Warwick Build Guide
Magewick- An evolving compilation (under construction)written by Cynez
Table of Contents
|Pros / Cons||3|
|Masteries + Runes||4|
|Working in the team||10|
Eternal Thirst Each of Warwick's attacks will heal him for 6 Health. The amount restored increases by 6 at levels 7 and 13. Each successive attack against the same target will restore increasing amounts of health to Warwick.
While attacking, Warwick will regain more and more Health with each successive attack. Great for jungling, laning, and survival in general.
Hungering Strike Takes a bite out of enemy unit for magic damage and heals Warwick.
Strikes an enemy for the greater value between (75/125/175/225/275) (+(1 per ability power point)) and (8/11/14/17/20)% 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.
This is the spell we are looking to capitalize on using Magewick. You don't need AD to do damage with Warwick's attacks if you're using Malady, Wit's End, and/or Madred's Bloodrazor, making this ability an amazing one. This spell is your number 1 priority, excluding your ultimate.
Hunters Call Warwick lets out a howl, increasing all nearby friendly champions' attack speed for a short time.
Warwick 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.
A very useful ability as the game progresses. This allows you to assist the team in both team fights, baron, dragon, and tower pushing besides just your attacks.
Blood Scent Warwick passively senses weakened enemy champions around him. The scent of blood sends him into a fury, causing him to move at incredible speeds.
Toggle: 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.
Great for finding and chasing down that low health enemy. This is your second priority if you are laning, excluding your ultimate.
Infinite Duress Warwick lunges at an enemy Champion, suppressing his target and dealing magic damage for a few seconds.
Warwick lunges at an enemy Champion, suppressing his target for 1.7 seconds. While they are suppressed, Warwick quickly strikes the target 5 times for 33% of his Attack Damage plus (40/60/80) as magic damage. Warwick gains an additional 30% Lifesteal while performing Infinite Duress.
An amazing suppress, similar to Malzahar's. This ability allows your on hit effect weapons to trigger to do extra damage if using Malady, Wit's End and Madred's Bloodrazor.
Hello everyone, Cynez here. Welcome to my first guide! As with all first guides, there are bound to be omissions of some kind and mistakes. I will do my best to proofread my guide before posting, but if you find something is incorrect please post a comment and correct the issue instead of rating me down. I would like to try to incorporate information I have read in other guides as well as my own, and will make sure to give credit as well as provide links to the guides in question.
I would like to start by saying “Magewick” is a highly efficient laning champion, against what many may think or say. Many of my recent games, even after the Season 1 Championship, people question builds and summoner abilities out of the ordinary. I am only writing this guide as a way to share what has been a success for me. Always keep in mind while reading this and other guides that no way is the best way, but just another option to have in your arsenal for a team setup where it may be of use. With that being said, I’ll give a quick overview of how I use this build.
I play Warwick as an AP carry, in the same way someone would play Malzahar, Annie, or other AP carries. The quality Warwick possesses that other AP carries don’t, is his ability to take damage and quickly recover his health through both auto-attacks and abilities. This allows Warwick to play aggressive, harass, and take damage early in the laning phase. I use on the opposing champion(s) and last hit minions with auto-attacks, only using on minions when necessary or mana is abundant; this is normally when I have purchased my .
I hope you take the time to read this guide through and take it for what it is. If you have any comments, please don’t hesitate. I welcome all constructive feedback, whether it is encouragement or constructive criticism. If nothing else, let me know how the guide worked for you.
Pros / Cons
-Strong AP carry
-Natural lifesteal and spell vamp
-Speed enhancement (self) & low health detection
-AoE attack speed boost
-Cooldown reduction dependent
-Limited attack abilities
Masteries + Runes
Jungle: Exchange [mastery_icon=Deadliness] for [mastery_icon=Plentiful Bounty]
If your team leashes blue for you, you should be able to use the lane runes just fine. Although you are not attacking minions for large amounts of damage, you can them to keep your health up and do decent damage with this until you get your [item_icon=Madred’s Razors]. Once you have [item_icon=Madred’s Razors] jungling becomes simple as always.
I always grab Ignite on Warwick when I’m laning; it is too useful for the early game kills to pass the spell up. Once I am closing in on level 6, I begin harassing the opponent more and more, aiming to get them to half health before I level. As soon as I hit level 6, I use my ultimate and Ignite them, followed up with a if they are still alive to seal the kill.
I always make sure to grab Clairvoyance when I am solo laning. Because I stay in my lane for such an extended period of time, it is essential to be able to look around for the enemy jungler or a stray lane opponent. This allows the squishy support champions to grab a different support ability or a second escape ability.
For jungling, enough said.
[mastery_icon=Blink of an Eye]
For those games which have opponents you feel safer having an escape while facing. Although with this build, your ultimate will have a cooldown lower than 60 seconds, so you can always use your ultimate as an escape instead of an attack.
If you are forced to jungle on Warwick due to a lack of team coordinated picks, ghost can be a useful spell for chasing, arrival to team fights, and obviously for ganking. Going to assume if you’re reading a Magewick guide you know the uses of ghost.
Further discussions to come.
Basic Start: [item_icon=Doran’s Ring] > >
Start 2: [item_icon=Doran’s Ring] > > [item_icon=Sorcerer’s Shoes]
Start 3: [item_icon=Doran’s Ring] > [item_icon=Malady] > >
Order 1: Basic Start > > [item_icon=Arch Angel’s Staff] > [item_icon=Rabadon’s Deathcap] > Defensive Item
Order 2: Basic Start > [item_icon=Arch Angel’s Staff] > > [item_icon=Rabadon’s Deathcap] > Defensive Item
Order 3: Basic Start > [item_icon=Rabadon’s Deathcap] > > [item_icon=Archangel’s Staff] > Defensive Item
Jungle: + > [item_icon=Madred’s Razors] > > > [item_icon=Malady] > > [item_icon=Wit’s End] > [item_icon=Madred’s Bloodrazor]
As you can see from the build orders, there is not one way to build Magewick and the order in which you build items is completely dependent on the opponent’s team composition.
Vs. AD/AP balanced team
, [item_icon=Archangel’s Staff], , , [item_icon=Wit’s End], [item_icon=Rabadon’s Deathcap]
Vs. AD team
, [item_icon=Archangel’s Staff], , [item_icon=Rabadon’s Deathcap], [item_icon=Malady],
VS. AP team
, [item_icon=Archangel’s Staff], , [item_icon=Wit’s End], , [item_icon=Banshee’s Veil]
, [item_icon=Archangel’s Staff], , , [item_icon=Wit’s End], [item_icon=Madred’s Bloodrazor]
After reading my build section, you may notice my common items are [item_icon=Doran’s Ring], and . This is largely due to their great synergy with Magewick and the play style associated with this guide. The ability to use both and as frequently as possible is hugely important to Magewick, as well as mana regeneration and lane survivability. Using the Masteries and Runes above, and starting with a [item_icon=Doran’s Ring], Warwick has the lane sustainability and survivability needed to solo against a large number of champions; in many cases I have been in 1v2 lanes and been able to kill 1 if not both once I have reached level 6 through harassment and timing the use of my ultimate.
With all builds, you may not be able to always follow the core build or the items for the most damage. I could try and list all the possible builds for all the setups you could face, but that would deviate from a guide to telling you exactly how you should play, which this is not meant to do. This is for you to get some ideas of how else to build Warwick and the benefits from it. Do what works best for you and your team. I’ll discuss the core build items and final items below.
[item_icon=Doran’s Ring]: The extra health and mana regeneration allows you to survive against your laning opponent for the extent of the laning phase. If you are playing your cards right, you should have enough mana to kill your opponent whenever the chance arises and continue to lane afterwards. Most games you will be able to survive in your lane until you have reached level 11 or further without returning to base with only this item.
: This item is purchased for the same reason above; to continue lane dominance and build your mana pool for the purchase of your [item_icon=Archangel’s staff]. In cases where your lane opponent has greater range with a strong harassment skill or auto-attack it may be necessary to purchase this item after pushing the lane up quickly, even if you are not low on health.
Further discussions to come.
Jungle Warwick is fairly simple, as long as you have mana and are hitting minions you shouldn’t die. I can start at blue with the masteries and runes listed at the top with a little help after blue is leashed. If you are playing with a good team, they should be helping you kill blue for a few moments to speed up your jungling anyways. The normal path is blue > wolves > wraiths > small golems > go back. Then you just repeat this minus blue. If they don’t have a jungler and you are doing alright you can kill their blue as well, just be careful not to get ganked, because this will be a close fight. After you go back you should still have blue if you did not go take theirs, so you can go take theirs now much more safely.
Working in the team
Unlike a tank Warwick you will not be the best choice to initiate a team fight, unless you catch an enemy or two away from the rest of the team. Your goal on Magewick will be to harass the enemy from a distance if possible until the team initiator does their thing, a.k.a. initiates the fight. When this occurs, your goal is to get in one last hit your and use on the most dangerous enemy. This may not always be their hard carry; in some cases your anti-carry should be able to handle them so that you can stop the potential Amumu ultimate, Malzahar ultimate, Annie ultimate or even Nunu ultimate in cases where your team does not have a stun other than your suppress.
If you have grabbed [mastery_icon=mystical vision], you should be scouting the map as a whole when not scouting your own bushes. If your jungler has been kind enough to ward the entry points of the river closest to you, you can scout their jungle and other parts of the river and lanes. Make sure to use it as often as possible.
A farmed Magewick is a deadly Magewick, so be sure to get as many last hits as possible and avoid ganks. Getting out leveled and under farmed are devastating blows to your lane dominance. Make sure to switch lanes if you can’t handle the one you are in and don’t be afraid to only last hit and play defensively if need be. But aim to play aggressive and make your opponent fear you, this will aid you in keeping your lane the way you want it.
To repeat, with this build, your ultimate will have a cooldown lower than 60 seconds. This allows you to use your ultimate as an escape instead of an attack. By using your ultimate on the enemy farthest away from the battle or closest to your tower you can suppress them, heal yourself, and put distance between you and the rest of their team. Make sure to use on the same opponent to deter them from attacking you now that you have brought yourself to them.
Aim to last hit minions with auto-attacks while using your to harass the enemy. When this isn’t possible, make sure to use to get last hits, especially if they are attempting to zone you. Once you reach rank 2 you should be able to regain all the damage that you incur from being too close.
Magewick can be a devastating addition to any team needing an AP carry and suppress. When played carefully and intelligently, you can make the difference in a team fight. A lot of it may seem straightforward and obvious to some players, but others may have needed to see it and be grateful for it. Good luck and I hope you’ve enjoyed my guide. Please feel free to leave constructive feedback and avoid comments such as “LOL noob, AD jungle Warwick onry.” Because if you face Magewick on your jungle Warwick and he eats your face, you’ll just feel silly.
Submitted by Cynez
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