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Recommended Items
Runes: Standard
1
2
3
4
5
Precision
Sorcery
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
1
2
3
4
Basic
Flash
Smite
Items
Ability Order Skill Order
Eternal Hunger (PASSIVE)
Warwick Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Dr. Mundo
Ignite is preferable, take conqueror so you can live in 1 v 1s, not a good matchup.
Malzahar
Double suppression
Synergies
Ideal
Strong
Ok
Low
None
Malzahar
Double suppression
Champion Build Guide
Introduction
Warwick is a champion with a lot of versatility, and can be used in a variety of ways.
This combined with an easy clear, and high clear health, makes him a very good champion for anyone looking to first start the jungle role.
This combined with an easy clear, and high clear health, makes him a very good champion for anyone looking to first start the jungle role.
Abilities
Passive: Eternal Hunger
INNATE: Warwick deals 12 − 46 (based on level) (+ 15% bonus AD) (+ 10% AP) bonus magic damage On-hit icon.png on-hit.
While below 50% maximum health, Warwick also heals for 100% of the post-mitigation damage dealt by Eternal Hunger, increased to 250% while below 25% maximum health.
Essentially this makes Warwick completely brain-dead in his clear, you can afk and still be able to kill a buff. Very helpful in 1 vs 1s as well, as during tight scrappy fights, Warwick tends to come out on top due to this passive.
Q: Jaws of the Beast
ACTIVE: Warwick lunges at the target enemy, biting them after 0.264 seconds to deal them 120% AD (100% AP) magic damage and bonus magic damage equal to a percentage of the target's maximum health. The bonus damage is capped against monsters. Warwick heals for a portion of the post-mitigation damage dealt by the ability.
HOLD: Jaws of the Beast can be held where Warwick performs the bite as usual and then begins to charge, during which he leaps behind the target and stick to them, following their position anywhere on the map. The charge lasts for 0.5 seconds, but extended if the target is under the effect of a dash or a displacement.
Warwick is immune to displacements during Jaws of the Beast's animation. Additionally, if the target dies prior to him reaching them, the cooldown is refunded, unless the ability was held.
This is Warwick's Bread & Butter ability, used for clearing, skirmishes, damage, mobility, sustain... It does it all. Timing of this ability is what separates a good Warwick player from the rest. Remember this ability is a Gap-closer, use it as such. Warwick's Q-hold can also be used on minions and monsters to get into E fear range. Since this is so, Q will be maxed second.
W: Blood Hunt
PASSIVE: While alive, Warwick marks all champions who are damaged by an allied unit to or while below 50% of their maximum health as Blood Hunted, highlighting the shortest path to them, which is only visible to Warwick. Warwick gains bonus movement speed while following the highlighted path.
Warwick also gains bonus attack speed upon basic attacking a Blood Hunted target or an enemy unit who is below 50% of their maximum health.
Blood Hunt's bonuses are enhanced to 250% against targets below 20% of their maximum health.
Upon entering combat with an enemy champion, the bonus movement speed is lost for 0.5 seconds, but builds up again every 0.25 seconds over the next 3.5 seconds.
ACTIVE: Warwick senses all nearby enemies within a large radius and marks the nearest enemy champion as Blood Hunted for 8 seconds, regardless of their current health.
Blood Hunt cannot be cast for 3 seconds after entering combat with an enemy champion. Additionally, while no enemies are currently being Blood Hunted, the current cooldown of Blood Hunt is reduced by 1 each second.
This is the unique mechanic of Warwick, being able to hunt low health targets and run them down is his specialty. This is his core ability and is what his kit is built around. Maxing this first allows Warwick to gank at an increased pace, and allows him to run down any enemy he wants. This also affects his clear speed as the attack speed is core to any camp he is doing, this combined with his passive and q allows him to solo early dragons and do objectives very fast.
E: Primal Howl
ACTIVE: Warwick gains damage reduction for up to 2.5 seconds. Primal Howl can be recast after 1 second, and does so automatically after its duration.
RECAST: Warwick howls, ending Primal Howl's effects and causing all nearby enemies to flee from him for 1 second, during which they are slowed by 90%.
Starting Infinite Duress' Infinite Duress' channel while Primal Howl is active will initiate the recast without ending the damage reduction buff prematurely.
This is Warwick's cc ability, it allows him to stick to targets better, and usage of this ability can outplay a lot of champions. When using E, it is integral to know when to recast this ability. As the fear can be useful, but the damage reduction can be infinitely more valuable.
R: Eternal Duress
ACTIVE: Warwick leaps in the target direction, during which he is immune to crowd control.
If Warwick collides with an enemy champion, he stops and knocks them down and channels for up to 1.5 seconds, suppressing them, revealing them, and dealing them magic damage every 0.25 seconds.
Warwick is Heal power icon.png healed for 100% of all post-mitigation damage he deals to the target during Infinite Duress.
Warwick's ultimate, the ultimate '**** you' tool, it is used to lock down enemy carries or to disrupt enemy combos and channels. This ability's range also scales on Warwick's movement speed. Cleanse cannot be used to clear suppression, thus the opponenet must buy QSS in order to escape this ultimate. Also note that Warwick is only unstoppable during the dash, but not the damage part. This ability can also be used to dash over walls, or to go through terrain cc such as Veigar's cage.
INNATE: Warwick deals 12 − 46 (based on level) (+ 15% bonus AD) (+ 10% AP) bonus magic damage On-hit icon.png on-hit.
While below 50% maximum health, Warwick also heals for 100% of the post-mitigation damage dealt by Eternal Hunger, increased to 250% while below 25% maximum health.
Essentially this makes Warwick completely brain-dead in his clear, you can afk and still be able to kill a buff. Very helpful in 1 vs 1s as well, as during tight scrappy fights, Warwick tends to come out on top due to this passive.
Q: Jaws of the Beast
ACTIVE: Warwick lunges at the target enemy, biting them after 0.264 seconds to deal them 120% AD (100% AP) magic damage and bonus magic damage equal to a percentage of the target's maximum health. The bonus damage is capped against monsters. Warwick heals for a portion of the post-mitigation damage dealt by the ability.
HOLD: Jaws of the Beast can be held where Warwick performs the bite as usual and then begins to charge, during which he leaps behind the target and stick to them, following their position anywhere on the map. The charge lasts for 0.5 seconds, but extended if the target is under the effect of a dash or a displacement.
Warwick is immune to displacements during Jaws of the Beast's animation. Additionally, if the target dies prior to him reaching them, the cooldown is refunded, unless the ability was held.
This is Warwick's Bread & Butter ability, used for clearing, skirmishes, damage, mobility, sustain... It does it all. Timing of this ability is what separates a good Warwick player from the rest. Remember this ability is a Gap-closer, use it as such. Warwick's Q-hold can also be used on minions and monsters to get into E fear range. Since this is so, Q will be maxed second.
W: Blood Hunt
PASSIVE: While alive, Warwick marks all champions who are damaged by an allied unit to or while below 50% of their maximum health as Blood Hunted, highlighting the shortest path to them, which is only visible to Warwick. Warwick gains bonus movement speed while following the highlighted path.
Warwick also gains bonus attack speed upon basic attacking a Blood Hunted target or an enemy unit who is below 50% of their maximum health.
Blood Hunt's bonuses are enhanced to 250% against targets below 20% of their maximum health.
Upon entering combat with an enemy champion, the bonus movement speed is lost for 0.5 seconds, but builds up again every 0.25 seconds over the next 3.5 seconds.
ACTIVE: Warwick senses all nearby enemies within a large radius and marks the nearest enemy champion as Blood Hunted for 8 seconds, regardless of their current health.
Blood Hunt cannot be cast for 3 seconds after entering combat with an enemy champion. Additionally, while no enemies are currently being Blood Hunted, the current cooldown of Blood Hunt is reduced by 1 each second.
This is the unique mechanic of Warwick, being able to hunt low health targets and run them down is his specialty. This is his core ability and is what his kit is built around. Maxing this first allows Warwick to gank at an increased pace, and allows him to run down any enemy he wants. This also affects his clear speed as the attack speed is core to any camp he is doing, this combined with his passive and q allows him to solo early dragons and do objectives very fast.
E: Primal Howl
ACTIVE: Warwick gains damage reduction for up to 2.5 seconds. Primal Howl can be recast after 1 second, and does so automatically after its duration.
RECAST: Warwick howls, ending Primal Howl's effects and causing all nearby enemies to flee from him for 1 second, during which they are slowed by 90%.
Starting Infinite Duress' Infinite Duress' channel while Primal Howl is active will initiate the recast without ending the damage reduction buff prematurely.
This is Warwick's cc ability, it allows him to stick to targets better, and usage of this ability can outplay a lot of champions. When using E, it is integral to know when to recast this ability. As the fear can be useful, but the damage reduction can be infinitely more valuable.
R: Eternal Duress
ACTIVE: Warwick leaps in the target direction, during which he is immune to crowd control.
If Warwick collides with an enemy champion, he stops and knocks them down and channels for up to 1.5 seconds, suppressing them, revealing them, and dealing them magic damage every 0.25 seconds.
Warwick is Heal power icon.png healed for 100% of all post-mitigation damage he deals to the target during Infinite Duress.
Warwick's ultimate, the ultimate '**** you' tool, it is used to lock down enemy carries or to disrupt enemy combos and channels. This ability's range also scales on Warwick's movement speed. Cleanse cannot be used to clear suppression, thus the opponenet must buy QSS in order to escape this ultimate. Also note that Warwick is only unstoppable during the dash, but not the damage part. This ability can also be used to dash over walls, or to go through terrain cc such as Veigar's cage.
Builds
Boots
Ninja Tabi- ahem.. Steelcaps
The armour boots are very helpful for either the Tankwick playstyle or the Warriorwick playstyle as it allows adcs to not exist vs you.
Mercury Treads
Since Warwick is one of the only tanks that do not run Legend:Tenacity in the Precision tree, mercury treads can be used against enemies with a lot of CC.
Ionian Boots of Lucidity
Ionian boots are good for any Jungler right now, as it allows for faster clear speed, and allows the Jungler to roam the map as fast as they would if they were to buy the $1,100 boots.
Boots of Swiftnesss
Boots of swiftness is probably the boots of choice for the Zombiewick build, as it gives the most movement speed to get to your target, who will soon have a grey screen.
Sorcerer's Shoes
Might say i'm trolling, but this is a very viable boot of choice, especially games where tank is necessary, but you're also quite fed, and need some extra damage.
Tankwick
Tankwick is the easiest to play, and the most basic of the Warwick builds. This is the baseline for any Warwick players, and probably the best to default to. The playstyle is simple, run press the attack, conqueror or phase rush, and gank early. In the late game, stack as many tank items as possible and become a beefy frontline for your carries. Alongside insane lifesteal, this build is always a strong tank that the enemy team has to deal with.
Mythics:
Turbo ***tank
Disgusting Movement speed, and a massive slow to end it. This is a very strong item that allows for an insane engage for your team, buffing the range of your ult drastically with the movement speed steroid then a mass slow in the centre of the enemy team. Use this item if you need strong gank pressure early, or if your team is lacking in engage.
Sunfire Aegis
The most basic of the three tank mythics, Sunfire Aegis does the most damage out of the three. Even as a tank item, this mythic contends with the strongest of the bruiser items in damage, as well as tankiness. Use this item if you need extra damage in skirmishes, but still want to stay a full tank.
Frostfire Gauntlet
Frostfire gauntlet is the tankiest of the three mythics, as it provides extra HP that will scale with your titanic hydra, and size that makes you a larger force to be rekoned with.
Core Items:
Titanic Hydra
The only damage item in this build, titanic hydra is the only damage you need, as it scales with health. This means that the tankier Warwick becomes, the stronger this item becomes. As it also builds out of tiamat, titanic hydra is an easy buy for any warwick build.
Spirit Visage
This is a strong tank item that has ability haste, health, and magic resist. The health is good for overall tankiness, as well as for the scaling with titanic hydra. The MR is good in this meta, as AP junglers are very strong and typically take over the S and A tiers of any tier list.
Thornmail
Thornmail is overall the best armour + HP item in the game. With randuins being terrible, Thornmail giving 60 armour and 350 health, alongside its strong passive of grevious wounds is a great deal.
Zombiewick
Zombiewick is probably the hardest playstyle to master and the most situational. Coined by Parnellyx, Zombiewick is a strong build that focuses on Warwick's insane lifesteal to win duels and just not die, in opposed to building very high tank stats. This build is VERY squishy, and prone to getting one-tapped, use this at your own risk, although it is very fun. Use press the attack, or any of the domination keystones, keep away from dark harvest, as Warwick does not pop dark harvest enough for the scaling passive to matter, Dark harvest should only be used on AP Warwick which is pretty terrible at the time of writing this guide. Use Zombiewick in games where opponents are squishy and can be zoned by a high damage melee carry.
Mythics:
Duskblade of Draktharr
The most basic of the lethality mythics, this gives Warwick the safety that he needs to get multiple kills in a single fight. This mythic has very good components that allow Warwick to kill squishy targets very fast.
Eclipse
Eclipse on the other hand, does not give the invisibility buff that Duskblade does, but it does give a very stong shield, and movement speed buff. This can be life or death, and the shield is very helpful as it is HP that does not interact with your heath bar, meaning you can shield at low health, and still heal more than the shield blocks for. Eclipse's mythic passive is also very strong for this build, as there are a limited amount of lifesteal and omnivamp items in the game, this is one of the strongest.
Prowler's Claw
Prowler's claw, allows Warwick to have another gapcloser in tough situations where opponents have lots of disengage, this is a very strong item to have. Using this item + Hold Q, means that Warwick is allowed to stick to a target for a very long time, even without using flash or ult.
Immortal Shieldbow
Probably the best mythic for this build, Noonquiver alongside tiamat gives Warwick insane clear speed. The mythic itself is also very good as it gives HP, AD, and lifesteal. This is integral to the playstyle, even giving a shield when low, which echoes what I said about Eclipse's shield.
Core Items:
Deaths Dance
The whole point of this build is the combo between DD and GA. Using DD, Warwick takes less damage, and gains healing whenever he kills an opponent, this damage delay can prevent Warwick from getting bursted by AD assassins, and allows him to have enough time to Q a target to regenerate his entire health bar.
Guardian Angel
Guardian angel is a backup plan that allows Warwick to make one mistake and die, but still come back. This is a very good item on this build especially, due to the insane lifesteal that comes with it. Using Q after resurrecting allows Warwick to regenerate and continue fighting.
Warriorwick
Warriorwick is very strong, basically a mix between Zombiewick's damage and Tankwick's durability, bruiser Warwick can duel almost anyone, and outlifesteal.
Mythics:
Goredrinker
Sticks with the theme of the build, Goredrinker is an item that heals Warwick for absurd amounts of HP when surrounded by multiple members of the enemy team, which is where he wants to be anyway. Warwick with this item can stay alive for absurd amounts of time.
Stridebreaker
Gives that extra chasing power. When used alongside W and e, there are almost no champions that can run away from this build.
Trinity Force
After the mini-rework of trinity force, this item fits Warwick's playstyle very well. Giving Warwick health is always good, allowing him to tank and heal more. Attack speed capitalizes on his passive which increases his lifesteal. Movement speed allows him to stick to targets. Ability haste reduces his CDs on Q, which increases his damage, mobility and healing. All around a good item to have.
Divine Sunderer
The best mythic for WW according to opgg, this item has sheen procs that proc off Warwick's Q, and enables him to stick onto targets better, this build also allows Warwick to pop tanks as if they were caitlyns.
Core Items:
Steraks Gage
An item that gives Warwick a shield when he is low on health, this shield scales off of how many people are around him, thus benefiting from Warwick's disruptor juggernaut playstyle.
Titanic Hydra
As said earlier, this item scales off of Health, which is very beneficial for any warwick build, except Zombiewick, it also builds out of tiamat, which is also integral to Warwick's clears.
Deadman's Plate
A health + armour item. Even though I said thornmail was the best armour + health item in the game at the moment, Deadman's fits better here because it gives Warwick speed to catch up to his targets, as well as a slow once he gets to them.
Since there are so many situational items, I will list them all here with a brief description:
Force of Nature:
- MR HP item that gives movement speed, use vs DOT mages
Zeke's Harbinger:
- Use when ADC is fed, gived ADC more tools, and allows you to play low econ by giving ADC your camps
Knights Vow:
- Use when ADC is fed, gived ADC more tools, and allows you to play low econ by giving ADC your camps
Gargoyle's Stoneplate:
- Use in late game for fat shield to block damage, basically mini kayle ult
- When used tgt with Steraks Gage, lol hf trying to kill WW
Wit's end:
- Attack speed + MR + Move Speed item
- Very good vs AP bruisers
Guinsoo's Rageblade:
- borderline troll, but insane with immortal shieldbow zombiewick
Sanguine Blade:
- Lethality + Lifesteal, very good for assassinating and splitpushing
Manamune:
- Buy when ahead early, Manamune can be disgusting with just a bit of attack speed
Nashor's Tooth:
- Warwick's AP scalings are nothing to scoff at, this buffs his passive + his healing and allows him to solo objectives fast
Phantom Dancer:
- Movement speed + attack speed
- Crit is also good with guinsoos and immortal shieldbow
Youmuu's Ghostblade:
- Very good for chasing people down
- Buy when fed as Warriorwick
- Buy if u think u need mobility boots as Zombiewick
Edge Of Night:
- Safety precaution on Zombiewick
- Use in tandem with Prowler's claw, so enemy disengage is nullified and Warwick sticks to his targets better
Runes
Precision Tree:
Keystones:
Conqueror
The best keystone for late game teamfights, conqueror stacks very fast, and gives Warwick lots of healing through its omnivamp passive.
Press the Attack
Press the Attack is the go-to keystone, always go this keystone if you are unsure of what to do. Press the attack stacks very fast, as Warwick's Q counts as one proc of his auto attack.
Sub-Runes:
Overheal
Overheal is a rune for Zombiewick, as it allows zombiewick to heal past full HP.
Triumph
Triumph is overall the best of this row, as it provides Warwick with in-fight sustain.
Legend: Alacrity
Legend Alacrity gives attack speed, and stacks the fastest out of the three choices in this row, this means that it would finish by the time midgame hits, giving Warwick Tiamat + Alactrity attack speed for mid-game clearing.
Legend: Tenacity
Take this in hard matchups with lots of CC on the enemy team, this rune is not very good in cokparison to Alacrity, as Alacrity gives Warwick so much more, while this cna be replaced with Mercury treads. While the same argument can be done for Berserker Greaves, the MR that Mercury treads also provides makes that combination better than Tenacity + berserker's greaves.
Legend: Bloodline
The worst of the three, borderline troll. This rune can be taken if you do not intend to build lifesteal early. This means Prowler's claw into edge of night etc. By taking this in conjuction with Ravenous Hunter, Zombiewick gets lifesteal that he does not need to build. IMO, this rune is overkill on the lifesteal as zombiewick builds enough as it is.
Last Stand
Hands down the best in this row for Warwick. Warwick thrives off being low, and benefits greatly from this rune. An argument can be made for Coup de Grace, but as Warwick innately has enemy low health scalings, it is pretty overkill, compared to the healing value that Last Stand gives.
Sorcery Tree:
Keystones:
Phase Rush
Phase rush is a VERY situational keystone to take, but it allows Warwick to stick onto targets he would not normally be able to, such as graves or kindred.
Sub-Runes:
Nimbus Cloak
Hands down the best sub-rune for jungle ever made. This helps any jungler gank, farm, run down people, etc etc. taking this rune whether or not you take phase rush should be out of the question.
Celerity
Warwick scales very well with movement speed, allowing greater range with his ult, as well as greater chase potential, this rune just increases the gank pressure that warwick has, and will not normally be taken unless phase rush is also taken, as nimbus waterwalking is imfinitely better.
Waterwalking
The other best rune in this tree, Waterwalking gives Warwick the necessary stats to gank through river, fight for scuttle, and movement speed for objective fights.
Domination Tree:
Keystones:
Hail of Blades
When used in conjunction with crit or lethality, the damage this keytstone inflicts is disgusting.
Predator
As said before, Warwick scales well with movement speed, and predator is THE movement speed rune. Allowing for scarier ganks as well as great chase potential. can be used with tankwick as well as zombiewick. (Turbo chemtank or just assassin playstyle)
Sub-Runes:
Sudden Impact
Can be proced very easily with Warwick's Q or R, this rune gives lethality to Zombiewick.
Eyeball Collection
Probably the best in this row, Eyeball collection gives the most damage the earliest, as Warwick can stack up assist and kills very fast.
Zombie Ward
Zombie ward is also very good, as it gives vision for your team, in conjunction with giving damage.
Relentless Hunter
This allows Warwick to chase down his opponents and have greater map pressure overall. By taking this rune, you are pushing yourself to gank much more, and pressure lanes.
Ravenous Hunter
Very good rune for Warwick, it allows him to have lots of healing. Amplified by whatever is already in his kit.
Ultimate Hunter
Kind of a meme, kind of not, Ult hunter gives Warwick lots of tools to hunt down people, especially with Zombiewick, the 100% healing on you ultimate can come in clutch moments, especially if you can cast it twice in a teamfight.
Ingenious Hunter
Personally, I think this is a very good rune on Warwick, lowering the cooldowns on items such as goredrinker, stridebreaker, youmuu's ghostblade, gargoyles, steraks, edge of night, eclipse etc. This rune gives so much value to warwick as he relies on these cooldown dependant passives to survive in a fight, and roam across the map.
Pathing
Blue Side:
Bot Leash Start
Red - Krugs - Raptors - Wolves - Blue - Gromp - Crab - Gank
This path is the full clear, and is basically something that can be defaulted to. It gives good gold, low risk , and low health difficulties.
Red - Wolves - Blue - Gromp - Gank - Crab
Use this if top lane is a very volatile matchup, e.g riven vs irelia, this gives you double buffs to gank top lane, and push your top laner ahead. Likewise youc an also get top prio to get top crab.
Red - Enemy Blue - Enemy Gromp - Gank Bot
Very strong start as it focuses on 3 solo camps, which is what Warwick excels at. This has to be done only when you know the enemy jungler starts red, e.g rammus, amumu, zac etc. Those tank junglers will clear slowly and will enable you to take both camps and get a gank off bot. Afterwards, you should recall to guard your own topside camps.
Top Start
Blue(leash) - gromp - wolves - red - krugs
Starting with a leash on blue buff allows Warwick to path downwards towards your bot lane, and with higher HP and faster than if it was done leashless.
Blue(leashless) - gromp - wolves - red - krugs
Same benefits as the leashed one, but the enemy also doesn't know where you started, this gives you an information advantage.
Blue - Gromp - Red - Bot gank
this is the fastest way for Warwick to hit 3 and gank bot with double buffs, use this when you need to gank bot early.
Red Side:
Bot Start
Blue(leash) - gromp - wolves - red - krugs
Starting with a leash on blue buff allows Warwick to path towards top lane, and with higher HP and faster than if it was done leashless.
Blue(leashless) - gromp - wolves - red - krugs
Same benefits as the leashed one, but the enemy also doesn't know where you started, this gives you an information advantage.
Blue - Gromp - Red - Bot gank
this is the fastest way for Warwick to hit 3 and gank top with double buffs, use this when you need to gank bot early.
Top Start
Red(leash/leashless) - Krugs - Raptors - Wolves - Blue - Gromp - Crab - Gank
This path is the full clear, and is basically something that can be defaulted to. It gives good gold, low risk , and low health difficulties.
Red(leash/leashless) - Wolves - Blue - Gromp - Gank - Crab
Use this if top lane is a very volatile matchup, e.g riven vs irelia, this gives you double buffs to gank top lane, and push your top laner ahead. Likewise youc an also get top prio to get top crab.
Red(leash/leashless) - Enemy Blue - Enemy Gromp - Gank Bot
Very strong start as it focuses on 3 solo camps, which is what Warwick excels at. This has to be done only when you know the enemy jungler starts red, e.g rammus, amumu, zac etc. Those tank junglers will clear slowly and will enable you to take both camps and get a gank off bot. Afterwards, you should recall to guard your own topside camps.
Wolf Leashless
Starting wolves leashless means you get the maximum amount of time to decide whether you want to affect top or bot first, starting in the middle. This has the most versatility and can be the most unexpected for your opponents.
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