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League of Legends Build Guide Author A shadowy figure

Warwick of the jungle

A shadowy figure Last updated on June 5, 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: 13

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Mystical Vision
Presence of the Master

Utility: 17

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In runes I went for:
Mark of Insight x9
I chose the magic penetration marks because a lot of Warwick's damage is done in the form of magic damage, including the magic damage done by items and from Hungering Strike.

Seal of Evasion x9
I chose the dodge seals because dodge is useful for any melee champion, and compared to health seals, 6.75% dodge rate seems way better than 175 hp mid to late game.

Glyph of Clarity x9
I chose cooldown glyphs because looking at the other choices, there is not much else you need from the primary runes choices. Throughout the build, there should be enough magic resistance to counter mages, minor amounts of ability power don't affect your damage, and mana is not a problem with points in Meditation and a constant golem buff that you should be getting. The 8.1% cooldown reduction by level 18 will allow you to use your Infinite Duress and Hungering Strike earlier. (1/2 a second matters quite a bit for hungering strike)

Quintessence of Desolation x3
I chose armor penetration quints because a bit of armor penetration (3 quints give about 10) is good for speeding up jungling.

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As for masteries, I went 16-0-14.
Skills I made sure to get were Awareness, Utility Mastery, Plentiful Bounty, Sunder, Offensive Mastery, and Brute Force, because all those skills will help speed up early jungling.
Going deep into the offensive tree just does not work. The masteries that Warwick needs

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Summoner Spells

Smite is a summoner spell that is highly recommended. It is extremely important for speeding up jungling, stealing buffs, and with a point in Plentiful Bounty, it becomes an small source of gold. Although one may argue that Smite loses it's usefulness later in the game, it really doesn't. Even after the jungling phase, I almost always use smite whenever it is up, because it speeds up lane pushing slightly or it can kill/severely damage pets.But as for the beginning of the game, smite allows you to stay ahead of the double lane or any opposing junglers.

Flash is another highly recommended skill. It has both its defensive and offensive uses. While jungling, you may encounter others trying to gank you. Flash is a great way to escape from a dangerous situation like that. You can flash into a bush or on the other side of walls and make your getaway, making thier failed gank a loss of exp for them. Flash can be used to escape from the abilities of opponents (like Nunu's ulti) during fights. Offensively, Flash can be used to "double flash" to an opponent (flash and supress) to cover a lot of distance. Also, when enemies use flash defensively, you can easily counter with a flash of your own in the same direction.

Exhaust is another skill I recommend if you are not a Flash user. Exhaust slows down an enemy by 40%, reduces attack damage by 70% and ability/item damage by 35% for 3 seconds. With a point in Cripple(-1 Deadliness +1 Cripple in masteries), the targets gets armor and magic resistance reduced and the duration is increased by another half second. This skill can be used to stop an enemy's getaway or in a 1v1 fight, greatly increases your chances of emerging as the victor.

Cleanse is another good choice as a summoner spell because Warwick is very vulnerable to crowd control. Crowd control hinders his damage output and life gain, and cleanse is a great thing to have when you are stunned or feared. Cleanse also removes the effects of exhaust and the healing debuff from ignite.

Ignite is also another possible summoner spell you can choose. After your combination of attacks, if your opponent is somehow alive and about to get away, you can simply ignite your target, deal true damage and watch your target burn away while attempting to heal ineffectively.

The rest of the summoner spells are not as suitable for Warwick.
Clarity - With blue buff and points in meditation, Warwick shouldn't have mana problems.
Ghost - With bloodscent, Warwick enough movement speed
Heal - Warwick does not need Heal because he already has so much life gain
Rally - This spell an help in jungling early in the game, but unlike smite, it has almost no use later in the game.
Clairvoyance - Warwick should be able to cover for not taking this skill with sight wards and his Bloodscent skill, which senses weak enemies.
Teleport - Although this skill can bring you to the other side of the map quickly, Warwick has enough map mobility with Bloodscent and would be better off with another skill.
Revive - This spell can only be cast, well, if you die. Please don't waste summoner spell space a skill that you shouldn't ever be using.

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Skill Sequence

Eternal Thirst (Innate): Each of Warwick's attacks will heal him for 6/12/18 health, increasing at levels 6 and 11. 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.

This passive is what makes Warwick a good jungler. Warwick has an "eternal" lifesteal that greatly improves his jungling survivability.

Hungering Strike [q] (Active): Strikes an enemy for the greater value between the flat magic damage and a percentage of the target's maximum health (can only do flat damage to monsters), and heals Warwick for 100% of the magic damage dealt.
Range: 400
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Cost: 60 / 70 / 80 / 90 / 100 Mana
Flat Magic Damage: 75 / 125 / 175 / 225 / 275 (+1 per ability power)
Magic Damage Percentage: 8 / 11 / 14 / 17 / 20 %

This ability is useful from the beginning to the end of the game. Early game, it is a source of immediate, but mana-costly life and damage. At level 5, it takes out 20% of the target's max health and restores that amount to back to Warwick. When fighting other champions, this is the skill that really keeps Warwick alive.

Hunters Call [w](Active): Warwick lets out a howl that inspires all allied champions, increasing Warwick's attack speed and all friendly champions' attack speed by half of the amount for 10 seconds.
Cost: 35 Mana
Area of Effect: 1200
Cooldown: 30 / 27 / 24 / 21 / 18 seconds
Attack Speed: 40 / 50 / 60 / 70 / 80 %

This skill gives a temporary increase in attack speed to both you and your teammates, which means it is great for team fights, fighting baron as a team, or taking down towers as a team. However, it is also good for 1v1 fights, soloing baron, and soloing towers. Late game, it will enable you to reach 2.5 attacks per second (max attack speed), allowing Warwick to actually become a sustainable DPS.

Blood Scent [e](Toggle): Warwick senses enemy champions under 50% life within a certain distance of him. Upon sensing an enemy, he will gain movement speed.
Cooldown: 4 seconds
Distance: 1,500 / 2,300 / 3,100 / 3,900 / 4,700
Movement Speed: 20 / 25 / 30 / 35 / 40 %

Infinite Duress [r](Active): Warwick lunges at an enemy Champion, stunning and suppressing them for 1.7 seconds. While they are stunned, Warwick quickly strikes the target 5 times for 33% of his attack damage plus some extra damage, and gains 30% lifesteal.
Range: 700
Cooldown: 90 / 80 / 70 seconds
Cost: 100 / 125 / 150 Mana
Extra Damage: 40 / 60 / 80