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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Eternal Hunger (PASSIVE)
Warwick Passive Ability
Introduction
I don't play to win. That is petty and unsportsmanlike like. I play to CRUSH DREAMS
While a good AD Carry is a necessity, you are more or less relying on a good team to keep you alive.


Keep in mind, guides are guides. They are not etched in stone for gameplay.
This is an in depth guide, and the average 14 year old will not sit and read it. For those that do, you will a step ahead of the game.
This is an in depth guide, and the average 14 year old will not sit and read it. For those that do, you will a step ahead of the game.
This is my first guide, and intelligent comments are appreciated. Please don't forgot to Vote!
All Champions have Pros / Cons. Your job is to minimize the weakness's and capitalize on the strengths.
The biggest down side to both these builds are that you are extremely vulnerable to damage lvl 1. So try and wait until your first gank, or lvl 6 before getting too ballzy.
I have played hundreds of
Warwick games. I have been trying to perfect my rune selections to maximize lane Sustainment, and Magic Penetration. The longer you can stay in your lane, the more exp you will have up on other players.
Runes should be focused on early game. The more advantage you have in the early game, will put your enemies behind. They will not be able to farm as much, which will make your team stronger in the long run.
Precision
Press the Attack
Electrocute
Lethal Tempo
Predator
I have no idea why when I built this guide it would not let me add -
Greater Quintessence of Magic Penetration... (Any help on this?)
I would substitute
Greater Quintessence of Precision with
Greater Quintessence of Magic Penetration on the utility build.
Greater Mark of Magic Penetration - x9
greater seal of replenishment - x5
greater seal of vitality - x4
Greater Glyph of Cooldown Reduction - x9

Runes should be focused on early game. The more advantage you have in the early game, will put your enemies behind. They will not be able to farm as much, which will make your team stronger in the long run.
Runes






I have no idea why when I built this guide it would not let me add -

I would substitute



Maximizing Magic Penetration
greater seal of replenishment - x5
To help aid in early Mana regen issues
greater seal of vitality - x4
The increased HP per lvl helps keep you alive, while waiting for the CD on
Hungering Strike.


Cool downs are where it is at for
Hungering Strike and
Infinite Duress


***If you find you are having problems with mana early, I would suggest replacing 3
Greater Glyph of Cooldown Reduction for 3 greater glyph of celerity.


This is great for added damage and health regeneration


So the more Magic Penetration you have, the damage increases as well as the amount healed.
Please don't use for last hitting a creep that only has 20 hp left.


The attack speed buff effects friendly champions for half the amount within a 1200 radius.
A great buff increasing you and your allies attack speed.
Also great on towers!!
Also great on towers!!

Who likes chasing down???
Just because you can chase down, it does not mean it is always a good option... Don't leave your squishy carry and team behind.
ULTIMATE






Spell Vamp
I have not found a citation that affirmatively agrees on the effects of Spell Vamp on this skill. My own personal opinions on the matter go as follows.
Spell Vamp does not effect on hit effects such as


So the on hit effects of your
Wit's End that effects your Ultimate do not give you life back. However the base damage that scale off of your attack damage do.

Here is an example of the damage being dealt:
5 strikes for 50 damage + a 0.4 per bonus attack damage (ultimate level scalable) as Magic Damage
Wit's End dealing 40 Magic Damage per hit.
Spell Vamp effects
5 strikes of the 
No Spell Vamp
5 strikes Basic Attacks - Based of your Attack Damage
Life Steal effects

Both of these tree's have the a basic Mastery page of:
You have chosen Wisely my friend.
The 9-0-21 Mastery build can be a WTF build to the naked eye. This is my preferred mastery build. I can not stress enough how much
Mastermind
,
Intelligence
, and
Awareness
makes a huge difference. Your Cool downs are awesome lvl 1. When you kill a player or he has to buy your experience will greatly be higher than his. It puts you above the lane enemy. Try it out, before you knock it.
But come follow me, and see how far the rabbit hole goes.
This build focuses on dominating early. The increased cool down reduction is epic. It will allow you to spam your
Hungering Strike like there is no tomorrow. Your
Ignite will be off cool down before the opponent in your lane, and your Ultimate
Infinite Duress will be available a lot sooner.
Timing is everything. Players who have faced a Lanewick before have a general sense (if they realize it or not) of how much you can Harrass \ Heal. Throwing that timing off can catch your enemy off guard; leaving him saying WTF?
Offense Tree:
Summoner's Wrath
-
Butcher
-
Sorcery +
Arcane Knowledge
- Increased Cooldown reduction and maximizing Spell Pen.
Utility Tree:
Summoner's Insight
-
Meditation
-
Transmutation
-
Hungering Strike was nerfed from 100% down to 80%. Time to help it back up. Also while the on hit effect's of
Infinite Duress do not add to your health with Spell Vamp, the base Magic Damage does.... further aiding in your overall Health Regen.
Awareness
-
Intelligence
- More Cooldown Redux
Mastermind
-
The 9-0-21 Mastery build can be a WTF build to the naked eye. This is my preferred mastery build. I can not stress enough how much



But come follow me, and see how far the rabbit hole goes.
This build focuses on dominating early. The increased cool down reduction is epic. It will allow you to spam your



Timing is everything. Players who have faced a Lanewick before have a general sense (if they realize it or not) of how much you can Harrass \ Heal. Throwing that timing off can catch your enemy off guard; leaving him saying WTF?
Offense Tree:

While your Ignite is off cool down your [hungering strike] and Atk Damage is increased by 5. I would take this over a permanent +1 to Ap or Atk Damage any day.

To help aid in last hitting. You will not be building attack damage early game and have no AOE spells. I don't care how pro you think you are, this will help.


Utility Tree:

15% Cooldown reduction on your
Flash. You will be ganked, and expect to use this ability to quickly return to your tower. Also having your
Flash up, works great with
Infinite Duress.




To help in Mana issues due to the increased use of
Hungering Strike





5% experience bonus over your enemy in top lane can make a huge difference. Once you are ahead on experience, this will make it very hard for your enemy top lane to catch up. The experience lost while buying, is not as great either.


So my friend, you have chosen the Red pill.
The 17-0-13 Mastery page is a great option for those who like to be top wolf late game. Enemies who are stacking Magic Resist will not fully counter your build. You will also be imposing your will via Atk Damage as well.
Your ability to stay up during a fight will be talked about through the ages. As long as you are still attacking, it will be hard to take you down.
Summoner's Wrath
-
Butcher
-
Sorcery +
Arcane Knowledge
-
Alacrity
+
Weapon Expertise
-
Vampirism
-
Utility Tree:
Summoner's Insight
-
Meditation
-
Transmutation
-
Hungering Strike was nerfed from 100% down to 80%. Time to help it back up. Also while the on hit effect's of
Infinite Duress do not add to your health with Spell Vamp, the base Magic Damage does.... further aiding in your overall Health Regen.
The 17-0-13 Mastery page is a great option for those who like to be top wolf late game. Enemies who are stacking Magic Resist will not fully counter your build. You will also be imposing your will via Atk Damage as well.
Your ability to stay up during a fight will be talked about through the ages. As long as you are still attacking, it will be hard to take you down.
Attack Speed, Life Steal, Spell Vamp = Rage Quit
Offense Tree:
While your Ignite is off cool down your [hungering strike] and Atk Damage is increased by 5. I would take this over a permanent +1 to Ap or Atk Damage any day. Also since you chose the Red Pill, your Ignite will be on CD longer, which makes this point even more effective

To help aid in last hitting. You will not be building attack damage early game and have no AOE spells. I don't care how pro you think you are, this will help.


Increased Cooldown reduction and maximizing Spell Pen.


Maximize Atk speed, and Armor Penetration

3% more life steal out the gate never hurts
Utility Tree:

15% Cooldown reduction on your
Flash. You will be ganked, and expect to use this ability to quickly return to your tower. Also having your
Flash up, works great with
Infinite Duress.




To help in Mana spamming
Hungering Strike




Item Sequence






Sorcerer's Shoes
1100

Wit's End
2800
I wouldHIGHLY recommend to always have these items. Along with some sort of Armor item



Always buy as your first item. You need more Mana Regen and you are very squishy for the first 3 levels. Plus your
Hungering Strike deals 15 more damage = more life for you.



In combination with
Infinite Duress it will obtain all 4 stacks. Once you Ult on an enemy Carry, be sure as **** that they will try and nuke you down. This item gives great damage, attack speed, and the more you hit, the more Magic Resist you have.

Other Item Choice's

An overall great item on Warwick. It not only gives you more health and magic resist, but also gives you 10% more cooldown redux, and increased healing\regeneration effects on you. This last passive improves your mana\health regen, and LIFE STEAL & SPELL VAMP!!!! Your
Infinite Duress gives a 30% Lifesteal to you. With this Item it buffs to 34.5%. Also if you decide to get more lifesteal and spell vamp it makes it more effective.

***Special note on Spell Vamp****
Spell Vamp also works on Summoner Spells such as: Ignite and Smite{/indent]
Banshee's Veil -
Frozen Heart -
Malady -
philosopher's stone -
Shurelya's Battlesong -
Eleisa's Miracle -
Hextech Gunblade -
Phantom Dancer -
Wriggle's Lantern -
Not so great items
Madred's Bloodrazor -
Sunfire Aegis -
Berserker's Greaves -
Spell Vamp also works on Summoner Spells such as: Ignite and Smite{/indent]

Expect to be disabled when you use
Infinite Duress. This counter acts someone from stunning you. An enemy team normally doesn't have more than 2-3 CC's, if they use 1-2 on you trying to stop your ULT.... then your carries are in good shape!


Pesky AD auto attacking fool's bothering you and your team? This item is great for that.... it also has a bonus of 20% CD redux!

Inconjuction with
Infinite Duress it stacks 4x reducing enemy magic resistance by 24. It also will damage 5x for a total of 20x5= 100 damage. You get more attack speed, and a 25 AP boost!

philosopher's stone -
Helps with Mana Regen & Health Regen as well giving you a 5 gold per 10 seconds. It is a great passive which is nice to have early game.

Don't want to sell your philosopher's stone??? You can make this item and also increase your Cooldown Redux by 15%, and be able to chase down mofo's or help your teammates escape in dire situations.

Also another viable upgrade to philosopher's stone. It gives you a unique passive of 35 Tenacity, which helps counter enemy slow and stun duration.

More damage, Life Steal, and Spell Vamp all help you sustain yourself in team fights.... works well in conjuction with
Infinite Duress. Also gives you an activatable exhaust like slow (without the debuff) that does 300 damage.... oh what type of damage??? Magic damage..... which is also Spell Vamp'd and works great Spell Pen.


More move speed.... Check, More Attack Speed.... Check, Crit Strike??? Check.... But really you do not get the full benifit's unless you have built a Attack Damage item like the
Hextech Gunblade.


I build this item from time to time after my
Wit's End, It helps when I have not been doing so well because the items are cheap to piece together.... It aid's in armor problems, gives 12% Life Steal, and free wards! The passive proc to seal 425 damage to minions help you farm faster, and thus getting back into a good spot. Just because your Jungler has one, it doesn't mean you can not help ward as well.

Not so great items

Now I know it is a normal item on
Warwick but, it really doesn't get the best effects unless the enemy has a ton of HP.... which deals 4% of it as Magic Damage. My question to you is.... why would you be focusing on tanks??? It is expensive and IMO your gold can be spent elsewhere.


It does give armor and HP. It does do 35 magic damage per second to units with in a 400 range.... which isn't that far. This means you need to be pretty darn close to be doing this damage. To give you an idea how far 400 range is...
Hungering Strike has a 400 range.


You are not playing an auto attack Warwick early game. Your attack's and harassment will be from
Hungering Strike which benefits from
Sorcerer's Shoes and possibly 1 auto attack (which in that case you don't need the second hit to be refreshed fast, because u will be out of the way)


Your cool downs are awesome right out the gate. I would suggest Spamming
Hungering Strike on your enemy at level 3.
A trick I like to use is with the decreased Cooldown on
Infinite Duress. I may Ultimate on a player and instantly hit him with
Hungering Strike when it is over. This will leave them very low health. At this point you can stand in front of the enemy creep waves and force him out of experience range. At the bare minimum he will not be able to farm.
I think now you get the point of why and how the Utility tree is an awesome option for a Solo Top Lane Warwick. Even if you do get behind in a lvl because of a gank, once your team helps with a gank.... you will be ahead and earn the experience faster, due to
Awareness
.

A trick I like to use is with the decreased Cooldown on


This will give him three options:
1. Go back and heal, which further aids in you out leveling him
2. He stays losing valuable exp and Farm
If he stays, use
Hungering Strike every chance you get. Even when under a tower, because you will get the life back from a successful strike (watch out for a stun though). Repeat until he is low, and ignite. If need be, you can always flash out.... wait for your CD on
Hungering Strike on a creep.... and proceed to out level and out farm your enemy.
3. He calls for a gank---
He is already low health. Many times the Gank will come when your
Infinite Duress is back up. Wait for the stun to hit you (if any), then Ult on the Lowest HP enemy. While
Infinite Duress is going, you can throw
Ignite on him. Then Q for the kill if needed. Then it is a 1v1. Fight if need be or run back to the tower. Even if you die, the lane enemy died too. Which leaves you at the same point you were (which is still above in level).
1. Go back and heal, which further aids in you out leveling him
2. He stays losing valuable exp and Farm
If he stays, use


3. He calls for a gank---
He is already low health. Many times the Gank will come when your



I think now you get the point of why and how the Utility tree is an awesome option for a Solo Top Lane Warwick. Even if you do get behind in a lvl because of a gank, once your team helps with a gank.... you will be ahead and earn the experience faster, due to

Now the same strategies apply as above, but your
Ignite,
Flash,
Infinite Duress, and
Hungering Strike will not be available as fast. It is a big difference having that experience advantage once you kill your enemy.




However, if your opponent is melee. You can stand and brawl. Attack until you feel you are too low, then run in and out of the brush while he chases you. Then once
Hungering Strike is back..... BAM he loses more health.... and your back whooping that fool.
This is very easy to do because, of
Blood Scent. You should be one fast pain in his neck.

This is very easy to do because, of

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