Introduction
As explained in the video, running Warwick is basically for either his ultimate or a champion that is effective in virtually every area. Warwick can tank, roam, support, kill squishies/dragons fairly well. While he might not be as strong as the specialists in those areas such as Amumu for tanking or Nocturne for Diving, he is able to do every area fairly well unlike those 2. In addition, Warwick will have his ultimate which is useful in many situations due to the fact it's a ranged instant disable that can't be avoided.VIDEO IS SLIGHTLY OUTDATED, Runes/masteries/items are outdated however gameplay tends to be the same.
Masteries
I took 9 in offense to get the magic penetration so my ultimate and hungering swipes would do more damage as we would have 0 penetration otherwise so the 1 point for a huge damage boost is nice. The 21 in defense helps me be tankier in teamfights and early on in case of a enemy invasion as warwick should be able to survive until help arrives.
Runes
These runes attempt to mix/match the armor penetration and attack speed in order to do the camps quickly. The seals and glyphs are straightforward as it helps warwick's defensive stats.
Summoner Spells
![summoners/smite.png [summoners/smite.png]](guide/summoners/smite.png)
![summoners/ghost.png [summoners/ghost.png]](guide/summoners/ghost.png)
Explanation:
Mostly explained in the video, I prefer ghost to flash as aside from Warwick's ultimate which has a significant cooldown compared to say snowball or nocturne's fear, he can't usually follow up after flashing offensively. While it's useful defensively, simply being able to have ghost to run in or run out is usually superior for someone like Warwick/Olaf.
Skills
Passive: Eternal ThirstEach of Warwick's attacks will heal him for 5/10/15 health. Each successive attack against the same target will restore increasing amounts of health to Warwick.
Explanation:
Not much to say aside from this'll greatly help you get health while jungling, and you'll be able to maintain high health if you go tank build with this, your Q and your ultimate will allow you to be extremely durable as armor/mr basically amplify any HP heal.
Q: Hungering StrikeStrikes an enemy for the greater value between 75 / 125 / 175 / 225 / 275 (+100% of ability power) and 8 / 11 / 14 / 17 / 20% of the target's maximum health (can only do flat damage to monsters), and heals Warwick for 100% of the damage dealt.
Cooldown 12 / 11 / 10 / 9 / 8seconds
Cost 60 / 70 / 80 / 90 / 100mana
Range 400
Explanation:
As explained in the video, I run this skill like I do on Trundle, trying to use it as often as I can in teamfights and if I have blue, right after a normal hit to steal life and make the camp faster. Note that like Trundle's Q, it'll reset your animation, thus you should attempt to use this after performing a normal hit, especially when you're jungling. As stated in the video, watch out when swiping shields and high durability targets as you'll gain next to no life from hitting these.
W: Hunters CallWarwick lets out a howl that inspires all nearby allied champions. This increases Warwick's attack speed by 40 / 50 / 60 / 70 / 80% and all nearby friendly champions' attack speed by half of that for 10 seconds.
Cooldown 30 / 27 / 24 / 21 / 18seconds
Cost 35mana
Range 20
Explanation:
As explained in the video, this is a fairly good support closer skill after a gank as you'll be able to kill the tower very quickly. Because of the way it works, warwick can cast this even while running to give his team a small boost to help kill anything chasing.
E: Blood ScentPassive: Warwick senses enemy champions under 50% life within 1500 / 2300 / 3100 / 3900 / 4700 distance of him; while he detects a low-health enemy, he gains 20 / 25 / 30 / 35 / 40% Movement Speed.
Cooldown 45 / 40 / 35 / 30 / 25seconds
Range 20
Explanation:
This is a average spell, it's fairly crippling that it can only be active when a target is below 50%, thus needing the use of ghost to start/initiate fights to get someone below half. I level this to 3 before leveling W again as the bonuses proportionally in the early levels are fairly significant (level 1 to 2 distance increase is 50%+) but the final couple levels are barely 20% increments.
R: Infinite DuressWarwick lunges at an enemy Champion, stunning and making them unable to use summoner spells for 1.7 seconds. While they are stunned, Warwick quickly strikes the target 5 times for 33% of his attack damage plus 40 / 60 / 80. Warwick gains an additional 30% lifesteal while performing Infinite Duress.
Cooldown 100seconds
Cost 100 / 125 / 150mana
Range 700
Explanation:
As shown/explained in the video, this spell is extremely powerful when used correctly. This spell is very flexible as every player will realize the threat of warwick's ult is enough not to be near him. However when it's used properly, it can usually be enough to help instantly finish someone by combining stuns/disables with it as it's basically similar to Alistar's flash stun which is extremely hard to avoid if you're caught in range of it. Also remember that this spell will heal warwick, meaning it could potentially buy you a few extra seconds in a fight in order to get another Q off. It's also useful to reposition warwick should he be caught in a bad spot as it'll move warwick towards the target.
Skill Order
From above:W-Q-Q-E-Q-R-Q-E-Q-E-R-W-W-W-W-R-E-E
The reason for W first is I find it more useful early game rather than blowing a significant portion of mana on the first camp and it tends to be more useful for the level 1 fight. I max Q first due to the fact it's simply so useful at the max level compared to the early levels. From there, as explained in the video, I have 1 in W until I get level 3 of E which from there I'll max W.
Item Builds
Fairly self explanatory, these items allow you do be durable and have a slight damage. If the enemy is extremely reliant on one source of damage, I highly suggest going the defense stat to counter that such as frozen heart vs physical damage or banshees vs magic. Against a mix, I'd suggest mixing them up.
Early Game
The route from the video is as follows: Blue(Smite)-Wolves-Wraiths-red(Smite)-double golem-gank or do small camps againThe idea is to either power level to 6 or simply be able to gank early and fast while you hold the red buff. However if you do happen to lose the red buff before 6, it is imperative to get level 6 fast or else you'll be stuck doing nothing for early game. Aside from that, there isn't much to do on Warwick unless you have red or Ultimate.
Mid Game
Mid game you should attempt to control both dragon and baron, simply being around at the correct time (say several gank top or an enemy dies near dragon) will allow easy dragons should you have someone to tank it's debuff for you. At around this time, should you of not fallen behind, warwick will be able to perform pick offs constantly while roaming near an ally as a instant 1.7 disable will often screw over any enemy roaming or laning. The idea here will be to gank often whenever warwick's ultimate is up as it's a very strong combo spell with almost any champion that deals damage as it's effect is similar to a alistar gank in that it's extremely hard to get out of.
Late Game
Late game depending on what build you went, you should either be the tank to initiate with or be the secondary tank to help divert enemy fire from your non durable comrades. In doing this, hopefully you'll tank long enough for your allied carries to kill the enemy tanks as warwick isn't like Nunu who can easily peel people away from the carry but rather works like Nocturne in the way that he should be aiming for the enemy carry and forcing him to constantly run instead of dealing damage.
Team Fights
Depending on the enemy comp and other factors, there are many ways Warwick can play a fight due to the fact he's a very flexible champion. Often while roaming, Warwick will attempt to pick off people with his ultimate if his team can follow up as a instant 1.7 supression is very deadly. Otherwise depending on your build:If you went squishy power DPS: Try to avoid initiating a fight unless the enemy have low numbers as you'll die quickly. Often you'll need to wait until the tanks either take the enemy CC or spells so you can safely go in to burst their squishy down. Under no circumstances should a DPS warwick attempt to attack anything but a carry as it'll be likely that carry will kill you should you be hitting their tanks.
If you went tank: you can either initiate with ultimate provided they dont have a spare CC right near or you can attempt to zone the enemy carry by threatening a ultimate while Qing the tanks. The carries will be helpless against a warwick who is threatening to chase as warwick will easily be able to maintain his health.
Final Comments
Hopefully this guide and the accompanying video has helped you, Warwick is a very balanced jungler who can be a threat in many situations because he is the most flexible out of all of them.
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3 months ago
Lets better ignore that the area of effect grows proportional, and not linear. And this Guide is made by a pro? Definitely not a basic-maths-pro.
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