- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, Summoner Spells
- Strategy and Tactics
Rune, Masteries, Summoner Spells
Greater Quintessence of Hybrid Penetration+1.79 Armor Penetration / +1.4 Magic Penetration
Greater Mark of Destruction+1.0 Armor Penetration / +.57 Magic Penetration
Greater Mark of Alacrity+1.7% attack speed
Greater Seal of Resilience+1.41 armor
Greater Glyph of Shielding+0.15 magic resist per level (+2.7 at champion level 18)
Marks and Seals
The new rune for split armor pen and magic pen is pretty good on warwick since his q does magic damage and he needs the base armor pen to cut through the neutral creeps.
For seals I take full armor. This provides +13 armor, makes it so that you are taking less damage to creeps that are doing damage to you. By taking less damage to minions while are you jungling increases the amount of time you can spend in the jungle without returning to fountain.
Glyphs and Quints
I take full attack speed Quints. This will synergize well with the buff from your Hunters Call (W). Increasing the amount of attack speed you have at level one from not only being a 40% bonus, but up to a 54% bonus, just at level one. As you increase your levels, you will not have a per level bonus in attack speed, you will only be able to increase your attack speed by buying items. Your base attack speed, without any runes is 0.665. This will be increased by the runes and items that you purchase.
For my glyphs I aim to become more durable and take magic resistance per level/ This is more effective than flat magic resistance since these runes become more effective than the latter at level 11. This is the middle game, right where Warwick shines, the runes are aimed to make you even more powerful in your strongest area. Because in this game when you get ahead, you get more ahead.
- Points Available: 30 / 30
You might be wondering why no utility tree for the rune affinity duration increase. Typically this would be good on junglers but what we are finding is that you so often give your buffs to the mid, top and bot lanes that you don't even use the buff aside from the first or second rotation. If your lanes have allied champions that don't need the buffs, you can consider going the utility tree instead of offensive, but even then its debatable. The defensive tree is WAY to powerful not to go and the armor pen is almost a necessity on warwick.
SmiteDeals 460 + (lvl x 30) true damage to target enemy minion or pet.
FlashTeleports your Champion to target nearby location under your mouse cursor.
This is essential because of the extreme advantage it brings to being able to successfully gank at level 6. You can also use it in team fights to initiate, Hungering Strike (Q) and then Flash to escape. It cuts the distance between your enemy champions in the event of a chase and allows you to effectively get out of a team fight once you have taken enough damage, where you can hopefully heal off of a minion by using Hungering Strike (Q) and then re-entering the fight.
Smite deals 420 damage + level bonus as true damage to enemy minions, pets and neutral monsters allowing you to jungle quickly. In addition to a quicker jungle, you want to be taking Smite incase to ensure your team Baron and Dragon. Without the ability to steal these objectives, your team will be at an extreme disadvantage. Never jungle without Smite!
Have you ever seen a ‘fail smite’? A fail smite is when your team is easily killing Baron and all of a sudden the enemy jungler comes out of nowhere and steals Baron from your team. There is immediate blame on you, as the jungler because you are the one that should be calculating the damage from smite. When you smite, you want to make sure to use your (Q) Hungering Strike at the same time that you smite. This will maximize the damage that you are going to do to the objectives and increase the probability that you will get the last hit on those objectives.
When you are in a dangerous situation of doing Baron or Dragon, go ahead and click on the neutral, it will tell you exactly how much health it has left. If you know how much damage your smite does, based on level – you should be able to always smite right on time, not too early and not too late (assuming you don’t get stunned).
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