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Warwick Build Guide by xlmattmanlx

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League of Legends Build Guide Author xlmattmanlx

You Smell Good, Very Good(Tank/Off-Tank Guide)

xlmattmanlx Last updated on November 18, 2011
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Jungle Role
Ranked #11 in
Jungle Role
Win 52%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 14

Honor Guard

Defense: 0

Strength of Spirit

Utility: 16

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Warwick is a secure, very-viable, tanky-jungle pick. The main reason I pick him is because he is very hard to stop with certain itemization. If people focus you, your team will melt them. If people don't focus you, you are allowed to run free, attacking their carries.

Shoutout to Wtfitsed for the title of the guide. ^__^

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Pros / Cons

Safe Jungle
Flash + Infinite Duress ganks at lv 6 are quite deadly
Sustainable in lane(lanewick) and in jungle with Hungering Strike
Difficult to kill late game
Blood Scent has a huge range, good for chasing and running away
Ganks are not strong until lv 6
Tanky itemization leads to less damage than usual early to mid game

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Skill Sequence

Skill priority:

As most or all champions do, Warwick gets his ultimate Infinite Duress at lv 6.
This will incredibly boost his ganking power
I put skill priority in this

Putting points in Hungering Strike will increase your jungle sustainabilty, lane sustainablity, as well as so damage.
I max this 1st

Blood Scent Blood Scent is a great skill for chasing down enemies and running away.
I max this 2nd

Warwick's W skill hunter's call is mainly used for taking down towers or anytime you need an attack speed boost
I max this 3rd


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
I try to get some damage output with my Hungering Strike, then some chasing and running away power with Blood Scent. I then put points in Hunters Call last, with points in Infinite Duress at 6, 11, and 16

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Item Explanation - I try to itemize the things I need to be in the middle of a fight
Mercury's Treads - CC reduction and magic resist
Wriggle's Lantern - Standard on a jungler, used for coverage of map, dragon, golem, lizard, baron, and general creep camps
Sunfire Cape - Hp, armor,aoe
Banshee's Veil - Used for initiation, and general magic resist,spell shield
Wit's End - Magic resist and magic damage per hit(procs with ultimate)
Frozen Heart - used to slow opponent's attack speed, and for the 99 armor

Possible Alternative Items:
Frozen Mallet - for hp and slowing auto attacks
Force of Nature- for hp/5 and magic resist
Randuin's Omen - for attack and movement speed slows, hp, and armor
Thornmail - for those pesky ad carries
Spirit Visage - for CDR, HP, and for boosting Infinite Duress and Hungering Strike healing
Madred's Bloodrazor -for the extra damage, and armor

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greater mark of desolation 9x armor pen marks
9x armor seals
9x magic resist per level glyphs
3x flat health quints
With these runes, I try to get some tankyness with Greater Seal of Armor, Greater Glyph of Scaling Magic Resist , and Greater Quintessence of Health. I then put greater mark of desolation marks for late game damage dealing.

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Summoner Spells

Smite is ESSENTIAL to all junglers, especially Warwick. Warwick needs as much help as he can possibly get in order to reach level 6. Smite not only helps you level up faster, but also helps you secure objectives such as Baron Nashor or the Dragon. The extra boost in damage with smite will decrease your chances of buffs/objectives from being stolen.

Flash is my preferred second summoner spell. Flash + Infinite Duress ganks are absolutely deadly. Suppose mid is playing quite safe, only walking a bit out of his tower range. You probably wont be able to reach him before he reacts to you. So instead of running toward him and using your ultimate, flash at him then use your ultimate.

Alternatives to Flash:

Exhaust helps slowdown the target after you finish channeling your Infinite Duress

Ignite helps can definitely help you secure a kill. Hate opponents running away with 20hp??? Grab Ignite

Not preferred:

Ghost is not very useful on Warwick.
Warwick already has a speed boost with his Blood Scent, so he is definitely fast enough.

Clairvoyance is not mean for junglers, only for supports therefore do not get this spell.

Clarity is a spell for support champions

You have enough healing with Hungering Strike and Eternal Thirst

Good spell, but usually requires good team work. For example a ward in the bush placed by the laner.

WAY too long of a cooldown, and only minimal usefulness, only works with a few champions, mostly stealth like Evelynn and Twitch

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~Credit goes to Stonewall :)
Jungle Path
1.Mini Golems
2. Wraiths
3. Wolves
4. Blue Golem
5. Recall for boots of speed
6. Gank(if possible, if not see 7)
7. Repeat steps 1 to 3
8. Red Lizard
By the time you finish step 8, you should be lv 5, but you may be lv 6 if a lane calls you to hold their lane.
9. Recall if you feel unsafe ganking with a lower amount of hp/ gank anyways

Things to keep in mind:
1.If your opponent starts at Blue, their blue will respawn around 7:00, but you will be about 10 seconds early.(devastating to a jungler like amumu; he will be very sad)
2. Ward your opponent's jjungle to keep track of their movement for your team's lane as well as steal their camps and buffs.(Common places are red buff and blue buff)
3.Using Q only once at the wraith's camp is beneficial when fighting the blue golem because it saves mana.
4. Do not use W when fighting the wolves because you need W for the blue golem.
5. VERY IMPORTANT: Your Blue and Red Buffs will not respawn unless you kill the two small lizards beside it.
6. ALSO VERY IMPORTANT: YOU MUST TAKE SMITE, ESPECIALLY ON WARWICK. Smite will rapidly speed your jungling time, so that you will be able to reach level 6 earlier
Your ganks are already sub-par pre 6, so you have to boost that by taking smite.

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Jungle Spawn Timers

Spawn; Respawn
Golem: 1:40; 100 seconds
Wraiths: 1:40; 100 seconds
Wolves: 1:40; 100 seconds

Red: 1:55; 5 Minutes
Blue: 1:55; 5 Minutes

Dragon: 2:30; 6 minutes
Baron: 15:00; 7 Minutes

Yellow: Low priority

Orange: Medium priority
Red: High priority

When to dragon:
After killing bottom lane/when bottom lane is low/at base.
When to baron: When a member(s) of the opponent's team is bottom/after killing 1 or more members of the opponent's team with minimal loss.

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Ganking may be a problem pre 6. While ganking you may want to turn off you Blood Scent(Only applies to enemies below 50% hp). This is because you don't want your enemies to know you are near them. However, while you are in the process of moving toward them, turn on Blood Scent to get a boost of speed.

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Team Work and Team Fights

Work together with your team to kill the opponent by:
-Pinging them earlier
-Telling them when you are going to flash ult gank instead of a regular gank
-saying things like "be there as soon as possible" "ganking after blue"
I find this really helps in solo queue because it takes some pressure off the lanes.

In teamfights, always use Infinite Duress on a AD carry like Ashe Caitlyn Vayne Tristana or on an AP carry such as Annie Brand Cassiopeia Malzahar Your ultimate will take them out of the fight for about 2 seconds, allowing your team to focus them down in the process.

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Change Log

11/18/11 Updated Masteries, 'Summoner Spells' section of guide
10/26/11 Switched Boots of Speed and Madred's Razors
10/25/11 Deleted Glacial Shroud to itemize some damage with Wit's End sooner.
10/24/11 Added icons to different sections, updated look and feel of guide to be more comprehensive. Added "Summoner Spells" section to guide.