Flash is an essential summoner spell for just about any champion. It helps you chase down enemies when they use their dash or blink abilities. You can also cast this spell to move over terrains. It is essential to know how flash works if you don't want to fail your flash over a wall and die miserably.
If you're flashing to a wall, it will ALWAYS place you to closest place where your flash destination is. So basically this means if your flash has at least half the range covered to wall, you WILL succeed. Knowing this is crucial, because this means you can actually flash larger distances than what flash range is.
In most cases you will want to use teleport to create global pressure whenever you find a good opportunity to. If you will only miss a few minions and XP and a little bit turret dmg; its worth saving it instead of using it, because there might be a time where you will make better use of it; such as saving bot lane when they are in trouble and help them to get first turret if TP was successful.
To be blunt, I tried ghost on Warwick only a few times due to how important flash is, but that doesn't really mean it isn't a valid summoner. It helps you chase enemies even if you're getting kited because your Blood Hunt will deactivate if you are in combat, and Warwick's base movement speed is merely 335, putting him to merely average base movement speed compared to other champions. Warwick's ultimate, Infinite Duress is also scaled by your current movement speed, meaning using ghost will extend its range by great amount. You have to keep in mind that ghost does NOT increase your movement speed instantly by 45%, but rather starting from 28% and increasing to 45% throughout first two seconds.
Depending on enemies and how confident you are about winning your lane, ignite and exhaust are also viable instead of Teleport.
In most cases you will want to use these masteries.
18 points to Ferocity with Fervor of Battle will increase our damage output greatly since it will increase our ad by 1-8 by each stack, up to 8 stacks. This means extra 8 AD at level 1 and 64 AD at level 18, which is amazing for Warwick since he is melee you will gain 2 stacks per basic attack AND each time you cast your Jaws of the Beast since it applies on hit effects. Your ultimate ability Infinite Duress will also grant you 6 stacks on full duration.
Fury over Sorcery because attack speed is pretty valuable on Warwick because of your passive and it will also help you get Fervor stacks easier.
Feast will help you with sustain, this is especially a must go mastery if you're against a ranged champion. Fresh Blood is also fine if you can proc it often. Expose weakness is simply not good on top lane since you are probably going to be alone in the lane for the most time.
Vampirism and Natural Talent are both fine, but I prefer Natural Talent for more damage on our Jaws of the Beast as we make use of both AD(1.2) and AP(0.9) ratios.
Battering Blows and Piercing Thoughts both work since Warwick deals mostly mixed damage anyway. 7% Magic Penetration is in most cases will penetrate more MR on early game since every champion starts with at least 30 MR, but almost every champion starts with less armor than that. Lategame however, NOT CONSIDERING ITEMS, 7% Armor Penetration will penetrate more late game as every champion (With the exception of Thresh, who gains no Armor per level because of his passive) will have more Armor than their Magic Resistance.
Insight will decrease our Summoner Spells by 15%, which is 45 seconds for Flash and TP. You can get Fearless if you think you won't going to need your Summoner Spells often.
If your opponent is squishy, 18 points to Cunning tree instead of Ferocity might be a better option. Taking Thunderlord's Decree will give you a little bit more burst damage and Stormraider's Surge will help you with sticking to your opponent or getting away after you have dealt damage. Precision will increase your damage output against squish targets and Intelligence will decrease cooldown your abilities, most importantly Infinite Duress by 5% which will give you more opportunities to kill your opponents.
18 points on Resolve is also possible, either taking Grasp of the Undying for extra little bit of damage (You can also proc this by Jaws of the Beast or Infinite Duress since they apply on hit effects) or you can take Courage of the Colossus for more survivability. Swiftness if enemy has quite bit of CC, Legendary Guardian if they have little to none CC.
Active: Warwick dashes to the target enemy and bites them, dealing them magic damage, applying on-hit effects and healing himself for a portion of the damage dealt.
If Jaws of the Beast is held, Warwick will lock his teeth into his target and use them to swing around to their far side. Warwick is unable to act while swinging around his target, and will move wherever they move until he jumps off. Warwick cannot be displaced while attached to an enemy.
-This is your main ability. You should be maxing this first. Even though it seems simple, you need to know how exactly this ability works and how it reacts with other abilities in the game.
This ability will place you behind the target if you have in range and holding the key as long as you aren't Hard Crowd Controlled, no matter if they use a blink or dash ability. This includes abilities like Nocturne's Paranoia. However it has a weird interaction with Gragas' Body Slam; you won't be placed behind him even if you are holding your Q because his E has stun in it.
This ability heals a percentage of how much the ability deals; which means the damage from your passive Eternal Hunger and the damage from items like Titanic Hydra or Trinity Force will NOT count towards the healing portion.
Another thing you should know is if you right click to your target just after quick tapping your Q, you will start auto attacking faster than if you just tap Q and wait for game to automatically attack.
PASSIVE: Warwick gains bonus attack speed against all enemies below 50% of their maximum health.
Enemy champions below that amount are also Blood Hunted, granting him out of combat bonus movement speed while moving toward them as well as highlighting their position to his team.
The bonus movement and attack speed are tripled against enemy champions below 20% maximum health.
ACTIVE: Warwick briefly senses all enemies and then Blood Hunts the nearest enemy champion within a large radius for 8 seconds, regardless of their current health.
Blood Hunt cannot be activated while in combat with a champion, and cools down twice as fast if Warwick is not Blood Hunting.
-There are a few things you have to keep in mind about this ability:
Blood Hunted targets will leave a trail behind them, meaning you can spot where they are even if they are in fog of war or invisible. You can use this information to inform your teammates where enemy might be if they are low on health and aren't in fog of war.
Not every champion with half or less than half health will leave a trail. In order for them to be Blood Hunted; you need them to be visible on the map while they are DAMAGED. If a champion with low hp is shown on map; they still won't be Blood Hunted. However, any kind of damage done to them by anything while they are visible to you or your teammates will trigger the passive effect of Blood Hunt.
You can activate this ability to see if there is a nearby champion around you. This is especially useful for split pushing with no champion in the lane, as if you can't see enemy champions on minimap; chances are they are coming to you. It probably would be good idea to back off for a while.
If there is a champion that just went invisible to run away, such as Twitch with Ambush or Rengar with Thrill of the Hunt, you can cast this ability to sense them if they were closest to you, as Blood Hunted targets will leave a trail behind them.
Attack speed bonus applies for every targetable enemy units. This will make slaying minions easier since you will get a huge attack speed bonus against minions that are low on health.
Your attack speed and movement speed bonuses are tripled against champions if they are less than 20% of their maximum health; however movement speed bonus is lost upon entering combat with an enemy champion. However if you do not take damage from an enemy champion, you will retain your bonus movement speed.
ACTIVE: Warwick reduces all incoming damage for up to 2.5 seconds, or until Primal Howl is reactivated.
Once the damage reduction ends, Warwick unleashes a howl that causes all nearby enemies to Fear icon flee for 1 second. Landing Infinite Duress will automatically reactivate Primal Howl, but the target will not Fear icon flee.