- Tier
- T4
- Peringkat
- #127
- Rasio menang
- 47.50%
- Rasio pilih
- 0.92%
Malphite saat ini masuk kategori T4 dalam data ARAM Mayhem. Lihat panduan champion

Warwick saat ini masuk kategori T4 dalam data ARAM Mayhem.
Warwick the Uncaged Wrath of Zaun
He is a strong early skirmisher who excels at punishing low-health targets, but he falls off if the enemy team stacks crowd control or anti-heal. You want to force fights early when your lifesteal gives you a massive advantage over squishier champions. Just be aware that games with heavy poke can make it hard to engage before you are too low to sustain through the damage.
Use Snowball to close the gap, then follow up with your ultimate for a guaranteed lockdown on a priority target. If Snowball is down, look for enemies who are already below half health so your W passive gives you the movement speed boost to run them down. Never engage by walking up in a straight line against heavy poke comps, or you will get chipped down before you ever reach melee range.
Hold your ultimate for a moment when the enemy is isolated or has used their major crowd control abilities, ensuring you can land the suppression without getting interrupted. You can also use it defensively to pin a diver who tries to kill your carry, buying your team time to react. Be careful about ulting into a grouped enemy team, because you will often get burst down the moment the suppression ends.
Max Q first for lower cooldowns and better sustain, since this is your primary trading and healing tool in extended fights. A point in E at level three helps you reduce incoming damage during the engage, but Q remains the priority for staying alive in the chaos of Mayhem. Only consider maxing W second if you are consistently getting resets and need the attack speed for objective damage.
Activate E before you engage to reduce the damage you take while closing the gap, then reactivate it to fear nearby enemies once you are in the middle of their team. The fear is your best tool for disrupting enemy positioning, so try to hit as many people as possible when you pop it. If you hold the fear too long, you waste the damage reduction and might die before you can get the effect off.
Pick him when your team needs a frontline diver who can sustain through burst and lock down a single high-value target. He works best against compositions that rely on squishy backliners who cannot easily peel for themselves. Avoid picking him into heavy peel comps with champions like Janna or Poppy, because they will constantly interrupt your ult and kite you to death.
Crowd control and anti-healing are your worst nightmares, since both shut down your ability to sustain through a fight. If the enemy buys early Executioner's Calling or Bramble Vest, you lose a huge portion of your power and need to play more carefully. You also struggle against kiting champions who can keep you at range while chipping you down before you ever get a chance to heal.
Rush Blade of the Ruined King for the attack speed and on-hit damage that synergizes with your passive and W. Follow up with tank items like Sterak's Gage or Spirit Visage depending on whether you need to survive burst or magic damage. Avoid going full damage, because you need survivability to stay in the fight long enough for your lifesteal to matter.
It is a solid choice when you are ahead and your team needs extra wave clear and area damage during teamfights. The active effect procs on your Q and helps you damage multiple enemies while you are sustaining in the middle of a brawl. If you are behind or need to survive burst, prioritize defensive items instead.
You have to play more like a tank and less like a drain tank, looking to peel for your carries rather than diving in alone. Focus on using your E for damage reduction and your ultimate for picks, rather than trying to out-sustain the enemy damage. Wait for your team to engage first so you can follow up, rather than being the first one in and getting focused down.
Look for augments that give you attack speed, lifesteal, or survivability in extended fights, since these directly amplify your core strengths. Anything that helps you stick to targets or reduces crowd control duration is also valuable for ensuring you can get your damage and healing off. Avoid augments that focus purely on ability power or poke, because they do not fit your kit at all.
The passive reveals and gives you movement speed toward low-health enemies, so use it to track vulnerable targets who might be trying to recall or reposition. In the chaos of ARAM, this often lets you catch people off guard who think they are safe behind their team. Just be careful not to overextend when chasing, because the movement speed can lead you into a trap if their team collapses.
Snowball is almost always better in Mayhem because it gives you a reliable engage tool to combo with your ultimate. Flash can be useful for surprise plays or escaping bad situations, but the consistent engage pressure from Snowball is hard to pass up. If you are against a very mobile team that can easily dodge Snowball, Flash might be worth considering for the instant gap close.
Save your ultimate for when the enemy has used their main escape abilities, so they cannot dash away the moment you commit. Use terrain and bushes to close distance without taking free poke, and look for flanking angles rather than running straight at the enemy frontline. If you cannot reach their backline, switch targets to whoever is closest and use your sustain to win the extended trade.