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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Eternal Hunger (PASSIVE)
Warwick Passive Ability
Introduction
These is due to many players misunderstanding his strengths and weaknesses and therefore not using them effectively.
With this guide, actively gank all the lanes and get your devourer sated quickly, and actually be able to share blue buff with your team.
Strengths
+ Best jungle sustain in the game
+ Solid Fighter that can do a ton of damage and survive
+ Flexibility to emphasize either damage or defense
+ Powers that are great team buffs
+ Works well with on hit effects and attack speed.
Weaknesses
- Mana problems
- No CC other than
Infinite Duress
- Melee with no gap closers other than
Infinite Duress
Each of his weaknesses can be mitigated with this build. By using
Hungering Strike much more strategically, the mana problems are greatly alleviated. Running
Stalker's Blade,
Blade of the Ruined King and
Boots of Mobility - Furor helps cover for the lack of CC and gap closer. The rest of this guide details how.
+ Best jungle sustain in the game
+ Solid Fighter that can do a ton of damage and survive
+ Flexibility to emphasize either damage or defense
+ Powers that are great team buffs
+ Works well with on hit effects and attack speed.
Weaknesses
- Mana problems
- No CC other than

- Melee with no gap closers other than

Each of his weaknesses can be mitigated with this build. By using




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You are jungler. You need this. However, there are some points to using it effectively. Once you have ![]() ![]() ![]() |
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This is a standard spell, and I do run it a lot. It can be used effectively for escapes or closing in for kills. Because of ![]() ![]() |
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I find this as a good alternative to flash in many cases. It offers even more map presence, and Warwicks great sustain means that being able to teleport from a gank top to counter gank bottom immediately can be remarkably effective. As long as ![]() |
Now, on to the meat of the guide...
This is not a common order for abilities:
The reasons for this ability set start become clear once you start thinking about what Warwick's strengths and weaknesses. Warwick is all about on-hit effects and using
Eternal Thirst for sustain. One major weakness is constantly running out of mana.
Warwick's main strength is his on-hit bonuses and Q does not help or work with those in any way. The "standard" build that makes
Hungering Strike primary emphasizes the weakness and provides no synergy with the strengths. This causes early game Warwick to be weak and very blue buff dependent because of serious early mana problems. This problem is not inherent in Warwick, it is directly caused by most players' massive over-reliance on Q.
Only use
Hungering Strike when you have an active blue buff or are killing an enemy champion.
Using it in the jungle early (without blue buff to fund it's massive mana costs) results in running out of mana quickly and far too many recalls.
I'm not saying that this power isn't good. The damage as % of maximum health is fantastic... against champions... when you have your
Frozen Heart and enough mana. In other words,
Hungering Strike is great late game.
Hunters Call, on the other hand, is one of the most underrated powers in the game. Warwick's main strength is his on-hit bonuses. Attack speed cause these to fire much more often and therefore his W adds wonderful synergy to his kit. At 40% CDR and rank 5, every 9.6 seconds you can give yourself 80% attack speed and your allies 40% attack speed for 6 seconds. It is on for 6 seconds and off for 3.6.
Think about that more closely. When Warwick hits level 9, you are offering your ADC (and all other nearby allies) a 40% attack speed bonus. That is like giving your whole team a full extra attack speed item. A well timed W can be a massive buff to your ADC or Top during a gank. To top it off, this amazing power only costs a flat 35 mana (1/2 to 1/3 of the cost of
Hungering Strike), meaning that you can spam it throughout jungle clears and ganks without running out of mana.
Finally, remember to use this for hitting towers. An early "unsuccessful" gank in a more pushed lane that resulted in no kills but was enough to force a recall... is a perfect opening. Clear the wave with your allies and then use it once you all start hitting the tower and it will add incredible amount of damage.
Blood Scent is a huge team buff. Obviously, it can be great to close distances with the speed boost.
At higher ranks, the range covers large portions of the map.
Do not underestimate the power of tracking weakened opponents through the jungle so your teammates can finish them off. No more bush juking and narrow escape recalls. Even if you are close to death after a team fight or counter gank, it is incredibly powerful to hang back, but close enough to track weak enemy champions for your teammates to hunt down.
Also remember, you can turn it off. This is a wonderful trick to sneak up on weakened lane opponents who expect to get warned that you are approaching. Just remember to turn it back on again.
Infinite Duress, of course, his keystone, but there are some tricks to using it effectively.
First off, DO NOT use Infinite Duress for team fight initiation.
- You waste the healing because you are still at full health
- You only lock down one person
- You open yourself up to getting interrupted
- It won't one shot-them, and now you have lost your gap closer when they jump away or knock back
With this build, Warwick is tanky enough, and has enough sustain to be able to run in and get initial hits. I've seen too many people jumps in right away in a team fight and get stomped by the enemy team before his ult even finishes.
Save it for a moment when it counts: once your team is engaged then jump on their ADC or peel their assassin off of yours. Using it after engagement, you not only shut down the biggest threat, you actually take advantage of the healing this ability offers.
That being said, it is useful to open with this power to setup an early-game gank or hunt down single enemy champions.
This is not a common order for abilities:
The reasons for this ability set start become clear once you start thinking about what Warwick's strengths and weaknesses. Warwick is all about on-hit effects and using

Hungering Strike

Only use

Using it in the jungle early (without blue buff to fund it's massive mana costs) results in running out of mana quickly and far too many recalls.
I'm not saying that this power isn't good. The damage as % of maximum health is fantastic... against champions... when you have your


Hunters Call

Think about that more closely. When Warwick hits level 9, you are offering your ADC (and all other nearby allies) a 40% attack speed bonus. That is like giving your whole team a full extra attack speed item. A well timed W can be a massive buff to your ADC or Top during a gank. To top it off, this amazing power only costs a flat 35 mana (1/2 to 1/3 of the cost of

Finally, remember to use this for hitting towers. An early "unsuccessful" gank in a more pushed lane that resulted in no kills but was enough to force a recall... is a perfect opening. Clear the wave with your allies and then use it once you all start hitting the tower and it will add incredible amount of damage.
Blood Scent

At higher ranks, the range covers large portions of the map.
Do not underestimate the power of tracking weakened opponents through the jungle so your teammates can finish them off. No more bush juking and narrow escape recalls. Even if you are close to death after a team fight or counter gank, it is incredibly powerful to hang back, but close enough to track weak enemy champions for your teammates to hunt down.
Also remember, you can turn it off. This is a wonderful trick to sneak up on weakened lane opponents who expect to get warned that you are approaching. Just remember to turn it back on again.
Infinite Duress

First off, DO NOT use Infinite Duress for team fight initiation.
- You waste the healing because you are still at full health
- You only lock down one person
- You open yourself up to getting interrupted
- It won't one shot-them, and now you have lost your gap closer when they jump away or knock back
With this build, Warwick is tanky enough, and has enough sustain to be able to run in and get initial hits. I've seen too many people jumps in right away in a team fight and get stomped by the enemy team before his ult even finishes.
Save it for a moment when it counts: once your team is engaged then jump on their ADC or peel their assassin off of yours. Using it after engagement, you not only shut down the biggest threat, you actually take advantage of the healing this ability offers.
That being said, it is useful to open with this power to setup an early-game gank or hunt down single enemy champions.
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Again Warwick is all about on-hit effects and attack speed and this makes ![]() ![]() |
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Paired with ![]() ![]() ![]() |
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The on-hit passive fits really well in increasing damage and on-hit lifesteal. It particularly helps against tanks and other fighters because of the percent based damage. The active power adds more soft CC, along with ![]() |
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This provides 3 things, all of which greatly benefit Warwick: Armor, Mana, CDR. Warwick is a Fighter and needs survivability. The mana helps sustain ![]() ![]() ![]() |
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The core items fit very well together and provide Warwick with a high damage, off-tank kit. The 6th item slot is very much dependent on the match itself.
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Always a solid choice. The health it provides gives quite a bit of survivability, particularly after ![]() ![]() |
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![]() ![]() |
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The veil is for games when you need to be more of a tank. This can happen because of your team's composition or the enemy team's mages are really tearing things up and you need the survivability more than the extra damage of ![]() |
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Rageblade is the most aggressive of the final options. While it does add a lot of attack speed and you can get stacks quickly, the AP doesn't help Warwick as much as other champions like ![]() ![]() ![]() |
Your goal in the jungle is to abuse Warwick's massive sustain. Stay out in the jungle for a long time. Own the river and keep pressure on the enemies in lane. With good opening, a 9 minute for Stalker+Devourer & Boots is doable.
Initial pass
Following this path, you will be near full health after golems without even having to use a single health pot.
Do not recall yet
Next pass (exact order is a bit flexible depending on how pushed lanes are)
At this point you can consider recalling for the first time
Important Notes
Controlling Dragon is key to team advantage and getting devourer stacks. Your job is to control dragon. With your sustain, you should remain in the jungle far longer than your opposing jungler. Use that time to ward jungle & river and take the scuttlers.
Kill dragon right after getting
Stalker's Blade - Devourer, though you may want to gank bot first to help keep the enemy team away while you claim it. After that, pay attention to Dragon's respawn timer and make sure you and your team are there again just before it respawns. It is your responsibility to notify your team around 1:00 before dragon respawns. Then give another "ask for help" ping about :20 - :30 before.
Remember that while you can solo dragon very early, doing so opens you up do ganks from the enemy team. If/when you try to solo dragon, make sure you keep a close eye on the map for what the enemy team is doing and whether anyone is missing.
First route
- Gromp (ask for hard leash)
- Blue (smite)
- Wolves
- Chickens
- Red (smite)
- Golems
- Use your teammate's leash to full effect and save your
Smite for Blue.
Hunters Call at first level gives your leash partners 20% attack speed for the leash.
- Kill the little Golems and Chickens first. The rest of the camps kill the large monster first.See why here.
- Start each camp using by
Hungering Strike, followed by immediate
Hunters Call. This will let Hungering strike come off cool down shortly after Hunter's call finishes. You will have blue buff on this first route, so mana won't be a problem. (In later clears, skip using this unless you have blue buff.)
- Time Hungering Strike to be just after an attack. It's animation is rather slow, so you want it to fit it in between attacks and not delay attacks. Do not use Hungering Strike while Hunter's Call is active.
Following this path, you will be near full health after golems without even having to use a single health pot.
Do not recall yet
Next pass (exact order is a bit flexible depending on how pushed lanes are)
- Gank Top/Bot (depending on side)
- Scuttle
- Gank Mid
- Respawned Chickens
- Respawned Wolves
- Respawned Gromp
- Other Scuttle
- Gank Bot/Top (depending on side)
- Push tower (if gank successful) or Gank Mid
At this point you can consider recalling for the first time
Important Notes
- The ganks and scuttle kill are making effective use of the time while the jungle camps respawn.
- It doesn't matter that you are level 4 and don't have CC yet. The combination of rank 2
Hunters Call and rank 1
Hungering Strike and
Blood Scent mean the good positioning work much of the time.
- Don't overcommit or stress if you don't get a kill. Even if you don't get a kill, this makes sure the enemy lanes know you are paying attention. Put on pressure, force a
Flash, and do not underestimate the impact this will have.
- Do not sit too long at a single lane waiting for the perfect gank and do not hang out in lane after the gank. Make yourself known, get off few hits or hungering strike and do some damage. Then move on.
- Smite the scuttles in this early game because chasing them around takes forever and gets you into some riskier positions. Later on you can just attack, but for this initial pass it is a good use of smite.
- Blue Buff is going to run out sometime during this. Make sure to stop using
Hungering Strike when it does or you will run out of mana for
Hunters Call
Controlling Dragon
Kill dragon right after getting

Remember that while you can solo dragon very early, doing so opens you up do ganks from the enemy team. If/when you try to solo dragon, make sure you keep a close eye on the map for what the enemy team is doing and whether anyone is missing.
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