maximum health and healing for damage dealt. HOLD Q: Jaws of the Beast can be held down where Warwick performs the bite as usual then begins to charge for up to 0.5 seconds, during which he dashes behind his target and sticking to them, following their position anywhere on the map. The duration is extended if the target is under the effect of a dash or a displacement.

This is your bread and butter ability. Not is it your primary source of DPS but it is also your primary tool for sustain. It allows you to 1v1 most champions in the game as it heals a lot of your HP enabling you to survive longer in teamfights and skirmishes. Additionally, this ability is your main way of closing the gap that follows dashes, blinks, and some forms of CC. Mastering his Q is your main priority to be great at him as it is such a versatile spell.

Blood Hunt Warwick senses enemies below 50% health, gaining movement speed toward and attack speed against them. When they fall below 20% health, he frenzies and these bonuses triple.

This ability defines him of what he is, a hunter. versatile as it allows you to fight enemies, hunt any stragglers, scout and gank. The ability can locate enemies in the fog of war which makes it easier for you to invade, avoid getting caught, and counter ganked. It is very strong as it allows you to gank and chase people down. Almost no one can outrun you when the target is below 20% health and it also gives you an insane attack speed buff.

Primal Howl Warwick gains damage reduction for 2.5 seconds. At the end, or if re-activated, he howls, causing nearby enemies to flee for 1 second.

This is Warwick main defensive tool as opposed to his innate sustain. It can also be used offensively as well. The main usages for the skill include using it to fear enemies, tank damage, and engage. Using this in synergize with your Q will allow you to fear a target backward and it makes it harder for an enemy to escape. When dueling, save your E when you are low to bait enemies and outplay them with your sustain.

Infinite Duress This is what makes Warwick well.. Warwick as it is a nifty tool as it has a fairly low cooldown, especially when going into the late game. Not only is it a strong CC for locking down carries and making picks it does a respectable amount of damage and heals work for all the damage dealt. This will make Warwick difficult to die. As Warwick usually immune to CC so do not hesitate to use this ability as an escape.

Most Warwick players will choose to raise the maximum amount of Blood Hunt (W) first so that he can clear lane quickly, as well as be able to hunt better. After that, the Jaws of the Beast (Q) will be the next priority skill to increase a little more damage and recover stronger. Teleport synergize well with this build.

For the easiest use for the first time training with Warwick, maxing out the Jaws of the Beast (Q) to get the ability to deal huge instant damage as well as strong recovery when going to the forest. Next is the Blood Hunt (W) skill because it gives quite a lot of attack and running speed, while Primal Howl (E) only needs one point to gain more resistance and have more control skills.
Warwick becomes effective as a duelist the game progresses. You should be very active with Warwick in the window of time when he is most effective, ie the middle of the game. Follow in the footsteps of low health champions via Blood Hunt to move around the map faster and create opportunities as often as possible.

You can, with your sustain slay Dragons or Herald in the Rift fairly early in the game, as long as you make sure the enemy doesn't see you.

In team fight, try to arrive from the sides in order to place Primal Howl which will frighten several enemies and give you time to find a carry or isolated champion with Infinite Duress. Once in the fray, never stop fighting in order to keep yourself alive. The lower your life, the more your sustain increases.

    Great at dueling
    Great at taking objectives
    Q outplays
    Runs people down
    Turns fight around

    Weak against kiting
    No escape when ultimate and Flash is down
    Easily countered by grievous wounds
    Scales Well


Press the Attack
Presence of Mind
Legend: Alacrity
Last Stand
9 Adaptive (5.4 AD or 9 AP)
10% Attack Speed
6 Armor


Grasp of the Undying
Second Wind
Presence of Mind
Last Stand
9 Adaptive (5.4 AD or 9 AP)
10% Attack Speed
6 Armor

This Runes consist of Precision Press the Attack Triumph Legend: Alacrity Last Stand and for Secondary Resolve Conditioning Revitalize

If you are dealing with a lot of bruisers, you can consider using the page. This provides Warwick the sustain he needs to deal in the mid to late game. It also aids in dealing bruisers and tanks since you can get the most value of Revitalize and spam Jaws of the Beast to heal more.
Jaws of the Beast + Tiamat Combo

This combo cancels the Tiamat animation and increases your burst as Warwick’s Q goes through with the DPS allowing you to reset your auto attacks.

Jaws of the Beast + Chase Combo

Combo is used to time the blink or dashes on the enemies so Warwick will stick like glue as it follows blinks and/or dashes. Also follows Hextech Rocketbelt

Jaws of the Beast + Dodge Combo

This combo will allow Warwick to "blink" out of any crowd control effects
Jaws of the Beast + Backdash

Hold down Q and Warwick will appear behind the target

General Tips Playing as Warwick

Follow your Blood Hunt trails to low health enemy champions.
Infinite Duress distance scales with any movement speed you gain, even from ally buffs and summoner spells.
Jaws of the Beast will follow enemies who run, dash or teleport if you keep the button held down.
The Blood Hunter in Top lane: Lane wick or Tank wick? I prefer the engage master Tank wick! Just like any top lane tank, you just farm and ult the enemy carry in team fights, sounds like freelo to me. Get some nice tanky items Sunfire Cape, Frozen Heart and other great stuff.

Top Lane Tank Items: There are two ways to start up here. If you are facing an AD bruiser start Cloth Armor and 5 Health/Mana pots, versus any ranged champion start Doran's Shield & 1 Health/Mana pot. Then, pick up Frozen Heart/Randuin's Omen into Spirt Visage. These are your core tank items at this point, so you can build Banshee's Veil and some health. While quite good in general, health it is not as needed as the armor and magic resist because of all the sustain you do have through your passive and Q.

Top Lane DPS Items: This depends on what damage you are building (AD, AP), so any of the three Doran's items are OK. Then Blade of the Ruined King, Sunfire Cape, Wit's End are core items for AD.

Itemize according your situation

Early Game Items

Excellent against harass champions

For Sustain.


Against hard crowd control composition and AP top laners.

Excellent against physical composition or oppressive AD top laners.

Good against team with no hard control crowd.

Early Core

Excellent for auto-pushing the lane if you're top laner is roaming

Excellent against physical composition or oppressive AD top laners with sustain.

Pick up against true damage dealers or heavy artillery harass.

If you want to snowball your lead and place emphasis on split-pushing

For against magic damage heavy composition or laner.


Excellent core to make up for lack of push pressure on Warwick. Synergize well with defensive items since they give out health thus increasing damage on Titanic Hydra since the damage is based on health.

It gives a shield which helps you heal up from your sustain as the shield decays. Also it gives bonus AD and not base AD . It's a comparatively cheap item.

Excellent synergy with your offensive abilities as it provides CDR and gives it 30% more healing than usual. Good for those pesky AP Carries and Assassins.

Build Giant's Belt first as it is more cost effective than getting a Chain Vest. This item will definitely allow you to maneuver across the map and go straight for their Marksman.

Both magic resistance and armor plus the damage reduction makes it a perfect defensive item on any AD champ. Synergize well with Spirit Visage and Warwick abilities.

Feel free to build this if their team is stacking health.

Situational Items

Now a legendary item as it still provides Ability Haste, but as a flat stats. Provides tank stats against magic damage dealer. Synergizes with Boots of Lucidity and Boots of Swiftness. Will be useful against mobility mages along with your Hextech Rocketbelt on your initation on teamfights. Chemtank should be consider as a mid-to-late game option on the potential for initiating.

Now a legendary item as it still provides Health and Armor, but as a flat stats. Provides tank stats against physical damage dealer. The lack of magic resistance, might not be ideal to build this item against very heavy magic damage composition.

Brought back to life as this item gives extra Ability Haste for champions' Non-ultimate spells along with getting movement speed percentage based on your missing health which is capped at 33%

Anathema's Chains is a very cheap item that’s accessible to both solo laners and supports. It is also the second-highest single health item (+650 health) in-game after [Warmog’s Armor] (+800 health). Let's you take 1% reduced damage per stack of Vendetta from your Nemesis, up to 30% reduced damage. At maximum stacks, your Nemesis has 20% reduced Tenacity.

Situation you should build this item: When you’re up against a split-pusher or if you're dealing with a fed Marksman or Mid Laner. Does not reduce true damage, not blocked by spell shield nor counts as a spell activation.

Should be must buy if they have sustained champions like Tryndamere Aatrox Ekko for exmaple.

Should be must buy if they have sustained champions like Tryndamere Aatrox Ekko for exmaple.

Synergizes well with Blood Hunt especially useful against heavy magic damage team composition.

Excellent against Critical Damage dealers that are rushing Infinity Edge or any type of critical damage items.

Supportive Items

Helps your Marksman or AP Carry from dying by healing them and migrating damage. Excellent item due to your sustain. Also consider this item if there is less than two Knight's Vow on your team.

Excellent to have a AOE slow whilst using Infinite Duress Jaws of the Beast allowing to stick on the opposing Marksman and AP Carry. Consider buying this item if the support does not have Zeke's Convergence.

Mythic Items

Casting your ultimate will increase your max health for 10% for 9 seconds. While you have your active up, all your allies nearby will gain 25 non-ultimate ability and your champion will heal 1.5% of their max health. Very excellent item if you're planning on initiating the teamfight

[nextcol width=15]
[nextcol] Gives you a charge attack just like Deadman's Plate, just think about it like Nasus Siphoning Strike but you get health instead synergizes well with Titanic Hydra and various high armor or magic resistance item that normally would not give too much health [/columns]

Passive - Voidborn Resilience: For each second in champion combat, gain a stack granting 2 armor and MR, up to 8 max. At max stacks become empowered, instantly draining enemies around you for 3% of your max health (reduced to 30% against minions and monsters) and increasing your resists by 10% until end of combat. Passive - Voidborn Resilience as you gain 2 stacks of armor and Magic Resistance great alternative to Evenshroud although it is a bit more expensive.

Excellent burst item as it has both armor and magic penetration per item. It sync wells since Warwick abilities will easily active the passive of this item.

Either Goredrinker or Stridebreaker will be the best option for Warwick due to enabling gap closing on the carries. Goredrinker provides ability haste per legendary items and can enable Infinite Duress more often in team fight due to ability haste.

Either Goredrinker or Stridebreaker will be the best option for Warwick due to enabling gap closing on the carries. Unlike Goredrinker this provides movement speed per legendary item instead of ability haste. Meaning you have 3% movement speed bonus and it will cap at 15% movement speed bonus or 18% movement speed bonus if you choose to sell your boots for a legendary item.

Very niche item to build if your Marksman is not doing anything as the bonus you gain 10% attack speed per legendary. Probably not the most optimal item to get on Warwick, but still can be viable.
Now, Flash is almost guaranteed to be chosen as one of your primary Summoner Spells, with very few moments calling for a replacement. Flash gives your champion a boost forward, allowing you to escape sudden death, or for you to initiate a team fight. You can Flash through certain barricades, like into the Nashor's Pit or out of abilities that could lead to your death. You can also use Flash offensively, gap closing to an enemy champion to engage on them, or close enough to an ally to support them. You can use Flash to escape in sticky situations, Flashing into a bush that your enemy may not have expected can help you get away safely. When using Flash offensively, be sure that you are not just sending yourself to the intentionally feeding report list. The enemy's team could be just around the corner to stop you, or you could get too far away from the assistance of your allies.

Ghost is in excellent spot at the moment in the current meta. The usefulness of Ghost in the past was especially relevant on champions that dealt a sustained amount of damage. Ghosting passive that allows you to walk through minions is available through Phantom Dancer and other champion abilities. Still, when an enemy has Ghost you should focus on your health in encounters more than with other spells, as you’ll find it more difficult to disengage with a champion chasing you down with 10 seconds of 28-45% increased movement speed (based on their level).

In the current meta, Teleport presents itself as a excellent secondary summoner spell for solo laners across the Rift. By simply taking Teleport, you generate a gargantuan amount of threat that your opposing team need to consider when making a play. A 4v5 at Drake can quickly turn into an even teamfight with the use of a smart Teleport from a split-pushing top laner.

When going Top, Ignite can be useful for 1v1 match-ups that Ignite could help you win with the kill edge, especially if your champion is not an effective split pusher, and does not benefit from Teleport in comparison to other champions. Ignite is a execution summoner spell when your enemy is escaping, is low HP, and you have no cooldown nor mana left to use on them. You should not use Ignite at the start of the fight, and at the earliest, it should be used when the enemy is at half HP. Using Ignite at half HP is helpful when your target is being constantly healed by their items or their teammate's abilities, as it will make those heals less effective.
Overall, This Warwick Guide includes mainly skill sequence, summoner spells, the most important aspect which is the match-up against each champions. I will be constantly updating this guide from now on. I hope that you guys will contribute your comments to make the Warwick Guide better.

Warwick is a powerful champion that fulfills the role of offensive tank and initiator. Warwick is one of the best champions in the game at forcing an engagement and taking people in and out of the fight. Building him offensively/defensively enables you to spread havoc all over the battlefield as you pursue and avoid pursuit yourself.

Will add more content to this guide! Like to give out special thanks to JhoiJhoi for her guide on how to use BBCoding and allowing me to gain special formatting. Shout out to Jilgamesh_ for the banners and her drawings in this guide and you can find her plug at the bottom.

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League of Legends Build Guide Author Phrxshn
Phrxshn Warwick Guide
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Phrxshn's Guide To Warwick[13.5] - Barrier Warwick Maybe

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