+ Show Spoiler [Patch Notes] +
v1.0.0.132 - 2012-01-18
Hunter's Call cooldown reduced to 24/22/20/18/16 seconds from 30/27/24/21/18
v1.0.0.126 - 2011-10-05
Infinite Duress
Slowed down the first two ticks of damage slightly (before the first two ticks came almost instantly)
Infinite Duress will now stop channeling if the target becomes a zombie
v1.0.0.123 - 2011-08-09
Infinite Duress
Fixed a bug where Infinite Duress would sometimes tick only 4 times
Fixed a bug where Infinite Duress could sometimes break early even if not interrupted
v1.0.0.121 - 2011-07-08
Hungering Strike now heals for 80% of damage dealt, down from 100%
v1.0.0.120 - 2011-06-22
Hungering Strike's heal is no longer reduced if the damage is shielded
v1.0.0.109 - 2011-01-17
Blood Scent now properly remembers toggle state when you respawn
v1.0.0.106 - 2010-12-01
Eternal Thirst
Heal per stack increased to 6/12/18 from 5/10/15
Maximum number of stacks reduced to 3 from 4
Duration increased to 4 seconds from 3
Base attack speed reduced slightly
v1.0.0.100 - 2010-09-08
Blood Scent is now a toggle
Infinite Duress can no longer be cast while rooted
v1.0.0.87 - 2010-06-08
Updated Blood Scent's tooltip to reflect that this ability has no cooldown since it is passive.
v1.0.0.85 - 2010-05-11
Hunter's Call attack speed buff changed to 40%/50%/60%/70%/80% from 50%/55%/60%/65%/70%.
v1.0.0.83 - 2010-04-27
Hunter's Call has been adjusted to work on nearby allied champions instead of globally
Fixed a bug with Infinite Duress where Warwick would sometimes stay stunned even if his opponent broke out of the effect
v1.0.0.79 - 2010-03-16
Infinite Duress now gains an additional 30% lifesteal bonus
v1.0.0.75 - 2010-02-24
Hungering Strike Mana cost reduced to 60/70/80/90/100 from 100 at all levels
Hungering Strike cooldown reduced by 2 at all levels
Hunter's Call attack speed bonus increased to 50/55/60/65/70% from 50% at all levels. Allies gain half of this bonus at all levels
Hunter's Call duration modified to 10 seconds at all levels from 6/9/12/15/18
Hunter's Call cooldown reduced to 30/27/24/21/18 seconds from 32 seconds at all levels
Blood Scent now has new particles both for Warwick and his victims
Infinite Duress
Decreased cooldown to 90/80/70 from 100 at all levels
Decreased Mana cost to 100/125/150 from 150 at all levels
Decreased stun duration to 1.7 from 2.1
Decreased number of hits to 5 from 6
Increased bonus damage per hit to 40/60/80 from 30/50/70
Increased base and attack speed per level by 10%, which also increases attack speed from items and Hunter's Call
Increased base Mana by 20
Increased base Mana regen and Mana regen per level by 20%
Updated PVP.Net champion search tags
Hunter's Call cooldown reduced to 24/22/20/18/16 seconds from 30/27/24/21/18
v1.0.0.126 - 2011-10-05
Infinite Duress
Slowed down the first two ticks of damage slightly (before the first two ticks came almost instantly)
Infinite Duress will now stop channeling if the target becomes a zombie
v1.0.0.123 - 2011-08-09
Infinite Duress
Fixed a bug where Infinite Duress would sometimes tick only 4 times
Fixed a bug where Infinite Duress could sometimes break early even if not interrupted
v1.0.0.121 - 2011-07-08
Hungering Strike now heals for 80% of damage dealt, down from 100%
v1.0.0.120 - 2011-06-22
Hungering Strike's heal is no longer reduced if the damage is shielded
v1.0.0.109 - 2011-01-17
Blood Scent now properly remembers toggle state when you respawn
v1.0.0.106 - 2010-12-01
Eternal Thirst
Heal per stack increased to 6/12/18 from 5/10/15
Maximum number of stacks reduced to 3 from 4
Duration increased to 4 seconds from 3
Base attack speed reduced slightly
v1.0.0.100 - 2010-09-08
Blood Scent is now a toggle
Infinite Duress can no longer be cast while rooted
v1.0.0.87 - 2010-06-08
Updated Blood Scent's tooltip to reflect that this ability has no cooldown since it is passive.
v1.0.0.85 - 2010-05-11
Hunter's Call attack speed buff changed to 40%/50%/60%/70%/80% from 50%/55%/60%/65%/70%.
v1.0.0.83 - 2010-04-27
Hunter's Call has been adjusted to work on nearby allied champions instead of globally
Fixed a bug with Infinite Duress where Warwick would sometimes stay stunned even if his opponent broke out of the effect
v1.0.0.79 - 2010-03-16
Infinite Duress now gains an additional 30% lifesteal bonus
v1.0.0.75 - 2010-02-24
Hungering Strike Mana cost reduced to 60/70/80/90/100 from 100 at all levels
Hungering Strike cooldown reduced by 2 at all levels
Hunter's Call attack speed bonus increased to 50/55/60/65/70% from 50% at all levels. Allies gain half of this bonus at all levels
Hunter's Call duration modified to 10 seconds at all levels from 6/9/12/15/18
Hunter's Call cooldown reduced to 30/27/24/21/18 seconds from 32 seconds at all levels
Blood Scent now has new particles both for Warwick and his victims
Infinite Duress
Decreased cooldown to 90/80/70 from 100 at all levels
Decreased Mana cost to 100/125/150 from 150 at all levels
Decreased stun duration to 1.7 from 2.1
Decreased number of hits to 5 from 6
Increased bonus damage per hit to 40/60/80 from 30/50/70
Increased base and attack speed per level by 10%, which also increases attack speed from items and Hunter's Call
Increased base Mana by 20
Increased base Mana regen and Mana regen per level by 20%
Updated PVP.Net champion search tags
+ Show Spoiler [Stats] +
Health ............ 428 (+98)
Mana ............. 190 (+30)
Damage ......... 56.76 (+3.375)
Attack Speed . 0.665 (+2.88%)
Range ............ 125
Health Regen .. 7.05 (+0.8)
Mana Regen ... 4.6 (+0.4)
Armor ............ 16 (+3.5)
Magic Res ...... 30 (+1.25)
Mov. Speed .... 320
Abilities:
Passive - 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.
Stacks up to 3 times. This is a huge part of Warwick's sustainability, especially alongside hunter's call. 18 HP/hit at level 1 is no joke in the jungle, and by level 13, you'll be getting 54 HP back per hit after the 3rd hit.
Q - Hungering Strike: Strikes an enemy for the greater value between 75/125/175/225/275 + 1 AP 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.
CD: 10/9/8/7/6
Mana: 60/70/80/90/100
Range: 400
This is your bread and butter nuke + self heal rolled into one neat little package. It's pretty much the linchpin of WWs entire kit. It's very fast with the animation and has longer than expected range, so it's perfect for chasing down and killing low HP targets in tandem with Blood Scent, even under their towers. It's also the key ability to his strength in lane as any time you can negotiate a burst trade with Hungering Strike, you typically end up ahead since you have a powerleveled heal and nuke all rolled into one whereas your opponent (typically) has only a nuke or a heal or has to choose one over the other.
To understand the option clause in this ability, you have to realize that AP is only applied to the first option, which is to say that if you have 200 AP, you'll do 275 + 200 = 475 to targets under 2375, and 20% of their HP to targets above 2375. This means that as your opponents get more HP, you're fighting against the base scaling of your ability with your AP scaling, which makes the gains from AP actually deceptively low, despite the juicy 1:1 ratio that's advertised. tl;dr: don't buy AP on WW.
W - Hunter's Call: 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.
CD: 24/22/20/18/16
Mana: 35
Range: 828.5?
Not a whole lot to say about this. Very strong Attack Speed Steroid for yourself and your team that's mostly useful in tearing down towers, dragon and baron ASAP. Leveling up decreases CD by a noticeable margin and has decent stat scaling, so there's a pretty decent push/pull between leveling this and leveling E.
E - Blood Scent: 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.
CD: N/A
Mana: N/A
Range: 1500/2300/3100/3900/4700
Hands down my favorite aspect of WW. This ability is designed to let you hunt down and kill low HP champions who are trying to narrowly escape. Extra levels in this are deceptively strong. Level 3 has double the range of Level 1 and you can definitely feel the extra movespeed too. Sensing a low HP opponent will put a marker over their head letting them know you're on their trail, so if you're trying to be sneaky with a gank, leave it off until you need the speed or you think they already see you. This ability is also crucial to WW's lane control, as many matchups revolve around getting your opponent to under half HP for the bonus movespeed which will let you better dictate the burst trades.
R - Infinite Duress: 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.
CD: 90/80/70
Mana: 100/125/150
Range: 700
165% AD + 200/300/400 damage total on this. It's a massive nuke + disable on an instantaneous jump that simply ruins people. Used during gank, this should almost always guarantee a kill. Used 1v1 in lane, this should almost always put your opponent beneath 50% HP for bloodscent tower diving with Hungering Strike. Just a fantastic ability across the board.
While AD only procs at 33% on this ability, on-hit effects trigger at full efficiency. That means that Wit's End will add 210 damage to this ability and Bloodrazor will add 20% of your opponent's HP.
The biggest weakness of this skill is when you get to teamfights and the opponents have a lot of disables, they can simply CC you off of your victim, but you can still initiate and force a fight by doing this or hold onto it for a savage cleanup with it.
GUIDES
LANEWICK
coming soon... not enough games since mastery changes.
JUNGLE WW
Summoner Skills: Flash + Smite Blood Scent is already a permanent ghost, why would you bother with Ghost even when it was good? Flash lets you do gay Flash -> ult schenanigans and smite is good for smiting jungle minions.
Masteries:
21/0/9
WW has some of the hardest choices when it comes to the new mastery trees as he benefits fairly heavily from them all. I prefer my setup because it's one of the fastest for clearing jungle camps and makes you deal a ton of damage throughout the game, but honestly, any mix of 21 in one tree and 9 in another is viable on WW.
Runes:
Quints: 3 ArPen or 3 Movespeed
Marks: 9 Attack Speed
Seals: 9 Flat Armor
Glyphs: 9 Scaling MRes
Anything that's more or less along the same lines as this will work well.
Skill Order: R > Q > W > E
I open WQQEQR or WEQQQR (explained in playstyle below). W over E for the most part, but feel free to mix points in E into your build if you think it can help your ganks.
Item Build:
Starting Items
+ x3
or
+
Personally, I'm all about the boots opening these days. Without boots, you're a very weak low-level gank threat, but if you open boots, you'll frequently catch lanes with their pants down and make them burn flash or die to a WW with boots and red buff.
Core
+
Wriggle's rush, pretty standard on auto-attacking junglers. You may say that wriggle's is unnecessary on WW and that you can get away with just razors, and you know what? You're right. But that doesn't change the fact that Wriggle's is a stupidly efficient item and that bloodrazor is pretty crappy item to be going for later anyway. Suck it up and get Wriggle's, it gives you free wards, more dragon control, better dueling capabilities, etc etc etc, just do it.
What Next
?
Typically speaking, HoG is my next item after Wriggle's and maybe boots 2. New jungle starves characters like WW and getting the extra income rolling is helpful. It's also pretty much a no brainer vs. triple AD teams, as Omen + FH will make you an unkillable monster in the late game.
?
I love love love phage. It gives you roughly a 76% chance of a slow off your ult, which significantly reduces the chances that your ult gank will fall short because of a flash. Even outside of your ult, it makes it much scarier for the opposing jungle to counter you, as getting caught with a phage slow vs. WW with w up and bloodscent is pretty much inescapable, and just is generally crazy strong for chasing. Also it builds into triforce, which is a great item on WW.
?
Wit's is a great item on WW. Great synergy with your ult, W and passive and great base stats.
or ?
These are your early game, strictly defensive options. I don't go for either of these frequently, but they're both good items to get vs. double AP comps, as they give you a lot more bulk with HP and MRes vs. AP's strong midgame burst. I would only recommend getting one, and the choice is largely preference. Spirit visage is 400 cheaper, and the net defensive value vs. APs is probably slightly higher because of the increased frequency and potency of your Qs from the CDR and unique passive. However, Aegis gives more straight resists and HP (more useful if you don't have time for Qs), gives you armor and AD, and benefits your team. Tough to say, they're both good at what they do and are situationally good.
Boots Options
or
or
Pretty straight forward here, both the defensive boots are great and you should be getting the one that makes sense given the opposing comp most of the time, or you can get zerker's greaves quickly with your wriggle's for much faster jungling and extra oomph in your ganks.
Staple Later Items
+ +
These are your big ticket armor options. Frozen Heart is very good because CDR and mana help make up for the lack of blue buff later and WW doesn't need health as bad as most. Omen is a great item, especially since WW is all about resists (making the active stronger). Against triple AD, Frozen Heart + Omen + Ninja Tabi makes WW a god, and you will just win the game when you hit those 3. Against more balanced teams, GA is my item of choice. GA also fits very conveniently into wriggles + wit's + mercs as a 4th item to give you crazy strong resists while working on your triforce.
Triforce is the best offensive item on WW. There, I said it. You can't run from a WW with triforce and he hits like a fucking truck. Wriggle's + Wit's + Triforce is just a crazy strong offensive core on characters who have tank items on their last 2 slots. I don't build bloodrazors anymore.
I don't suggest banshee's under normal circumstances. I'd usually rather go wit's + mercs + pick 2 out of aegis, visage, GA if I really need to be balls out MRes. But if having that bubble is game-breaking for your ult as an initiation tool, go ahead and take it (when they have limited ways of disrupting your ult and limited ways to pop banshee's).
My Standard Final Item Build
vs. Balanced Comp:
+ + + + +
vs. Heavy AP:
+ + + + +
vs. Heavy AD:
+ + + + +
These are just guidelines, don't take these as dogma.
Playstyle
New jungle is weird. I'm personally a big fan of boots opening, doing wraiths -> red -> gank a lane at level 2. If ganking top lane vs. someone with boots, take your E at level 2 so that you can stick to them, otherwise take Q for more damage since you'll stick boots vs. no boots anyway. After your level 2 gank, full clear to your blue, back, buy and farm jungle for a bit, looking for high value ganks along the way until you hit 6. Post 6, abuse your ult for ganks and try to get a kill on every CD. Aim your ganks mid/bot if you can when dragon is up and coordinate advantageous dragon attemps. With your W you are a beast at doing team dragons. From there, balance your offensive and defensive purchases, erring on the side of defensive items. WW needs to outlast people in teamfights, and as long as he lasts a long time, he should be golden, since he gets huge effective HP from every Q CD and does strong base damage from just Qs.
+ Show Spoiler [retired guides] +
LANEWICK
Summoner Skills: Flash + Ignite Blood Scent is already a permanent ghost, why would you bother with Ghost even when it was good? Flash lets you do gay Flash -> ult schenanigans and ignite is good for killing people.
Masteries: 9/0/21 is my preferred set of masteries for laning. 15% MPen is pretty huge for WW's ability to maul tanks late in the game (one of his best attributes is just beating down most other characters who can last throughout fights) so that's the focal point of the setup. Utility just gives you a ton of stuff you need via the CD redux on your Q, the movespeed and the mana regen, and the more frequent summoners which are very often needed to seal the deal on kills.
Runes:
Quints: 2 Flat AP, 1 Movespeed
Marks: 9 MPen
Seals: 9 Flat Armor
Glyphs: 9 Flat MRes
"But wait Smash," you're exclaiming, "you just told me that AP isn't good on WW! Why do you have AP Quints?" AP is bad on WW as the game goes on. At level 1, you don't have to worry about fighting your own scaling on Q unless your target has almost 1K HP (not bloody likely) and throughout all of laning, it's nice have that extra little Oomph to your Q. I accept that it's useless later and that maybe I'd rather have 3 Movespeed later, but I still like it bolstering my really low levels as that's where WW is at his weakest. Basically you can run any type of defensive, movespeed, or MPen/AP/CDR Quints and do just fine though.
Skill Order: R > Q > E > W
QWQEQR to open. I like E over W in lane cause I dive like a boss and don't bother with offensive items very early, but W over E is better if you're teamfighting earlier or if you get a particularly fast Wit's End.
Item Build:
Starting Items
+ x 2
Core
+ +
Mana is WW's main bottleneck early, so Meki opening -> Philo is a great way to start and then once you have Chalice you're pretty much an immovable object in lane. It's just so impossible to knock a WW with that much mana down. Some people run D-Ring openings, but I prefer Philo because WW isn't a great farmer and getting that extra gold is a godsend when you can't afford to sit around and last hit. Not to mention the HP regen helps you get to a comfy buffer if you ever get away by just a hair and then want to stick around and last hit on the tower in 10 seconds or so.
What Next
?
If you're vs. a hard pusher where you need to be able to push the lane back quickly, wriggle's is a decent option. I don't like getting this item on lanewick, but it has it's merrits as an incredibly efficient source of sustainability and pushing power.
?
Spirit Visage is a great item on WW and you pretty much can't go wrong with it. While HP is undervalued on WW, the extra Regen, MRes, and CDR is all great on him.
?
The best option for sustained DPS in lane on WW and also a great source of MRes. This will also help vs. heavy pushing like Wriggle's and I tend to prefer it over wriggle's for the damage it provides on your ult and synergy with Bloodrazor later.
or ?
If you need a ton of armor ASAP, these are your 2 best options. Sunfire can help solve pushing problems and is good at sitting there and wailing on people, but makes playing under your opponent's tower more difficult as it will always draw agro. Frozen Heart is great and I love it, but if you're getting pushed onto your tower, you simply cannot get it because it doesn't help clear creep quickly enough.
Boots Options
<------ BUY ME MOST OF THE TIME
or
Mercs should almost always been bought. In rare cases where you're vs. low MRes oponents where you need to hit harder with you Q (note: this is almost never, typically hitting harder with your Q doesn't make or break lanes for you), Sorc Shoes can be useful.
Finishing Up
On WW, I tend to like to complete a very fast build by using several items from my "What Next Section" and just having a full 6 item build full of mid-level powerhouse items. This is because WW is a lousy farmer and having all the PvP power you can ASAP has proven the most effective in my experience. Here are some of the later options:
GA is especially potent on Warwick because Q is basically always up when you respawn so you come back, Q, and are typically already back at a reasonable HP level. The only downside to GA is that it provides no offense so you need to make sure you're already enough of a threat before you buy a GA.
+
Bloodrazor is excellent along the exact same lines as Wit's End, but I actually advocate for Triforce out of lanes sometimes in place of bloodrazor. I know it sounds really weird, but hear me out. With Spirit Visage + Frozen Heart + 9/0/21 spec, you hit 39% CDR, letting you Q every 3.7 seconds with one of the better base ADs in the game. On top of that, extra movespeed + a slow let you actually stick to the toughest kiters in the game. Bloodrazor will do more damage because it synergizes with your Wit's End and your kit better, but Triforce does provide a lot of utility and I highly recomend trying it out of lane after Wit's End at some point before you completely discount it.
+
In the rare cases where Mercs + Spirit Visage + Wit's End + Chalice are not enough Magic Resist, I suggest Banshee's because even though I usually don't like Banshee's on Melee, it's nice on WW to force 2 spells to bust you off someone you've ulted to initiate on late game. In super duper rare cases you just want the raw MRes from FoN, but the regen isn't as good due to WW's natural self healing and tendency to build less HP than most tanky chars, so it's typically worse.
My Standard Final Item Build
+ + + + +
Playstyle
Take top lane. Push it ASAP during early levels so that you can get a level and creep advantage. Warwick's first few levels are his weak point, so I really really encourage an early push to make it harder for your opponent to fight you during your weakest point. Once you get a few levels under your belt, farm your core and then just start bossing your opponent around via lopsided nuke trades since your Q is so imba. Zone them off of creeps and play very aggressive because you cannot really outfarm someone unless you're getting in their face and being a prick by denying them. WW is a phenominal towerdiver with this setup as you're incredibly tanky and can just chase bloodscented opponents with your Qs and kill them. Feel free to tell your jungler to cover and then use your ult to gank if you're vs. some tough to kill asshole like Garen. Just make sure your ult is being put to good use. If you're not using your ult/the threat of your ult to kill/zone people, you're doing it wrong. Tank out as hard as you need to for late game. The whole point of WW in lategame is to just outlast everyone, so do what you gotta do to last to the end of the fight where your crazy sustainability will just trump everyone else.
Bad lane matchups for WW include Morde, Garen, and Teemo, but also includes pretty much anyone who can just continually shove the lane and force WW to last hit under his tower.
JUNGLE WW
Summoner Skills: Flash + Smite Blood Scent is already a permanent ghost, why would you bother with Ghost even when it was good? Flash lets you do gay Flash -> ult schenanigans and smite is good for smiting jungle minions.
Masteries: 21/0/9 is my preferred set of masteries for jungling, but 9/0/21 is also viable. 15% MPen is pretty huge for WW's ability to maul tanks late in the game (one of his best attributes is just beating down most other characters who can last throughout fights) so make sure to grab it. Offensive masteries favor a faster jungle clear while Utility gives you more smites, flashes and buff duration alongside improved movespeed.
Runes:
Quints: 2 Flat AD, 1 Attack Speed
Marks: 7 ArPen, 2 Attack Speed
Seals: 9 Flat Armor
Glyphs: 9 Scaling MRes
I basically run this on everyone who attacks in the jungle these days. The reason for the AD is so that if you decide to start Wraiths, you can kill small wraiths in 3 hits with the 21/0/9 mastery spec I provided.
Many people will just run 9/0/21 and replace the AD Quints with Attack Speed Quints though and that's perfectly fine too.
Skill Order: R > Q > W > E
I open WQQEQR and then max W since once I start giving up my blue buffs, I like to be able to just spam W for jungle clearing.
Item Build:
Starting Items
+
Core
+
Madred's rush. You need Razors for the speed since you just sit around and wail on camps as WW.
What Next
This'll look familiar...
?
Again, I'm still not a fan of this on WW because I don't think he needs the sustain, but it is still quite efficient and in the jungle it adds a lot of dragon control, gives you more wards and releases your dependence on your Q to keep your HP fully topped off. I still think you're usually better off rushing your wit's end and leaving your Razor as a Razor to build into Bloodrazor later, but Wriggle's is still great and you'll still see most top WWs rushing it, so it's definitely worthwhile.
?
Spirit Visage is a great item on WW and you pretty much can't go wrong with it. While HP is undervalued on WW, the extra Regen, MRes, and CDR is all great on him.
?
The best option for sustained DPS on WW and also a great source of MRes. This will completely ease your blue buff reliance by letting you just rip up the jungle with W and your 42 magic damage/hit. The extra attack speed with your passive also adds a lot of sustainability, though not as much as Wriggle's.
?
If you're falling behind in the Jungle and need income and HP to avoid getting bursted down, HoG is a good choice. I typically don't let myself get far enough behind that I ever like HoG, but in the rare cases where I'm sitting at Razor and boots at 12:00 with only 850 gold, I'll typically jump on a HoG.
Boots Options
<------ BUY ME MOST OF THE TIME
or
Mercs should almost always been bought. If you jump way ahead early in the jungle, zerkers can let you counter jungle very quickly and eat the whole jungle, but will usually be sold for mercs anyway if the game drags out.
Staple Later Items
+ + +
These are your big ticket armor options. Frozen Heart is very good because CDR and mana help make up for the lack of blue buff later and WW doesn't need health as bad as most. Sunfire helps with jungle speed and with splitting off to clear sidelanes + gives you some incidental damage while chasing someone that doesn't require that you go through a spell or attack animation, but the efficiency numbers just aren't that great on it anymore. Omen is my least favorite of these 4, but when you go HoG after Razors it's awful convenient and all around pretty good. GA is especially potent on Warwick because Q is basically always up when you respawn so you come back, Q, and are typically already back at a reasonable HP level. The only downside to GA is that the other 3 all provide some level of offense (through aura or CDR) so you need to make sure you're already enough of a threat before you buy a GA.
+
Bloodrazor is excellent along the exact same lines as Wit's End, but I find wriggle's -> wit's end -> Triforce to be better than razor -> wit's end -> bloodrazor vs. squishier teams.
+
In the rare cases where Mercs + Spirit Visage + Wit's End are not enough Magic Resist, I suggest Banshee's because even though I usually don't like Banshee's on Melee, it's nice on WW to force 2 spells to bust you off someone you've ulted to initiate on late game. In super duper rare cases you just want the raw MRes from FoN, but the regen isn't as good due to WW's natural self healing and tendency to build less HP than most tanky chars, so it's typically worse.
My Standard Final Item Build
+ + + + +
My laning and jungling target builds are identical.
Playstyle
WW's jungle's main strength is it's flexibility. WW can start wherever and be just fine, so feel free to audible off of Blue if you can't really contest the opposing team at level 1. Ideal path is big wolf (use W at 1:35 as you only need 5 seconds of the AS buff to kill the wolf and that'll put it off CD sooner for blue) -> Blue (smite #1) -> small wolves -> wraith -> red (smite #2) -> small gols. Get your razor when convenient, but look for ganks. People underestimate a pre-6 WW's ability to gank and with double buff + lane support, you can often rape an overextending lane sideways. Once you hit 6, coordinate ults with lanes for kills every time it's off CD and eat as much jungle as possible between ult CDs. Maintain dragon control, after any gank mid or bot or when your opposing jungler is ganking top, you should be looking to force drag as WW kills dragon very quickly with his team via W with madred's razor/wriggle's. Balance your offense and defense as necessary going into mid game, typically erring on the side of too much defense instead of offense. WW gets more offense out of lasting a long time in fights than he does from building glass cannon in my experience.
+ Show Spoiler [Next Warwick Skin, Calling it Now] +
Originally from here: http://crystallike.deviantart.com/art/Werecorgi-184718297?q=sort:time gallery:crystallike&qo=2, show her some love for that awesome drawing if you have a deviantart account.
+ Show Spoiler [changelog] +
7/21/2011 - Created. Ult and Playstyle will probably need updating but am tired or writing now.
8/22/2011 - Split out the Laning and Jungle Guides into their own sections for ease of use.
2/9/2012 - Updated Guides
8/22/2011 - Split out the Laning and Jungle Guides into their own sections for ease of use.
2/9/2012 - Updated Guides