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Warwick: Thirst Unending






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Choose Champion Build:
Spells:
Ghost
Smite
Ability Order
Eternal Hunger (PASSIVE)
Warwick Passive Ability
Warwick's Story


But even one under the protection of the Noxian High Command is not wholly beyond the reach of retribution. For as Soraka strode across the myriad of death and destruction left in the wake of one of Warwick's chemical attacks, her heart finally gave way. She called down the wrath of the cosmos on Warwick, wishing that his form should mirror the cruelty in his heart - a curse that would come at the price of her aspiring divinity. Within his laboratory, a terrible thirst took hold over Warwick. As his apprentice looked on in horror, Warwick threw open the doors to his bastion and sprinted off towards parts unknown, a bloodcurdling howling marking his passage. He had become a werewolf; a wild, murderous beast. Today, the Blood Hunter fights for Noxus within the League of Legends... thankful of the curse that his now-mortal enemy bestowed upon him.
"The rage of the beast now compliments his predatory spirit." -



Special thanks to Scrax for the banner.
Build 1
This build is sort of a glass cannon build. The only thing you really have for survivability is your lifesteal. This build focuses on using items with on-hit effects and attack speed. It lets you shred tanks and squishies alike, and it is quite funny when the enemy tank grabs a

Build 2
This is a build based around having more survivability, as well as dealing some decent damage. You will be able to take most people 1v1 and come out the victor. This build can be quite easy to counter though, as you have less of a mix between magic damage and attack damage. The playstyle of this build is a bit more aggressive than the other build, but you still need to be smart about when to go in and when to retreat. This build is geared more towards being an offtank/semi-carry.
Pros
+ Easy jungler
+ Great ganker
+ Fairly nice early, mid, and late game
+ Easy to play
+ Easy to learn
+ Plenty of fun
+ Pretty tough
+ Fast jungler
+ Has plenty of lifesteal
+ Shreds tanks and squishies alike
+ Attacks very fast
+ Great chaser
Cons
- Squishy early game
- Often focused first
- Mana can prove to be a problem early game
- Can't gank effectively until level 6
- Ignite can shut you down
There are many more pros than cons, proving that Warwick is a nice champ to play for people of all skill levels.

Eternal Thirst
(Innate): Each of Warwick's attacks will heal him for 6 / 12 / 18 health. 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 is the ability that will make you a fantastic jungler, as well as being pretty tough to kill in a 1v1 situation. After all, that is what Warwick excels at. But, this lifesteal alone isn't enough to supplement you all game. But, we grab


Hungering Strike
(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 is your second lifesteal skill. It does some pretty nice damage, and the life you get back is also very, very nice. Also note that it has a range. You can do some useful things with it. One thing that I really love to do is to use it on a nearby creep to heal myself while I am running from someone, as the life you get back can save your life. Also remember to use it when fighting. You may be powerful, but you aren't a right-click-and-win type champion. You actually wouldn't be nearly as powerful without all of your abilities, while other champions such as


Hunters Call
(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 is your third ability for jungling. The attack speed boost is very nice, and will prove to absolutely shred late game. The fact that it helps your allies just makes it that much better. It makes jungling very easy, as your lifesteal will proc much more often. This ability goes very well with your items, and when it comes to Warwick, the more attack speed the better! The skill is pretty self-explanatory.

Blood Scent
(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%
This is the ability that makes it very hard to escape Warwick. Useless in the jungle, unless a low health enemy runs in and you kill him or something. But, the toggle effect is pretty nice. Never ever have this on when you initiate a gank if they are low health, as they will see you coming. But, of course, you want to turn it back on once you go in. But other than that, have it on at all times. You never know when you will catch a low health champ recalling in the bush.

Infinite Duress
(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
Your ultimate, and one of the best, if not the best, ganking skills in the game. This ability applies on hit effects, so that is why I choose to grab so many items that have on hit effects. We want to take advantage of this as best we can. With the AD from








Skill Range




The other two skills,




Now, I'm not saying push all the time. You need to know when to push. Never stick around as long as possible to get that last hit on a tower unless you can kill it. If you do, you are way too vulnerable to being ganked.
Always last hit when in a lane. If you need to, hit a minion with a

Most of your farming will be done in the jungle(duh). You will also have plenty of time to push after a gank or if you are covering a lane for a teammate.
My Choices



Other Good Choices







Not So Good Choices












greater mark of desolationGreater Mark Of Desolation: Since this build has less magic damage than the other one, we are going to need some armor penetration.



Build 1
Offensive Tree
Tier 1


Tier 2


Tier 3




Tier 4

Utility Tree
Tier 1


Tier 2

Tier 3

Build 2
Offensive Tree
Tier 1

Defensive Tree
Tier 1


Tier 2

Tier 3




Utility Tree
Tier 1


Tier 2

Tier 3











Note that these alternatives consist of only damage items, as this is the glass cannon build after all.



















Camp 1: This is the double Golem camp. Just grab your 2 Health Potions and head to it. For this camp, simply activate


Camp 2: These are the Wraiths. Just activate



Camp 3: This is the Ancient Golem, better known as Blue Buff. Smite may still have a low cooldown on it, but initiate anyways. Activate



Camp 4: This is the Wolf camp. They are no big threat. Just auto-attack the big Wolf while spamming


Camp 5: This is the Lizard Elder, better known as Red Buff. Smite will still be on a low cooldown, so go ahead and initiate. Just use




Once you do that, recall and buy your


Next, just go back into your jungle and clear camps as they respawn, and if you can, steal their Blue Buff.
Once you hit level 6, it's time to leave the jungle and start ganking.
Once you get around to doing Dragon, it can be done as low as level 7 depending on how much help you can get. Just remember to always have


One way that it can be done is to go to the enemy Wraith camp and slay all but one red one so they don't respawn.
Another thing that can be done is to go to their double Golem camp and kill one of them.
Probably the most effective way without killing them is to take their Blue Buff.
Counter-jungling varies depending on who the enemy jungler is. If they have a

If they have an

With an enemy Warwick, just stealing his blue will cripple him.
I could go on and on about every person and how to counter them, but I'm sure you get the point.
An easy way to do it with Warwick is to outright kill the enemy jungler, as Warwick has powerful 1v1. Just be careful, as he may have nearby teammates.
There are a few videos about counter-jungling on Youtube by Stonewall008:
Stonewall008 is an amazing resource for anyone looking to become a great jungler.

The priority of these wards are as follows:
Blue: These wards are top priority, and should never be left unwarded.
Yellow: These wards take the next priority. They are life savers early game, and help you catch enemies off guard for a surprise teamfight late game.
Red: These wards take the third priority. These are useful for having full control of blue buff, and will help you pick up quite a few ganks.
Green: These come in at last priority. They may save you every now and then, but they are mostly useful for picking up a few ganks here and there.

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The reasoning behind this skill sequence is because hunters call] is a very vital spell during the jungle phase, so 2 points is plenty for then. But for ganking, you want [[hungering strike to have a low CD as well as high damage. So we max that out ASAP. One level in


Skill Rotation




Basically, you want to initiate on your target with your



These people are top priority for your ultimate. They have channeled spells that you want to stop. They are in no particular order. Watch closely, as you only have a small window to stop some of them.



















If no one on the other team is one of these people, then you want to focus the squishy carries, as your suppress can shut them down. Again, these are in no particular order.


























Anybody not mentioned is either really tough, has some way to get out of it, or has some way to prevent death (Excluding

I realize that at the top I said squishy carries, and some of these are nukes and not carries, but you get it.


Mid game should go perfectly smooth for you as long as you can remember: You may be the king of ganking, but you aren't invincible.
I May or My Not be adding videos to this guide.
Your Extensive Guide To Tanking As Garen(DPS Build Included)
Nunu: The AP Jungler
I have more builds, but these are my more popular builds, and I think they are way better than my others anyways.
Trivia
The pictures of Eternal Thirst, Infinite Duress and Blood Scent show him in his Grey skin instead of his original one.
Warwick's dance is that of Michael Jackson's Thriller.
Warwick's name may be based on the Pinocchio character Lampwick, who was turned into a donkey, much like how Warwick was turned into a werewolf.
Warwick's story rivals that of a character from the book series "The Mortal Instruments". Luke the character from the books is led away by a friend who's trying to get him out of the way and is bitten by a werewolf. Warwick is drawn by the war into Ionia where he is cursed by Soraka to become a werewolf. Luke hated being a werewolf and what it did to him but he grew to live with it. Warwick reveled in it and became even more dangerous.
During the Halloween event, if Urf's ghost was approached by a Warwick wearing the Urf skin, Urf himself would throw his spatula at Warwick and shake his head.
It is rumored that the Urf ghost on Harrowing can pop a Banshee's Veil.
Many of Warwick's abilities strongly parallel the Druid's abilities in Werewolf Form in Diablo II. Eternal Thirst is similar to Feral Rage (lifesteal that increases with stacks), Hungering Strike to Hunger (instant lifesteal of a set amount), Infinite Duress to Fury (a flurry of attacks). His general appearance and posture are similar as well, indicating a possible source of inspiration.
Warwick could be derived from Strygwyr (Dota All-stars). Strygwyr's Blood Bath is similar to Warwick' Eternal thirst (healing), Strygwyr's Thirst to Blood scent (detection of low health enemies and movement speed increase). They also look somewhat like werewolves.
Skins
Warwick is one of the 3 champions having 6 skins. The others are Twitch and Amumu.
"Big Bad" skin and his /joke are both references to the Little Red Riding Hood fable.
Urf the Manatee skin is reference to the April Fool's day hero Urf. At the end of April Fool's Day 2010 it was known that Warwick killed and flayed Urf.
Tips
Warwick's strategy may vary from one to another, but he is one the best junglers in the game and rarely should lane.
Many of the Warwick strategies could be used at any Summoner level and do not require specific runes most of the time.
Warwick's Hunter's Call can help a lot when pushing a lane since it will increase the attack speed of you and your allies.
Try saving Infinite Duress for later in the fight when they are trying to run away. This way you have a higher chance of getting a kill.
Be sure to jungle only if you have a good champion that can solo a lane on your team - that way they can also cover you while you're away.
Due to the health regeneration from Eternal Thirst and Hungering Strike, Warwick excels at 1v1 fights. Use this knowledge to your advantage.
When choosing a target for Infinite Duress, be careful of targets who have spell-blocking abilities or Banshee's Veil, as it will completely negate the suppression on your ultimate.
If jungling, take care not to be ganked while fighting the Ancient Golem in the beginning of the game. This can be avoided by changing where you start, or even waiting to see where all the enemy champions are first.
Turn Blood Scent off to fool weakened enemies into thinking that you are not nearby, but don't forget to turn it on again later.
Use Infinite Duress to keep enemy champions suppressed, then use Ignite and if Blood Scent hasn't activated, activate Ghost and barrage them non-stop.
Casting Infinite Duress on their carry is an easy way to turn the tide in a team fight.
Warwick's Infinite Duress is easily disrupted by a stun, knock-up or suppression, so wait for the enemy disables to be used before using this ability.
His ultimate Infinite Duress triggers all on-hit effects such as Sword of the Divine, Wit's End, Madred's Bloodrazor, Malady and The Black Cleaver five times. Using Infinite Duress gives it full stacks for both Malady and The Black Cleaver, deals the fourth strike damage from Sword of the Divine and Madred's Bloodrazor will deal 20% of their HP (4% per strike) as magic-damage.
Started working on guide
3/25/11
Guide officially released
Fixed some grammar errors
3/31/11
Changed some items around
4/10/11
Traded


4/11/11
Changed some masteries in build 1
4/23/11
Changed around the masteries in build 2
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