Last Stand is a perfect rune for Warwick, because again, he tends to sustain on low health, thus maximizing the damage amplification from the rune. If the enemy team has a lot of CC however, you can opt for Legend: Tenacity instead. Legend: Alacrity improves your clear speed and dueling power, thus is your best default option in this row. This rune is great for tanking an extra tower shot during a dive, or turning around a close 1v2 situation. Triumph gives you more healing the lower the health you are, which is perfect considering Warwick is often low on health. Press the Attack gives you great upfront burst as well as sustain damage that is easy to proc on Warwick, especially when using your ultimate. It works for every build and is going to be the most consistent overall. This will be your Standard runeset for Warwick jungle. Lastly, Warwick is immune to ALL CC during the dash animation of the spell, meaning you can avoid CC with great ult timing. Also, it's range increases based on how much movement speed Warwick has, so if an enemy is below 25% health, you can jump in that direction from a disgustingly long range. It's low cooldown allows you to play more aggressively than other champions and go way deeper than people would expect. Note: Don't be afraid to use this as an escape. Not only is it a strong suppression for locking down carries and making picks, but it also does respectable damage and heals Warwick for all of the damage dealt, meaning you can easily heal for up to 600-800 health over the duration and become harder to kill. Warwick's main lockdown tool has a fairly low cooldown going into the late game and is extremely powerful if landed. Also, if used before R lands, you automatically fear everyone around you making it a situationally great engage tool.
Note: Never use this in the jungle, you lifesteal so much you will never die against monsters, and this doesn't speed up your clear at all. You can, however, start putting points into it once 5v5 teamfights are starting to occur. This is a one point wonder and is powerful throughout the game. Using this in conjunction with Q will allow you to fear a target backwards and make it harder for an enemy to escape.
The main usages for this skill are to CC multiple enemies, tank damage, engage, disengage, etc.
Is Warwick's main defensive tool, as opposed to his inherent life steal, but can also be used aggressively. Note: Long cooldown that reduces twice as fast if no one is being hunted, and only provides out of combat movement speed so avoiding damage is crucial to chase. Lastly, I gives you an insane attack speed buff on marked targets that allows you to duel, clear, and fight enemies. Almost no one can outrun a Warwick, especially if they are below 25% health. Its very strong in allowing you to gank and chase people down, or simply get back to lane quicker. This ability can be used to scout enemies in the fog of war, making it easier to invade, avoid getting caught, or countergank, in addition to many other ways. This ability is very unique and versatile in allowing you to fight enemies, clear camps, scout, and gank. Mastering Q usage is the first step to getting good at Warwick.ĭefines Warwick for what he is, a hunter. In addition, this ability is your main way of closing the gap, following dashes/blinks, and ignoring some forms of CC. Not only is this your main damage spell, but it is also your main survivability tool as you heal a lot from this, allowing you to duel EVERY champion in the game unless they are fed and survive teamfights and skirmishes. Overall a solid passive but nothing flashy. This gives you infinite sustain in the jungle/lane and allows you to constantly farm, solo dragons, tank baron, skirmish/duel, and fight with lower health than normal.