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Build Guide by shadows fiji

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League of Legends Build Guide Author shadows fiji

Prince MageWick 2nd

shadows fiji Last updated on January 12, 2011
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Jungle Role
Ranked #11 in
Jungle Role
Win 52%
Get More Stats

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.


Brute Force
Improved Rally

Offense: 10

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 20

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Firstly Before u try n downvote this build becuz y does ww go all ap n **** ..

let me tell u many have played ap ww n have loved it ....Also try this build b4 u vote coz my first magewick was downvoted for no reason... :(

Hi .... i am shadows fiji .....
After looking at this build i tried magewick and successfully won my games. Nw i have made my own build hope you all like it.

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What is magewick?

Warwick has just one ability with an ability power ratio, his Q - Hungering Strike, which has damage that works as such: Flat Magic Damage: 75 / 125 / 175 / 225 / 275 (+1 per ability power), or 8 / 11 / 14 / 17 / 20 % of a target's HP (excluding jungle neutrals), whichever is higher.

That % statistic is wonderful early game, since otherwise, your Q would be even weaker than it already is early on. However, quickly your AP will go beyond the % amount. The name of the game is to get as much AP as you can above that 20% late game mark, because Hungering Strike is a very low CD, low mana nuke that heals you for the amount you hit. Thanks to Deathcap, reaching a respectable AP amount is easy.

Your goal is to use your summoner spells, (eventually) Death Fire's Grasp, and your Q to offload as much damage as possible in quick intervals. You excel at kiting and 1v1 fights, and are a surprisingly good solo mid pick since this build allows you to last-hit and keep healthy through the harass your opponent may try to inflict.

Your Q will go from an annoying bite, to a fireball of epic proportions that will make your opponents frown. I have had Magewick games where I would be at 1/3 health, hit Q on an arrogant opponent, and be back at full while they're half health -- and at that point, it's already over.

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Health: 428 (+98 / per level)

Mana: 170 (+30 / per level)

M/S: 320

Armor: 16 (+3.5 / per level)

S-Block: 30 (+1.25 / per level)

Critical: 2.6 (+0.4 / per level)

H-Regen: 1.41 (+0.16 / per level)

M-Regen: 0.77 (+0.05 / per level)

Range: 100

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Pros / Cons


- Great Jungler
- Great Ganking Ability
- Global IAS Buff
- Can Late-game Carry
- Easy to Farm up Items
- Early Dragon Killer
- Very Dangerous 1v1
- Great Staying Power from Lifesteal


- Early Jungling Can be Very Dangerous
- No Escape Mechanic
- Can Have a Hard Time Chasing
- Not very Team Oriented in the End-game
- Stuns/Slows Shut him Down

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Background Story

This is for all the warwick students out there? Who wants to learn about warwick in more detail?

Once a man, Warwick was trained by the Alchemists of Zaun and later hired as a mercenary by the Noxian Army for their war against Ionia. An alchemical genius, he became known to the Ionians as the Deathmaker for the terror and destruction his creations sowed. Sequestered in his labs, he felt no responsibility for the death tolls these creations wrought. Eventually Soraka, an Ionian with the power of gods in her blood, had seen enough of the alchemist's predations. Something in her snapped, and she sacrificed her divinity to curse Warwick. She wanted him to feel revulsion at what he was, for him to dip his fingers in the blood he so often shed. Soraka cursed him to be a werewolf, a wild murderous beast.

What Soraka did not anticipate was that Warwick would revel in his newfound lycanthropy. Turning his back on his human past, Warwick now revels in his physical prowess and bloodlust as a mercenary fighting on the Fields of Justice. As a werewolf, a form he now rarely leaves, Warwick is an unnatural predator. His enormous claws carve enemies to bits, temporarily quenching his eternal thirst to drain their lives, healing his wounds. Worse is when he leaps onto a foe like an animal, knocking the sense out of his prey under a flurry of slashing talons. The vestiges of a pack animal reside within him, he can also let loose a piercing howl, which echoes across the battlefield to both bolster and coordinate those who fight with him. Few can hide from the werewolf, especially once he catches the scent of blood and his hunger overtakes him.

Though Warwick has been physically transformed, his nature has not; he is still a predator.

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i think for this magewick of course the best masteries would be :

10/0/20 ...

y this you go offence tree for the magic penetration.. they is nothing more in that tree which would help build a mage..
y go utility ? well this gives the extra movement speed and mana problem should be covered over here..

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Skill Sequence

Skills abilities
Eternal Thirst [Passive]Each of Warwick's attacks will heal him for 5/10/15 health. Each successive attack against the same target will restore increasing amounts of health to Warwick. Analysis: Decent passive ability. Adds to your early game survivability when jungling and ganks. I meant wow life steal with every hit.... Helps alot in early jungling.

Hungering Strike-Strikes an enemy for the greater value between 75 / 125 / 175 / 225 / 275 (+1 per ability power) and 8 / 11 / 14 / 17 / 20% of the target's maximum health (can only do flat damage to monsters), and heals Warwick for 100% of the damage dealt.This is one of the best skill yet... give life steal plus 20% of target's maximum health with a healing of 100% damage dealth so the more the damage the more the heal..

Cooldown: 12 seconds
Cost: 100 Mana
Range: 400

Very effect early game jungling tool to keep your health up. Becomes less important as the game goes on. Has a high mana cost so use it sparingly early on.

Hunter's Call-Increases Warwick's attack speed by 50% and all friendly champions' attack speed by 25% for 6 / 9 / 12 / 15 / 18 seconds.
Faster attack speed and to your party... Helps alot in taking down towers.

Cooldown: 32 seconds
Cost : 35 Mana
Range: 20

One of his best abilities, as it is a global IAS buff. Great for ganks, tower pushing, and early jungling to keep your health up. Has a very low mana cost, use it whenever you can.

Blood Scent -Warwick passively senses weakened enemy champions around him. The scent of blood sends him into a fury causing him to move at incredible speeds. Warwick senses enemy champions under 50% life within 1,500 / 2,300 / 3,100 / 3,900 / 4,700 distance of him.Upon sensing an enemy at low life he will gain 20 / 25 / 30 / 35 / 40% Movement Speed. If they is any champion who is half health and in the open, he better start running coz he wouldn't be able to hide from warwick scent.

Cooldown: 45 seconds
Cost: Passive
Range: 20

Comes in handy when you need that last hit on runners. Can also save your butt if you become the runner. Only invest one point early game as it really isnt needed much.

Infinite Duress -Warwick lunges at an enemy Champion, stunning them for 2 seconds. While they are stunned, Warwick quickly strikes the target 6 times for 33% of his attack damage plus 30 / 50 / 70. Stun what else a carry needs..

Cooldown: 100 seconds
Cost: 150 Mana
Range: 700

Has been known to "bug out" occasionaly. Great for ganks. Can almost guarentee a kill everytime its up if you find somone out of posistion. Dropping a Rally increases its damage. Procs item passives.

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X 9
Greater Mark of Insight- 8.55 magic penetration- well i love magic penetration and this build needs alot.
X 9
Greater Seal of Replenishment- 3.69 mana per 5 sec Mana is always short on a guy like warwick so having this would cover it up when you don't have a blue buff.
X 9
Greater Glyph of Potency- 8.91 ability power I mean yess more ability power the better
X 3
Greater Quintessence of Potency- 14.85 ability power yess ability power all the way ...

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Summoner Spells

Summoner Spells
Ignite is a damage over time spell that targets a single champion, dealing 50 damage plus 25 damage per level over 5 seconds. Ignite ignores enemy Magic Resist, and reduces healing and regeneration by 50%.
Damage over time .......... also it ignores everything great for a 1 on 1 battle..

Deals 420, plus 35 times your level, damage to target enemy minion or pet.
If you are gona jungler than i mean it get this spell or you will level really slow inthe whole game and be a baby when you should be carrying the team..

Other spells
Blinds the target (100% miss chance) and slows its movement speed by 40% for 3 seconds.
Great to chase and kill ..
Teleports your champion to target nearby location.
Best skill yet.. no wonder we get it at level 12.. get you even count how many times did has saved your life...
Your champion ignores unit collision and moves 32% faster for 14 seconds.
This is one of the best skill in early game.. i mean after lvl 4 you should have red buff and with ghost n regular attack's you should aleast kill one person..
After 4 seconds, teleports your champion to target friendly minion or turret.
i sometimes get this skill if they would be another jungler in the other team... This skills helps to steal the other person blue or red buff's if you might have a side ward they..

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Core item

Items of your choice

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Why this item?

Core items
This item helps to take the blue golem and it would be easy.Well this warwick is going ap so some magic penetration is very helpful.I mean with this item plus Warwick's passive he would life steal for 120% not 100% plus with the cooldown whatelse would a magewick want.This item active help to kill enemy. It doesn't does that much of a damage but with this active plus Q warwick would kill his enemy faster.

Items of your choice
Well this item in mid game helps alot to take out tower as it give more ap n damage with every hit stacks up to 8.
If you want more magic penetration this item would be the best.
this give armor and ap.
155 ap wow whatelse would you want.
if you want a little but of mr this item would help alot as it gives mr + ap
[/img] if you manage to get enough stacks on this item than its good or else this item is worthless.

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Other items

Other item which can Help

Items which would help a magewick

Magic Resist
Attack Speed
Ability Power

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Ways to jungle till 6


Yellow- Important
Yellow- Important

Now for the juicy stuff. It is very, very important to have a good early game, as it sets the tone for the rest of the game, not only for you, but for your teamates as well. Start off by purchasing your Cloth Armour and Health Pots. Head straight for the Golem camp on your side and type /dance when you get there to pass the time until he pops. Once he pops, take him out. Don't worry about wasteing all your mana on him, just get him killed. Try not to waste your ignite on him, as you will need it for the lizard. He gives you a mana regen buff that will help you jungle faster and more efficiently. A lot of junglers go for Lizard camp first, but it is more time effective to drop the Golem first. Once you defeat him, head to either the lesser camp under/over him if you did not level, or striaght for the lizard camp if you leveld off of the Golem. Again, don't be afraid to use your abilities, as you will gain mana back very fast. Once you are level 2, go to for the Lizard camp. Auto Attack him first, then drop your ignite, and then Hunter's Call. This will ensure a decent Lifesteal % and is important for your survival. Once you have defeated the Lizard camp, congratulations, you have overcome your first obstacle. Now clear all the other lesser camps on your side and once you have 700 gold, pill back to camp and grab Madred's Razor. Note that you might end up with a little less, just Blue Pill back and you should have enough by the time you get back.

Here is the order in which you should kill the camps for your first 700.

Now, listen up, I have taken the Dragon out at level 4 with no buffs from the camps. It is a very close fight and I would advise agianst it unless you have gotten really good and understand what needs to be done. If you want to play a little bit safer, head on over to your opponents camps and take them out, once they are all dead, you shoudl be level 6. Call out a gank. Your ulti is very effective in combination with your teamates and almost guarentees a kill early game. Afterwards, head to the Dragon and take him out. At this point he is pretty easy and ignite should be back up, making it even easier. If you think your opponents might be smart and they might try and gank you when you are killing him, ask a teammate to guard you while you kill it. Each teammate will recieve a chunk of experience and +165 gold, so your guard will not mind if he knows whats going on.

Once the dragon is dead, pill back to base and start getting your items. You will probably have enough gold for your boots. Return to jungling, making mad bills, and calling out ganks whenever your ulti is up. Remember, the Dragon spawns every 5 minutes after his last death, so keep an eye on the clock and kill him whenever he is up. Also, the Golem and Lizard buffs help with ganks.

Late game, I have found that Warwick is an insane tower pusher. Hunter's Call along with the items you should have up to this point make towers drop very fast, especially with a teammate. Warwick can also push out lanes very quickly due to his high attack damage and attack speed. You don't have many abilities that are good in team battles, so what I like to do is lurk back until somone has been targeted, then ulti in to stun them as your team brings them down. Also remeber to Hunter's Call in team battles as it is a global buff.

Im sure im forgetting somthing so ill add it later when I remember.

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Tips (Summary)

Tips and Tricks:


If need be, use wards to gain more map awarness and control. It is importnat to know where your teamates/enemies are. Can be used at the start of the game to watch the river if ganks are coming for you. Jungling in your opponents jungle is also a viable strategy as it can lead to easier ganks, just be very weary of where your opponents are. If you are being chased early game by a ganker, either try and juke and hide in bushes or run into a lane to get help forom your team.

Infinite Duress:

Remeber, your ulti activates any passives your items have, use it to your advantage. Also remeber to drop a Rally when you are in your ulti, as it increase the damage of each strike.

Some people like to open up with Infinite Duress, but I have found it more effective to try and save it until they start to run away, as you can get some attacks in before they take off, even if its one, its somtimes worth it.

Pay attention to your opponents summoner spells at the start of the battle. Cleanse stops the ulti and we stay stunned. Not fun!


Use Hunter's Call to quickly kill creep waves and easily drop towers. Just be careful going solo, as your enemy will more then likely try and gank you as you do not have a reliabe escape mechanic.


Hiding in the High Grass between your oppenents first two towers can be effective to grab runners who are retreating back from your teammates.

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thank you

thx for looking at this build

use the build b4 you vote and comment


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NOt yet will add if any change

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