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Warwick Build Guide by WWpawnALL

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This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author WWpawnALL

Warwick (Final Transformation battle tested and perfected)

WWpawnALL Last updated on January 25, 2012
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Jungle Role
Ranked #11 in
Jungle Role
Win 52%
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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.



Offense: 15

Honor Guard

Defense: 10

Strength of Spirit

Utility: 5

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Just wanted to post and share my main build for Warwick for those who wanted to know how to be the most useful everytime. Chaos insues everywhere and warwick should be ripping enemies to shreds with this build, as i've done time and again. I've been playing for about a year now and warwick was the first champ i picked, so after we bonded i slowly changed from one build to the next and finally settled on this build for maximum balanced usefulness to the team. Jungling has become so easy for warwick after the jungle became easier for e/o, so its only natural that it became super easy for warwick who was already a beast in the jungle. If you have taken interest please be sure to vote +1 this and/or comment appreciate it

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Pros / Cons


*Beast Jungler
*Having the Suppression role on your team is too much fun
*Ult gives amazing ganks/suppression/recovery
*Hybrid build gives more power to q and even more heal, life bar get to jump big time YAY

*Not enough slows/snares/stun, other than ult
*Not a damage burster, only Q and Ult do damage
*Is unfortunetly not a good ganker until lvl 6 when he gets ult

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At long as your not spaming your q crazy early game u should be fine on mana, especially with the blue buff. So, from experiance i know that using Armor Sealsgives ww survivability, armor pen marksare a must since they eat through other champ base arm early game, glyths can really be anything you want, I personally go with magic resist ones for the extra survivability against mages i want to gank early, and as for quints, since i use a hybrid warwick, the flat AP gives me extra damage and heal on my q, but if you prefer a bit more survivabilty towards mid-late game, get health per lvlquints.

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For a regular ww masteries usually stick to offense splashed into jungling masteries. The warwick I've settled in with is hybrid killer so he needs both magic and armor pen in offense tree, which helps ur Q and ur ult. the extra points in utility can be put somewhere else if you prefer, my personal preference would be to eliminate the time your dead since when u go to suppress the enemy in a team fight they hammer on you till your team kills the champ your suppressing(then they start running away lol), but until then u have a high chance of being the sacrifice.

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Basic start with cloth armorand an HP pot, for jungling of course. Slip into some basic boots, get a madridsfor faster jungling, and ninja tabifor some off tankness. Wrigglesis for wards and just good over all to you (gives you a little of everything). Now wits endand maladyare where you become more than a suppresser, you become a ganker officially. The on-hit effects they give go well with warwicks attack speed, ult, and boast his Q. Stark fervorhelps you big time, but you'll notice it helps your TEAM tremendously to those who are fighting AD with you. Hextech gunbladeis usually a late game item and truthfully my team has already won at this point so usually i don't even get to use it lol, but it helps boasts you big time, Q especially. Black Cleaver/Guardian Angelare usually the last item you get, so if you want to kill faster get cleaver, if you want to stay as the enemy teams focus, go with GA, you'll need it.

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Unique Skills

Eternal Thirst- Each of Warwick's attacks will heal him for 6 / 12 / 18 health. Each successive attack against the same target will stack this amount of healing to Warwick up to a maximum of 3 stacks per strike. The stacks remain for 4 seconds.

Not a amazingly amazing passive like kog or karthus but it does help in jungling definetly, every hit heals you, thus no real need for pots, you get all 4 stacks full on ult automatically allowing for healing no matter what.
Hungering Strike - Takes a bite out of enemy unit for damage and heals Warwick.
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.

Cooldown - 10/9/8/7/6 seconds
Cost - 60/70/80/90/100 Mana

This is the reason why people can't handle fighting warwick most of the time, his Q heals him for 80% of the damage dealt and this hybrid build adds AP which for this ability adds 100% to damage, thats means its more damage and more heal with AP. 90% of the time this is what kills your opponent, it can be set to go off immediately after your ult. This is also your main and only harass.
Hunters-Call - Warwick lets out a howl, increasing all nearby friendly champions' attack speed for a short time.
Warwick lets out a howl that inspires all nearby allied champions. This increases Warwick's attack speed by 40/50/60/70/80% and all nearby friendly champions' attack speed by half of that for 10 seconds.

Cooldown - 30/27/24/21/18 seconds
Cost - 35/35/35/35/35 Mana

This is super useful everywhere, helps you and your allies take down turrets and champs so much fast, very similiar to Sivir's Ult. If I think im about to die in a team fight and know i can't escape and my hunter's call is up, ill use it just before i die so that my remaining allies get a boast to help at least
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 1500/2300/3100/3900/4700 distance of him; Upon sensing an enemy at low life he will gain 20/25/30/35/40% Movement Speed.

Cooldown - 4 seconds
Cost - Passive/Toggle
Range - 1500/2300/3100/3900/4700

This is your chasing ability, it has no cost and the only time you would turn it off is to sneak up on an enemy without them noticing your around. It nice because when you chase you are just plain faster than your opponent and you stay that speed until their dead, healed up, or out of range ( but the range on this is utterly gigantic so that is impossible lol)
Infinite Duress - Warwick lunges at an enemy Champion, stunning them and dealing damage for a few seconds.
Warwick lunges at an enemy Champion, stunning them for 1.7 seconds. While they are stunned, Warwick quickly strikes the target 5 times for 33% of his attack damage plus 40/60/80. Warwick gains an additional 30% lifesteal while performing Infinite Duress.

Cooldown - 90/80/70 seconds
Cost - 100/125/150 Mana
Range - 700

Yes, this is why you help teams so much. You choose a champ and they can't move while taking rapid succession of physical and magic damage from you while you just sit there and heal up from it. Only ult if youring ganking/about to die and need the healing aspect of it/ or in a team fight and choosing the opponent the team should focus, this ult works with on-hit effect items, which is whyWit's End and Malady work so well with his ult. Its only natural that Black Cleaver would utterly destroy their armor during ult with it.

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Skill Sequence

The order for these is based on jungling necessities as you lvl into ganking always the 1st to be maxed since its the reason you don't need to go b constantly, is next for helping youself and allies in a bind and overall, is unnessary till teamfights when your chasing later.

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Summoner Spells

Don't Know how to add pics for spells yet, so let me be short ALWAYS GET THESE TWO SPELLS as warwick assuming your jungling.


2. Flash

Smite = faster jungling and makes it easier to steal dragon and buffs.
Flash on warwick is too awesome, perfect tool for escape and perfect chase spell to finish off opponents that run away fast.

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Team Work

THIS IS EXTREMELY IMPORTANT. Your choice on who to suppress on the opposing team determines a lot, your team will wait and watch to see who you go after with your ultand then help you focus them. Who to pick is crucial, the question is who on the enemy team is the one f'ing up your team, If they got a champ throwing stuns/snare/slows all the time screwing up you team get them 1st, if they got a carry in the background unleashing the main damage, they gottta be the 1st to go then. Don't go off on your own, your team should be together with your tank out front and you in the shadows or right behind the tank. The only time i disapear from the team about to enter a fight is when i go around in the jungling to take out my ult on the enemy who got cocky because they thought it was gona be a 5v4 team fight. When your team gets near a turret or inhibiter, and the opposing team is down a few champs from the team fight attack the turret with your team and unleash your ' ' which will speed up you and your whole team to finish the job even faster.

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Match History