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Choose Champion Build:
Introduction

New players to WW will most likely first notice his excellent self-sustainability which is due to his passive



First of all I would just like to weed out a few errors made by many WW players:
1.





2. Even if you find you are dominating your lane opponent, DO NOT assume that you are now a carry and can initiate a later team fight whenever you have enough time to press 'R' on your keyboard! This will pretty much result in you getting dominated by all kinds of stuns, silences and knock-ups which is invariably followed by your teammates screwing you over by running away like they should do. Rather, your best bet in a team-fight is to bide your time out of sight waiting for an opportunity to take out that enemy carry with







3. Whilst


With those common mis-conceptions out of the way, its time to explain my rationale for lane








My general play-style in the lane can be described as a harrassing AP caster. That is, you should be constantly seeking to use your Q (



The offensive mastery tree is most worthwhile for
Warwick, namely the extra AP magic penetration. Expanding down this tree is your best bet as without early AP you won't do any damage or consequently return as much HP.
The defensive tree can work if your lane opponent is going full turtle or your team desperately needs you to be the tank. The extra armor, magic resist, health regen and health bonuses are taken to maximise your sustain in the early lane.
The utility branch of masteries can also be similarly useful in certain (if limited) situations. The mana regeneration and movement-speed can improve both your early and late game respectively.

The defensive tree can work if your lane opponent is going full turtle or your team desperately needs you to be the tank. The extra armor, magic resist, health regen and health bonuses are taken to maximise your sustain in the early lane.
The utility branch of masteries can also be similarly useful in certain (if limited) situations. The mana regeneration and movement-speed can improve both your early and late game respectively.
Magic penetration and flat AP. I can't stress the usefulness of these types of runes enough for not only the early extra damage it will provide you but later on the magic pen is really going to take over in terms of significance.
In order to maximise
Warwick's effectiveness you must resist the urge to take out that tasty-looking cocky-***
Ezreal (or
Ashe,
Graves,
Caitlyn,
Kog'Maw etc) with
Infinite Duress late game). Rather, you should play to your strengths which lie in your ability to completely remove your team's primary focus from a team-fight by timing your ultimate and not initiating. To maximise this fairly unique ability defense is your best form of offense and flat armor seals provide extra early game defence in line with your mastery setup. Solo top will most likely throw at your more AD champions than AP’s hence these are more useful than magic resist. Glyphs are also a bit of a no-brainer, with flat magic resist being your best bet in case of early ganks from an AP jungler or mixed damage (or even purely AP) solo-top champions. Most of your trouble as
Warwick during teamfights will come from AP carries rather than AD as WW excels in melee situations. For example, a fed
Miss Fortune is going to be trying her hardest to stay away from you and if she does pay too much attention to you she will fall to someone with far more damage (i.e. your carry). A
Brand conversely won’t think twice about unleashing his CC on you in an effort to protect himself, and the majority of CC that can hurt you (stuns, silences, knock ups etc) will come from AP’s.
Alternative runes include: flat cooldown reduction glyphs, flat cooldown reduction seals, cooldown reduction quintessences and movement speed quintessences.
In order to maximise










Alternative runes include: flat cooldown reduction glyphs, flat cooldown reduction seals, cooldown reduction quintessences and movement speed quintessences.
As a rule I always take
Flash as it provides great escape and chase opportunities, especially to set up your ultimate or escape a bad decision to ult someone. Personally I take
Ignite for early kills (no enemy shall ever escape again with 20HP left!!) and becomes quite handy late game when you want start becoming
Tryndamere's, other
Warwick's and
Vladimir's nightmare (or any other
Bloodthirster/
Will of the Ancients wielding carries). My personal favourite is to use my ultimate on a
Kog'Maw then ignite him and watch the fireworks display that follows (ie:
Icathian Surprise).
Useful alternatives include
Exhaust,
Ghost and even
Teleport if you feel like it. Everything else is fairly useless for
Warwick.









Useful alternatives include




By starting with the
Doran's Ring, you receive a sizeable amount of health (100HP) for early survivability, a little AP (15AP) and a dash of mana regen (3 mana points per 5 seconds). These are pretty much the 3 things you want early for lane WW.
CORE ITEMS
Follow by grabbing your mercury treads, despite what it shows in the above graphics I just made it later than wit’s end and
Malady so to keep the final 6 items highlighted. In combination with the 21 points in the defensive tree, merc treads are going to significantly reduce the time spent stunned, silenced etc which is the biggest threat to
Warwick (interrupting your passive sustain). The synergy between
Malady and
Wit's End lies in their unique passives, along with their relative cheapness and their attack speed boosts, which is more important for WW (in line with his passive) than pure attack damage. As such, items such as these which provide attack speed and hit-on effects are very useful for WW. On a side note I thought i'd explain the difference between the two:
Wit's End increases your magic resist per hit, whilst
Malady lowers your opponent's magic resist per hit with both dealing magic damage in addition to your basic AD attacks. Most importantly, your ultimate will apply these on-hit effects!!!
AD HEAVY TEAM
If you find yourself up against an AD heavy team (ie:
Tryndamere,
Graves,
Caitlyn etc) once you build
Malady and
Wit's End your best bet is to rush both health and a
Thornmail. This will basically dissuade most fed AD carries from looking at you twice. Worthwhile alternatives include:
Randuin's Omen which decrepifies your AD opponents with its awesome active ability!
Sunfire Aegis (good but not great),
Frozen Heart (very useful in that it provides even more cooldown reduction with a cool unique passive) and
Guardian Angel (very useful, however in some situations can be fairly useless) are also viable alternatives when facing fed AD carries. As I mentioned previously, WW (most of the time unless massively fed) is best played when built situationally. That is, build yourself to fill the role your team needs the most (most commonly an off-tank-squishy-hunting-bruiser) in a manner that best combats the set-up of the enemy team as well.
AP HEAVY TEAM
Again, once you have acquired your core items begin helping out your team by building up some serious magical resistance.
Force of Nature provides not only great magic resist, but also some extra movement speed and health regen (% based of max health) which when combined with
Warmog's Armor forms an excellent combination.
Banshee's Veil is my personal preference for
Warwick in that you will ignore interruptions (stuns, etc.) which are bound to occur during your ultimate. Alternatives include
Guardian Angel (and again, assess the situation for this item) and
Quicksilver Sash (an excellent item if you know how to time and use it as it will remove many current de-buffs).
ITEMS I CANNOT RECOMMEND
First off
Spirit Visage....if any of you have read my
Vladimir guide you will know how much I despise seeing people wasting time and more importantly gold. Sure it might enhance your passive and reduce cooldowns, but its far more suited for a jungling WW who doesn’t have lane opponents to constantly deal with. All in all it is a filler item inferior to many other defensive items offering magic resist (the cooldown reduction is useless considering the 36% you will have). Boots-wise,
Ionian Boots of Lucidity may seem a good idea but cooldown reduction is taken care of with your masteries and rune setups.
Berserker's Greaves are just terrible as with
Hunters Call,
Madred's Bloodrazor,
Malady and
Wit's End will provide you with enough attack speed to keep yourself sustained. Finally, another reminder not to stack pure AD or AP items as you are not a carry!
Why not rush
Madred's Bloodrazor first like all the other
Warwick's?
Now, whilst madred's bloodrzor is probably your best core item in terms of hit-on effects for your ultimate etc., it is simultaneously expensive. Like all other great items. An early
Malady is cheap, effective and you will notice the buff it provides for your ultimate from rank 1.
Wit's End is also relatively cheap and by this time not only will your AS will be very high (and thus more magic damage from the hit-on effects of
Malady and
Wit's End) but your ult will also be shredding (stolen from
Malady's description itself xD) your opponents magic resist, whilst raising your own (hence more survivability). Late game you can swap over these items for
Madred's Bloodrazor when you have enough gold as a luxury item.

CORE ITEMS
Follow by grabbing your mercury treads, despite what it shows in the above graphics I just made it later than wit’s end and






AD HEAVY TEAM
If you find yourself up against an AD heavy team (ie:










AP HEAVY TEAM
Again, once you have acquired your core items begin helping out your team by building up some serious magical resistance.






ITEMS I CANNOT RECOMMEND
First off








Why not rush


Now, whilst madred's bloodrzor is probably your best core item in terms of hit-on effects for your ultimate etc., it is simultaneously expensive. Like all other great items. An early






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