Warwick Build Guide by dubs
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.
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
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.
This Warwick build will leave your competitors, especially AD carries, wondering why they cannot hurt you. It relies on the armor runes early game to make it difficult for AD to hurt you in 1v1 fights and ganks, so it may be beneficial to avoid AP characters until you can build some MR. Warwick can deal some good damage while tanking without having any damage items because of his 20% damage using his Q. The passive lifesteal will help you in 1v1 battles and in not having to go back to heal as often.
One issue with this build is mana, which is why it is important to keep a blue buff on as much as possible. Once you get your madreds razor, keeping a blue buff is easy.
I went with armor runes in this case to mitigate the damage you take from AD carries. Early game, especially in ranked, warwick is more likely to run into other AD junglers that Ap characters so having the extra armor really helps surviving long enough to use Q a few times and to let your teammate come and clean up the kill if needed. A lot of players dont expect a WW to be so tanky so you can take advantage of this early game. The armor also helps with jungling vs. creeps early on.
(You could choose to keep seals as armor runes and use marks for something else like magic penetration, but that is up to you.)
The cooldown glyphs are good to allow you to use Q as much as possible, which will how you keep your health up and is generally the way you finish an opponent off. After building up Q early my warwick generally can use Q every 3 seconds or so which is huge for healing and for dealing the 20% flat damage. In my opinion there is no reason to build AP into this build because the 20% is plenty to do what needs to be done.
The health quints help jungle early on and also give you more health to build up before you go into a gank.
Masteries can be tweaked on preference if you want to add improved smite or exhaust, but after you get madreds you will find warwick rarely uses smite so it is only useful for the first two red and blue buffs, and maybe a dragon after that. The 5 second shortened CD isn't really needed.
I think it is important to have at least one point in utility mastery because with this build you HAVE to keep a blue buff as often as possible in the laning phase so you aren't constantly going back to base and missing opportunities for ganks.
When it comes to items, this build relies on what the other team is building. The core items are for sure
1. Madreds razor- for easy jungling (can be built into bloodrazor end game if you want more damage, or wriggles lantern if you want some lifesteal and damage early game and want to have the free ward).
2. Mercury's treads- i ALWAYS get these because it makes up for the fact that i don't use any MR runes, glyphs or seals. The extra tenacity is nice as well but once you get these it makes it easier to face the AP characters in the laning phase.
3. Spirit Visage- I know these seems like a staple for Mundo but i have found it is perfect for this warwick build as well. Since you are sticking with the 20% damage and not adding an ap for the Q, this increased healing is awesome and helps warwick keep his health up. Not to mention a little MR and it gives you some cooldown reduction which again is great to spam Q.
4. Sunfire Cape- this item is one of my favorites for any tank because you will be in the middle of the battle and the damage is nice. It also adds additional health and armor and makes farming creeps endgame VERY easy. The sunfire cape will also do damage for the duration of your stun which adds a nice boost.
After that, warmogs is always nice because it increases warwicks health pool and health regen so he can last longer in team fights while healing himself. Also after having these two items end game it will seem like you are healing yourself thorough the large amount of health regen you will have.
I leave it up to you for the rest, thornmail is nice when your playing an AD heavy team or Force of nature if there is just too much ability power. If you have another tank that is doing well you can pick up an item to add to warwicks attack speed or base damage as well.
This is pretty straightforward for Warwick, Max your Q when u can then W which adds alot of damage and buffs your teammates, but make sure you have at least one point in E so you can chase down opponents in early ganks.
ALSO MAKE SURE YOU TURN YOUR E OFF IF YOU ARE TRYING TO SNEAK UP ON AN OPPONENT THAT IS BELOW THE HEALTH THRESHOLD TO GIVE YOU A SPEED BOOST! Turn it back on when you are in pursuit and your presence is known
Exhaust- great for ganks and messing with the opponents AD carry in team fights. This has been essential and when coordinated with teammates abilities and your stun it almost always lets you get a gank in.
Smite- great for getting blue buff early game but is not needed after you get madreds... if you think you can jungle WW without it, do it and use another spell. It is good for an early dragon though....
Other possible spells....
teleport- for obvious reasons
flash- good to get in range on ganks or escape but i have found it is better to stay in the fight and heal with your Q and auto attacks, which will bait people to try and kill you while your team drops them.
Whatever floats your boat....
Creeping / Jungling
For my jungle I start out with the cloth armor and potions at blue and usually kill it pretty fast especially if there is a leash. Then I snag the wolves and move on down to the two giants or the wraiths. Red buff is a little harder so i usually wait until I get madreds because the blue buff is most important early to keep your mana up.
Keep your head up, if you see an gank opportunity early it never hurts to try but I generally wait until level 4 when i have a point in blood scent. It is always good to grab boots before a gank to because warwick will seem very slow without them.
With all the early game armor it is easy to take out their AD jungler or their AD carry. After laning phase just make sure you are getting blue buff whenever possible and also stealing other objectives (dragon and red buff).
Your survivability in team fights with this build will be awesome, especially if you have a designated tank on the team the opponent will expect less from you and think they can burn you faster. Make sure to use your stun in team fights on the right character; i.e. stun the character that is about to burst your team down. I like to stun an AP carry like ryze before he explodes someone or even keeping a fiddle from bringing his ult into the team.
Your W is a good buff for your AD and autoattackers so keep that on in team fights.
I have also found that warwick is great for baiting because he can keep healing so well and can also keep a champion trying to kill him while you can get your team to respond and help you.
The CD on infintite duress is pretty low so it should be available in all end game team fights. It wont do a whole lost of damage but the heal is nice and the stun is awesome.
Pros / Cons
Pros- Super tanky, survivability, healing and end game survival; lifesteal can ensure you almost never have to B.
Cons- mana without a blue buff can drop quickly, you have to be wary of AP character early one, and also you dont have a slow so you rely on keeping up with the enemy or stunning them. A phage could be good if you are haveing trouble tracking opponents down