Introduction
Warwick after nerve cross / up is, I think, better lane (solo exactly top), a large survival, always as effective in ganks and is therefore a very good solo top.
Masteries
So why the Masters in 0/21/9. Warwick is once again in my opinion, a champion who played Tank in the current metagame and the Masters in 0/21/9.
Runes
Runes are fundamental for me, as Warwick said above, is more focused tank knowing that early game you can be very vulnerable to ganks opponent, runes Tanky focus is a must for a game started.
Summoner Spells
![summoners/flash.png [summoners/flash.png]](guide/summoners/flash.png)
![summoners/ignite.png [summoners/ignite.png]](guide/summoners/ignite.png)
Explanation:
Why ignite ? Simply to provide "help" the dmg of Warwick for a possible gank or a team fight
When the flash, it seems obvious to me since it is an escape.
However, Ghost / exhaust may be a good compromise if you are more aggressive.
Skill Order
I prefer to maximize my
in order to make maximum damage while having a comfortable life regen to be able to stay on the lane as long as possible.the second spell I
is maximized in order to have a proper attack speed during ganks teams or fights.
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:
The passive of Warwick can stay longer in the lane, or the fact of putting it top solo, it gives a great survival.
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 80% of the damage dealt.
Cooldown 12 / 11 / 10 / 9 / 8 seconds
Cost 60 / 70 / 80 / 90 / 100 mana
Range 400
Explanation:
Exactly the same as its passive.
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:
Getting out can increase its speed attack you for a gank or a team fight, which allows for maximum damage and may allow Warwick to have items based Tanky.
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:
Getting out can be very useful for identifying low life enemies and kill them quickly able to go through the speed increased.
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:
The ulti Warwick is for me one of the best in the game, correct the damage, with an ulti control over an enemy champion can help focus your team or to control an enemy that can make you lose the fight team.
Item Builds
My tank build is based on Madred and wit's end to have correct damage. The rest of the build is based Tanky order to initiate the opposing team and not die directly.
Early Game
Do not play aggressive, risposta only attacks your opponent's creeper and quietly while waiting for your ulti.
Mid Game
You have your ulti and quite a few of your item build, can play again too aggressive if you see your team'm not your movements, if not please one second team and engage the enemy with your ulti for able to take advantage.
Late Game
Go solo nashor then made a final push with your team, which normally will give you victory.
ProBuilds
Champion Select
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