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Warwick Build Guide by betazoid

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League of Legends Build Guide Author betazoid

Warwick: Ranked jungle build (jungle 5v5)

betazoid Last updated on April 23, 2014
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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: 4

Legendary Guardian

Defense: 5


Utility: 21

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Contrastingly to a solo-top Warwick guide, jungle WW relies less on items. This is due to the masteries and runes taken to maximise jungling speed and minimise damage taken from minions. As you will be up against minions rather than actual opponenets, a jungling warwick is far less reliant on farm and items than his laning counterpart. Basically all you need is your ultimate to be an effective jungler as you won't be looking to stand toe-to-toe to fight the enemy team. Rather you will be using Infinite Duress to gank opponents, which even if cancelled before completion will effectively be a stun for your teammates to follow.

As such, during your short stay in a lane you want to take as much damage for your teammates whilst dealing maximum damage. Your enemy won't be able to focus you whilst your spending the majority of your time out of sight between jugnles, always moving around the map and this enables you to more agressive in comparison to solo-top WW. Your play-style should reflect this advantage during early and mid game. Late game your role will gradually develop into that of an off-tank, working over the enemy supports or carries.

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The defensive mastery tree provides the best jungling options in the form of extra armor, reduced damage taken from minions and health. Since minions deal physical damage rather than magic, the magic resist offered isn't your priority. As with most of the junglers and solo-top off-tanks that I play mercury treads are my preferred choice of boots, and the synergy they create with Juggernaut will hold you in great stead late game during drawn out teamfights with CC being thrown around left right and centre.

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Your rune setup can further complement your jungle employing both offensive and defensive runes. Unlike my solo-top icon = warwick rune setup, magic penetration is fairly useless for jungling. Armor penetration quintessences will hold you in good stead early jungle and late game. Along with your marks you will be penetrating the majority of the minion's armor in the jungle, making it a quicker jungle basically. Flat armor seals provide defence to the only kind of damage you will be taking during the jungle phase (which is early game hence not armor per level). Finally magic resist per level glyphs are most viable as you won't be needing the magic resist early game, rather the greater per level magic resist.

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Summoner Spells

Smite is a no brainer. It is possible to jungle without smite of course as Warwick is one of the stronger junglers in the game. Provides far quicker jungle though and extra gold with the Summoner's Resolve mastery.

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Pro's and Con's

Self sustaining jungler
Built-in sustain
Not item dependent
Good ganking ultimate
Highly slippery and beefy late game

Weak ganker till ultimate at level 6
Relies on teammates to finish off ganks

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Starting off with Cloth Armor for the extra armor bonus is perfect for jungle Warwick and it also builds towards madred's razor and eventually Wriggle's Lantern. Both of which are key items for a quicker jungle and greater dragon control. A note on the lack of health potions taken at lvl 1: using the rune and mastery setup as detailed above will enable you to jungle without any potions (hence saving gold).

Upon your first return to base look to pick up Boots of Speed for greater jungle speed and gank opportunities along with madred's razor for the same reasons. Wriggle's Lantern should be taken next for its life-steal which complements your passive and the ward it provides for warding dragon. Mercury treads again are my favourite boots and combine well with Juggernaut . Spirit Visage provides magic resist, cooldowns and a nice buff to your passive, pretty much everything you want as off-tank Warwick.

After these items you want to look at some offence in the form of Wit's End for both its attack speed (which is the best for WW and his passive) and its unique passive (which will increase your magic resist every time you land a basic attack). Furthermore the on-hit damage it provides is applied by your ultimate. Continuing with this trend, The Black Cleaver is taken to further enhance your ultimate's damage through its attack damage and own unique passive. With cleaver, your ultimate will now significantly reduce your oppoenents armor. Also the cleaver is very beneficial to your auto attacks in that as Warwick you are a high attack speed champion from hunter's call it is better than say Last Whisper which is more suited to Riven's and Gangplank's.

With these current items you will be dealing large amounts of damage from both auto attacks and Infinite Duress. This may make you can increased target for the enemy team however if you start continually dominating their squishies. As such at this point in the game I always take a Guardian Angel which basically makes you one of the last targets for the enemy team and gives you greater feedom you take the heat off your own squishies.

If the game is still going at this point, sell Wriggle's Lantern for a bloodthister as it provides more attack damage and greater life-steal with stacks. Your final item change should be selling Spirit Visage for Madred's Bloodrazor which by this point should be very useful considering your opponenets health bars.

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Alternative items

Depending on the situation of the game, there are several alternate items which are viable for Warwick. If your team isn't lacking any damage, then selling The Bloodthirster, Wit's End etc or never buying them is an option. Defensive alternatives include: Thornmail for fed AD opponents, Warmog's Armor combined with Force of Nature for magic resist and excellent health regeneration to supplement your passive. Randuin's Omen and Frozen Heart are also nice alternatives to nullify AD carries which have gotten out of hand.

In terms of problematic AP carries and CC heavy teams, items such as Quicksilver Sash, Banshee's Veil and the Warmog's Armor/ Force of Nature combination are worth considering. I haven't tried the new Maw of Malmortius however from reading the stats on it, it seems viable also.

When it comes to improving your damage output (if your team is lacking damage) then discarding the early Spirit Visage and later Guardian Angel are options. Changing boots isn't really an option to Berserker's Greaves as this brings me to my other point about going down a more offensive path. Even if your team is crying out for damage, you must temper your response and build accordingly. Using 6 offensive items won't cut it as its too easy to focus down an AD WW, who doesn't pack any escapes or CC other than an ult which will be putting you more in harms way. Wit's End, Malady, Madred's Bloodrazor, The Bloodthirster, and The Black Cleaver are all suited to Warwick, more so than critical strike based damage with items such as Infinity Edge or Phantom Dancer.

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Skill sequence

You want to start off with hunter's call for the extra attack speed in the jungle and thus more life-steal from the increased amount of auto attacks you will be landing. After this, one point in Hungering Strike and Blood Scent are taken in respective order for the extra sustain and detecting low-health targets.

I max Hungering Strike (your Q) by level 9 as it provides the most burst damage for ganking and the immediate spell-vamp it provides. Hunter's call is maxed by level 13 for not only your own attack speed buff, but also that of your teammates. Blood Scent is maxed last as only one point is required and you really shouldn't be leaving your squishies side to chase fleeing enemies regardless.

Take your ultimate at levels 6, 11 and 16 as per usual.

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1. Begin at wolves by asking your teammates (mid) to damage them, whilst solo-top is watching blue's path for you. DO NOT use your smite on these minions by the way!

2. Follow this up by asking for a leash on blue, smiting the buff-holding golem only.

3. Cross over to wraiths, then on to red and finally 2 large golems near bot lane.

Its up to you when to return and buy, but you shouldn't 'B' unless you have enough gold to buy your Boots of Speed or madred's razor or both!!! Wards are necessary, particularly when the enemy team has a jungler capable of counter-jungling or defeating you in a jungle encounter.

After your initial levelling look to begin ganking, always picking an entry point which will both: disguise your approach from both creep waves (pay attention to your own minons' progress along a lane) and the champions themselves, as well as the entry point which will provide you with the most time to close distance. Pay attention to any information your laning partners provide on ward locations and any en masse MIA's as this usually means either a dragon run or a gank on you due to the enemy jungler's warding.

When it comes to counter-jungling personally I enjoy the odd foray into my opposite's home ground, however wards are always useful in maintaing vision and thus safety. Weigh up your own jungle speed and the awareness of their jungler when deciding on counter-jungling routes.

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Thanks again for reading my second guide on Warwick, this time in his more traditional role as a jungling off-tank. More to come :)