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Warwick Build Guide by LGBomber
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1. Using a werewolf
2. Shredding people to pieces
3. Carrying your team
4. Suppressing your opponents
then keep reading! If not, find another guide, or even another champ to play.
If you downvote this guide, it is perfectly okay, AS LONG as you comment and give constructive criticism to improve my guide. Also, if you are not quite convinced yet, try the build out!
+ One of the best junglers in the game
+ Eternal Thirst and Hungering Strike give him good sustain even without lots of armor and health
+ Amazing ganks post-6 with a suppress out of the bushes
+ Ridiculous chaser with Blood Scent
+ % based damage in conjunction with AS will shred even the tankiest tanks
+ This build makes him an even better 1v1er than he already is
- Susceptible to CC
- No AoE makes him not the best teamfighter
- Expensive build
- Doesn't recover well from counterjungling
- Has mana problems early-midgame
MADRED'S BLOODRAZOR: Whoever Madred was, thank him for me. This item is perfect on Warwick for so many different reasons. The main reason is that each hit from Infinite Duress procs Madred's Bloodrazor, making it easy to shred through your target. The Phantom Dancers and Hunters Call also proc Madred's even more, which makes your DPS higher than it already is.
So now for the full build. I will go through the stages of the game, and what items you should aim to get.
EARLY GAME: 1-6
I like to start with , because it allows you to jungle faster, and with the new jungle, speed is more important than armor and sustain. However, if you want to be safe, you can start with as it also builds into Madred's Razors. After your opening of either Long Sword or Cloth Armor, get Boots of Speed on your first recall, with a health potion if necessary. I build the boots straight into Berserker's Greaves, which give us early AS and allow us to jungle more or gank the ONE time we are going to gank pre-6. This is only to threaten them, and is not intended to get a kill, as Warwick's pre-6 ganks are horrendous anyways. If you think that you don't have to show your face, keep on jungling until level 6.
At the beginning of the midgame, we want to start ganking more, as Warwick can easily get a kill every gank in the midgame. Do not stop farming in lane or jungling however, as we need the gold for Madred's Bloodrazor, which will affirm your dominance. After that, start getting fed. You can do it with Madred's, and this will get you your Phantom Dancers, which buff your Madred's more. If there are pesky stealth champs ( Evelynn, Twitch, Shaco) roaming the map thinking they can kill everything, ruin their fun with Oracle's Elixir. It WILL net you some free kills.
LATE GAME: 15-18+
At this time, you will be finishing your Phantom Dancer, and getting 2 Bloodthirsters and a Black Cleaver. This will give you more AD, the lifesteal from the Bloodthirster will give you a little bit more survivability, and the ArP from the Black Cleaver will give you more and more DPS, which is the whole goal of this build. The main point of this build is to use the Madred's + AS to shred tanks, and the Bloodthirsters destroy those squishy targets.
At the end of the battle, OUR CORE BUILD IS:
In the late game, you can sell your Berserker's Greaves for something that you think you might need. Banshee's Veil can be very useful if you are having problems with AP casters, or against an AP heavy team. If they really have a lot of AD, you can either use Randuin's Omen or Thornmail. A well placed Randuin's active can devastate a team, but Thornmail is better for lots of AD carries. If you simply want more DPS, another Bloodthirster or Black Cleaver will be your best bet. Usually, I get another Black Cleaver, but a Frozen Mallet can also really help, as its slow can help you chase more efficiently.
SMITE:Do not even consider removing Smite from Warwick. If you don't take it, you will fall behind in levels and the build will not work to its full potential. It increases your jungling speed, and can help you kill minion armies or push faster.
PICKING A 2ND SPELL:
FLASH:This is my preferred second spell. It has so much utility, even after being nerfed. You just have to time your Flashes better now. You can get a kill with this, this is also your "Oh ****!" button, as I like to call it. Or since it's F on the keyboard, the "Oh Fuck!" button. You can get away from almost anything with Flash.
GHOST:It is okay if you don't like Flash, however you have Blood Scent, so it's pointless for its main use, which is chasing.
CLEANSE:Cleanse can also be a good option, since Warwick is very susceptible to CC, and this could also be your "Oh Fuck!" button, but Flash gets you out of more situations.
EXHAUST:Exhaust can be used if they have a very strong AD carry that is giving you trouble, but you lose the survivability that Flash gives you. I have used Exhaust now and then, and it is not the worst option.
ETERNAL THIRST:Each of Warwick's autoattacks will heal him for 6 / 12 / 18 health. Each successive attack against the same target will stack this amount of healing up to a maximum of 3 stacks per strike. The stacks remain for 4 seconds. This is your passive. It is basically free lifesteal, which is always something that every jungler wants. Before using Hunter's Call, attack creeps 3 times to get the stacks on your passive.
HUNGERING STRIKE:Strikes an enemy for the higher value between the flat magic damage and a percentage of the target's maximum health, and heals Warwick for 80% of the damage dealt. Minions and monsters will only be dealt the flat magic damage. This ability is another great source of sustain in the jungle, and it does a good amount of damage to champions too. I know, it scales with AP, but none of Warwick's other abilities scale with AP, and Warwick's AD scaling is great, so I don't believe MageWick is the best option, however I don't care if you use it. Because this is our main source of damage ability-wise, we max this first.
HUNTER'S CALL:Warwick lets out a howl that inspires all nearby allied champions, increasing Warwick's attack speed and all affected friendly champions' attack speed by half of the amount for 10 seconds. This is the ONE thing that Warwick can do decently in teamfights, is power up his AD teammates. This also works well with your passive, and is good for chasing as well, so that you can do more damage. We take this at level 1 to help us with getting Blue Buff, but max it last, as we get a lot of AS items in this build.
BLOOD SCENT:Warwick senses enemy champions under 50% life within a certain distance of him, revealing them until they heal, leave the area or Blood Scent is deactivated. While sensing an enemy, he gains extra movement speed. This is very good in the midgame, after you get your ultimate and start ganking, because it gives you amazing chasing ability. If you are hiding in brush waiting to gank, TURN IT OFF so that your presence is not revealed. Once you initiate, turn it back on. We max this second, but don't level it until level 5, because we don't need it until our level 6 ganks.
INFINITE DURESS:Warwick lunges at an enemy champion, suppressing the target for 1.8 seconds and striking for magic damage five times 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. One of the few suppresses in the game. Suppresses are amazing, so if you have one, use it well. This is mainly used for ganking, and is very strong for ganks. Hide in a brush and jump at them. Even if they Flash away after you jump but before they take damage, they still will be damaged and suppressed, but in the location they Flashed to. We level this at levels 6,11, and 16, because it's our best ability, and its our ultimate.
21/1/8I use 21/1/8 because this is a very aggressive, damage heavy build where we want the most damage possible. I use Butcher because it helps me clear the jungle faster, and I get Demolitionist to push faster. When enemies are dead, you have a limited window of time to push. The rest of the masteries give me AD, AS, ArP, and a little more lifesteal to keep us alive longer. I use Summoner's Resolve because extra gold is always nice, especially in this build, and if you use a summoner spell, you want to get the mastery that buffs it. I also get Summoner's Insight for the same reason, as we want to be able to Flash whenever we need it. Good Hands were, are, and always will be a great mastery, as nobody wants to be dead for long, and the extra time that you would be dead could be helping you run to get a kill. Swiftness is a great new mastery which really helps with chasing down enemies, and also helps you get places faster. Could you use other masteries? Yes. However, we have tested other sets of masteries, and this is the one that works the best.
GREATER SEAL OF FORTITUDE: This rune really helps you a lot, especially when jungling early game. It gives you a little bit of a safety net, especially because we use a Long Sword start.
GREATER GLYPH OF ALACRITY: This rune also helps you early game, and the only other glyph you could use is the Greater Glyph of Scaling Mana Regeneration since Warwick runs a little low on mana if you spam a lot of Q+W, but I don't use it since if you use your Q+W right, you should be fine.
greater quintessence of desolation GREATER QUINTESSENCE OF DESOLATION: This rune really gives you a LOT more damage, in addition to your marks. You could use Greater Quintessence of Attack Damage but they simply don't give you as much damage as the Desolations do.
RED is first time through jungle.
BLUE is second time through jungle.
1ST TIME THROUGH:
First go to blue buff, and ask for a leash. This will actually allow you to kill the golem without dying. Use your W as soon as you get your 3 stacks on your passive. Pop your potion when you are at about 3/4s HP, and Smite the Golem at ~450 health. Level up your Q, and go to wolves. Use your Q when you can on the wolves, it's not even necessary to use W. At wraiths, use W and Q the blue wraith, and target it down first. After you finish wraiths, go to the double golems. Use W and Q the big golem, target it down first. Kill the small golem, then recall. Buy some basic boots and a health potion. Level up your Q again.
2ND TIME THROUGH:
This is very self explanatory. Smite the Blue Buff again, but after wolves, gank mid to show your face, and to wait until Smite is about 20-30 seconds on CD. Otherwise, you will not have Smite in time for Red Buff, using the potion while fighting it. Kill wraiths, targeting down the big wraith. Smite Red Buff, and then kill double golems. Recall again. Finish your Madred's. After this, you should go back through the jungle, and then start ganking. You can get dragon safely at about level 7.