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Spells:
Flash
Ignite
Ability Order
Eternal Hunger (PASSIVE)
Warwick Passive Ability
Introduction
On a side note this guide is for people that have jungled for a long period of time, and know what they are doing.
The Pros
Can jungle without smite
Keeps up with champions in lane
Shreds apart carrys with his Ult
Quick in jungling
Allows better ganks, since there is not smite
Viable tank late game
Gets so much life steal, that it's hard to kill him
The Cons
Can't gank as early as other champs like Rammus
Somewhat difficult to use
Doesn't have a very high life
Does not gank until 4-6
Runes
The Runes I am using are a bit awkward also. The Greater Mark of Attack Damage is just for more attack power. Early on this will just make your attack hit hard, and I like that since it will get you through monsters faster. The Greater Seal of Attack Speed is for faster attack and of course partners with your Greater Mark of Attack Damage. These two runes combined, make a fairly easy for Warwick to do well early. The Greater Glyph of Health is for health, and will make you be able to tank more when ganking. Since Warwick is on the squishier side early, this will make him be able to dive into turrets with his ult and live. The Greater Quintessence of Movement Speed is for you to move faster throughout the jungle, and for you to be able to gank faster. Speed is also important while jungling, since every second counts to get that good gank, and the faster you are the better the gank may be.
(On a side note, the Runes are something i'm willing to change fairly regularly because the runes are always something i'm not sure on. So if you feel that something is better and people agree with you, i'll make a change.)
: Warwick strikes his target for the greater value of 75/125/175/225/275(+100% of ability power) and 8/11/14/17/20% of the targets maximum health and heals himself for 80% of the damage dealt. For minions and monsters it is only flat magic damage.
USE: This is your main healing ability. This will give you a staggering amount of life, since it will heal you for 80% of the damage you just dealt. This ability alone, coupled with Warwick's passive makes jungling without smite so easy. This can also save you if you are low on life and are ultied from across the map. For example Karthus ulti's and you don't have enough health to survive it. ATTACK THE NEAREST MINION/MONSTER with a Hungering Strike then use your Hunters Call to heal yourself more. This by itself, could save you since you could have healed enough life so you wouldn't die. Yes it sounds crazy to dive right into minions when your at 200 health(just a thought, doesn't have to be 200 health), but you might just survive ulti's that travel the map.
: Warwick let's out a howl, increasing his attack speed by 40/50/60/70/80% and gives his allies half of this attack speed increase.
USE: This ability increases your passive's power so much. Since Warwicks passive stacks every time you land a hit, this ability will heal you each time, since your passive would increase it with you. This ability is also for making quick work of towers with other AD Champions. Since Warwicks allies attack speed are all increased it makes it much shorter to kill a turret, also making Warwick one of the best pushers in the game(in my humble opinion).
: Blood scent reveals an enemy champions under 50% health within 1500/2300/3100/3900/4700 of Warwick. Upon sensing the enemy Warwick will have 20/25/30/35/40% increased movement speed.
USE
:Blood Scent to me is one of the greatest skill's on Warwick. Revealing the enemy under 50% of his/her health is amazing, since this makes ganking easier since it will show you where your enemy is. So for champion's that overextend, and are low on Health, Warwick can now gank and they can't escape since they are revealed. The downside of this skill, is that if the player is good, he/she will see the marker on top of her character showing that Warwick is near. So to avoid this, I leave Blood Scent off (its a toggle ability), until I am within in range to gank.
Infinity Duress: Warwick lunges at an enemy champion suppressing the target for 1.8 second and strikes the target for 40/60/80 (+0.33 per attack damage) magic damage in 0.33 second intervals. Warwick gains 30% lifesteal and is considered to have full stacks of Eternal Thirst against the target which is removed after the duration. Each of Warwicks strikes triggers on-strikes effects and benefits from Eternal Thirst and from lifesteal.
USE
:Infinity duress is your main use for ganking. It is one of the main reasons that Warwick is used for jungling. When using Infinity Duress you should have Blood Scent up because, it will reveal the target, allowing you to see the champion before you jump on him/her. This coupled with another stun, makes for a superb gank. Even though its not always needed for a gank, I recommend this because it will make ganking so much easier. Unlike Nocturne or Amumu, Warwick only has this one ability that allows him to stun/suppress(Nocturne has his fear, which is his E, and is much much shorter in its CD then Warwicks ulti).
The Skill Sequence
The skill sequence for Warwick does require some explanation. For most guides and builds, Warwick should get Hunters Call first. The reason I don't get Hunters Call first is because without smite, you actually die because you don't steal enough life to live. Also unlike having five Health Potion you only have one. This is why I get Hungering Strike first. Hungering Strike heals enough of the life back to Warwick allowing him not to die. Eternal Thirst is also still going on, so you still are getting life back even while Hungering Strike is on cooldown. At level 4 you do want to get your Blood Scent because at level 4, you should be able to gank if someone is low. As I said in the usage of Infinity Duress you should hold off from ganking until your level 6, but if you see someone low and is over extending, go for it.
This is what I always buy first on Warwick, since really you only need 1 health pot. You use this health pot when going from the Wolves to the Wraiths. The extra damage that the longsword provides is not all that important, its just the higher costing item in your way to get Madreds Razerclaw. You do not want to buy a Cloth Armor and five Health Potion since you ONLY need 2 Health Potion for most of the jungle. This is because Warwicks insane amount of life gain provides enough life that you don't need more then 2. If your good you can use 1 like me. I ONLY RECOMMEND using the Cloth Armor, five Health Potion opening when you are new to jungling, and you might screw up, if not do not get it.
After you B (which should be after you have achieved red), you should get your Wriggle's Lantern. This is because as a Jungler you need to ward. This is why gold is important when jungling, since you always should be placing down wards. And Wriggle's Lantern provides free wards, every 3 minutes, that is how long wards last. So if you have a 40 minute game you Should (not could) have placed at least 13 wards, just with this it self. Minus 2 wards, since you should get Wriggle's Lantern about 7 minutes. Wriggle's Lantern is also not a bad item itself, it really does provides a pretty good stat base. So really, THERE IS NO REASON YOU SHOULD NOT RUSH THIS ITEM RIGHT OFF THE BAT.
Pretty simple, your AD you need Attack speed to couple with it. Berserker's Greaves provid e that. You should be getting Boots right after you get your lantern, since this helps makes ganks easier. The reason i get Beserker's Greaves instead of Mercury Treads is because, when ganking you SHOULD not be in a team fight. You should be facing 2v1, 2v2, or 2v3. And when you are fighting in a team fight, you should have your team backing you up so you won't die when you go in. Beserker's Greaves provides a pretty decent boost in your Attack speed so I like this better, since you can get off more hits on a target, though Mercury's Treads is better for tanking in team fights, and allows you to intiate better. It really depends on your enemy teams team comp. If they have alot of CC Mercury's Treads are the way to go, but if not I would get Berserker's Greaves since they provide more Attack speed, and with this Warwick Attack speed is key.
These two items are the main part of your build. Wit's End provides 42 bonus magic damage for each hit you make, making infinity duress just so much better. The stacks it gives for magic resist are ok, but its really about the bonus damage. Spirit Visage boosts your life steal by 20%. That on Warwick Is just amazing. This is the item that makes you almost impossible to die in teamfights, since every hit you get 20% more health. I now want to talk about Ionic Spark. I can hear it now, you should use Ionic Spark over/with Wit's End this because it gives more attack speed and it gives bonus magic damage. NO. I say this because it only deals bonus magic damage every 4th hit, and it doesn't apply to every hit like Wit's End. So if we compared how much damage would be done by Wit's End in 4 hits, it would be 168 bonus magic damage. Actually MORE then Ionic Spark since it only deals 110 and bounces. So there is the reason, and if you want to tell me why its better, please do, I might have missed something, but I've tested Ionic Spark since it came out, so i don't think I did.
Finishing Touches
So all the items above all depend on what's happening in the game, and it is up to YOU to choose what you wanna do. If your initiating all the team fights, its probably a good thing to get some tanking gear. That means get Guardian Angel and Sunfire Aegis, but if you can you should get Warmog's Armor. I don't recommend it however because it takes forever to build, and you would be building it pretty late. Now if you have enough tanking guys, You should be going AD. So get that Mardred's Bloodrazer and Bloodthirster and have some fun! Really the finishing touches all depend on what you like, so go for it.
I use these two summoner spells, because it allows for you to kill someone easily, but also allows you to escape. Flash is always in must in my book. It doesn't matter who your using, flash allows you to live through ganks, and allows you to go over walls. So for me Flash is a must. Ignite is personal choice of mine because, its just amazing! If you have a champion lower then 1/3 of his/her health you can kill them with this. It also allows you to deal more damage in a 1v1 fight, so I like it too.
Summoner Spells that work on Warwick
- this is the one other spell i would take over Ignite, since it is slows the enemy champion and allows for an easier gank.
Yes only 1 other summoner spell i would recommend on Warwick is Exhaust. This is because you will be jungling, and usually you would be using Smite. I will now explain why I don't use Smite. Smite truly makes jungling faster, and thats great! But it makes him less effective when ganking. Since i get Flash always, i would have Smite as my second just to get through the jungle faster. When ganking though, i would not have any thing to make the other enemy champion slower or damage him/her. Since Warwick only has his R for his stun, it makes ganking with him a bit harder. This is why i hate Smite on Warwick. It makes him not as good, and it doesn't allow you to do much when ganking. Yes, i could take out Flash then and put in Ignite or Exhaust but in my opinion, Flash is a must since it can save you from dying, and that to me is worth something i would always want. And also, you don't need smite on Warwick to jungle. Unlike Lee Sin or Nocturne, Warwick can jungle fine without it, since he has life gain. So there's the reason i use it, and if you don't like it please tell me why.
(This also is the method you should use when ganking at level 6, but instead of flashing in, use your ulti, and then use W.)
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