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Warwick Build Guide by ManicXwiggy

Not Updated For Current Season

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 ManicXwiggy

Warwick Jungle Regen Pro

ManicXwiggy Last updated on November 8, 2011
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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.


Brute Force
Improved Rally

Offense: 17

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 13

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This is a build guide for Warwick Jungle, and is designed for tanking.
This is my first build going public but not my first build.
The best thing to understand about Warwick and is essential to his play is to understand that he is a major sustain champion. He can stay in a team fight longer than anyone else if played correctly and can turn the tides of a team fight dramatically.

If you like my build, Great. If not, that's ok too. Playstyle has a big influence on this build.

Please do not troll the comments, if you can't say anything constructive, don't say it.

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Pros / Cons

Pros of playing Warwick in the jungle:

[*] Great ability to stay out on the field for longer periods of time without having to B for health.

[*] Great ability to gank all lanes using ultimate.

[*] Fantastic Tank/ Moderate Damage

[*] Spells are extremely useful in and out of team fights

[*] Ultimate has the ability to SHUT DOWN an enemy long enough to turn the tide of a team fight.

[*] Very Strong one on one champ

Cons of playing Warwick:

[*] Warwick is a little mana hungry if you have to spam his abilities early game.

[*] Can't gank until lvl 6 w/ ultimate

[*] Not the fastest jungler

[*] Relies Heavily on Items, Farming is essential

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Skill Sequence

Skill sequence on Warwick is as follows:

W > Q > Q > E > Q > R > Q > E > Q > R > E > E > E > W > W > R > W > W

You would think that you would want his Q to start since it would give you health back.
But interestingly enough, with a long sword to start, if you have his W active, you will gain more health than using his Q throughout the Blue fight because of his passive.

After the first W, the usefulness of it declines. So maxing the Q first is the goal.

Warwick's Q deals magic damage and not physical. And scales very well throughout the game.

The rest of Warwick's abilities enhance his AD output capabilities besides his R, which helps you chase down runners with low health.

His Ultimate (R) Allows him to jump to, stun, and damage an enemy character. It is in my opinion, one of the best ultimate abilities in the game if used correctly. This ability takes a little while to get used to. Also, THIS BUILD IS NOT FOR KILLING TANKS, YOU ARE A TANK, KILL THE squishy AD and AP Carries, or support (besides Taric) if there is no better choice.

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Runes on Warwick are the same runes that I use on my Nocturne for jungling and are as follows:


Greater Quintessence of Attack Speed -2
Greater Quintessence of Desolation -1

Greater Mark of Desolation -9

Greater Seal of Armor -9

Greater Glyph of Attack Speed -6

Greater Glyph of Magic Resist -3

Reasoning behind the Runes: This is what works for MY play-style.

If you want to go with another Greater Quintessence of Attack Speed, be my guest, or two Greater Quintessence of Desolation instead of the second alacrity. They all work and have good reasoning to use them.

I went with the MR instead of full AS on the Glyphs because I wanted the extra resistance early game for mid ganks.

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Masteries are as on above chart. I go 17/0/13. Warwick is item dependent for tank, Masteries are overkill. Warwick's mana sustain isn't that great, so the bonus from the support tree does wonders throughout the game. The 17 in offense is because he's supposed to deal damage, and deal enough damage to constantly heal himself, so they are self explanatory.

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Item build is as above, this is again my style and it works for me. The biggest thing to point out when talking about Warwick's items, is that his last item, is pure choice. There are a lot of good finishers for him depending on the need of your team. So many, in fact, that I didn't list them all, but just my favorites.

Reasoning behind beginning items:

Long Sword: Gives you damage. Enough Said.
Potion: Lets you live through the first blue until you get your Q at level two, which is right after the Blue kill.

Boots of Speed: Lets you get through the jungle faster, therefore level faster, therefore farm faster, and get items faster so you can gank faster.

Madred's Razors: Lets you farm more efficiently with extra damage and deal more damage when ganking for first time in game and gives you extra armor so that you don't die when you do it.

Wriggle's Lantern: Is the one of two core items for Warwick, Firstly: damage, armor, life-steal.
Secondly: Passive allows for extra damage to minions.
Thirdly: The active allows you to place wards for you team and it is free once every three minutes. Talk about a gold saving deal.

BOOT CHOICE TIME: There are many reasons to get different boots, and they all depend on what your enemy team make-up is. Berserker's Greaves allows for faster attack speed = damage = health regen. Mercury's Treads allows for the best amount of Tenacity that you can get in one item, helping you get out of the enemies crowd control abilities. Ninja Tabi are also another consideration that I did not put in the build because I generally just don't use them, but I could see a situation where they would be good to have = Going against melee based AD team, which happens on that very rare occasion, and Sorcerer's Shoes, would allow you Q to do more damage and therefore heal you more (If your enemy team are stacking both AR and MR Items.)

Spirit Visage: Every time something happens to give you health and/or mana regen, you get an extra 15% of that in addition. this is the other core item that makes him have that super sustain. Not to mention the magic resist, health, and cool-down reduction passive.

This is where it starts becoming a matter of how the game is going. More than likely you will need to go with Warmog's Armor first. But if your team is wrecking, feel free to go with Wit's End first, as it will allow for that extra damage.

Final Item:
As I said earlier, final item is up to you and your style and what your team needs and how the game is going. There are a lot of choices to allow Warwick to be the beast he was born to be.

My normal choice is Frozen Mallet - Extra Health, Extra Damage, and an amazing Slow effect on enemies running for their lives.

My second choice is Phantom Dancer - More speed = more damage = more regen. and the critical % is nice to have too :D

If I am in desperate need of major health regeneration because I am being focused, I go for The Bloodthirster. The extra life-steal can make or break that last push.

Atma's Impaler s is on the list because if you go into late game and you went with the Frozen Mallet build, you can sell your wriggles and get an Atma's Impaler for AMAZING DAMAGE which in turn leads to MASSIVE health regen and super tankability that is almost unrivaled by any other character. It just takes a lot of time to get the gold to be able to do it all.

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Summoner Spells

For Summoner Spells on Warwick, the first thing to keep in mind is that he is jungling and cannot get through his full first clear of the jungle without [[Smite}}

Smite is essential.

For secondary spell I have been using Flash because it allows you to get away from / or to perform ganks.

Ghost would also be acceptable for Warwick instead of Flash especially with the upcoming changes for summoner spells where they are nerfing Flash

I would never take any other summoner spell ( as they currently are ) as they will be more of a detriment. If you are a super new player, go ahead and take Teleport if you want, but I wouldn't.

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Creeping / Jungling

Okay, so for Warwick's jungle path:

I start at Blue, with a leash.
(A leash is where the middle champion on your team deals the first hit of damage to the minion so that aggro stays off of you for just a few seconds, allowing you to keep more health when the battle is over and allowing you to continue instead of having to recall back for health and therefore slowing you down)

I use my W to increase my attack speed while I am hitting away at blue, after that I use my health potion so that I don't die while i'm trying to kill it, and finish it off with my Smite

After blue is over, you will be level 2 and will have gained your Q ability, which will alow you to heal as an active instead of just using his passive (This is why you only need one health pot to start, not to mention that you won't have enough gold for more than one to start with anyway because of the cost of the long sword that you need.)

the rest of the jungle path is as follows: Wolves, Wraiths, Red, Double Golems, (Recall)

When you arrive at Red, you will have Smite available again.
Your trick for surviving this route lies in how you use your Q.

Warwick's Q, although healing you, also has the amazing ability to reset your attacks after he uses it.

For example, right after you hit something with your auto-attack, hit it with Q, you will then auto attack again, right after the Q is over, allowing for a faster and more efficient jungling experience.

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In conclusion,

This is how I play Warwick. I hope it works for you too.
If not, then I am sorry it did not work the way you expected.
Like I said, this suits my play-style and works very well for me.

I hope you enjoyed the guide as I have done my best to convey his strengths and weaknesses to you. If not, please do not Troll my comments.

Thank you all!