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Spells:
Flash
Ignite
Ability Order
Eternal Hunger (PASSIVE)
Warwick Passive Ability
UNDER CONSTRUCTION
Why DPS over Tank?
1. Warwick's abilities greatly favours a DPS Champion: Hunters Call (great beacuse his attack speed boost will supplement his 1v1 abilities), Blood Scent (good for ganking and escaping), Infinite duress (Let you meet your target face to face, which is great; beacuse he is the best 1v1 Champion + stun and hard hitting).
2. Great Champion all game long: Warwick is natural good early game (Eternal Thirst + Hungering Strike) --> long durability in lane... But if you build him DPS you will also get late game dominance (if played correctly).
3. His stats favours DPS build over Tank build.
1. Warwick's abilities greatly favours a DPS Champion: Hunters Call (great beacuse his attack speed boost will supplement his 1v1 abilities), Blood Scent (good for ganking and escaping), Infinite duress (Let you meet your target face to face, which is great; beacuse he is the best 1v1 Champion + stun and hard hitting).
2. Great Champion all game long: Warwick is natural good early game (Eternal Thirst + Hungering Strike) --> long durability in lane... But if you build him DPS you will also get late game dominance (if played correctly).
3. His stats favours DPS build over Tank build.
Good:
Great for chasing and escaping which is spot-on on this build.
Effective if jungling, but not great otherwise.
Great for finishing blows. I pick Ignite over Exhaust beacuse my Warwick playstyle suits it better. Although i tend to swap between the two of them...
Extremely useful in any situations: Ganking (Flash + Infininite Duress) + (catching up to targets), Escaping (Flashing over walls). I would say Flash is a: MUST have.
Bad:
I now it's great for escaping from dire situations, but it's useless as soon you start powering Blood Scent.
Good early game, but has no purpose when you reach level 6.
Can pay of if combining with Teleport, but if that's not the case, it sucks.
Consider yourself as a noob if using this spell.
Wouldn't be useful in any Warwick build.
Why would this even cross your mind?
Will work if playing against noobs, but when you start getting up in the higher levels, it won't work.
You won't be needing detection since your team's support will be the one to use this Summoner Spell's, as well as most of your teammates will buy wards... Including you...
Great for chasing and escaping which is spot-on on this build.
Effective if jungling, but not great otherwise.
Great for finishing blows. I pick Ignite over Exhaust beacuse my Warwick playstyle suits it better. Although i tend to swap between the two of them...
Extremely useful in any situations: Ganking (Flash + Infininite Duress) + (catching up to targets), Escaping (Flashing over walls). I would say Flash is a: MUST have.
Bad:
I now it's great for escaping from dire situations, but it's useless as soon you start powering Blood Scent.
Good early game, but has no purpose when you reach level 6.
Can pay of if combining with Teleport, but if that's not the case, it sucks.
Consider yourself as a noob if using this spell.
Wouldn't be useful in any Warwick build.
Why would this even cross your mind?
Will work if playing against noobs, but when you start getting up in the higher levels, it won't work.
You won't be needing detection since your team's support will be the one to use this Summoner Spell's, as well as most of your teammates will buy wards... Including you...
Self explenationary... I don't think you can make a better Mastery Page for Warwick then this one. If you do, let me know.
But if you are going to jungle (smite) i suggest swapping either Summoner's Wrath or Summoner's Insight (depending on which Summoner Skills you pick) with Summoner's Resolve, since it will give you 10 bonus gold on use. If using smite i recommend: Smite + Flash.
But if you are going to jungle (smite) i suggest swapping either Summoner's Wrath or Summoner's Insight (depending on which Summoner Skills you pick) with Summoner's Resolve, since it will give you 10 bonus gold on use. If using smite i recommend: Smite + Flash.
AD late-game w/Health:
(my build)
Item 1: Mercury's Treads/Berserker Greaves -->
Mercury's Treads --> Gives: Enhanced movement 2, Magic Resist and +35 Tenacity. I prefer Mercury's Treads beacuse; gives +35 Tenacity (which is helpfull during the whole game) and Magic Resist
Berserker Greaves --> Gives: Enhanced movement 2 and Attack Speed. It's good for laning and can prove usefull in 1v1 fights.
Item 2: Madred's Bloodrazor/Wriggle's Lantern -->
Madred's Bloodrazor --> Gives: Attack Speed, Attack Damage and Armor which suits Warwick very well + a UNIQUE Passive, which will rip apart tanks (Madred's Bloodrazor + Infinite Duress = 4 % of enemy max health in damage * 5 times = SLAUGHTER).
Wriggle's Lantern --> Gives: Armor, Attack Damage and Life Steal which suits a jungling Warwick + a UNIQUE Passive: Has a chance 20% of dealing 425 bonus Magic Damage to minion/monster (great for jungling... earlier dragon), + a UNIQUE Active: sight ward will ble placed at target location (3 minutes cooldown) --> (this is great to counter-jungle and prevent counter-jungle), i also find it very useful when taking dragon as you will know when enemy champion will be close. Take this item if there are few tanks on enemy team and you are jungling. Late-game swap this item with The Bloodthirster.
Item 3: Wit's End/Malady -->
Wit's End --> Gives: Attack Speed and Magic Resist (good during the whole game) + a UNIQUE Passive that deals +42 bonus Magic Damage on basic attacks (more lead in 1v1). Wit's End also fits Warwick's Ultimate beacuse of the stacking Magic Resist (+5 Magic Resist for 5 seconds, stacks up to 4 times). I pick Wit's End over Malady beacuse i think Magic Resist is better then enemy Magic Resist reduction.
Malady --> Gives: Attack Speed + Ability Power (more Attack Speed is always usefull, as it gives faster healing, Ability Power gives support to some of his abilities). Malady also have a UNIQUE Passive that reduces Enemy Magic Resist reduction and deals +20 bonus Magic Damage on basic attacks (more lead in 1v1), (-6 Enemy Magic Resist for 8 seconds, stacks up to 4 times) --> can prove usefull in team-fights, but not that great otherwise.
Item 4: The Black Cleaver --> Gives: Attack Speed and Attack Damage, as well as a UNIQUE Passive; which reduce enemy target's armor by 15 for 5 seconds (effect stacks up to 3 times) --> (The Black Cleaver + Infinite Duress = 45 armor penetration, which is great for both ganking and team fights).
Item 5: Frozen Mallet --> Gives: Attack Damage, Health and a UNIQUE Passive, that slows enemy on basic attack for 40% for 2.5 seconds. The slow is very good for ganking and is even better if combining with either: Exhaust or Red buff... or both...
Item 6: Sunfire Cape/Guardian Angel/The Bloodthirster -->
Sunfire Cape --> Gives: Health, Armor and a UNIQUE Passive (+35 Magic Damage per seconds to nearby enemies). Warwick still won't have enough Health after Frozen Mallet. That's why i pick Sunfire Cape: More Health, Armor and gives a UNIQUE Passive; which fits Frozen Mallet perfectly (deals 35 Magic Damage per second to nearby enemies). It fits Frozen Mallet beacuse: doing this build means that you will be face-to-face when fighting and having the slow from Frozen Mallet will do that you will be able to keep enemy target close. It's also useful when using Infinite Duress (1.8 seconds --> 2 seconds = +70 Magic Damage during the Ultimate).
Guardian Angel --> Gives: Armor and Magic Resist, but the real deal is that it has a UNIQUE Passive, that revives Champion (5 minute cooldown) and restoring: 750 Health + 375 Mana. This item will let you be more aggressive in team-fights and makes it harder from enemy gankers to gank.
The Bloodthirster --> Gives: Huge Damage output and lifesteal.
(my build)
Item 1: Mercury's Treads/Berserker Greaves -->
Mercury's Treads --> Gives: Enhanced movement 2, Magic Resist and +35 Tenacity. I prefer Mercury's Treads beacuse; gives +35 Tenacity (which is helpfull during the whole game) and Magic Resist
Berserker Greaves --> Gives: Enhanced movement 2 and Attack Speed. It's good for laning and can prove usefull in 1v1 fights.
Item 2: Madred's Bloodrazor/Wriggle's Lantern -->
Madred's Bloodrazor --> Gives: Attack Speed, Attack Damage and Armor which suits Warwick very well + a UNIQUE Passive, which will rip apart tanks (Madred's Bloodrazor + Infinite Duress = 4 % of enemy max health in damage * 5 times = SLAUGHTER).
Wriggle's Lantern --> Gives: Armor, Attack Damage and Life Steal which suits a jungling Warwick + a UNIQUE Passive: Has a chance 20% of dealing 425 bonus Magic Damage to minion/monster (great for jungling... earlier dragon), + a UNIQUE Active: sight ward will ble placed at target location (3 minutes cooldown) --> (this is great to counter-jungle and prevent counter-jungle), i also find it very useful when taking dragon as you will know when enemy champion will be close. Take this item if there are few tanks on enemy team and you are jungling. Late-game swap this item with The Bloodthirster.
Item 3: Wit's End/Malady -->
Wit's End --> Gives: Attack Speed and Magic Resist (good during the whole game) + a UNIQUE Passive that deals +42 bonus Magic Damage on basic attacks (more lead in 1v1). Wit's End also fits Warwick's Ultimate beacuse of the stacking Magic Resist (+5 Magic Resist for 5 seconds, stacks up to 4 times). I pick Wit's End over Malady beacuse i think Magic Resist is better then enemy Magic Resist reduction.
Malady --> Gives: Attack Speed + Ability Power (more Attack Speed is always usefull, as it gives faster healing, Ability Power gives support to some of his abilities). Malady also have a UNIQUE Passive that reduces Enemy Magic Resist reduction and deals +20 bonus Magic Damage on basic attacks (more lead in 1v1), (-6 Enemy Magic Resist for 8 seconds, stacks up to 4 times) --> can prove usefull in team-fights, but not that great otherwise.
Item 4: The Black Cleaver --> Gives: Attack Speed and Attack Damage, as well as a UNIQUE Passive; which reduce enemy target's armor by 15 for 5 seconds (effect stacks up to 3 times) --> (The Black Cleaver + Infinite Duress = 45 armor penetration, which is great for both ganking and team fights).
Item 5: Frozen Mallet --> Gives: Attack Damage, Health and a UNIQUE Passive, that slows enemy on basic attack for 40% for 2.5 seconds. The slow is very good for ganking and is even better if combining with either: Exhaust or Red buff... or both...
Item 6: Sunfire Cape/Guardian Angel/The Bloodthirster -->
Sunfire Cape --> Gives: Health, Armor and a UNIQUE Passive (+35 Magic Damage per seconds to nearby enemies). Warwick still won't have enough Health after Frozen Mallet. That's why i pick Sunfire Cape: More Health, Armor and gives a UNIQUE Passive; which fits Frozen Mallet perfectly (deals 35 Magic Damage per second to nearby enemies). It fits Frozen Mallet beacuse: doing this build means that you will be face-to-face when fighting and having the slow from Frozen Mallet will do that you will be able to keep enemy target close. It's also useful when using Infinite Duress (1.8 seconds --> 2 seconds = +70 Magic Damage during the Ultimate).
Guardian Angel --> Gives: Armor and Magic Resist, but the real deal is that it has a UNIQUE Passive, that revives Champion (5 minute cooldown) and restoring: 750 Health + 375 Mana. This item will let you be more aggressive in team-fights and makes it harder from enemy gankers to gank.
The Bloodthirster --> Gives: Huge Damage output and lifesteal.
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