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Warwick Build Guide by PsiGuard


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League of Legends Build Guide Author PsiGuard

Paws, Claws & Jaws

PsiGuard Last updated on August 4, 2017
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Ability Sequence

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Ability Key Q
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Ability Key W
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Ability Key E
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Ability Key R

Masteries

18 Ferocity

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12 Resolve

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AWOOOO! I'm PsiGuard and welcome to my Warwick guide. I've been playing League of Legends since November 2010 in Season 1 and have been maining jungle since the start of Season 3. My top rank is Diamond III in solo queue. I have experience against Diamond, Master and Challenger players through solo queue, ranked teams and tournament games.

Warwick fills a lot of the criteria I look for in a jungler. He has great dueling, good jungle sustain and can chase down his own kills. Like Rek'Sai, Warwick is also a well-rounded jungler that can fit in many team compositions, making him a worthwhile pick to add to your jungle champion pool.

About Warwick /// Masteries /// Runes /// Spells

Abilities /// Ability Sequence /// Item Build /// Jungle Monsters

Plants /// Warding /// Jungle Routes /// Ganking

Wave Management /// Late Game /// Conclusion




Warwick is a bit of a jack-of-all-trades compared to most other options in the jungle role. He has a solid early game, respectable jungle clear, good dueling and reliable ganking tools. He's not the best at any of these things, but he's good enough to get the job done. Warwick's high jungle sustain also makes him a pretty great choice for new junglers, since his clear is simple and safe and he has tools to handle just about any situation.

Apart from his versatility, I'd consider Warwick's biggest strength to be his powerful early game. His sustain means he'll be at full health throughout the early game, regardless of what jungle route he takes or how strong a leash he receives from his teammates. His healing from Jaws of the Beast and attack speed from Blood Hunt are both effective early, when enemies don't have enough burst damage to finish Warwick off quickly. Early duels usually leave both combatants at low health, and in Warwick's case, that usually means he'll come out on top. Primal Howl also doubles as a decent escape mechanism, allowing him to disengage unfavorable fights and avoid giving the enemy jungler any advantages.

Warwick's biggest weakness is his lack of AoE damage and comparably low burst. For a champion with entirely single-target abilities, Warwick can't actually deal a lot of damage quickly, unless he's insanely ahead. Instead, he needs time to wear down his targets until they're low enough to activate Blood Hunt's attack speed bonus. His lack of AoE also leaves him with fairly poor waveclear. This is mitigated a bit by buying Tiamat and Titanic Hydra, but is worth mentioning since other jungle picks like Nocturne and Graves do a much better job of defending towers.





I recommend 18/0/12 with Fervor of Battle as your keystone. Warwick's damage comes largely through autoattacks and he doesn't have a lot of burst, making this the best offensive option for him. Jaws of the Beast and Infinite Duress, both apply on-hit effects and stack Fervor, making it very easy to reach the cap of 8 stacks. Warwick also has pretty decent AD ratios apart from his autoattacks, making the AD bonus from Fervor a pretty effective boost to his damage.

The only other contender here is Courage of the Colossus , which admittedly is procced quite easily with Primal Howl or Infinite Duress, however the shield is not as useful as Fervor's damage in most cases, as Warwick shines best in aggressive duels and skirmishes rather than just scaling into team fights.



.Fury - Warwick only has two abilities that deal damage and they aren't really nukes, so Sorcery isn't a great option here.

.Fresh Blood - Feast is not necessary due to Warwick's high sustain. Expose Weakness isn't the worst choice, but Fresh Blood will give you reliable damage in every fight.

.Natural Talent - You already get 10% lifesteal vs monsters from Hunter's Machete, so the lifesteal from Vampirism isn't going to have a huge impact on your sustain in the first clear. In any fights with champions, you're going to want the few points of AD more than the lifesteal as well, so basically Vampirism isn't a great mastery on junglers in general.

.Battle Trance - While Double-Edged Sword is also a fine option on junglers, since Warwick has pretty low burst and often serves as a front-line, I run Battle Trance on him instead. Any fight you're in is going to take 3 seconds or more, so you'll get pretty reliable use out of this without taking any additional damage.

.Piercing Thoughts - Despite the fact that you'll be taking Fervor of Battle and building Titanic Hydra, Warwick still deals more magic damage than physical due to his magic damage abilities, so we'll be taking the magic pen here.


.Recovery, Tough Skin, Runic Armor - These masteries increase your jungle sustain and are generally stronger than the alternatives.

.Insight - Fearless and Insight are both extremely strong masteries. In Warwick's case, I often feel that I already have the edge I need in most fights and would prefer the mobility from a lower Flash cooldown. However, if you prefer Fearless I wouldn't hold it against you.








MARKS AD marks scale with your Q and R and generally work well with the free attack speed you'll have from your W during your clear. I've tried attack speed marks but felt they didn't have a positive impact.

SEALS Scaling health seals give you the best value for the slot. Warwick has great early dueling and a highly sustained clear, so you don't really need the early power from flat armor.

GLYPHS Scaling MR would also be acceptable here, but in a lot of games I actually don't get more than 10 or 20% CDR from items. I generally value CDR higher than MR in glyphs assuming I'm not already going to hit the cap from items.

QUINTS Attack speed quints are standard on a ton of junglers (and laners for that matter) because they give incredibly high value for their slot. Warwick is an autoattacker, so it follows that AS quints are going to be standard here.






This spell is essential for jungling, as it unlocks the jungle-only items which you need to keep up in experience. The spell is also essential for securing monster objectives like buff camps, dragon and baron. Building Stalker's Blade or Skirmisher's Sabre will also allow you to cast this spell on enemy champions.
This is a core spell on most champions in the game and Warwick is no exception. In addition to the flexibility it adds by allowing you to dodge skillshots, hop walls and escape death, Warwick can use it to get in range for Jaws of the Beast, Primal Howl or Infinite Duress and catch targets that may otherwise have escaped. I've tried Ghost since his ultimate scales with movement speed, but felt that ultimately it didn't have a big enough impact, especially since Blood Hunt fulfills a very similar purpose. I recommend you take both Flash and Smite every game.





Warwick's basic attacks deal 10-44 (based on level) bonus magic damage on-hit. While below 50% maximum health, Warwick's basic attacks also heal him for the same amount, with the healing tripled to 30-132 (based on level) while below 25% maximum health.

This is a pretty simple passive that you don't have to think much about. You'll heal only when below half HP, and much more if you're below 25% HP. This, combined with the attack speed from Blood Hunt, gives you a huge edge in close duels. If you're unlikely to escape a close fight, commit to it and keep autoing. You might surprise yourself with what you can live through.

In the jungle this actually doesn't come into play much, other than if you're soloing dragon. You can usually keep your HP above 50% with Jaws of the Beast, so you'll just be making use of the passive magic damage on-hit most of the time.

One thing to note is that this is one of three damaging abilities available to Warwick, all of which deal magic damage. This splits his damage fairly evenly, allowing him to fit into more compositions and making him more difficult to itemize against.





Warwick dashes to the target enemy and bites them, dealing 120% AD (+90% of ability power) (+ 6 / 7 / 8 / 9 / 10% target's maximum health) magic damage, applying on-hit effects and healing himself for 30 / 40 / 50 / 60 / 70% of the damage dealt.

Jaws is your spammable source of damage and healing both in the jungle and when fighting champions. It deals a respectable amount of damage and has a total AD ratio, which allows Warwick to scale well in damage without having to build much AD. Ranking up this ability mainly increases the healing (though it'll deal a bit more %HP damage too) as there is no base damage to scale with rank and the cooldown doesn't go down.

If Jaws of the Beast is held, Warwick will clamp onto the target before swinging around them to the opposite side. This is great for chasing since it gives you some extra distance, but it'll also follow any movement abilities the target uses. This includes all sorts of movement abilities, from blinks ( ) to dashes () and even teleports ( )! Mastering this function is crucial for securing kills against mobile targets, plus it looks pretty flashy.

If you're using manual (normal) casting, you'll need to click-and-hold the target until Warwick reaches the target. If you're using quick-cast, you'll need to hold down the Q key until he latches on.

Some abilities like Jarvan IV's Demacian Standard and Dragon Strike combo can be easily followed, while others like Flash require a little prediction to pull off.

Here are a couple examples of kills that would not have happened without taking advantage of this function of Jaws of the Beast.




Passive: Warwick gains 50 / 65 / 80 / 95 / 110% bonus attack speed against all enemies below 50% of their 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's power is largely contained in its passive effects. Out-of-combat movement speed allows Warwick to show up to fights and chase target that most junglers wouldn't be able to catch, while the bonus attack speed makes him much more effective at fighting targets who are already below half.

In addition to the bonus stats it offers, tracking a Blood Hunted target also reveals a visible scent trail that leads from Warwick to the Blood Hunted champion, even if they're in fog-of-war. Warwick needs to see the enemy when they become low on health, but once they enter fog, the trail will still show their location until they're able to heal up above half HP again. This makes it easy to track enemies who've retreated after a fight. You'll know if they're continuing to run away or if they decide to recall. If they recall in an unsafe location, you can run them down for an easy tower dive or catch them in a bush unawares. The only way to see their exact location is to move your map to follow the trail and see where it ends.

The active portion of this ability isn't terribly reliable since it only Blood Hunts the nearest enemy champion, which sometimes isn't in the direction you want. Nevertheless it can be useful for reaching enemies that aren't low enough to be passively Blood Hunted. Your enemies will hear an audio cue when you are Blood Hunting them, so keep in mind that activating this ability will signal to your enemy that you're nearby and probably chasing them.

Be sure to activate Blood Hunt (if you don't have a passive trail already) before casting Infinite Duress, since the extra movement speed will add to your ultimate's range.

Finally, keep in mind that the movement speed and active effects both require you to be out of combat, so don't bother activating this if you're already in a fight. Blood Hunt also has a limited range at which it can sense "nearby" targets, so be sure to mouse over the ability to check the range before attempting to sense an enemy that's fairly far away. If you do waste a cast of W, the plus side is that it cools down pretty quickly if you're not Blood Hunting an enemy.





Warwick reduces all incoming damage by 35 / 40 / 45 / 50 / 55% 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 flee for 1 second. Landing Infinite Duress will automatically reactivate Primal Howl, but the target will not flee.

Damage reduction works on all sources of damage except true damage, which means it's effective not only against champion damage, but against monsters and tower damage as well. It's on a fairly lengthy cooldown, so make sure you use it at the right time to reduce the most damage possible.

You can reactivate Primal Howl to end the damage reduction and cause all nearby enemies to Flee in fear for 1 second. You need to wait a short delay before being able to re-cast the ability. If you don't re-cast, Warwick will automatically howl at the end of the full 2.5 second duration of the damage reduction.

Since Flee (also known as Fear) effects not only disable enemies, but also force their movement away from the caster, it's important to put yourself on the opposite side of any enemy you're chasing before causing them to Flee, if possible. This can usually be achieved by holding down Jaws of the Beast, but you can also accomplish this by using Flash if necessary, or simply approaching from a flank. If you can't get on the correct side, you'll still gain ground since Fleeing enemies will be slowed significantly, so it's not too bad if you can't get an optimal howl off.

One caveat to this ability is that Warwick will immediately end the damage reduction and howl upon contacting an enemy champion with Infinite Duress. The upside to this interaction is that it makes you much less likely to be quickly interrupted if you jump into a group of enemies. On the downside, this prevents you from easily chaining your R and E CC on a single target. If you're trying to lock down a target for the most amount of time, you'll need to howl before ulting or wait to cast E until after you've ulted and use Q or Flash to stay in range for the howl once they've stopped being suppressed. If you're not ulting into multiple champions, there's no reason to prime your first cast of E before ulting since it won't give you damage reduction since you'll howl immediately.





Warwick leaps in a direction (range = 250% current movement speed), suppressing the first enemy champion he collides with for 1.5 seconds. Warwick channels over the duration, dealing 175 / 350 / 525 (+1.675 per bonus attack damage) magic damage to his target and applying on-hit effects 3 times, while healing himself for the damage dealt.

Infinite Duress' range depends a lot on Warwick's current movement speed. If you have Blood Hunt active alongside Dead Man's Plate, Righteous Glory or any other movement speed boosts, you can reach targets from outside normal sight range. If you simply walk at a normal speed (or are slowed by an enemy), your ult range becomes pretty pitiful. The range is displayed by a faint brownish circle whenever your ult is available to cast, so keep an eye on it to ensure you don't miss.

It is surprisingly easily to miss this ult, and if the enemy sees you coming, they could also dodge it with Flash or a similar ability. In some cases you may just need to be patient and save your ult until after your target blows their escape spells. Otherwise just take the risk and aim carefully.

The leap portion of Infinite Duress cannot be cancelled by crowd control, but the suppression can be interrupted. This makes it a pretty effective escape tool if absolutely necessary, but if you're jumping into several enemies with interrupts, you'll want to wait until those cooldowns are down, or at least prime Primal Howl before jumping in to give yourself some free time to channel the suppression.

Infinite Duress applies on-hit effects three times over the duration of the channel, including procs of Titanic Hydra and stacks of Fervor of Battle . It'll also apply the DoT of Skirmisher's Sabre, so feel free to cast Smite at the start of the channel for extra damage.









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Q
W
E
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R
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Q
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Q
R
Q
Q
E
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R
E
E

I'll preface this by saying that Warwick's abilities are all pretty useful to max out, so there isn't going to be a huge difference if you max a different ability first. The one exception would be Primal Howl, since it doesn't deal damage and shouldn't be maxed first. As long as you max Q or W by level 9, you'll probably be fine.

Personally, I max Blood Hunt first in my games. In my experience, the bonus attack speed tends to give a big enough edge in fights that it's worth the extra points. I max Jaws of the Beast second for the extra %HP damage and additional healing before finally maxing Primal Howl. I max E last because I feel that an additional 25% damage reduction and 4 seconds off the cooldown aren't worth as much as the extra healing from Q. Also in team fights you'll often activate E before R, which completely negates the damage reduction since you'll howl immediately.

Like most ultimates, Infinite Duress is worth maxing as soon as possible, with points at levels 6, 11 and 16.

If you want to do something different, maxing Q first will give you a bit more up-front damage and better in-fight sustain. Maxing E second can make you a stronger frontline in team fights, assuming you don't howl immediately. I've seen a number of successful Warwick players with varying ability sequences, so don't feel too restricted if you want to try something different. If you're not sure what to do, feel free to simply follow the above sequence though. I find it's pretty reliable.







I recommend starting with Hunter's Machete and Rejuvenation Bead. Warwick's high sustain makes health a non-issue for him in the jungle. Machete is taken for the increased clear speed while Rejuv Bead will build into Tiamat, ideally on your first recall.



Warding Totem is the standard starting trinket. You can use the early ward to defend your jungle entrances or gain vision of the enemy jungle to determine their starting location. I recommend keeping the totem until level 9 as putting down wards is a more reliable way to contribute to vision than removing them.

After level 9 switch to Sweeping Lens and upgrade to Oracle Alteration. Even without Tracker's Knife or Sightstone, it's still worth sacrificing vision for vision denial in the mid and late game. You'll want the oracle to increase the likelihood of getting picks on enemies and to control vision around dragon and baron. Be sure to keep buying Control Wards so you still contribute to your team's vision!



If you have enough gold, get Tiamat on your first recall. This item makes a huge difference in clear speed, especially on the Raptor camp. It also gives you a little early AD which helps in fights.

I prioritize Tiamat first for the AoE, but Skirmisher's is also an important upgrade since it'll help you keep up your mana after your first blue buff runs out. While Stalker's Blade and Tracker's Knife are arguably viable on any jungler, I always build Skirmisher's on Warwick because he has good gap-closing tools and you'll end up dealing a lot more overall damage with Skirmisher's.



Mercury's Treads are your standard option to counter reliable and/or long-lasting crowd control effects (other than knockups or suppression, which aren't reduced by tenacity). Look out for spells like Dark Binding, Concussive Blows and Pyromania. You can also consider these boots if the enemy team has an overwhelming amount of magic damage compared to physical.

Ninja Tabi tend to be the best option to reduce damage taken against a balanced team composition. Almost all teams have a Marksman which will eventually be a significant damage threat, so you'll be mitigating a lot of damage with both the armor and basic attack damage reduction from these boots. Armor also protects against monster, minion and tower damage, so it's a reliable stat if the enemy team doesn't have enough crowd control to warrant Mercury's Treads.



While it might be tempting to build Warrior since Warwick has a couple decent AD ratios, it's much safer and more reliable to build Cinderhulk for the extra durability. Warwick tends to take a while to kill his targets anyway, which lets you get decent mileage out of Bami's Cinder. You'll also want the extra health to protect you in team fights and to fuel Titanic Hydra, so I recommend picking up this enchantment every game.



This is your main source of damage, so you'll want to finish it early if you're strong enough, but you can delay it if you absolutely need to pick up more defenses first. Warwick procs a lot of on-hits with Jaws of the Beast, Blood Hunt's attack speed and Infinite Duress, which means Titanic gives you a lot of damage for an item that also gives you a defensive stat. I've experimented with other damage options including Wit's End and Blade of the Ruined King, but haven't found them to be as effective as more defenses, and in general Titanic seems to be enough on its own.

Even though I just said Titanic Hydra was enough damage, I will give you one more option in case you want a heavier damage Warwick build. So far, Trinity Force is the only damage item that I feel packs a noticeable punch with enough other stats to be worth sacrificing a defensive item for it. I would recommend building this in addition to Titanic, but only if you're really fed and the enemy damage threats are still pretty weak.



This is generally viewed as a support item, but it's extremely cheap for its stats. As long as you're near your partner, you'll get comparable stats to Dead Man's Plate plus 10% CDR, all for only 2300 gold. The other passive effects are a nice bonus but the item is good even without them. The main drawback to this item is it doesn't help your sticking power like Dead Man's Plate or Righteous Glory, but I think it's worth it for the fast CDR and low cost.

A straightforward and reliable armor option, Dead Man's gives you a solid mix of stats as well as a lot of movement speed to extend your Infinite Duress range. Its major drawback is the absence of CDR, but otherwise this is a very safe defensive option. If you feel you need help getting into range of your opponents, you could consider skipping CDR in order to get this instead.

While it doesn't offer health, the CDR from Frozen Heart makes it an attractive option for Warwick. Lower cooldowns on Jaws of the Beast and Infinite Duress can increase your potential to positively impact the game. The attack speed reduction aura is a nice bonus as well, since you'll often be up close to enemies. You could consider this item in addition to Knight's Vow against an all-physical team, or you could sell Knight's Vow late game for Frozen Heart in order to get more slot efficiency.

An option on any tanky champion, Randuin's is a strong counter to autoattackers that build critical strike items. Keep an eye out for champions like Tryndamere and Yasuo along with most Marksmen, and consider whether a significant amount of threat on the enemy team will be coming from a champion with crit. If the only crit on the enemy team is 50% on the enemy ADC, you probably can just go with another armor item.

Thornmail is a decent answer to lifesteal, since it provides solid stats and a Grievous Wounds debuff to attackers. This doesn't offer as much survivability as other options but it can give you better threat against ADCs or other champions with lifesteal that would otherwise heal through your damage. It's not really that effective versus healing mages (like Vladimir and Swain) unfortunately, since they could just choose not to autoattack you. You could consider just picking up an Executioner's Calling if necessary.



Spirit Visage is a pretty obvious choice for magic resist on Warwick. Health fuels your Skirmisher's Sabre - Cinderhulk and Titanic Hydra passives, MR protects against magic damage, CDR lowers your ult cooldown and the extra healing is pretty valuable considering how much self-healing Warwick has in his kit. I build this item almost every game, though sometimes you'll need more than one MR item to defend against heavy magic composition.

Adaptive Helm has a worse build path than Spirit Visage and doesn't offer the extra healing. You also need to fully complete the item to get the CDR, which makes it less attractive if you can't get the item all at once. I build this item in addition to Visage when necessary. It's especially strong against Damage over Time effects like Malefic Visions and Blaze, as well as spammable spells like Twin Fang and Hate Spike (or Unleashed Power, since each sphere counts as a separate instance of damage). Note that the passive only mitigates magic damage spells, so this won't help you against any physical or true damage spells or DoTs. The passive is also pretty useless against burst/combo mages like Lux.



Finally, we come to Stoneplate. This isn't the most exciting item to build since it's designed purely to keep you alive, but it tends to be worth the item slot in the late game when you're going to be focused down by a ton of damage in team fights. Note that you'll deal a lot less damage when you use the active, so only use it if you're in the middle of several enemies and need the survivability more than the damage. On the plus side, you'll get some extra power out of Titanic Hydra since the active increases your HP, so that mitigates the problem somewhat. I don't build this very early since it doesn't give HP and its stats are pretty weak outside of full 5v5 team fights.








These spawn times are very important to know if you want to perfect your jungling and counter-jungling. The respawn times of buffs, dragon and baron can be seen at the top of your screen while holding Tab, but if you notice that one of these objectives has been taken by the enemy team, but you don't have direct vision, note the time in the chat log. I recommend enabling time stamps in the chat to help you keep track of timers. Noting the respawn time of objectives even when you don't have direct vision is part of what sets apart great junglers from average ones.


Wolves, Raptors
Spawn At: 1:40
Respawn Time: 2:30


Gromp, Krugs
Spawn At: 1:52
Respawn Time: 2:30


Buffs
(Blue Sentinel, Red Brambleback)

Spawn At: 1:40
Respawn Time: 5:00


Rift Scuttlers (in river)
Spawn At: 2:30
Respawn Time: 3:00


Rift Herald (in Baron pit)
Spawns At: 10:00
Despawns At: 19:45 (19:55 if in combat)
Dragon (Elementals & Elder)
Spawns At: 2:30
Respawn Time: 6:00
Elder Dragon Spawns: After 35:00
Elder Dragon Respawn: 10:00
Baron Nashor
Spawns At: 20:00
Respawn Time: 7:00

Rift Scuttler: These pacifist monsters patrol the river (one on each side) and will run away from aggressors rather than fight back. Killing this monster will create a speed shrine in front of the Dragon or Baron pit (depending on which side of the river you're on) that also grants vision for 75 seconds. The speed shrine will increase the movement speed of any allied champion that walks on it by 30%, decaying rapidly over a short duration. Using a CC that prevents the scuttler's movement will reduce its armor and MR by 50 until it dies (can only happen once per spawn). Crowd control effects last twice as long on the scuttler, including Primal Howl.

Rift Herald: The Rift Herald is a large monster that occupies the Baron pit from 4:00 to 19:45 (19:55 if in combat). Attacks against the eye on her back deal 12% of Herald's maximum health as bonus true damage, causing the eye to close for 10 seconds, reduced by 2.5 seconds every time she is struck by a champion's basic attack. The Rift Herald will despawn permanently at 19:45, or 19:55 if in combat, with Baron Nashor spawning in the same position at 20:00.



Killing one of these monsters grants you (or your entire team) a buff. These monsters are often referred to as "objectives" along with towers and inhibitors because the buffs they offer can greatly increase the power of you and your team and help you win the game. Killing a champion in possession of the blue or red buff will transfer that buff to you. Killing a champion in possession of the Baron or fifth Dragon buff will remove that buff from the champion.


Blue Sentinel - Crest of Insight: The wearer of this buff gains 5 flat mana (or energy) and 1% of maximum mana (or 0.5% of maximum energy) per second, has 10% cooldown reduction on their abilities. If the wearer is slain, the buff transfers to the killer with the duration refreshed. Lasts 2 minutes on the first clear and 90 seconds on subsequent clears. You'll want the first buff early game, but usually you will hand this off to your mid laner later on.
Red Brambleback - Crest of Cinders: The wearer's physical attacks apply a debuff that slows the target's movement speed by 10 / 15 / 25% for 3 seconds and a DoT that deals 4 - 38 (based on level) bonus true damage three times. Also heals buff holder by 1 / 3 / 9% of their maximum health per 5 seconds out of combat. If the wearer is slain, the buff transfers to the killer with the duration refreshed. Lasts 2 minutes on the first clear and 90 seconds on subsequent clears. You can take this buff until your team groups, then hand it off to your Marksman to help them kite.








Dragon Buffs: Slaying Elemental Dragons which spawn (random types) before 35 minutes will grant your team permanent buffs, depending on the type of dragon slain. After 35 minutes, all future dragons will be Elder Dragons, which have a 10:00 respawn time.
  • Ocean Drake: Restores 10% missing health and 10% missing mana every 18/12/6 seconds (based on stacks).
  • Mountain Drake: Grants 10/20/30% additional damage (based on stacks) as true damage to epic monsters and turrets.
  • Infernal Drake: Increases damage versus champions for 8/16/24% (based on stacks) increased Ability Power and Attack Damage.
  • Cloud Drake: Grants bonus 25/50/75 (based on stacks) additional movement speed while out of combat.
  • Elder Dragon: Grants a 50% bonus to elemental drake buffs and 45 + (45 for every elemental dragon stack) true damage on all spells and basic attacks against non-turrets over 3 seconds. This buff lasts 150 seconds.


Rift Herald - Eye of the Herald (Item): Once collected, the Eye of the Herald replaces the Trinket slot of its owner. The Eye lasts 4 minutes and grants the holder Enhanced Recall, which allows you to recall 4 seconds faster and restores 50% of your champion's maximum health & mana and grants +50% movement speed for 8 seconds. When activated, the Eye is destroyed and the Rift Herald is summoned to push down the towers in the nearest lane. The Herald will charge up a dash outside tower range before slamming into the tower for significant damage. The herald loses health over time, when she headbutts towers, and when enemies damage her. Attacks to the eye on her back deal 20% of her max health as bonus true damage, so flanking her is a quick way to kill her. Warwick's high sustain allows him to solo the herald pretty easily once he has a few levels, though it'll take a lot longer than if you had help.


Baron Nashor - Hand of Baron: Each champion on your team gains up to 40 attack damage and ability power (scales with game time). Also grants Empowered Recall, which allows you to recall 4 seconds faster and restores 50% of your champion's maximum health & mana and grants +50% movement speed for 8 seconds. Each champion also gains an aura that empowers nearby allied minions with increased size, movement speed, attack damage and durability and causes cannon minions to deal AoE damage and out-range towers.





Plants are stationary, neutral units with 1 health. They can be destroyed with a basic attack to trigger an effect. Three different types of plants will spawn in the jungle and river. Their spawn timers and locations vary slightly but for the most part they are fairly predictable. The first spawn locations for all plants are predetermined.



Red = Blast Cone | Blue = Scryer's Bloom | Green = Honeyfruit



First inner cone spawn: 1:15 - 1:25
First outer cone spawn: 2:15 - 2:30

Inner cone respawn time: 5 - 7 minutes
Outer cone respawn time: 5.5 - 6.5 minutes
  • Knocks away nearby units (including the attacker) when destroyed — even over walls.
  • Blast Cones spawn in two spots per jungle quadrant, an inner point toward the center of the quadrant, and an outer point near Baron/Dragon.



First spawn: 3:00 - 3:30, always at each quadrant’s spawn point nearest to the side lanes

Next spawn time: 5 - 6.5 minutes at either spawn point, starting once a given quadrant's Scryer's Bloom is destroyed
  • When destroyed, releases vision-granting pollen in a large cone that flies in the direction the attacker was facing, revealing units and wards for 12 seconds (3 seconds on champions).
  • Scryer's Bloom can spawn in two spots per jungle quadrant, close to river ramps.
  • Only one Scryer's Bloom can be present per quadrant.



First spawn: 6:00 - 6:30 minutes

Respawn time: 5.5 - 7 minutes
  • Drops 5 fruits on the ground when killed.
  • Each fruit heals for 3.5% of max health or 8 (+6 per level) flat health, whichever is higher.
  • Eating a fruit slows you for 35% for 0.25 seconds.
  • Honeyfruit spawn along river walls, starting near Dragon or Baron pits and slowly extending closer toward lanes over the course of the game.
  • If a Honeyfruit isn't taken before its respawn timer completes, a second Honeyfruit may spawn. No more than two Honeyfruits can exist per half of the river.






As a jungler, you have the most agency when it comes to traversing the map to place down vision, especially in the enemy jungle. When it's safe to do so, try to place deep wards to keep track of the enemy jungler.

Placing a Control Ward near lane-dominant allies will help them avoid ganks from the enemy jungler and free up a path for future ganks from you. You can also use a Control Ward to check a bush you're waiting in to make sure it's clear (if you don't have a Sweeping Lens or Oracle Alteration).

As the game progresses, you may have to start placing wards nearer to your base if you're losing, or deeper into the enemy jungle if you are winning. Always remember to place a Control Ward inside the dragon or baron pit if your team is planning on taking that objective.

Below are some of the more valuable ward spots. Of course, warding is always situational, so don't feel restricted to only using these placements if the situation calls for something else.


Blue side stealth ward locations
Blue side control ward locations

Red side stealth ward locations
Red side control ward locations







Before we take a look at routes, keep in mind that blue buff and red buff are both very important for Warwick, though he can still survive without one of them if necessary. Without blue buff, your clear speed will slow dramatically and you'll be clearing at below half health once you run out of mana. You might simply have to recall early if you don't have a blue buff to sustain you. Without red buff, your ganks will be weaker as you won't have the chasing power or damage of red buff to secure kills or blow Flashes on enemy laners early. If you have a laner with a lot of setup or burst, you might be able to get by without red buff though.

Whichever route you take, I recommend focusing on securing each buff for yourself, if possible. Warwick's strong sustain and dueling allow him to take risks on early invades, so you may be able to take an enemy buff in addition to your two buffs, which is always a good option if you can pull it off.

I don't tend to clear Raptors early on unless I'm going to be full-clearing my jungle. Without Tiamat, Raptors is quite slow to clear for Warwick, so I usually clear it a bit later once I have some levels, or ideally once I've completed Tiamat.





Starting at your Blue buff has the advantage of more efficient farming paths. Gromp and Wolves are both easy to clear early, giving you the option of fully clearing your jungle without skipping any camps.

(Slow) Blue, Gromp, Wolves, Red - This is a normal route for starting at Blue. It's a bit slow, so you might lose river control if the enemy jungler opts for a faster route. If you suspect the enemy jungler might gank before you can get your red buff, be sure to warn your teammates.

(Fast) Blue, Wolves, Red - This route is faster since you skip Gromp and hit level 3 right as you get your second buff. While less efficient in terms of gold and XP, you'll have more agency for early ganks and scuttle control. This also secures your buffs a bit earlier which can help prevent steals, though it's still possible for the enemy jungler to steal your Red while you're clearing wolves.

(Steal) Blue, Enemy Red, Scuttler, Gromp - Early invades are useful for stealing buffs from slow or weak junglers or to counter invades from strong counter-junglers. For example, the safest way to secure both buffs against an Ivern or Nunu is to start opposite of their starting location and invade to steal their buff at level 2. Most counter-junglers will look for an early steal, and against Nunu or Ivern, you can't really stop them, so your best bet is to try and trade buffs. If you know the enemy jungler won't be coming to their Red side any time soon, take their Raptor camp as well. After Gromp you can continue clearing through Wolves, Raptors and hopefully your Red if the enemy didn't take it, but keep in mind you can easily gank after level 3, so feel free to interrupt your route to capitalize on opportunities.




Starting at Red is your best option for aggressive plays, since you will have access to the damage and slow from the buff very early on. In some cases, you can even gank at level 2 if you have red buff and approach from a flank. Starting red is also the best way to win early fights against the enemy jungler if they don't have their Red buff yet.

(Fast) Red, Wolves, Blue - I prefer to skip Raptors on Warwick because it takes him a long time to clear. Going straight to Wolves and then Blue will also get you your buffs and level 3 sooner, allowing you to gank a volatile lane or contest the river earlier than the enemy jungler. I highly recommend ganking or invading for deep vision if possible, since you'll end up in an awkward spot with Gromp nearby and Raptors and Krugs far away as your only farming options. If it's too dangerous to gank or invade after you have blue, just take the Scuttler and kill your Gromp.

(Steal) Red, Enemy Blue, Scuttler, Raptors - Just like the Blue start invade, but you'll be starting red and invading their blue. If you know the enemy jungler won't show up to their blue jungle (because they're invading you), take their Wolves and Gromp as well. Otherwise just sneak their blue and then clear your way back towards your own blue to attempt to 3-buff them. Blue steals can be very effective against mana-dependent champions like Fiddlesticks and Hecarim, but keep in mind that these champions are much more likely to start at their blue in order to secure it. Be sure to get vision of the enemy jungler's start at level 1 if possible in order to know if you can go for a steal or not.







Warwick doesn't have much in the way of special ganking prowess. Pre-6 you'll be relying on your Primal Howl and slows from red buff to keep your target from escaping. Be sure to use Blood Hunt if you aren't ganking a target who's already below 50% HP. Also keep an eye on the map and watch for blood trails. You can show up to clean up kills on low health targets very quickly, and as early as level 2, so be vigilant to take advantage of those opportunities. If enemy laners don't respect your Blood Hunt and take risks to stay in lane, show up and punish them.

Once you have Infinite Duress, lane-ganking becomes a lot stronger for you (though approaching from a flank is always an option too). If your allied laner pushes the enemy to tower, you can use that time to enter the side lane bush and then engage with your ultimate once the wave resets to the middle of the lane and the enemy goes for a last-hit.




Top lane tends to be the easiest lane to gank, as top laners have sparse ward control and often play very aggressive to win lane 1v1. Since top is a long lane, you can usually find opportunities to either gank pushing enemies from a flank or to dive the enemy tower. Ganking top is most rewarding when you can turn a losing lane into a winning one, but in some matchups this isn't really feasible.

Analyze the top lane matchup and see what strengths and weaknesses both champions have. Provide vision control for aggressive laners like Yasuo and Riven to help them avoid ganks. Help winning laners dive the enemy tower to shut the enemy top laner out of farming. For laners with good gank reception but poor dueling (like Nautilus or Maokai), show up to secure kills when possible and then use that gold advantage to influence the rest of the map.




Mid lane can be very difficult to gank, depending on matchup. Some champions like LeBlanc and Zed are almost impossible to pin down unless you catch them with their mobility on cooldown, while others like Xerath and Ziggs can farm from such a safe range that it's difficult to find windows to punish them. Remember that melee mid laners like Yasuo, Fizz and Kassadin (pre-6) are much more vulnerable when they're last-hitting or trading than ranged mid laners, so be sure to punish those when possible.

If you have strong setup like Twisted Fate or post-6 Malzahar, you can come mid when either of you has Flash available. If your mid laner doesn't have great setup, like Orianna, you're much more likely to need to use Flash to make the gank work.

If your mid laner is pushing constantly, don't worry if you can't gank his lane opponent. Put down wards to protect your pushing mid laner from enemy ganks (and be sure to countergank if you see one coming). Ask your mid laner to help you in invades and ganks if they're pushing, since it'll be almost impossible for the enemy mid laner to help while they're farming under tower.

If your mid laner is getting pushed under tower, but you can't effectively gank the enemy mid, be very wary about going past river and watch for the enemy mid to roam to other lanes or even your jungle. Place wards defensively to spot enemy roams.

Be really careful about diving mid, since the two mid towers are very close together, making it easy to retreat. You're also in the center of the map, so it's much more likely that the enemy jungler is nearby.




Bottom lane is the riskiest place to gank, but also the most rewarding. You have the opportunity for a double kill (or on a countergank, a triple kill) and you can use that numbers advantage to take a tower or kill dragon. If you gank very early (at level 3 or 4), your bot laners might need to use that time to just push in the wave and recall for their items, so don't force objectives too hastily if it'll cost your laners a good recall timing.

Bot lane is tough to gank because they have much better ward coverage and double the combat summoner spells to use against you. Be sure to keep track of which summoners the enemy bot laners have used before you gank. Ask your bot lane for help if you don't know which summoners are up. If you're going to wait for a few seconds in a bush, make sure it isn't warded!. River bush and tribush are often warded, so only camp there if you have a Control Ward or Sweeping Lens confirming that it's clear. Don't let the enemy bot lane waste your time.








If you manage to kill your target in a successful gank, you'll usually want to help your laner push the wave to the enemy tower so that your minions are killed by the tower, denying the enemy laner gold and experience. The minion waves will also reset to the center of the lane, giving your teammate time to go back to base and buy items and return to a safe position. One exception to the push-after-ganking rule is if you gank very early in the game against an enemy with Teleport (usually the top laner). If you kill someone very early, they'll respawn after only a few seconds and Teleport without missing much CS. If you push when that happens, your top laner will just lose a lot of XP since they're sharing with you and it can set them behind without denying the enemy top laner any farm.




After a successful gank, usually when pushing to the enemy tower, you may want to take a minion tax. This means you'll take some of the farm to help you keep up in gold since you had to spend time ganking rather than farming your jungle. You'll generally want to tax more heavily if your laner gets the kill off a gank and tax lightly if you took the kill. Many low-ranked players (and occasionally some high-ranked ones too) are selfish or ignorant and think that taxing their lane is going to ruin their farm and cause them to lose the lane. They're wrong, as taxing in moderation keeps a jungler's gold and experience relevant throughout the game, but if your laner freaks out because you took a few minions (or pushed their lane, some people think this is a bad thing all the time), you may want to just leave so they don't feed or AFK or something.




Holding lanes is an often necessary duty of a jungler and is something you should be happy to do (since it gives you a lot of gold and XP). If your laner dies or needs to go back to base, you may need to "hold" or "cover" their lane by clearing out enemy minions pushing to your tower. If the enemy laner goes back to base or is dead, you may wish to push the wave to the enemy tower. Only do this if you can finish pushing before the enemy laner gets back to lane or they can freeze it in front of their tower, making it difficult for your laner to farm safely. Usually holding a lane consists of either clearing the current wave that is at your tower or pushing completely to the enemy tower. Don't just sit in a lane and last-hit because it's a waste of your time.








Warwick's late game is fairly unremarkable -- neither notably weak nor exceptionally strong. You'll still deal respectable damage and you'll be pretty tanky once you start nearing your full 6 items. Infinite Duress is a great tool for picking off isolated enemies, so vision control should be a priority for you and your team. Make sure you're buying Control Wards unless you're full build. Blood Hunt can also be used to find the location of the nearest enemy, if you see a lot of enemies missing and are worried about a possible ambush or think they might be rushing baron.

Keep in mind that your durability from armor items and sustain from your abilities makes you pretty effective at tanking baron or elder dragon, so you can always start an objective even if you just use the pressure to bait someone in for a free kill. Warwick isn't terribly fast at clearing baron, but if you have a high DPS carry like Kog'Maw or Cassiopeia, rushing down objectives is also an option.

In team fights, you'll either want to use Infinite Duress (and probably Primal Howl beforehand, if they're grouped) on a priority target, OR you can allow another initiator on your team start the fight and save your ultimate to lock down an important threat on the enemy team. Diving the enemy backline or peeling off divers for your carries are both viable options, depending on both team compositions.

One final tip I'll give you is that Warwick can fully heal off nearby minions or jungle camps very quickly. Use Jaws of the Beast and Smite on a jungle camp to quickly refill your health bar if you had to retreat from a fight due to low health. Sometimes you can engage, tank damage, find a jungle camp to heal off of, and then rejoin the fight before it's decided. At the very least, you can refill your health to help your team take an objective after the fight. Don't recall unless you have to!







Thank you for reading my Warwick guide! I hope I was able to help you become a better jungler and a smarter player. Feel free to leave me a comment if you have any questions, comments or criticism. I read all comments on my guides even if I don't respond to all of them. If you appreciated my guide or approve of my build, feel free to hit the green upvote button up top.

A special thank you to those who have supported my guides with votes, Scout points and advice that have been instrumental in bringing my guides to the level of quality they are today. I'd also like to specifically thank MissMaw for her help with graphics and formatting for this guide.



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