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Warwick Build Guide by streetmagiks

Jungle Textwall Quickstart + Tryhard Warwick Jungle guide

Jungle Textwall Quickstart + Tryhard Warwick Jungle guide

Updated on February 28, 2026
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8 0 21,651 Views 0 Comments League of Legends Build Guide Author streetmagiks Warwick Build Guide By streetmagiks Updated on February 28, 2026
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Runes: THE ONLY GOOD IN JUNGLE

Precision
Lethal Tempo
Triumph
Legend: Alacrity
Cut Down

Domination
Grisly Mementos
Relentless Hunter
Bonus:

+10% Attack Speed
+2.5% Movement Speed
+10-180 Bonus Health

Spells:

1 2 3
DEFAULT
LoL Summoner Spell: Ghost

Ghost

LoL Summoner Spell: Gustwalker Smite

Gustwalker Smite

Champion Build Guide

Textwall Quickstart + Tryhard Warwick Jungle guide

By streetmagiks
00 Intro
Hello and welcome. In this guide I will try to provide accurate and detailed info about topics such as: basic jungle stuff, advanced itemization, noteworthy matchups, jungle and teamfight behavior, for jungle Warwick. Reading this should not be too difficult, but it may look like textwall, contain some illiteracy and water. You have been warned...

Most valuable or less obvious info will be GOLDED sometimes.

GLOSSARY

Spoiler: Click to view
01 Champ identity and skillset
WW is autoattack-reliant strong early game champ with mixed DMG ( phys/mag ratio may differ depending on build ) , usually played top/JG. In jungle WW is less limited in his behavior and has simplier rune choices and builds. His skillset offers bonus DMG, self-heal and CC, DMG mitigation; and favors on-hit and bruiser builds ( balanced between DMG and HP restoration, and tankiness).


PROS AND CONS OF JUNGLE WW

++ Easy to learn, good jg champ for beginners.
++ One of the best in 1v1 early, great taker of epic monsters.
++ Good early gank setup. MS+CC+follow up with Q if timed well.
++ Playable from behind. Can stay relevant in late with proper itemization and team-oriented play.

--Not solo-carry champ.
--Limited mobility. Kiteable, especially early. Which can be partially countered by itemization. Lacks mobility over walls.
--Self-healing is significant part of his strength and can be reduced for cheap.
Thornmail is strong against WW as it reduces all healing, BORK DMG, and deals free DMG vs high-AS builds, which are the only ones suitable for WW. Because BORK synergies with WW extremely well, reducing its physical DMG can be crucial and WW can be much less effective if enemy can stack armor. His magic DMG on-hit builds can be weaker vs tanks and AP Q-build requires special playstyle.
--Limited utility. E and R spells are multi-purposal and often we have to use them just for single purpose, reducing value. E (fear) has long CD with standart builds.
--Clumsy W , post-E2 0.25s action restriction, ult-breaking thick wall interactions.


When it is good to pick Warwick? When:

++You matched vs immobile not very strong in 1v1 or fast early jungler. You can invade them a lot and set far behind, then affect lanes and epic mobs Ex. Master Yi Diana Karthus

++Yor team is not too AD-heavy( 2 champs+1 mixed, AP mostly, like Kayle ). Enemy team will not stack armor and you can benefit from BORK( which is item worth almost two, how broken passive is) a lot.

++Enemy team lacks hard CC capable of interrupting your ult, and your team can follow your ult with their Damage (long range/mobile champs) into squishy carry.

++Your team do not need hyperscaler or hypermobile champ with mobility over walls(from basic abilities, like Kayn).

++You do no want much sweat in jungle like if you play Nidalee


SKILLS OVERVIEW

Passive some magic DMG on-hit, and healing while WW is under 50%HP. Heals more if WW is below 25% maxHP. Strong early, weak late.

Q WW bites target enemy dealing magic DMG, applying on-hit effects, and heals himself for % of post-mitigated DMG. Max range 365.

Damage from the cast reaches target if cast was susuccessfully initiated, even if target leaves area.

Can be cast in 2 ways.
1. Q Tap=bite target in 0.25s and close distance to autoattack range (If cast from longer range).
2. Q (Press+hold)=bite+dash through target over 0.5s (prolonged if target dashes, until dash ends).
"Q hold" allows to follow dashes, such as Shuriken Flip Heroic Swing Spirit Rush or blinks Flash Arcane Shift Stand United (interesting...) or complex movement things (if lucky or timed well) like dash+ blink (return) of Distortion . Or other movements caused by jungle mobs/plants or allied champ's displacements like Rocket Grab

During cast time (0.5s+) WW is displacement-immune. This can be useful to avoid being moved into Realm of Death , rooted and moved by Dragon's Rage etc. If situation allows and you can time it well, keep your Q specifically for such things. In some situations, it is easier to use Q on minion rather than on champ. For ex., vs Keeper's Verdict


**In terms of DMG, Q is just another 2-3 autos against squishy targets and can be DPS decrease when AS is high. Vs tanks (and large minions) Q can be significant, both damage and healing. Especially if they have low MR. You often need Q for following dashy champs rather than for healing.
**Q-hold dash can be ended preemptively by releasing hotkey for shorter dash
**Q dash can be interrupted by hard CC's which are not displacements, for ex. stuns.


W
PASSIVE: WW gains bonus AS for 1.25 seconds upon damaging a target who is under 50% of their maxHP.
PASSIVE: WW senses all enemy champs on the map who are damaged below 50% maxHP by him or an allied source, and marks them with blood trails, visible for allied team. He gains large bonus MS when moves toward these champs.

These bonuses are doubled against enemies who are below 25%maxHP. Very strong!

ACTIVE: For 8 seconds WW gains all passive effects of this spell against closest champ, as if they were brought below 50%.

Useful for closing gap, or gaining DPS increase vs full HP target. Do not cast it too early cus it can end before you can benefit from it.

AS bonus lasts for some time after hitting initial target, which can be abused for quick switching to another target (including turrets) for bit extra DMG. In similar way, bonus MS lasts some time after turning from wounded target...I guess?. If they did not changed it with 14.22 rework. I personally never abused this cuz it never been too useful.

Sometimes you can gain MS increase in multiple directions, from multiple low-HP targets located in diffitent sides of the map; rarely happens, but can be deadly.

E Radius 375

FIRST CAST: WW gains (up to 55% at max level) damage reduction for up to 2.5 seconds. Primal Howl can be recast after 1 second, and does so automatically after the duration.
RECAST: Warwick howls, ending Primal Howl's effects fearing nearby enemies for 1 second, slowing them by 90%. WW cannot attack or cast abilities for 0.25s after E recast. Instead the last input will be buffered to play after it ends.

This is a thing you normally will use only once per fight, unless you making some weird build with lots of AH. Be mindful about how you will use it! You need to feel reactivation radius well for reliable use.

R
ACTIVE: Warwick leaps in the target direction with CC immunity, stopping upon hitting an enemy champion. He then knocks them down and channels for up to 1.5 seconds to suppress, reveal with true sight, and deal magic damage every 0.25 seconds. Also applies on-hit effects 3 times. WW heals for 100% of all DMG he deals to the target during channel.

It will make LeBlanc visible even when she spawns illlusion at 40% HP, and continue to suppress original Shaco after he spawns ult clone, if WW jumped from short range just in time. Sometimes can be useful to reveal Akali, Teemo, Kha'Ziggs and others, if your team can grab quick benefit from it.

CC immunity ends when WW reaches max distance or hits enemy champ. So ult can be interrupted by CC spells, preemptively cast by targeted champ. Such as Null Sphere Charm Buster Shot . Sources of such spells should be in loss of control state for guaranteed full length ult. By allied hard CC or fear from E.

Some walls have weird interactions with ult and act like they are thicker than they appear, try to not ult through thicc walls or learn these interactions in training mode.
02 Itemization
WHY BRUISER BUILDS ARE RECOMMENDED DEFAULT FOR WW ?

To make his W passive work in 1v1, he need to make enough DMG first. He also need some durability in form of DMG mitigation and/or bonus HP, and HP restoration. Stronger mitigation=longer ability to fight back without dying, and bigger value of each hit point restored by DMG or allied healer. All this reaches its maximum with builds which are considered "bruiser". By default, aim for 0.5-1k bonus HP and 120-170 TOTAL MR/armor for endgame bruiser builds. Other stats (damage) will help with kills and HP restoration. Mitigation (armor/MR) has increased value vs teams with HP restoration from post-mitigated DMG. Ex. Ravenous Hydra Blade of the Ruined King users, Vladimir

BTW, bruiser ( DMG/durability balanced) builds are strongest for duels on any champ. Some champs are just naturally better duelists.

For teamfight, there is no point in making tankier builds on champs like WW (non-tank champ), whose skillset does not benefit from it much. He is not CC machine with low base cooldowns and will be unprioritized by enemy if lacks DMG. You can run tankier builds if enemy team is stupid ( which is often true so you can gamble ) or your team benefits a lot from your initial lockdown deep inside enemy team( ult+fear) , (which requires passive tankiness) and debuffs from items like Frozen Heart Randuin's Omen or maybe even Abyssal Mask


GOOD TO KNOW STUFF

Utility items are strong and easy to hit with their effects, and they add useful stats. Thus, adding them can be nice idea. Some items are way too strong in certain situations and can be taken even if normally they are not part of the build. Ex. Randuin's Omen

Some items are meant for PvP and can be worse for jungle clear. Be careful if building them in early game. Ex. Sundered Sky

Stackable stats-percentage-reducers such as tenacity and slow resist are better when they stacked. No matter if they stack multiplicatively or additively. Do not expect significant benefit from single item with such stat. For ex. Wit's End makes CC 0.8*long, Mercury's Treads 0.7*long. When combined, 0.7*0.8=0.56. For 1s long CC this means 0.2, 0.3, 0.44 seconds duration reduction, which may look like a some waste (0.44< 0.3+0.2) but in reality, it allows regain control and make next move before being chain CC'D. These additional milliseconds are crucial.

On-hit items allow to build lots of magic DMG, always try to prioritize DMG type which is less resisted by your jg opponent or anyone who you want to delete fast. This also helps with your self-heal. Check for your team phys/mag DMG distribution and do not overstack.

Most of times you do not need to feel bad about overstacking AS from on-hit items, Lethal Tempo and W passive. They are just too good.

Always try to invest just enough in passive tankiness on WW. Damage is what adds tempo early, and restores HP, which is form of tankiness. In late game, when you do not need any "tempo" , and can be focused, you can shift to tankier build and play more like support, allowing your team to deal DMG ( if team is good at dealing DMG)

Items can be sold after they served their purpose. Especially if they actually served you bad and were a mistake. Let them go.

*SITUATIONAL. If you play vs tanky team, who do not want stack MR, but stacks armor, you can run more Q-focused builds with AH, such as AP ASSASSIN, as it damages them and heals a lot.

LIST OF VALUABLE ITEMS FOR JUNGLE WW

Your first item, no matter what. Spam active in jungle and when crashing wave for laner

Tier-1 or tier-2 boots = Second item. You will need this MS before upgrading Tiamat. If you do not need tenacity or some special build, run Swift bots by default.

As default, rush this after boots for much better gank setup. CD is disgustingly short. Spam active when it useful. Follow this item by Blade of the Ruined King

Rush this after boots if you want focus on duels with strong/ tanky JG opponent or ganking bruiser/ tanky laners. Or just for better DPS output when your laners have strong setup for your ganks( they have CC, mobility). Ideally, you want at least two BORKrush-worthy targets in game to rush this first. Build Stridebreaker after.
BORK percentage DMG is very strong at any stage of the game. Against armor stackers you can delay building it, and rush Wit's End or Terminus instead. If enemy team stacks armor and do not have 3000HP+ targets, you can completely ignore BORK and run full mag DMG on-hits, or even Q-focused AP build. Very rare siruation.


AFTER ABOVE ITEMS BUILD THESE:

BEST ITEMS

80+ % of times it is pointless to build anything from outside of this list

Usually 4th+-1 item. Almost Flash with shorter CD. Further increases gank/ dive/ outplay/ whatever potential. Also some useful stats. At this point of the game you probably will need some disengages. Especially if play against Olaf Nasus and they want focus you. You can bait them and escape. Or just vs.some JG filth which rushes R.belt and/or is elise-eve by default. Naafiri Lillia Ekko . Small bonus of R.belt- it can break Spellshield like Edge of Night on multiple targets from range.
Item allows dash+Q for almost 650 range, which is significant in the midst of teamfight, when you have no W MS effect available or cannot benefit from it vs chosen direction/unit.
Allows better maneuverability inside already ongoing fight, where Q range alone can be not enough.


More often than not, it is your core item. Totally worth stats, including invaluable 30% pen. Usually, 5th item. Can be rushed earlier If enemy stacked resists.

Immortal classic. Useful stats and magic DMG. Can be rushed early instead of BORK vs team full of armor stackers, with adding BORK later. Double value vs Rammus or Bramble Vest .

More physical DMG

Very nice thing when you can play more DMG-focused build and have 2+ on-hit items before this.

Strong slow and passive. Good vs AD heavy team even if they do not stack crit.

When you need armor and antiheal at same time. Both reduce enemy healing from autoattacks vs AD champs.

Farce of nature...Good, balanced, 200 years of design item with 120 MR and MS. Definetly build this vs big magics.

GOOD / NOT TOO BAD/ POSSIBLE

Some people find success with these significant bonuses, but I prefer to not invest too much in unreliable ults. Often I need move a lot BEFORE casting ult, or without using ult at all. Or I stay in roots afer ult and not utilize bonuses at all. It gives less stats for jungle, etc etc... Situational item which is good for duels.

On-hit core + tankiness is better. We cannot use Spellblade often, unless making suboptimal build with AH

Not sure if we can build much AD for significant healing from it or make takedown fast enough to benefit from passive DMG delay. If you can grab assists left in right in 5v5, then it may blast. I cannot bet on this. Maybe buy this as last item just for some stats...Very volatile item, cannot recommend by default.

You can be kited while shield persists. It can be halved/nullified. Still, Tenacity and bonus HP+ some DMG can be useful.

Similar to above- WW can be kited sometimes after shield procs. DMG-wise item is not great for on-hit builds.

Lifesteal benefits from on-hits, including mag DMG, and can restore bunch of HP. It is strong in 1v1 2v2. But often we just have no room for this after core+ 2 tanky items. And replacing any of them can be bad for 3v3-5v5.

We are not in 2020, bonuses are too small. If you run swift boots, and really benefit from slow resist, then maybe.

Good stuff if enemy setup allows you to be threat and your team stays separated. Late game tank item for solo pusher ex-jungler WW.

For maximizing late game support function and tankiness in TF.

2 or more targets have shields as their spells and you can reach them with attacks. And your team does not bother to build antishield.

Good if you can stack bonus resists. Problem is: Vs living humans you cannot. Still, even 45+45 resists +HP can be useful.

VERY SITUATIONAL / BAIT

Antiheal + untasty stats. If enemy team is AP heavy and you cannot benefit from Thornmail armor and your team ignores antiheal.

This lowers DPS and tankiness in long run, but can be decent in shorter 1v1 fights and strong in 3v3+. Does not add much to JG clear.

Useless mana, situational debuff , AH is not to-go stat. If you play full support, these can be useful in late.

If you need MR and can restore HP from low-resisted targets, or have pocket healer, then...maybe. But normally Wit's End instead.

ONLY when we need armor shred for AD heavy team, and can play as a team. We stack magic DMG on WW in this case. Disables Terminus buy.

Other item are even more situational...
03 Jungle stuff
WW can do any type of jungle activities. Full/ partial clears, early invades etc. His gank setup is decent and he is strong in extended fights, and in 1v1. We should force these situations when we can and fight early as often as possible.

MOST STANDART STUFF

Every jungler want: 1. Move around map and gather resources ASAP. This includes killing JG camps and enemy champs 2. Prevent enemy champs from doing same, waste their summs and other resources.
This allows accumulation of team power difference and winning in later crucial battles.

To effectively do above things, JG want:
1.Play around champ's strength. It can be quick JG clear resulting in better itemization, gank capabilities etc...Invest most of time in strong thing.
2.Minimize downtimes and negative plays. Which are caused by suboptimal routes and builds lowering clearing speed or 1v1 power, uncountered invades, coinflip plays, waiting too long before acting.


Usually junglers start from Buff mobs: blue sentinel or red brambleback. This can include "leash"-additional DMG from laners, but it is absolutely not needed, unless it is just counter-invade measure or attempt to fool enemy by fake leash.

You can expect which buff side some GJ will start ( but this is not guaranteed). This helps with making game plan for 1-4 levels, and further (sometimes), as champs tend to partially repeat their clear path due to mob respawn timers. Mid can ward less popular for start spot, such as Raptors or Wolves, around 0:30-0:40 timer and return to the lane, or simply ward Top half Buff around 0:40. Other laners can ward enemy buff too, just to reveal which side JG started. Warding Bot side buffs has increased chance of ward destruction without revealing jungler. Cuz supp, protecting it from invade may have Oracle Lens , and there is more autoattacks for ward insta-clear Post- 1 min ward near raptors is also very strong (strongest early game ward) as it gives INSANE ammount of info about enemy JG. Their raptor arrival (or not arrival, meaning other side start) time and possible route after, which may include JG invade or lvl 2-3 top/mid river gank.

Mana-hungry spellcast-reliant champs, who prefer to delay their first gank/invade until lvl-3 or later, such as Evelynn Karthus want start from Blue buff and powerfarm with it, cuz its AH/ + resource regen provides significant DMG increase for them and adds tempo.
Champs who rely on AAs , and/or are strong for lvl-2,3 gank, prefer Red buff start. So they can gank nearby lane soon, then continue clearing own JG, or invade enemy JG.
Other champs may want just make full clear and move toward more gankable around 3:30 lane. Ex. Sivir + Brand lane can push a lot and cause rebound (autopush in opposite side) and freeze around their tower, so blue team JG starting from Blue, will have fresh Red buff and easy access to enemy bot laners, making deadly number advantage possible
Or whatever else JG's plan is. JG pathing is volatile and can be absolutely chaotic. The only thing that matters, downtimes are unacceptable, so JG will play around their current location, which can and should be spotted. Most often reasons for changing standart clear route are: 1. JG opponent is spotted at lane gank and their farthest from them camps are untouched and can be stolen. 2. Laners commited extended fight wih overextend, which can bring more than mere JG camps. Smart jungler will evaluate resulting gold/xp summ.spells wasted diff for ganked lane in addition to own gain. Based on how important chosen lane is in current match.

Level 1 invades are mostly coinflip even when one team have face-2-face advantage. By default, avoid this before learning your teammates. If you can exchange your HP for theirs in controllable way, then you may try. No need for 50/50 moves to secure kill. If you can just chunk them and not die yourself, this is nice cuz they now have to play from half HP or recall and lose lane in both cases. Note their wasted Flash and play around this, you may adapt your JG clear for this and prioritize them for early gank.

If your ganks are not costing you too much time, they are worthy even if you cannot secure kills. 20s of time is absolutely worth wasted 30-70% HP and/or Flash, especially if big fight is about to happen soon. Or when it is last thing you can do before recall due to camps respawn timers. Utilizing this thing alone will make most games much easier.

Standart full clear is: RedBuff-Krug-Raptor-Wolf-BlueBuff-Gromp-river OR BlueBuff-Gromp-Wolf-Raptor-Krug-RedBuff-river. Every non-river camp gives (very approx) similar exp and gold.

Anything that includes invades in enemy JG (or just river skirmish) will have better chances if allied mid have prio and can make opponent to choose between loss of tower health+farm and counter-invade movement. Also our mid can move more freely behind enemy tower if it is busy by our minions. This principe applies to bot/top lanes too. Mid just has simple terrains and can affect all JG quadrants, and 2v2 is more predictable.

LESS STANDART STUFF

Here are some variants of non-full clear plays which can be used by you or ur opponent.

1. Clearing raptors/wolves -buff- krugs/gromp (not always)- Lvl 3(or 2) gank closest lane- invade enemy jg. If junglers have big difference in vll 1-2 clearing/movement speed and faster jungler have good gank setup, this can be a thing. Nunu & Willump is good example. He can steal Blue buff/Gromp after this (buff-raptors-top gank) and gank mid after. WW can do similar thing but at slower pace, which can lead to inability for JG camp steal after gank, and losing some tempo. Arrival from river is recommended. Watch closely for your laner(s) before commiting this. Mind lane setup, availability of spells at lvls 2-3 and summoners wasted. If chances are low, or you are not sure, make full clear instead. If gank successful, finish your closest JG-recall-buy- continue opposite side clear.

NOTE. Your jungle can be stolen if enemy starting opposite side and see ur lv 2-3 gank. Especially if enemy mid can push yours into tower and make them choose between counter-invade and attempt to farm. Enemy JG can also be faster clearer which makes steal even easier. TLDR: ur camps can be stolen and you cannot steal in return if you gank lvl 3 and: 1.enemy JG is fast clearer 2.enemy mid have prio. If both junglers clearing in same direction, your camps will not be stolen. Be careful if trying such lv2-3 gank if not sure where enemy JG starting. If you see them under ward farming ur camps in result of ur gank, you can do similar thing before recall, but enemy mid+bot can interfere

2.Ward around your other buff. Buff-Raptor/Wolf (second can be skipped sometimes)-cross river-JG invade at level 2. This way we can grab enemy summs or secure kill, grab some camps there. If we can take enemy summs and grab a kill, it is worth it even if they 3v1 us in the end. If it is top side, we can try 1v2 if we have Ghost Learn W,Q for this. If there is no enemy JG, hide in borsch and pull buff mob there, all-in when JG approaches. If you see they stealing ur JG, clear other camps-gank closest lane-clear ur closest uncleared JG, recall.

3.Enemy starts in your jungle.If you are sure you can protect your buff in time-do it. Otherwise clear your current buff, cross river, clear enemy JG, be ready to spend summ. for escape if they try 3v1 counter-invade you. Their combined wasted time worth it, if they cannot kill u.
OR, if you see their JG is warded and they coming for u, meet them before their 3rd can arrive, waste their resources and escape. If you see them all, use W to gain MS in needed direction, if it choses wrong direction( toward 2 of them)-no big deal, 2 is better than 3 anyway. Punish their wasted Flash next time you rotate there. Make them learn good manners.

Anything else is combination of already mentioned. Horisontal JG clear, vertical, +some camps skips for earlier ganks. Some champs with mobility over walls, like Jarvan-XXL, can live in enemy jungle and apply constant mental pressure and more, especially if lane pushes automatically (rebounds) in unsafe zone.

CHEESE STRATS AND TECHNIQUES FOR WW

BACKSTAB tech:Because Flash range is PATHETIC 400 units, you can make very easy ganks after lvl-3. Move behind your victim by any means. W for MS/ passive W, R.belt, flash, ghost. Start AAs+E1, match movement to stay behind so Q or E fear will outrange possible flash, S.breaker if available, E2 if it helps your ally chain CC, Q if flashes, E2 at arrival point if you still have it.

RED TEAM TOP CHEESE(Can be done anywhere, red top just for example and simplier terrain and red buff slow; another name can be BEHIND YOU)

LVL2 GANK TOP Grab red buff, move to topside mid-river bush closer to wall, until enemy toplaner gets into W radius. Ping "on my way" , W for MS-move along wall to the rendezvous-BACKSTAB-move+AAs until 1st tower hit. This will cost them at least 300+ HP and flash. If they are far enough from tower, use Ghost and finish. All this is for top with neutral lane state. You will need W and Q learned.
If enemy top pushes, do same thing, but (maybe) clear raptors after Red

After gank, invade blue team blue buff and steal it +gromp+ Wolf if possible, finish ur red top side -recall. Enemy jg probably will steal jungle around your blue buff, if they started from Red. If so-then from now and for some time your jungle is (blue and red team) jungle around top lane. If you reached level 3 and enemy top is immobile with wasted flash, and there is no enemy mid/jg, then:
1. Ensure enemy top is far enough from tower.2. Go behind blue team tower bush, W for MS- tank tower hit, E1 for tanking 1 more (maybe even 2 in more durable patch), reach enemy, AA+Q+E2 fear+AAs. Top diff ready, gg ez.

*This may lead to increased enemy junglers attention to your botlane, cuz jg will try to "mirror" your top lane plays. Which can be unwanted.
04 Matchups and 1v1s
Here is list of noteworthy jungle matchups and some other champs. *MORE CHAMPS CAN BE ADDED BUT THIS HAVE TO WAIT ( most time-consuming thing )

SOME GENERAL THOUGHTS

WW is strong early and may want invade some champs cuz it is optimal. To make it easier we want our nearby laners have prio ( priority to make next move without loss( of exp/gold), usually result of better waveclear). So they can follow our invade, or be ready to protect our jungle from counter invade, without losing much farm. Ideally if they also have nice kill threat/setup power/mobility. Like Talon Akshan
Opinions on how they should use their clear may differ, but you can expect some or ask for prio and assist with invades before match started.

Sticking to the target is crucial and can be difficult vs some champs. Cuz they may not allow you to close gap, and/or can disengage. Usually, 1st is more difficult to overcome for WW without items; this is why I often include R.belt in my builds.
After you reached target, you need to maintain your stickness by using least CD mobilities first (like Q ) , then longer CD mobilities/ CCs to hold the target in place. DO NOT SPEND TOO MUCH AT ONCE. Remember to walk between spells and AAs.
In some situations you need to save your Q for high-value Q-dash special interaction.

Some champs cannot be directly countered by WW. Instead, champs who can carry the game should be prioritized and "babysitted" . Ex. you cannot destroy JG Jax, but you can play around allied Vlad, if he is good. Vlad can beat Jax in 1v1 and also good for 1v5. If you have no idea at all, you can check COUNTERSTATS for particular scaling champs, to figure out who counters who. Like here:
https://www.counterstats.net/league-of-legends/jax
52%+ is good enough, gives general idea and exposes some skillset weaknesses. Remember: only hyperscalers who are troublesome for your team. If your team have no late difficulties vs your JG opponent due to strong skillset, then do not bother much

Avoid engages starting from yout Ult if you may need it soon for chase/healing/ CC immunity/ whatever. Especially when you have no team assist.

E-related notes: Vs champs with consistent DMG you want use E at low health cus it will allow you to live at low HP longer, and squeeze maximum out of main passive ( this healing becomes much less important with time ). This can be multiplied with W passive, which also favors late E usage. In addition, some champs have ramping DMG, and E will negate the most if used not too early.
Burst champs can deal lots of DMG from the start, and should be mitigated asap, if they are real threat to you.
BORK and currentHP% champs deal most DMG early and can be mitigated early, if you are sure they will loss ability to damage you soon after. Ex. You engage on Viego, and able to destroy him in next 3s (solo or in 2v2) and want move to the next target with more HP left.

Troublesome jungle opponents and other champs who are good candidates for ban:

Ambessa, Akali, Ekko, Qianu or something, Zilean -elusive mobile damaging cancer champs.
Hyperscalers of all sorts -they tend to scale, you know, and your team often suddenly realizes at 40 min mark that they have no skillset for countering these champs.
Kayn, Shaco -problematic for your team no matter what.
Olaf, Mordekaiser, Jax - jg opponents- stat checkers

If enemy team is full of stat+fat checkers like Morde, Voli, Trundelle, Tahm, Mundo and your team have Vayne or Gwen or maybe Fiora (too skill-dependant) and they show solid play, prioritize snowballing them. These are the only reliable counters.
Other champs have weaker antitank capabilities in long run cuz of their CDs, enemy resists, etc.

CHAMPS IN ALPHABETICAL ORDER

Ambessa R.belt build+Thornmail+Randuin in late. After you reached her, time Q-hold casts for following her dashes. She does not like extended fights, some of her spells may come on cd and energy deplete. Fight until the end, do not allow her another spell rotation. Use mobilities/item slows/fear one after another, not all at same moment. Should be ez if goes full lethality without S.breaker. You can time Q-hold/fear/ult right into/just before her dash becomes available and freak it up.

Brand Q line projectile, CAN STUN W pointclick 680 range( can spread AOE) E delayed pillar

Brand want ignite you with one of his spells to activate passive burn, then stun with Q and follow with anything what is left. His slow from Rylai's Crystal Scepter wil be annoying. He builds tanky and can have Zhonya's.

Your gank setup is better, focus on this rather than on Brand, who can kite you.

In mid-late you need
1.Make setup for your team; expect killing him will take long. Or
2.Solo engage: W-E1 from 800 range-get hit by his W pointclick from 680 range-be ready to sidestep his Q from ~400-600 range (wait for it, do not zigzag early) -Q from 370 range-E2-AAs until end or Zhonya-Ult to heal/close gap, if stunned and slowed after Zhonya. Use Stridebreaker from 400-450 range if you feel you can be stunned before Q completes. Use ult if failed at any point( stunned early or clearly can be stunned from long range Q). Or simply from the start, in this case he can kite you after.

With R.belt( recommended build) you can juke his Q stun and get closer at same time, then slow him etc...Or freely start from R, and be able reach him later, after he start kiting you.

Ideally, you do not want focus him first, if there are easier targets(ADC, squishy supp)
He is burst champ and cannot deal enough DMG to kill U fast if u have standart bruiser defence.

Ekko, Elise, Fiddlesticks Tenacity boots, tenacity in runes, Wit's end rush after S.breaker, R.belt build

Evelynn Bring control wards, do not stack MR over 150, as it will be wasted. Instead, invest more in HP: Grab Sterak's Gage if it fits. Heal up with ult before going too low (30% ), her ult execute multiplier is 250%. Allure shows direction toward Eve at cast moment and after it reached max. power. Keep cursor nearby and be ready to move accordingly. This is most important-you have good chances after Allure comes on CD, go W -all in. R.Belt breaks invis and ur team can focus her from range. Your ult breaks CC effect of Allure

Garen If he is jungler, he is slow starter. Invade a lot. Snowball those who can carry in this game. In mid-late look for his Q animation, cast E asap and buffer Q if possible. This will mitigate his E burst. Otherwise u'll be ded.

If he did not followed Q by E, just Q+AA then release E2 from some distance(~200) and disengage. Repeat when E ready. Heal on other units between attempts. Use ult when he cannot buffer his Q and interrupt it, consider his base CDS Q=8s E=6s.
Better if you do same things when playing with your team. His W tenacity does not reduces ur ult duration

Hecarim Can kite you as his Q range is longer than your Q (similar on paper but...). If he tries to contest your Raptors, stay between them and him, let him waste time. Do not get baited to chase him, unless you have red buff and Ghost ready and he is not running Phase Rush. After S.breaker and Swift boots you can reach him and try some engages. Build R.belt for even better sticking power.


Jax Q jump W empowered AA E dodge+ stun

Jax is scaling champ who completely counters WW with his E Counter Strike , strong DMG output and DMG mitigation from ult. He is slower starter ( if jungler) and prefers powerfarming, which gives us some time to make team ahead. But his gank setup is decent and he can grab some kills along the way. Best you can do is to snowball allied champs who can beat him in mid-late Garen Vladimir , permainvade his camps and force fights early, if you know his clearing route. Do not try solo him in late, unless you have perfect build and some skillz.

His E blocks your autos, Q damage. It can stun you mid-Q-dash and stop it, and cancels your ult. Base CD is 17s and stun is only 1s, dodge lasts 2s, can be recast after 1s. Most important abil, which you should play around. After stunning you , he can jump over wall and escape.

Plan for early game. This is not something too important or special or working 100% of time. Feel free to skip
Spoiler: Click to view


Mid-late Play around your team and enable champs who can deal most DMG to him. Something like Ryze, Vlad. He cannot recast E for 1s after initial cast and with some chance you can play around this and your E. Then deal some DMG, bait for ult and disengage.
There is lots of small moments of how you can play inside his E and after it with your E and Q and you may tryhard around finding them out and neutralizing situation, but better just take it as it is: Jax counters WW in all ways possible.


Kayn Q 400 range dash+DMG W 700-900 range slow+DMG E wall ride

Red: Thornmail is must if you have to tank him.
Spoiler: Click to view

This is not always the case, you can just S.breaker slow/ E fear him for your ranged damagers without going into full contact. Better if you can send his E on CD so he cannot reach your carries, then quick focus someone else. Position such way that he cannot AoE multiple champs with his spells

Blue:
Most DMG is physical, if you can stack armor, do it( 2 armor items and 500+ bonus HP), your goal will be to force extended fight/ lock him/ bait for Ult to escape.
Shadow step or "wall ride" E is main problem. He is immune to slows during E, in wall and outside. R.Belt may help. It sends his E on CD, so he cannot threaten your team, but it is gives you only ~ 5s for quick play. Situational use, but vs blu kayn small details matter. He can slow you only with very dodgeable W, so if he is out of Wall ride mode, you can reach him and stick, save your Q for his dash, save R for when he atttempt escape after his R. Which takes up to 2.5s so you can E 0.3s after he vanished and mitigate his R DMG. If lucky or know how time it well, you can even fear him.

When he has E on CD: W for MS, dodge W, get into melee range-AA's-Q dash if dases-E1-AAs-E2 when dashes with Q or E -Ult when needed( he can dodge by his ult, try to bring him with your ult closer to your Nautilus or something for CC. You can ult after fear if it useful )

( Situational) If you know what to do after, and have vision,and durability, allow him W you and get into PvP combat state, and be dropped from the wall. W-R, AAs -Q if dashes away, E1 asap and E2 2s later to prevent his escape dash-AA's -Q S.breaker/R.belt when needed

You can use E for mitigation along the way, ideally if it will serve as mitigation of 2 spells/ (at least ult alone) and CC in the end. Your EHP vs phys will decide if you can use E just for CC and Q just for mobility ( and not for healing each time it is available)

In rare occasions, he can lock self in Q Reaping Slash animation, which you can react with R. Do this only if absolutely sure he cannot dodge with his Ult, and you/team can benefit from it.

Sometimes you can W-E1-R.belt-E2-maybe R, and lock him and finish with allied assist. Nearby Ahri LeBlanc Kassadin Blitzcrank may help

Most difficult part is to decide when you can commit and gain more than nothing in exchange for wasted resources. Sticking to him and disabling him for your team requires some practice, but without it you will suffer and probably burnout. BTW good champ for ban.

Kha' Zix Has long CDs for W Spike and E Leap So you can stick to him/ force to rethreat relatively easy. If he is not timing Leap well, you can follow him with Q. He can recast Ult invis after 2 seconds of leaving previous, this is your time for Q+AA heal+DMG.
When he leaps to you ( maybe ) or emerges from invis, he can DMG you only with one thing-Q or AA, before you can react. Cast E1 to mitigate second of them, or both (sometimes), Q+AAs, stick to him to ensure your E2 auto-recast will hit him even if he uses invis. From here you may disengage and save Ult for later use or continue and use it for heal ( cast it into his AA or spell animation for 100% hit, although I am not sure if he cannot Leap and AA/spell at same time. Anyways from short range you will hit Ult. DO NOT CAST FROM LONG RANGE AS IT CAN COMPLETELY TURN THE TABLES IF IT MISSES ), or keep until he want rethreat and you will have Ult+Q ready to follow him.

Sometimes you may want Ult him from low HP, after his 2-3 invis rotations to ensure he cannot Leap away. Do not be too greedy. If he damaged you for too much, use it early, heal up and let him escape( if you cannot just follow with Q )

Vs Kindred R.belt build that's it . R.belt-Q hold (or Stridebreaker-move closer-Qhold)-E for full length-AAs-E2-AAs-Ult if needed

Lee Sin Your Q follows his Q2, W dashes and can nullify CC effect of his ult. Keep cursor near him and be ready to follow with Q

Lillia Q bread and butter W , E mostly irrelevant

Avoid interactions early. Build ROCKETBELT. Take Ghost Engage when she has less stacks of MS.
W-R.belt-AAs...-Q when she goes out of AA range-As...S.breaker-Repeat. Remember to follow between AAs . Add E fear at any point if she becomes too fast and you feel you cannot handle anymore. Build swift boots.

Not sure if Ult completely removes Drowsy status, but it breaks sleep for sure if timed. You probably will need some distance for this.

Musta Yi Most DMG is physical, unless you stacked 400+ armor and he deals no phys DMG at all. Any 1v1 early and late comes like this...Go closer, W for MS/AS , if he escapes with ult - very nice. If not:
1. AA-E1-Q-E2 autocast 2.5s later-AA-Ult into feared Yi -AAs-maybe Q if it does not decrease DPS. Alternatively-let him escape after fear and save ult for other use.
2. AA-E1-Q-E2 autocast 2.5s later- HE DODGES E2 WITH HIS Q -AAs until you are low enough, but not later than 4s (for 6 slotted Yi, may differ) after his Q cuz he can make Q ready by AAs - Ult for empowered healing-AAs-Q

If he uses Ult first, let him lose time, kite him. Every second of his ult is precious. If Qs then E1-AA-Q- E2 after his Q -run away, if situation favors this

Build Plated Steelcaps Thornmail Death's Dance if they fit well. Track his MR/armor and add DMG accordingly. If stacks armor, add Guinsoo instead of Deth Dance Do NOT build R.belt if don't need for his team, and want be able solo him in late. In worst case you can just make him waste his time on you and get baited for ult without reset or with late reset far from anyone else. You are not always need to kill him. Making him Ultless is just enough for big fight.

Mordekaiser
In early game run standart build for maximizing ganks+early 1v1,OR rush BORK if you feel you can pass statcheck and duel him often. Be careful and do not allow to break ur ult by his pull. Track its CD( ~15s early). After 30 min you may want make tankier supportive build and tank+kite him+ bait for ult into you. Build Force of Nature if you need to tank him. Get cheap antiheal (any) For slow on him, build Iceborn Gauntlet and let your team kite him. Dodging his ult with R or Q is worth it, cuz it goes on CD and cannot threaten your team after. Also it gives you chance to kill him and take dragon if he is there.

Naafiri R.belt build. Avoid early cuz you can be kited. Ult only into fear if can dodge.

Nocturne Q trail W spell block on 20s CD early E delayed fear

Get closer. W for MS+AS, AAs until he casts W, after it expires, add some Qs. E at 30% of your HP, or earlier if he has Q buff and you will be feared in next 2s,and cannot heal. If you can-allow him waste Q duration, and most important, his W. Do not cast Q asap after going into melee, or at least when he is buffed by Q cuz he can get W buff if you do. With some habit, you can break his fear activation by your ult. If he wasted W you can fear him and ult for heal and over-rightclick him after, overall you are stronger in 1v1 if not making everything wrong (cast Q from full HP into his W spellblock, after he just empowered self with Q trail)

Nunu Get rid of this ** before trying any JG epic mob. If your team lack CC, trading Ults is always good. You cannot be as fast and omnipresent as he is, prioritize mirror ganks (opposite side of the map). Allow him steal camps, do mirrored steals.
If you can stick on him, he is cooked. R.belt can help. His Snowball can be cancelled by Q dash over him (not always works), or E fear (recommended) when he run away. If you stay in root, E1-W for MS-E2 to stop snowball. Or W-Q dash-bodyblock snowball. Or simply R. Without Q and E root, Nunu is ded. Get cheap on-hit antiheal like Oblivion Orb

Olaf Have enough durability to last long enough for ur team, or build Experimental Hexplate. Or just use all mobilities you need ( R, R.belt, Ghost) for escape. Snowball your long range ADC or Vayne if you have one. Attempting to build optimaly to pass his stat check will decrease your overall performance. Just avoid interactions when you can.


Qiyana Ban this, save forests. This champ in right hands is just too much. U see, I am bad at writing. It will take weeks of input. So I will not bother trying too much.

Worst part is her freaking eternal (only 1s downtime with 70AH or so) invis with DMG which can be recast again and again, until she finds angle for root+ult+CritChant ADC2K+ moment. No ADC-no problem. Pick 3-5 bruisers+tank shredders and win every game, moneyback guaranteed. New meta spoiled, my bad.

Get Twisted Fate and tankier team, play around those who understand how good is not being oneshotted and can carry solo. Her early game is not very scary, long enough CDs (main weakness) and (relatively) low kill threat. Invade, camp, do any dirt possible in early game if she allows. Skill floor is kinda high, so she can misplay.

You can detect where she is with ur W or Oracle Lens , then fear near moment invis expires (3s after cast), AA+ult for lockdown, or (with chance for miss) hit her with ult into next invis cast, while blood trail from your W still active. She can buffer Ult and interrupt ur ult with it. Problem is: good Qiyana will oneshot your squishies before you can do all this so you probably just want lock her with Ult asap.


Volibear Q sprint+stun W heal+DMG E big shield+DMG
Voli has strong AP-scaling passive, heal and shield. Meaning you cannot reduce his HP to 50%, and he just out DPS you, if not outplayed self well. He is strong in JG and PvP early and becomes stronger with time. But he can be kited and skillshoted hard. If you manage to move out of his E Sky Splitter , use your spells and build properly, or bait him into teamfight, you should be fine.

If you are about to clash:

Move into melee, start AA him. W after first AA for more AS. If he casts Sky Splitter, Q-hold asap+AA+ move to the side/ around him. Or just move around him. This should allow you to avoid it if he casts it where you was, or behind him (if he predicted Q dash). If he stunned you in process-no big deal, continue moving out of his expected E. You have 2s until his E cast drops.

If he casts Sky Splitr from range or just before you came to blows- try to sidestep it and kite him while he is shielded. Only then use W and all-in.

-Goal is to not get hit by E, ideally not allow him gain shield or let it expire.
-You can bait his Q by moving away or around him, after he initiated E. Then-Q or Q dash and further.
-Do not Q from the start, you may will need this for dash or heal after getting initial DMG

If he starts from stun, the task trivializes, you can just AA-Q-AA-move out of melee if he allow -let shield to expire (3s)- W- all in

Keep your E until you got to ~1/3 HP. This will allow you to mitigate his stacked passive and restore more HP with AA. Do not wait too long, he can bring you to 0 before E can work for full length.

His most dangerous and damaging builds consist mostly of magic DMG. Force of Nature
is must-have there. Rush BORK for early duels if cannot avoid him.


Shyvana is cringe champ with high base MS and MS bonuses, strong in melee and from range. She is not very good at "making setups", but she does not need to; her raw numbers can overwhelm weaklings. Do not waste time for chasing her. Pay attention to mid/bot lane each time you want try dragon, you will need help if do not want gamble. Make mobile build with ROCKETBELT and stick to her, use Q-hold to follow her ult if possible. Do not waste Ult into her ult, use fear first.

Engage example: R.Belt-S.breaker( if needed, or leave it for later)-AA-W-AAs until she is too far-Q dash-aa-aa-E1-aa-e2-aa-R-... Follow her befween AAs. Getting some MS from items is nice as it will make your speeds closer to eachother due to MS diminishing after 415 MS. Take Ghost summ.


Trundle Q damage W MS+AS buff E pillar, MS slow around

-Try to kite him as long as you can, if inside his W. He can kite you inside if you waste W too early. In early game you can catch him with this buff on CD. 18-14s base CD 8s length
-Q him for healing only after you got initial DMG
-If he has Pillar ready, he should be feared by E before you attempt Ult him, otherwise he can break your Ult by preemptive cast.
-Kite him by any means when affected by his Ult. Do not use ult for this though for it gets decreased value.
-E at low hp only (if not affected by ult) You both will be at low hp, and both WW pasives( W and main) will work together which gives you edge.
05 Teamfight-related
How usually we play WW in teamfight?

1.Guard dog mode, variant of front-to-back play. You are not dealing DMG until when needed. Stay near your long range ADC/mage who have range advantage, let them work until some mobile champ aproaches, disrupt their combo with CC/bodyblock, add some DMG to allied protected champ. There can be more than one attacker, and you should know who is just distraction and who must be counterplayed with full might ASAP.

2.Standart front-to-back. You just add ur DMG to front line, cripple enemy, can occasionally CC someone nearby for better team DPS/disruption.

3. Lockdown. Whatever is your arrival method and direction, you find crucial target and lock it with ur CCs, so it can be hard focused and deleted by dive or very long range champs or just by ADC, if close enough.

4. Deep dive disruption. Side/back line engage from W bonus MS with wreaking havoc deep inside of enemy team. This is like 2(standart front to back) but solo and from other side, usually where no High-DMG champs r present, and you can eliminate some easy targets, or make their dangerous frontline bruisers on the move to defend their allies. Do not stay longer than needed.

The deeper you need to go into enemy team, the more passive tankiness u will need. Especially in late and if they are loaded with DMG, and can reach you with ease.

COMBAT-RELATED THOUGHTS

When you play jungle 2v2 3v3 3v2 you should take in mind following:
How strong are allied/enemy DMG outputs in long run, how reliable they are(for ex. artillery champs can miss a lot, and their downtimes abused; melee can be kited and their big dommage and 10cs/min nullified). Similarly for defensive stuff ( HP restore, DMG mitigation). How good and easy are their combowombos. Additionally: how burstable are champs, if bursty mobile/long range champs involved.

In many situations you can see outcome before going in. They are kinda calculable in (up to) 3v3 format. It is not just about number (of players) advantage, but more about combined skillset power. Surely all this works for 5v5 too, but it is too big to comprehend, if canot be split in smaller "isolated" situations.

Damaging enemy consistent DMG sources (squishy ADC, less squishy combat mage/bruiser) without exposing your own, is nice default behavior. Sometimes we can focus other squishy target if it is quick and clean or we cannot reach their carry. Or just make favorable long trade. Damaging enemy burst champ with spells on CD is not nice, try to avoid this, if there is another good squshy in range. Strong enemy dive means their weaker front-to back power, and favors playing around this and protecting ur carries.
Outro and changelog
I hope you found something useful here.


CHANGELOG
2026-02-23 Chapters 1-3 updated and completed (I hope)
2026-02-22 Volves are Wolves more often now. 03 JUNGLE STUFF is less confusing. Smol fixex everywhere.
2026-02-21 Guide created
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