Mobafire League of Legends Build Guides Mobafire League of Legends Build Guides
Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page


Warwick Build Guide by Tj

Warwick - Unquenchable thirst for blood

By Tj | Updated on June 23, 2011
10 Votes
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!

Thank You!

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Array ( [display_name] => [champion_id] => 11 [skin_id] => 0 [summoner_spell_builds] => Array ( [0] => Array ( [display_name] => [summoner_spell_ids] => Array ( [0] => 11 [1] => 14 ) [description] => [display_order] => 1 [summoner_spells] => Array ( [0] => Array ( [summoner_spell_id] => 11 [client_id] => 14 [display_name] => Ignite [url] => ignite [description] => Ignites target enemy champion, dealing 80-505 true damage (depending on champion level) over 5 seconds and applying Grievous Wounds to them for the duration (Grievous Wounds reduces all healing received and regeneration rates by 40%). [icon] => Spell_SummonerIgnite.png [level] => 10 [cooldown] => 210 [range] => 600 [is_classic] => 1 [is_dominion] => 1 [is_deprecated] => 0 [is_deleted] => 0 [comment_count] => 13 [last_comment_ts] => 2016-07-12 02:55:20 ) [1] => Array ( [summoner_spell_id] => 14 [client_id] => 4 [display_name] => Flash [url] => flash [description] => Teleports your champion toward your cursor's location. [icon] => Spell_SummonerFlash.png [level] => 8 [cooldown] => 300 [range] => 425 [is_classic] => 1 [is_dominion] => 1 [is_deprecated] => 0 [is_deleted] => 0 [comment_count] => 36 [last_comment_ts] => 2018-09-12 12:27:03 ) ) ) ) [item_builds] => Array ( ) [ability_builds] => Array ( [0] => Array ( [display_name] => [ability_ranks] => Array ( [0] => 1 [1] => 2 [2] => 2 [3] => 3 [4] => 1 [5] => 4 [6] => 1 [7] => 3 [8] => 1 [9] => 1 [10] => 4 [11] => 3 [12] => 3 [13] => 2 [14] => 2 [15] => 4 [16] => 3 [17] => 2 ) [description] => [display_order] => 1 ) ) [threats] => Array ( ) [champion] => Array ( [champion_id] => 11 [display_name] => Warwick [url_str] => warwick [title] => The Uncaged Wrath of Zaun [key] => Wolfman [description] => Warwick is a monster who hunts the gray alleys of Zaun. Transformed by agonizing experiments, his body is fused with an intricate system of chambers and pumps, machinery filling his veins with alchemical rage. Bursting out of the shadows, he preys upon those criminals who terrorize the city's depths. Warwick is drawn to blood, and driven mad by its scent. None who spill it can escape him. [spotlight_embed_url] => [role] => Fighter [defense_rating] => 5 [magic_rating] => 3 [attack_rating] => 9 [difficulty_rating] => 3 [damage_rating] => 2 [mobility_rating] => 1 [cc_rating] => 2 [toughness_rating] => 2 [utility_rating] => 1 [health] => 593 [health_increase] => 98 [mana] => 240 [mana_increase] => 30 [movement_speed] => 345 [armor] => 25.9 [armor_increase] => 3.5 [magic_resistance] => 32.1 [magic_resistance_increase] => 1.25 [attack_damage] => 62.4 [attack_damage_increase] => 3.375 [critical_strike] => 2.6 [critical_strike_increase] => 0.4 [health_regeneration] => 8.4 [health_regeneration_increase] => 0.16 [mana_regeneration] => 8.1 [mana_regeneration_increase] => 0.05 [attack_range] => 125 [attack_speed] => 0.679 [ability_power] => 0 [ability_power_18] => 0 [attack_speed_18] => 1.011 [health_18] => 2259 [mana_18] => 750 [movement_speed_18] => 345 [armor_18] => 85.4 [magic_resistance_18] => 53.4 [attack_damage_18] => 119.8 [critical_strike_18] => 0 [health_regeneration_18] => 22 [mana_regeneration_18] => 18.3 [attack_range_18] => 125 [tip_playing_as] => * Follow your Blood Hunt trails to low health enemy champions. * Infinite Duress (R)'s distance scales with any movement speed you gain, even from ally buffs and summoner spells. * Jaws of the Beast (Q) will follow enemies who run, dash or teleport if you keep the button held down. [tip_playing_against] => * Warwick's attacks heal him at low health. Save your disables to finish him off. * Warwick is empowered versus low health enemies. Manage your health to keep him at bay. * Warwick's ultimate cast range scales with his movement speed. [client_id] => 19 [riot_points] => 260 [influence_points] => 450 [icon] => /content/champion/312e302e302e37302d3139.jpg [is_published] => 1 [is_deprecated] => 0 [is_deleted] => 0 [is_buildable] => 1 [is_free] => 0 [views] => 34775 [view_count] => 10668826 [comments] => 7 [comment_count] => 14 [votes] => 19 [vote_count] => 26 [community_tier_list_vote_count] => 603 [community_tier_list_score] => 0.41592 [community_tier_list_rank] => 2 [score] => 16 [lastpost_ts] => 2011-02-28 16:16:01 [last_comment_ts] => 2018-02-13 11:28:22 [critical_strike_chance] => 0 [critical_strike_chance_18] => 0 [preferred_skin] => 505 [create_ts] => 2009-02-21 00:00:00 ) [skin] => [abilities] => Array ( [0] => Array ( [ability_id] => 800 [champion_id] => 11 [display_name] => Eternal Hunger [unranked_description] => Warwick's basic attacks deal bonus magic damage. If Warwick is below 50% health, he heals the same amount. If Warwick is below 25% health, this healing triples. [ranked_description] => Warwick's basic attacks deal 10-44 (based on level) bonus magic damage on-hit. While below 50% maximum health, Warwick's basic attacks also heal him for the same amount, with the healing tripled to 30-132 (based on level) while below 25% maximum health. [description] => [icon] => [cooldown_rank_1] => 0 [cooldown_rank_2] => 0 [cooldown_rank_3] => 0 [cooldown_rank_4] => 0 [cooldown_rank_5] => 0 [cooldown] => 0 [cost_rank_1] => 0 [cost_rank_2] => 0 [cost_rank_3] => 0 [cost_rank_4] => 0 [cost_rank_5] => 0 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 0 [range_rank_2] => 0 [range_rank_3] => 0 [range_rank_4] => 0 [range_rank_5] => 0 [keybind] => Passive [video_url] => [display_order] => 0 [range_type] => self [target_type] => passive [comment_count] => 0 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 0000-00-00 00:00:00 ) [1] => Array ( [ability_id] => 801 [champion_id] => 11 [display_name] => Jaws of the Beast [unranked_description] => Warwick lunges forward and bites his target, dealing damage based on their maximum health and healing for damage dealt. [ranked_description] => Warwick dashes to the target enemy and bites them, dealing 120% AD {0.9} (+ {6/6.5/7/7.5/8}% target's maximum health) magic damage, applying on-hit effects and healing himself for {30/40/50/60/70}% of the damage dealt. If Jaws of the Beast is held, Warwick will lock his teeth into his target and use them to swing around to their far side. Warwick is unable to act while swinging around his target, and will move wherever they move until he jumps off. [description] => [icon] => [cooldown_rank_1] => 6 [cooldown_rank_2] => 6 [cooldown_rank_3] => 6 [cooldown_rank_4] => 6 [cooldown_rank_5] => 6 [cooldown] => 0 [cost_rank_1] => 50 [cost_rank_2] => 60 [cost_rank_3] => 70 [cost_rank_4] => 80 [cost_rank_5] => 90 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 350 [range_rank_2] => 350 [range_rank_3] => 350 [range_rank_4] => 350 [range_rank_5] => 350 [keybind] => Q [video_url] => [display_order] => 1 [range_type] => self [target_type] => passive [comment_count] => 1 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2017-01-27 21:01:02 ) [2] => Array ( [ability_id] => 802 [champion_id] => 11 [display_name] => Blood Hunt [unranked_description] => Warwick senses enemies below 50% health, gaining movement speed toward and attack speed against them. When they fall below 25%, he frenzies and these bonuses triple. [ranked_description] => Passive: Warwick gains {50/65/80/95/110}% bonus attack speed against all enemies below 50% of their maximum health. Enemy champions below that amount are also Blood Hunted, granting him {35/40/45/50/55}% bonus movement speed while moving toward them as well as highlighting their position to Warwick in the form of a scent trail. The bonus movement and attack speed are tripled against enemy champions below 20% maximum health. Active: Warwick briefly senses all enemies and then Blood Hunts the nearest enemy champion within a large radius for 8 seconds, regardless of their current health. Blood Hunt cannot be activated while in combat with a champion, and cools down twice as fast if Warwick is not Blood Hunting. [description] => [icon] => [cooldown_rank_1] => 120 [cooldown_rank_2] => 105 [cooldown_rank_3] => 90 [cooldown_rank_4] => 75 [cooldown_rank_5] => 60 [cooldown] => 0 [cost_rank_1] => 70 [cost_rank_2] => 70 [cost_rank_3] => 70 [cost_rank_4] => 70 [cost_rank_5] => 70 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 5000 [range_rank_2] => 5000 [range_rank_3] => 5000 [range_rank_4] => 5000 [range_rank_5] => 5000 [keybind] => W [video_url] => [display_order] => 2 [range_type] => self [target_type] => passive [comment_count] => 0 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 0000-00-00 00:00:00 ) [3] => Array ( [ability_id] => 803 [champion_id] => 11 [display_name] => Primal Howl [unranked_description] => Warwick gains damage reduction for 2.5 seconds. At the end, or if re-activated, he howls, causing nearby enemies to flee for 1 second. [ranked_description] => Warwick reduces all incoming damage by {35/40/45/50/55}% for up to 2.5 seconds, or until Primal Howl is reactivated. Once the damage reduction ends, Warwick unleashes a howl that causes all nearby enemies to flee for 1 second. Landing Infinite Duress will automatically reactivate Primal Howl, but the target will not flee. [description] => [icon] => [cooldown_rank_1] => 15 [cooldown_rank_2] => 14 [cooldown_rank_3] => 13 [cooldown_rank_4] => 12 [cooldown_rank_5] => 11 [cooldown] => 0 [cost_rank_1] => 40 [cost_rank_2] => 40 [cost_rank_3] => 40 [cost_rank_4] => 40 [cost_rank_5] => 40 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 0 [range_rank_2] => 0 [range_rank_3] => 0 [range_rank_4] => 0 [range_rank_5] => 0 [keybind] => E [video_url] => [display_order] => 3 [range_type] => self [target_type] => passive [comment_count] => 0 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 0000-00-00 00:00:00 ) [4] => Array ( [ability_id] => 56 [champion_id] => 11 [display_name] => Infinite Duress [unranked_description] => Warwick leaps in a direction (scaling with his bonus movement speed), suppressing the first enemy champion he collides with for 1.5 seconds. [ranked_description] => Warwick leaps in a direction (range = 250% current movement speed), suppressing the first enemy champion he collides with for 1.5 seconds. Warwick channels over the duration, dealing {175/350/525} (+1.675 per bonus attack damage) magic damage to his target and applying on-hit effects 3 times, while healing himself for the damage dealt. Warwick is unstoppable during the leap but can be interrupted during the channel. [description] => Warwick lunges at an enemy Champion, stunning them and dealing damage for a few seconds. [icon] => /content/spell/312e302e302e37302d31392d3 [cooldown_rank_1] => 110 [cooldown_rank_2] => 90 [cooldown_rank_3] => 70 [cooldown_rank_4] => 70 [cooldown_rank_5] => 70 [cooldown] => 100 [cost_rank_1] => 100 [cost_rank_2] => 100 [cost_rank_3] => 100 [cost_rank_4] => 100 [cost_rank_5] => 100 [cost_type] => mana [attack_range] => 700 [range_rank_1] => 0 [range_rank_2] => 0 [range_rank_3] => 0 [range_rank_4] => 0 [range_rank_5] => 0 [keybind] => R [video_url] => [display_order] => 4 [range_type] => ranged [target_type] => unit [comment_count] => 2 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2012-07-07 11:08:07 ) ) [threat_counts] => Array ( [0] => 0 [1] => 0 [2] => 0 [3] => 0 [4] => 0 [5] => 0 ) [leaguespyStats] => Array ( [status] => 1 [data] => Array ( [champion] => Array ( [id] => 19 [mobafire_id] => 11 [name] => Warwick [url] => warwick [free_to_play] => 0 ) [lane] => Jungle [laneAlt] => Jungle Role [rank] => 11 [rankings] => 78 [rankingsCount] => 50 [winRate] => 52 ) ) ) 1


LoL Summoner Spell: Ignite


LoL Summoner Spell: Flash


LeagueSpy Logo
Jungle Role
Ranked #11 in
Jungle Role
Win 52%
Get More Stats


Jungle King, gank master, rock star of the woods. This will be a no nonsense guide! At the very least, no silly hats are allowed... That's just the way it is.

Warwick is my main, he's also quite possible the most fun champ to play. When I first started playing him and I would tear people up 1v1 they would always claim that I was noob for choosing WW, said he was super easy to play and that I should get some real skill. I always responded with, and this is paraphrased, "I'm alive, you're dead. I can't help it you suck at League" Regardless of that anecdote, be prepared to own with Warwick... Squishies, tanks, off tanks, it makes no difference. They all fall prey to the Blood Hunter.
Back to Top

The Jungling Role

Before you get too far into this, I want to cover what the role of a jungler should be and provide a few tips to maximize your chances for success in this endeavor. Make no mistake, jungling properly is one of the most difficult things to do in this game. A few things to add to your checklist of priorities in game:

-Buff Control(Get those buffs on the far side of the map!)
-Dragon Control(Kill dragon as often as possible)
-Ward Everything possible(Red/Blue buff, dragon, baron, bushes)
-Provide essential lane assistance(Cover lanes, gank, generally wreak havoc)
-Map Control(The jungle is your lane, make it your b$%*&, all of it)
-Support your Carries! (Even though WW does great damage, your carries need all the gold they can get. Plus, assists help everyone out)

Last but not least --
-Coordinate (Don't expect your team to be watching the whole map, or paying attention to where you are. If you're going to gank, let the lane know. Jungling puts you in a unique role, 80% of the map is yours. Make it count, you need to know when they go to get blue or dragon or even Baron... Don't wait for someone else to pick up the slack, after lots of practice this should come second nature but it takes a lot to absorb everything and plan attacks or defensive stands accordingly.)

Back to Top

Pros / Cons

- Heavy Damage to wide range of enemies(tanks included)
- Massive life leech will allow you to stay on the map almost constantly
- Stun, while its fairly short if your team focus the champ you grab its an instant kill
- Can get around the map quickly with Blood Scent, he can also spot low champs for easy kills
- Can solo dragon as early as 7(with wriggles)
- Maintains ownership of the jungle and all buffs therein for your team
- Gives your team two solo lanes, with a roaming support for ganks. Lots of ganks.
- Good initiator with the right team

- Semi squishy, if you get focused by 2 or 3 champs you're probably going to die
- Not really a con but notworthy, very short range. You have to be up close and personal to own.
- If the enemy team counter jungles, they may get an early kill and set you back several levels
- Fairly item dependent. Especially when jungling.
- Poor initiator if the team comp is wrong, he will get torn up quickly.
- is the bane of Warwicks existence... Be weary
Back to Top


I'm not going to spend a lot of time talking about Masteries and Runes... I think they're pretty self explanatory. You want Utility for the longer buffs, offensive because you're a dps character.
You get a lot of survivability from your skills, and even more from your items. As far as runes go, Armor Pen, Dodge, CDR, and health are all useful for jungling and keeping you alive while taking free roam of the woods.

Items listed here are options not listed in the build above.

The build is fairly self explanatory I believe. Warwick does excellent damage with Madreds Bloodrazor. If you feel you need more damage output here are some good options for you.

Now, you'll notice there are two types of items listed. Two are on hit effect items, which Warwick excels at using. The others, are straight damage items which are also viable on Warwick since he is somewhat of
an auto attack champion, they also improve the damage output of his ultimate which can be very handy.

Now, if your team is getting blown up and there is no tank in sight. Do not fear, there is a gap there you can start to fill. This is the part of the build that I don't have down as well as I'd like to but,
there are certain items that are always good to help keep you alive longer.

Good armor, a good bit of health, and a nice passive that will help in team battles.

Excelling magic resist for a caster heavy team

Amazing spell shield and magic res, plus health and mana that might just get you through the enemy to and to their squishies. Also a great item to get as the spell shield can potentially keep people from stunning you our of your ultimate.
Perhaps not the most common choice, but the active is pretty much like giving you a third summoner spell. Cleanse.
Great for shutting down those pesky Tryndameres or Master Yi's who will explode your entire team if they are not kept in check.

Don't be afraid to try new things out and to mix and match items. Warwick can become incredibly tanky when wearing some good defensive items, which will allow you to initiate more and to dominate effectively.
I generally play WW as something of an offtank, or a very beefy dps depending on how the game is going. Most things in League are very situational and Warwick is one of the most adaptable champions in the game
which is why I love playing him.
Back to Top

Summoner Spells

The long awaited summoner spells section!

So, it is finally here. The section everyone in the comments has been screaming for. Hopefully this will be enough to quiet down some of their dislikes about my build. Alright, so here's the deal... Yes, I generally run with . This has been widely disputed so far in the responses to this build. While I see the merit of their arguments, I also see the value of ignite in my build and play style. I frequently use ignite to help get kills for teammates, especially early on in the game. It can almost secure you a kill by level 5 if you're quick through the jungle(which is possible without smite).

With that said, I will cover some other great summoner spells to get on Warwick.
This is a great summoner spell since Warwick doesn't naturally have a slow, it can also be great for getting early game kills as well as securing kills through mid game. It is also great for getting yourself out of ganks, which can come in very handy while running through the enemy's territory.

Smite is an excellent choice for Warwick, while he doesn't have any trouble getting through the jungle without it. It can drastically speed up his ability to not only clear the jungle but also stay out longer. This ability can also be used to jack buffs from enemy champs, as well as dragon and, Baron if you time it exceptionally well. This will benefit Warwick all around, and is certainly a good choice if you are jungling.

Ghost is great for catching up to fleeing prey, or running away from an enemy gank, though Warwick gets a great boost of speed from that extra boost can be helpful in certain situations.

Flash is an awesome Summoner Spell that is useful in almost every aspect of what Warwick does. It allows him to close gaps to get one last hit in, or to escape quickly from the surprise attack waiting in the bushes. It can also be used to jump walls to surprise enemies looking to grab a quick dragon or steal a buff. Over all flash is a very useful summoner spell, but should be used only when needed as you may find its cooldown much longer than you would like.

Those are my recommendations for Summoner Spells, I would strongly suggest you stick to as your main choices when playing Warwick...
Back to Top

Items, Champs, and Skills to avoid

Most of these are anti-jungle threats. People to keep a very close eye on when entering the jungle. Most of them have a poision, healing reduction, or can go invisible. Early game they can give you a lot of trouble so just keep one eye on the mini map and one eye on yourself if there is one in game. Mid game to late game these will become less of an issue for you but just be aware that some of them have skills that will kill your life leech making you extremely vulnerable. Some that are not listed but probably should be, is anyone with a major stun as they leave you incredibly open to enemy attacks.

Some abilities to watch out for specifically:
Gangplank: Teemo:
Katarina: Mordekaiser: Ms. Fortune:
Singed: Shaco: Twitch:
Malzahar: Casseopia:

These are the items can can directly impact your health and life steal...

This items active is pretty much like a free ignite... It can definitely be a pain to get around.

This items passive can wreak havoc on your magic resists. Just be aware.

Summoner Spells

If you see this spell on enemy champs during the load screen, be prepared. Be glad you have flash because that's about the only thing that you can rely on to get you out of a fight when they use it on you. Its not a question of if, because its a guaranteed fact at that point.

Any champ that gets heal is going to be extremely difficult to gank unless you have multiple stuns available in lane.
This effect will also be felt by , ,
Back to Top

Creeping / Jungling

The jungle is Warwick's home. He owns the land between the lanes, make sure you never forget that. Its your responsibility to make sure you mark your territory. With jungling comes great freedom, and also a lot or responsibility. Not to shy anyone away but, compared to laning jungling is an entirely different beast.

Step 1: Choose your path. Warwick can start almost anywhere and do perfectly fine, a few things to keep in mind. Creep respawn times, counter junglers, enemy junglers, and buff durations.

Step 2: Execute. Walk your path killing every minion in site!

Step 3: Wash, rinse, repeat. It's very easy to get sucked into a rythm of doing the same thing over and over again. Mix it up if you need to but the more routine your route is the better. The less you have to think about killing creeps the more time you can spend planning your next gank and keeping an eye on dragon and enemy buffs.

Once you get red the first time, you should be level 4. If you're not, you've done something wrong. As soon as I get red, always check the lanes for a gank opportunity. If they are below half, or someone has a stun/slow go ahead and give it a shot. Ignite's cooldown should be up by this time, now I know that you're not level six, but with doing 8% of the targets max health combined with the attack speed of you should be able to get a kill or an assist. At the very least you will force the enemy to go back, and the earlier the better as it gives your team either a lead on exp or a chance to heal up and shop.

As a quick note, its better to NOT attempt a gank than to die.

After level 4, I usually go shopping and at least get then it's straight back to the jungle. Hit six as quick as possible and go gank again. Now it should go without saying by now that during champion selec you need to make sure whoever is going solo lane can handle it. If not you might as well lane because the likelyhood that you wil get to spend anytime in the jungle is very low. Warwick's worst enemy can sometimes be his own team, time spent walking to lanes to assist and keep friendlies from dying is gold lost and potentially kills as well. Its very easy to get underfed, and I can't stress that enough. Always keep farming or ganking and going in between.

Midgame and Beyond
Once you hit level seven, and have take a few seconds and get dragon before you go back to shop. Generally, there should be a free teammate to help you get it quickly.
Once you do, its time to get boots and anything else you have the money for.

At this point, you should be getting close to Madred's Bloodrazer. Or already started on it at least. The next little while in the game may be fairly slow, it could also take a hectic turn if you're lanes are not holding. Be prepared for either, if its slow you need to farm and farm and farm. If its hectic, you need to hold as many towers as you can. Yes, one at a time, and yes, you may very well die if you're left alone. Towers are key at this point, and they should be made a priority, as much as any friendly champ. Also, this should be where your team starts to form up together, and you'll probably want to be on the front of the line with the tank providing a secondary target, because you can get most of your life back with the next minion wave or a quick trip to banshee's. Let them harass until an opening presents itself. Someone will eventually over extend and when they do, catch them in the act with your ult. Which makes it 4v5 very quickly.

You will eventually get to the point where you're going to be more beefy than you realize, and able to tank a lot more damage than most dps champs. Just don't let your guard down too much, and organize turret pushes and ganks accordingly.

This is about the way the game will go until your team is either completely dominating everyone, or scrambling to save your turrets. If you play it right though, you shouldn't have any problems keeping the enemies at bay. That is part of the power Warwick has on games. He is so versatile and capable that you should be a game changer in almost every game you play.
Back to Top

Ganking 101

A few things I've picked up on ganking that might be good to share before you run off and play Warwick in a regular game for the first time... Its often very hard to pull off unless you do things the way they need to be done.

First things first, don't be afraid to try... With that said, don't be stupid about it either. Its very, very easy to get yourself killed when you go for a gank. You are literally exposing yourself to the enemy champ for a couple seconds while you go in for the kill, if you don't get the kill and everyone said "FAIL" or "LOLOLOLOLOLOL". Screw them, they're not playing the game right. Its a team game, one of the worst things you can do is tear your teammates down(of course their are exceptions, intentional feeding, vastly under-skilled etc..) Even in those scenarios its usually best to just let it be and move on to the next game.

The next important part is positioning. In order to pull off a proper gank, you need to get yourself between the enemy and their escape route. Or as best you can. If they are right next to their turret, its not gonna work so well unless they are very very low. I'm talking one hit left low. You're goal, as much as anything is to cut off their escape essentially trapping them between you and the lane champ. If you can pull that off, the chances of the gank succeeding go up 10 fold.

MIA Check
Before you get into position though, you need to check for mia's... If there is an mia, be weary. Its happened to me numerous times, I'll go in for a gank, and get caught in a 2v1 situation while I'm exposed. If there are mia's, try and figure out if they are healing or shopping or just roaming the map. Its crucial that you do this, or at least take stock of where everyone is because you may end up needing an escape route if you have to take a couple turret hits to get the kill.

Turret Diving
This brings me to my next point, turret diving. As a general rule, DO NOT TURRET DIVE!!!! It is only acceptable if you are 100% sure you can get the kill and get out without dying... I can't stress that enough.

Part of setting up a good gank is communication. You've gotta let your friendlies know that what you're thinking and when/how you're going to make it happen. See if they think its a good idea, if they're ready. Do they need mana? Health? What about the other MIA's? Which lane is ready for a gank? Who needs vs who wants? As the ganker its your choice to gank, its not a requirement so if you feel the need is elsewhere don't hesitate to go. The more communication your team has, the higher your chances of finding the right place to gank. Also, typed communication can only go so far... So take it upon yourself to be proactive in the hunt for the perfect gank... Constantly check enemy champ health and positions, and on your teammates health and positions. You can make the difference between an over extended friend and a friend under turret fire with help. This is key to being a good ganker/jungler.

Lane Control
Some people will say having a 2v1 lane is a con to having a jungler. This just isn't true, all the time that is. Your team has to have a champ who can 2v1 or you will find yourself constantly in lane, set up to jungle... This is also part of the reason I choose ignite over smite... If circumstances don't allow you to jungle(ie. enemy team counter jungles hard, or weak 2v1 lane) you have got to be prepared to stay in lane as long as you have to. I'll cover that specific situation in a later section. As a jungler, you are constantly an MIA for the enemy team, which means they never know where you are. This can be a huge advantage, especially when setting up a gank. If you do your job right, you're team will have more lane presents, even with you being absent than if you stay in lane the entire game. They fear Warwick. They fear his awesomeness. Use that to your advantage.

Half of being a good ganker is not dying. The other half is just being smart about it. Don't gank if you're low on health, it never turns out well.

Also, if you are playing a jungler be sure to keep farming... I know, ganking is fun especially when you're getting kills but! You need to keep farming for levels and gold as much as possible... Its super easy to get wrapped up in killing champs and start to starve yourself...

I guess that's about it, good hunting and good luck!
Back to Top


Contrary to popular belief, Warwick has a very strong lane presents. Certainly, there are champions that can shut him down pretty hard. Most of the ones listed above can prove troublesome, and there are a few others I would probably add to that list... But, if you want to give Lanewick a try I will throw some items I would suggest for such a thing... Don't expect a lot of differences from the build listed above though, that is still the one I have had the most success with.

Instead of starting with I would start with a or a . Truth be told, you have a lot of options for a starting item.
The next thing I would go for are either:
Murcury's Treads
Both of these make excellent second items and will help keep you in lane longer. Once you get boots you need to rush
Once you have Bloodrazor, it really depends on what you're going against. If you need survivability some good items might be:

Otherwise, plan on getting some damage items. Infinity edge is good, sure, but there are a lot of other items you can get that are much cheaper... I suggest Bloodthirster for my personal taste...

All of those are good damage items, and each has its own merit...
Back to Top


I'm gonna call this complete for now! Pending any further input that is. If you follow the build, and the guide you will not be disappointed and you should always go positive. If there is anything that I can do to improve it let me know and I'll see what I can do. Warwick is a blast to play and when fed is a game changer for almost any team...

One last thing, don't over extend yourself. Its easy to do, people will start asking you to cover lanes, or they'll be dieing and you'll have to cover for them. Which is fine, but, if you run back and forth and back and forth you're gonna get under level very quickly. Just keep that in part. Apart from that, good luck! and above all else, have fun!

-Swapped Bloodthirster for Guardian Angel
-Added some description of why under Items
-Added Cassiopeia to the list of champs to avoid
-Added section for Summoner Spells
-Alt build is still in progress, hopefully will find the time to perfect it this weekend.
-Reworked Items section
-Reworked Jungling section
-Added Jungling Role section
-Also, change to laning section is in progress and should be wrapped up this weekend as well.
-Added new Items to the Item section
-Added new spells to avoid
-Added Malzahar to champs to watch for
***End Bulletin***

-Thomas the Red