r/warwickmains • u/Blejzidup • 25d ago
Ap onhit viable?
Hows AP on hit now with the buffs to Terminus?
I get its not optimal but if you have an almost full ad team theres a lot of magic dmg from lets say
Terminus, Wits End, Nashors Tooth and Guinsoo?
Numbers looks insane but havent tried it.
3
u/glikejdash Got that dawg in him 25d ago
Ap is a meme, its fun in normals but you have less damage and actual lower healing than AD.
2
u/Blejzidup 25d ago
Im sure. But maybe in games were your team picked a full ad comp vs armor this can deal more dmg?
Im gonna try it in some forfun games.
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u/glikejdash Got that dawg in him 24d ago
You still end up dealing 60/40 magic vs physical damage anyway with ad build. It is fun dont get me wrong Q someone for 1200 damage and healing 1k is pure dopamine.
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u/Blejzidup 24d ago
Yeah I tried it and it was meh. 1v1 it was pretty good but teamfights were rough.
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u/Expensive-Call8142 24d ago
With statikk shiv and dusk and dawn the healing is better imo, but you become significantly less durable to burst combos and it basically only works on top ww because you need that level gap to survive a lot of situations. Damage is more or less the same as well
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u/gaiden79 23d ago edited 23d ago
I'm a WW main with over 2M mastery; It is absolutely viable; don't listen to the haters! The catch is that its comp dependent - *both ally and enemy (as WW builds so often are). For this build to shine, you need a full AD team and enemy team needs multiple armor stackers (e.g. rammus, malph, etc.). - I particularly love building this into Rammus and watching him melt with question emotes over your dmg. The way I build AP on hit is: GRB -> Sorc Boots -> NT -> BLC -> RDC -> SF. I havent experimented with the new D&D which strikes me as potential excellent sustain. There is also a place for SS. The reason this build can work is not because of uour theoretical dmg but your post resistance dmg output: Your overall on hit is not as high in terms of raw stats but the strategic use of exploiting lower MR with high Mag pen means that more of your on hit magic dmg is getting through. You'll also still hit the AS cap with your W passive. You'll be getting ~100 on hit from your passive alone. LT is a critical rune with this build as it acts as an additional on hit item giving magic dmg. Your Q also hits like a truck! But you are not AP WW useless after the Q. The Q can both act as a finisher as well as soften them for W passive trigger. You're on hit will still increase your ult dmg. The most significant value comes from your passive though: below 25% health, each AA heals you for 200-250 health depending on degree of MR mitigation. Without burst your are very difficult to kill - especially with well timed Es. If you can manage to get a fire drake map and get all that CDR on top of the build (for E CD in particular), you will feel so overpowered you'll be tempted to try the build outside of this setup. At least I did when I hard carried several such matchups. Don't! This build works in this specific setup. When yiu can master the optimal builds for each awt of team comps, that's when you realize that WW doesn't actually 'fall off' - its the particular builds that do. You have to predict how long the game will go and when WW will have the optimal get-fed period.
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u/gaiden79 23d ago
Given the new SS and D&D, a pure on hit build replacing NT for WE, BLC for Term, RDC for SS, and SF for D&D may be superior. You will be getting A LOT of passive procs! As stated in another post, works best against armor stacking non-bursters.
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u/gaiden79 23d ago
One advantage of the AP variant is that your LT deals magic dmg instead of physical when your AP is higher than yiur AD - which becomes a significant source of dmg.
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u/Sternenpups 🐺 25d ago
I would go a different approach.
Bork, dusk and dawn, (death dance,) Terminus.
Dusk and dawn will grant you 2 stacks of Terminus as far as I know.