This build guide for Warwick is for the jungle and is by Saintvicious, a platinum ranked player on League of Legends. After level six, his ganks are sure kills, it's getting there that's usually the problem. One of the tankiest junglers in the game.
+0.17 ability power per level (+3.06 at champion level 18)
Greater Glyph of Scaling Ability Powerx9
Masteries
Points Available:30 / 30
Summoner Spells
Smite
Deals 460 + (lvl x 30) true damage to target enemy minion or pet.
Smite
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Skill Order
Hungering Strike
Hungering Strike
Strikes an enemy for the greater value between 75/125/175/225/275 (+1*AP) and 8/10/12/14/16% (+1*AP) of the target's maximum Health as magic damage (can only do flat damage to monsters), and heals Warwick for 80% of the damage dealt.
Cost
70/80/90/100/110 Mana
Range
0
Cooldown
10/9/8/7/6 Seconds
Hungering Strike
Strikes an enemy for the greater value between 75 (+1*AP) and 8% (+1*AP) of the target's maximum Health as magic damage (can only do flat damage to monsters), and heals Warwick for 80% of the damage dealt.
Hungering Strike
Strikes an enemy for the greater value between 125 (+1*AP) and 10% (+1*AP) of the target's maximum Health as magic damage (can only do flat damage to monsters), and heals Warwick for 80% of the damage dealt.
Hungering Strike
Strikes an enemy for the greater value between 175 (+1*AP) and 12% (+1*AP) of the target's maximum Health as magic damage (can only do flat damage to monsters), and heals Warwick for 80% of the damage dealt.
Hungering Strike
Strikes an enemy for the greater value between 225 (+1*AP) and 14% (+1*AP) of the target's maximum Health as magic damage (can only do flat damage to monsters), and heals Warwick for 80% of the damage dealt.
Hungering Strike
Strikes an enemy for the greater value between 275 (+1*AP) and 16% (+1*AP) of the target's maximum Health as magic damage (can only do flat damage to monsters), and heals Warwick for 80% of the damage dealt.
Hunters Call
Hunters Call
Warwick lets out a howl that inspires all nearby allied champions, increasing Warwick's Attack Speed by 40/50/60/70/80% and all nearby friendly champions' Attack Speed by half of that for 10 seconds.
Cost
35 Mana
Range
1250
Cooldown
24/22/20/18/16 Seconds
Hunters Call
Warwick lets out a howl that inspires all nearby allied champions, increasing Warwick's Attack Speed by 40% and all nearby friendly champions' Attack Speed by half of that for 10 seconds.
Hunters Call
Warwick lets out a howl that inspires all nearby allied champions, increasing Warwick's Attack Speed by 50% and all nearby friendly champions' Attack Speed by half of that for 10 seconds.
Hunters Call
Warwick lets out a howl that inspires all nearby allied champions, increasing Warwick's Attack Speed by 60% and all nearby friendly champions' Attack Speed by half of that for 10 seconds.
Hunters Call
Warwick lets out a howl that inspires all nearby allied champions, increasing Warwick's Attack Speed by 70% and all nearby friendly champions' Attack Speed by half of that for 10 seconds.
Hunters Call
Warwick lets out a howl that inspires all nearby allied champions, increasing Warwick's Attack Speed by 80% and all nearby friendly champions' Attack Speed by half of that for 10 seconds.
Blood Scent
Blood Scent
Toggle: Warwick senses enemy champions under 50% Health 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.
Range
0
Cooldown
0.5 Seconds
Blood Scent
Toggle: Warwick senses enemy champions under 50% Health within 1500 distance of him; while he detects a low-health enemy, he gains 20% Movement Speed.
Blood Scent
Toggle: Warwick senses enemy champions under 50% Health within 2300 distance of him; while he detects a low-health enemy, he gains 25% Movement Speed.
Blood Scent
Toggle: Warwick senses enemy champions under 50% Health within 3100 distance of him; while he detects a low-health enemy, he gains 30% Movement Speed.
Blood Scent
Toggle: Warwick senses enemy champions under 50% Health within 3900 distance of him; while he detects a low-health enemy, he gains 35% Movement Speed.
Blood Scent
Toggle: Warwick senses enemy champions under 50% Health within 4700 distance of him; while he detects a low-health enemy, he gains 40% Movement Speed.
Infinite Duress
Infinite Duress
Warwick lunges in front of an enemy champion and suppresses them for 1.8 seconds. During this time, Warwick attacks his victim 5 times, dealing a total of 250/335/420 (+1.67) magic damage (triggers on-hit effects 5 times).
Warwick gains 30% Life Steal for the duration.
Cost
100/125/150 Mana
Range
0
Cooldown
90/80/70 Seconds
Infinite Duress
Warwick lunges in front of an enemy champion and suppresses them for 1.8 seconds. During this time, Warwick attacks his victim 5 times, dealing a total of 250 (+1.67) magic damage (triggers on-hit effects 5 times).
Warwick gains 30% Life Steal for the duration.
Infinite Duress
Warwick lunges in front of an enemy champion and suppresses them for 1.8 seconds. During this time, Warwick attacks his victim 5 times, dealing a total of 335 (+1.67) magic damage (triggers on-hit effects 5 times).
Warwick gains 30% Life Steal for the duration.
Infinite Duress
Warwick lunges in front of an enemy champion and suppresses them for 1.8 seconds. During this time, Warwick attacks his victim 5 times, dealing a total of 420 (+1.67) magic damage (triggers on-hit effects 5 times).
Warwick gains 30% Life Steal for the duration.
W
Hunters Call
Warwick lets out a howl that inspires all nearby allied champions, increasing Warwick's Attack Speed by 40% and all nearby friendly champions' Attack Speed by half of that for 10 seconds.
Q
Hungering Strike
Strikes an enemy for the greater value between 75 (+1*AP) and 8% (+1*AP) of the target's maximum Health as magic damage (can only do flat damage to monsters), and heals Warwick for 80% of the damage dealt.
Q
Hungering Strike
Strikes an enemy for the greater value between 125 (+1*AP) and 10% (+1*AP) of the target's maximum Health as magic damage (can only do flat damage to monsters), and heals Warwick for 80% of the damage dealt.
E
Blood Scent
Toggle: Warwick senses enemy champions under 50% Health within 1500 distance of him; while he detects a low-health enemy, he gains 20% Movement Speed.
Q
Hungering Strike
Strikes an enemy for the greater value between 175 (+1*AP) and 12% (+1*AP) of the target's maximum Health as magic damage (can only do flat damage to monsters), and heals Warwick for 80% of the damage dealt.
R
Infinite Duress
Warwick lunges in front of an enemy champion and suppresses them for 1.8 seconds. During this time, Warwick attacks his victim 5 times, dealing a total of 250 (+1.67) magic damage (triggers on-hit effects 5 times).
Warwick gains 30% Life Steal for the duration.
Q
Hungering Strike
Strikes an enemy for the greater value between 225 (+1*AP) and 14% (+1*AP) of the target's maximum Health as magic damage (can only do flat damage to monsters), and heals Warwick for 80% of the damage dealt.
E
Blood Scent
Toggle: Warwick senses enemy champions under 50% Health within 2300 distance of him; while he detects a low-health enemy, he gains 25% Movement Speed.
Q
Hungering Strike
Strikes an enemy for the greater value between 275 (+1*AP) and 16% (+1*AP) of the target's maximum Health as magic damage (can only do flat damage to monsters), and heals Warwick for 80% of the damage dealt.
E
Blood Scent
Toggle: Warwick senses enemy champions under 50% Health within 3100 distance of him; while he detects a low-health enemy, he gains 30% Movement Speed.
R
Infinite Duress
Warwick lunges in front of an enemy champion and suppresses them for 1.8 seconds. During this time, Warwick attacks his victim 5 times, dealing a total of 335 (+1.67) magic damage (triggers on-hit effects 5 times).
Warwick gains 30% Life Steal for the duration.
E
Blood Scent
Toggle: Warwick senses enemy champions under 50% Health within 3900 distance of him; while he detects a low-health enemy, he gains 35% Movement Speed.
E
Blood Scent
Toggle: Warwick senses enemy champions under 50% Health within 4700 distance of him; while he detects a low-health enemy, he gains 40% Movement Speed.
W
Hunters Call
Warwick lets out a howl that inspires all nearby allied champions, increasing Warwick's Attack Speed by 50% and all nearby friendly champions' Attack Speed by half of that for 10 seconds.
W
Hunters Call
Warwick lets out a howl that inspires all nearby allied champions, increasing Warwick's Attack Speed by 60% and all nearby friendly champions' Attack Speed by half of that for 10 seconds.
R
Infinite Duress
Warwick lunges in front of an enemy champion and suppresses them for 1.8 seconds. During this time, Warwick attacks his victim 5 times, dealing a total of 420 (+1.67) magic damage (triggers on-hit effects 5 times).
Warwick gains 30% Life Steal for the duration.
W
Hunters Call
Warwick lets out a howl that inspires all nearby allied champions, increasing Warwick's Attack Speed by 70% and all nearby friendly champions' Attack Speed by half of that for 10 seconds.
W
Hunters Call
Warwick lets out a howl that inspires all nearby allied champions, increasing Warwick's Attack Speed by 80% and all nearby friendly champions' Attack Speed by half of that for 10 seconds.
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Items
Starting Items
Hunter's Machete
Health Potion
Sight Ward
Core Items
Wriggle's Lantern
Wit's End
Giant's Belt
Mercury's Treads
Glacial Shroud
Frozen Heart
Enchantment: Alacrity
Once you have these 6 items; then I turn the Giant's Belt into whatever is needed based on the game. Sometimes I'll build it into Sunfire for split pushing power. Other times I'll build it into Warmogs. Other times I'll even sell it for additional damage. It is situational based on enemy team composition and how fed you are.
Jungle Route
Wraiths
Lizard Elder
Mini Golems
Wraiths
Wolves
Ancient Golem
Wraiths
Mini Golems
Wolves
Wraiths
Fountain
*Warwick is a very experience reliant jungler with high sustain. Jungle as long as you can to try to rush 6 as fast as possible. Starting on Wraiths secures them so enemy junglers cannot steal them as you are a slower jungler. Always ask your teammates to not take your minigolems as it will delay your level 6 significantly. They can take your wolves instead, if they please.
Pros and Cons
PROS
LEVEL 6 GANKS ARE 95% SURE KILLS IF YOU DO IT CORRECTLY
*These champions all have high ability to stop Infinite Duress from channeling fully. Lee Sin can counterjungle Warwick and likely outright kill him in a 1v1 jungle fight.
BotRK might work out nicely, probably replacing Wriggles; five procs during his ult is pretty nice, kinda like how Bloodrazor was on him back in the day. I wouldn't bother with BT though unless you're snowballing and spending a lot of time autoattacking things; none of his skills scale off of AD, unless you count Hunter's Call giving him AS (in which case the on-hit from BotRK is still probably better). The fact that his passive also loves AS makes the BotRK a much better choice than BT.
Warwick doesn't scale very well into late-game as a damage dealer, he's only got two damage-dealing skills and one of them is his ult. His late-game is usually best spent itemizing as a tank; Frozen Heart for the aura and CDR, Wit's End adds a bunch of damage onto his ult while still giving defensive stats, etc. You're trying to maximize killing potential with your mid-game ganks (post-six), then transition into a tank or split-push role, abusing the heal on Q, boosting the team with W and using the ult to initiate and/or lock down the enemy carry. The tankier you can get using only jungle gold, the better.
---- Geo - a.k.a. Jio Derako I theorycraft harder than I play.
Flash+ult is incredibly powerful, but Exhaust gives him some more pressure in early ganks, so it seems likely he'd been using Exhaust when he wrote the masteries and just forgot to change it later. Or who knows, maybe he just copy+pasted the masteries from Dr. Mundo or something. Obviously, there's no benefit to be gained in Summoner's Wrath if you don't have an offensive summoner spell, so just put the 4th point into Fury (or Butcher).
---- Geo - a.k.a. Jio Derako I theorycraft harder than I play.
You might need to make alterations to your build/style to fit your ELO, or try to focus on other junglers. Warwick doesn't exactly have the option of ignoring his lanes and itemizing for late-game, since his strength is all in the mid-game. You might need to delay your own 6 a bit and go for a gank or two; you're unlikely to get kills out of it (though depending on your ELO, your opponents might be just as dumb), but you can probably scare them into wasting summoners or just sending them B. You should probably try to tell your laners ahead of time that you can't get kills before 6, and not to over-commit to ganks before then. Telling them not to push before the 7:00 mark might also help, if they'll listen. Been a while since I've played Warwick, so I'm not sure what exactly would be the best strategy for an early-game build; you might need to pick up a Giant's Belt before you start on the Wit's End, so you can be a bit more tanky going into ganks (you'll rely more on your teammates for damage, but hopefully you win fights by virtue of being 2v1 and hard-to-kill, yourself). Red buff is also important if you don't have 6.
If they're seriously just that terrible, and you're not having any luck with terrible opponents, I'd just switch it up and go for a jungler who can carry late-game, or has stronger ganks pre-6. Pull out Warwick for solo-top instead. Dr. Mundo has good ganks as soon as he picks up Q, and doesn't need blue buffs. Shen's still decent in the jungle too (not spectacular), but he can gank early with taunts, and after-6 he can force fights in your favor (if your teammates have a bad habit of starting 1v1 fights they can't win, Shen can fix that). Master Yi has pretty lackluster ganks, since he relies on red buff as his only form of CC, but he can farm so hard in the jungle it almost doesn't matter; by late-game you're going to be a pretty scary splitpusher. And there's plenty of other options too.
---- Geo - a.k.a. Jio Derako I theorycraft harder than I play.
Messing around with the runes I found this setup of marks and quints give you a better stat: 6 AS marks + 3 Hybrid Pen marks + 3 Hybrid Pen quints. This gives you 0.5 extra magic pen. Not exactly a lot, but it is an improvement.
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Posted 5/20/2013 2:39:39 PMrunes in quick guide and the runes in the mastery and rune page aren't the same.
Quick guide shows scaling AP, and the other page shows scaling MR.
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Posted 5/5/2013 10:12:02 AMNo bloodthirster or BoTRK?
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Posted 5/6/2013 3:25:27 AMBotRK might work out nicely, probably replacing Wriggles; five procs during his ult is pretty nice, kinda like how Bloodrazor was on him back in the day. I wouldn't bother with BT though unless you're snowballing and spending a lot of time autoattacking things; none of his skills scale off of AD, unless you count Hunter's Call giving him AS (in which case the on-hit from BotRK is still probably better). The fact that his passive also loves AS makes the BotRK a much better choice than BT.
Warwick doesn't scale very well into late-game as a damage dealer, he's only got two damage-dealing skills and one of them is his ult. His late-game is usually best spent itemizing as a tank; Frozen Heart for the aura and CDR, Wit's End adds a bunch of damage onto his ult while still giving defensive stats, etc.
You're trying to maximize killing potential with your mid-game ganks (post-six), then transition into a tank or split-push role, abusing the heal on Q, boosting the team with W and using the ult to initiate and/or lock down the enemy carry. The tankier you can get using only jungle gold, the better.
---- Geo - a.k.a. Jio Derako
I theorycraft harder than I play.
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Posted 4/26/2013 9:01:06 AMI'm a tad confused, what use is summoners wrath if you use smite and flash in this build?
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Posted 4/27/2013 1:49:14 AMFlash+ult is incredibly powerful, but Exhaust gives him some more pressure in early ganks, so it seems likely he'd been using Exhaust when he wrote the masteries and just forgot to change it later. Or who knows, maybe he just copy+pasted the masteries from Dr. Mundo or something.
Obviously, there's no benefit to be gained in Summoner's Wrath if you don't have an offensive summoner spell, so just put the 4th point into Fury (or Butcher).
---- Geo - a.k.a. Jio Derako
I theorycraft harder than I play.
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Posted 3/6/2013 5:58:47 PMmight wanna consider spirit of lizard, it melts with ur attk speed
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Posted 3/6/2013 2:28:25 PMThe quick guide section got a more complex description on how to build Warwick then the dedicated Item Build section, care to fix this? :)
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Posted 2/12/2013 7:15:45 PMNot a big deal - but the lore is old. When I saw it, it made me wonder how up to date the guide was.
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Posted 2/7/2013 11:42:49 AMWhy do you take "Summoner's Wrath" but you don't have "Ignite", "Ghost" or "Exhaust"
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Posted 12/20/2012 7:17:13 AMSadly noobs at my ELO can never stay safe till I reach lvl 6. My best time to lvl 6 was around 6:30 btw.
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Posted 1/14/2013 12:36:17 PMYou might need to make alterations to your build/style to fit your ELO, or try to focus on other junglers.
Warwick doesn't exactly have the option of ignoring his lanes and itemizing for late-game, since his strength is all in the mid-game. You might need to delay your own 6 a bit and go for a gank or two; you're unlikely to get kills out of it (though depending on your ELO, your opponents might be just as dumb), but you can probably scare them into wasting summoners or just sending them B. You should probably try to tell your laners ahead of time that you can't get kills before 6, and not to over-commit to ganks before then. Telling them not to push before the 7:00 mark might also help, if they'll listen.
Been a while since I've played Warwick, so I'm not sure what exactly would be the best strategy for an early-game build; you might need to pick up a Giant's Belt before you start on the Wit's End, so you can be a bit more tanky going into ganks (you'll rely more on your teammates for damage, but hopefully you win fights by virtue of being 2v1 and hard-to-kill, yourself). Red buff is also important if you don't have 6.
If they're seriously just that terrible, and you're not having any luck with terrible opponents, I'd just switch it up and go for a jungler who can carry late-game, or has stronger ganks pre-6. Pull out Warwick for solo-top instead.
Dr. Mundo has good ganks as soon as he picks up Q, and doesn't need blue buffs. Shen's still decent in the jungle too (not spectacular), but he can gank early with taunts, and after-6 he can force fights in your favor (if your teammates have a bad habit of starting 1v1 fights they can't win, Shen can fix that). Master Yi has pretty lackluster ganks, since he relies on red buff as his only form of CC, but he can farm so hard in the jungle it almost doesn't matter; by late-game you're going to be a pretty scary splitpusher. And there's plenty of other options too.
---- Geo - a.k.a. Jio Derako
I theorycraft harder than I play.
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Posted 12/11/2012 11:19:43 AMOn 1st page, you said "Once you have these 6 items", but there are only 5 items ^^
And in "Item Build" : do you realy take a second Wit's end for the late game ?
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Posted 12/7/2012 12:23:11 PM1 potion + 1 ward + Wriggle + Wit's Ends + Giant's Belt :
35 + 75 + 1600 + 2200 + 1000 = 4910 gold... It's not too late for hp ?
Ty for answer ^^
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Posted 12/7/2012 9:59:41 AMMessing around with the runes I found this setup of marks and quints give you a better stat: 6 AS marks + 3 Hybrid Pen marks + 3 Hybrid Pen quints. This gives you 0.5 extra magic pen. Not exactly a lot, but it is an improvement.
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Posted 12/9/2012 12:47:14 PMYou are correct sir - guide updated!
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