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Warwick Build Guide by Zandthee

Not Updated For Current Season

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League of Legends Build Guide Author Zandthee

Warwick jenkings!

Zandthee Last updated on February 23, 2013
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Team 1

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: 9

Honor Guard

Defense: 21


Utility: 0

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Warwick is a natural monster. With his hard tough skin incoming attacks are mostly reflected and lost health can easily be restored. This is what Warwick is all about! If played correctly he is very sustainable and he can deal a nice portion of damage when he needs to. Especially his instant hard cc Infinite Duress makes him an awesome ganker early mid and late game! Besides that Warwick can both be used for jungling, although he's one of the slowest junglers or as solo top laner. I use this build mostly forsolotop, but can also be used for jungling, although other masteries will be required.
Go on, give Warwick a try! He is really fun when you master him!

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-Fast movement speed
-Good survivability
-Easy jungling
-Awesome ganker
-Awesome teamplayer
- Infinite Duress with 40% CDR awesome!

-Slow jungler
-Not great damage output late game
-Melee; sometimes hard when laning

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Abilities explained

Passive: Eternal Thirst
- Each of Warwick's attacks will deal 3 / 3.5 / 4 / 4.5 / 5 / 5.5 / 6 / 6.5 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15 / 16 additional magic damage and heal him for that same amount. Each successive attack against the same target will stack this amount of healing and damage up to a maximum of 3 stacks. The stacks remain for 4 seconds.

Q: Hungering Strike - Takes a bite out of enemy unit and heals Warwick.
Strikes an enemy for the greater value between 75/125/175/225/275 (+1) and 8/11/14/17/20% of the target's maximum Health as magic damage (can only do flat damage to monsters), and heals Warwick for 80% of the damage dealt.

Cost 70/80/90/100/110 Mana
Range 400

W: 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, increasing Warwick's Attack Speed by 40/50/60/70/80% and all nearby friendly champions' Attack Speed by half of that for 10 seconds.

Cost 35 Mana
Range 20

E: Blood Scent- Toggle: Warwick senses enemy champions under 50% life within a 1500 / 2300 / 3100 / 3900 / 4700 distance of him, revealing them until they heal. Upon sensing an enemy, he will gain 20 / 25 / 30 / 35 / 40 % movement speed.

R: Infinite Duress- Warwick lunges at an enemy champion, suppressing the target for 1.8 seconds and striking for 50 / 67 / 84 (+0.4 per bonus attack damage) magic damage in 0.33-second intervals. Warwick gains 30% life steal for the duration, and is considered to have fully stacked Eternal Thirst against the target, which is removed at the end of the duration. Each of his strikes triggers on-hit effects and benefits from life steal and Eternal Thirst.

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Ability sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

We start with Hunters Call, since you don't have the mana to use Hungering Strike right away, and you also won't need it so early since you won't be low on health that quickly. This skill is also handy when counter-jungling with your whole team since it does not only increases your attack speed by 40% but that of teammates by 20% on level 1.
Onwards we want to maxout Hungering Strike as soon as possible. It gives you a great damage output both versus enemy champions as for making last hits on minions if necessary. It also helps you sustaining the lane versus ranged enemies, since you will health very fast. However, it costs a lot of mana so use it wisely and buy mana pods if you need them.
Around level 4 your jungler could come by for a possible gank, therefore it is handy to get Eternal Thirst at level 4 to chase down your enemy once they get on low health.
You want to up your Infinite Duress whenever possible since it is your best skill, instant cast with a long CC and pretty short cooldown, it's just great.
Later game we up Blood Scent and Hunters Call about even, since they are both pretty beneficial. With Blood Scent hunting down enemies gets easier and with Hunters Call you'll be able to take towers down quicker and clear minion waves quicker.
For jungling you can use the same skill sequence, but get some more points in Blood Scent since you'll be running around ganking all over the place and won't be pushing many towers.

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Summoner Spells



Obviously we're taking Smite to jungle

Flash is very handy with both escaping enemy ganks as well as surprising your enemies, especially in combination with Infinite Duress your enemy will not realise what just happened!
Ignite is a good summoners spell, even for Warwick. Sometimes it's not viable to tower jump or teammates will come to rescue their teammate. This spell can just guarantee you the kill without risking dieing yourself because of overextending

Other useful spells:
Teleport When solo laning you sometimes want to return quickly for items without your turret taking to much damage. It can also safe you a lot of travel time later game when you are pushing the enemy but want to return for that one item boosting you

Heal Heal can both be a life saver as a surpriser. When your enemies engages on you while you're low health you can both use Heal as Hungering Strike to suddenly heal you for a good portion. Later game heal will get pretty useless since you can regen your health almost instantly by spamming Hungering Strike and with your Eternal Thirst

Ghost Sometimes considered useless on Warwick, but I do think in some cases it is very handy. Your Blood Scent will only trigger on low health enemies. With ghost you can chase down an enemy even on full health and use Infinite Duress to hunt him down.

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To be updated

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Greater Mark of Magic Resist

Greater Seal of Scaling Health

Greater Glyph of Magic Resist

Greater Quintessence of Armor

Since we would like good survivability we opt for magic resistance, health and armor runes.
3x Greater Quintessence of Armor will provide 12.78 additional armor which is a nice boost early game.
9x greater seal of vitality provides a good health increase which will increase with you level and provide 175 additional health on level 18. Not bad at all!
Now we also want to stack a lot of magic resistance so we take 9x Greater Mark of Magic Resist and 9x Greater Glyph of Magic Resist providing an additional 22,14 magic resistance
I take a bit more magic resistance than armor since our items later in the game provide more armor than magic resistance. If you want you can even the armor and magic resistance out by replacing some Greater Mark of Magic Resist by some Greater Mark of Armor

If you want some more damage output you can also opt for more AD in trade of some health and/or magic resistance and armor.
In that case take 9x Greater Mark of Attack Damage and 3x Greater Quintessence of Attack Damage
which provides you with 15.3 flat AD which is awesome for early game ganks!

Runes which are acceptable for Warwick

Magic Penetration Since Warwick damage output is for a large part magical this provides a slightly better damage output which is always handy
Magic Resist As before, beter survivability versus AP champions
Attack Speed Better damage output as well as last hitting minions
Armor Same reason as magic resist
Attack Damage Makes it easier to last hit minions, also bigger general damage output
Health Don't need to explain this I guess

Which runes should not be picked at any time

Flat Mana: You get enough out of items, masteries etc.
Mana Regen: Same as above
Cooldown Reduction: You get already capped with masteries/items
Ability Power: Early game useful, later game you just don't do enough damage to make it useful
Energy Regen: You use mana, no energy, totally useless
Critical Strike: You don't have any critical strike items nor AD so useless
Armor Penetration: You don't have a great damage output so not useful.
Lifesteal: You have your passive + Hungering Strike + wriggle's lantarn, you don't need more
Spellvamp: You don't have enough ap to make this useful and you have enough life steal already
Reduced Time Spent Dead: If you work on not dieing in the first place... ;)
Experience: You better not die by skipping these runes, makes you gain more xp than these runes

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Some of this guide is my own experience and investigation, some of the things I used were explained by others. I would like to thank:

-jhoijhoi, for the "how to make a guide" guide found here
-Muukzor, for helping me improve the guide!
-SuperLemrick, for poiting the guide of jhoijhoi out =D
-Mobafire itself for the warwick skill information
-Anyone who reads this guide and comments, both positive comments as remarks!
-League of legends wikia and "Ceekur" for the .gifs of the skills =)

I hope you enjoyed it, go kick some *** with Warwick! =)