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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Eternal Hunger (PASSIVE)
Warwick Passive Ability
Champion
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Warwick is naturally slightly tanky and highly sustainable jungler with constant and decent magic damage which can be increased by attack speed, AP and AD. He has granted regeneration and decent damage on










So overall, he is still strong jungler, and able to completely lock down targets one by one, whole being very sustainable and beefy, keeping the decent damage output and completely preventing kiting. He deals hybrid damage, physical with basic attacks, and magic from




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Is weak against:
These elements have an effect of cleanse, meaning they can interrupt your supress. This goes for both ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() These elements have an effect that prevents application of any debuffs, so they completely negate supress. Passive of ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Runes




The choice of runes is pretty ordinary and it makes sense. Most optimal defensive stats are granted by





Stacking


First level of









Playing with ![]() ![]() ![]() ![]() ![]() |
Start with



At first recall, upgrade to






Back when you get enough gold for a





At the point where you obtain








See this items as a base that makes you a slightly beefy hunter that roams, always catches up to his prey and keeps mauling it with decent damage or completely lock down and eliminates one when possible. At this point it is up to you to decide in what direction you want to build according to the specific match. You might want to either be able to dish out more damage, absorb it or something in between. That being said, consider what form of damage that is, magic or physical. Also mind the additional stats plus the passive and active effects that are useful in certain situations. Here's the list of most effective items, useful in certain situations:
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When enemy have a strong magic damage dealer and your team needs to get you tanky as well. You will receive large amounts of magic damage but you still can afford being less tanky in order to deal more damage. There are more then one tanks in your team, you can fully concentrate on your damage output even more locking down a specific target. Also the most effective counter against beefy opponents stacking health. Pick when tanking physical damage from marksman or your team lacks CC. Prevents kiting even further. Enemies deal mostly physical damage, not necessarily meaning a single strong foe. You often get into the middle of the teamfight. |
Here are the stats of all the recommended and intermediate items:
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Start at the bottom side, either it's the the Krugs or the Gromp as is usual. This allows you to receive the best early leash. after that proceed clearing the jungle camps as they follow geographically, making sure you live nothing behind, since it is extremly easy it doesnt rally matter where you use



As soon as you make the first purchase, start looking for an oppurtunity for a safe dragon. It can be done solo more than easily but is not recommended if you are endangered by the enemy team. Ideal scenario is a won fight at bottom or middle lane with dead or recalled enemies, ir spotting a foe jungler far from the dragon pit. First dragon buff is not huge and kind of worthless without being followed by multiple buffs, until there appears a threat of reaching 5. Since the enemy know the respawn time, make sure your te is ready to secure this objective. Although the dragon can't put you in danger by itself, you are still vulnerable to steals and contests by enemy jungler, bot and even mid lane, so find little windows when enemy jungler is away or you ganked a lane so team mates can help you with damage and juggling the aggro. Make sure you ward the area around the pit to prevent steals and deny enemy vision using


The ideal scenario is getting







Ganking paths should lead as deep behind the enemy as possible. You can enter middle by sneaking in one of the two entrances in enemy jungle and come out on lane near the enemy turret. One lane, either bottom or top will have very convenient ganking lane passing enemy wraiths and the through tribush, other lane will have the most inappropriate path, through friendly tribush. Also don't underestimate the power of ninja ganks if teammates push lane, especially with the wolf. Help yourself with map awareness.

Of course, killing a foe while ganking isn't always easy, but when the kill is certain, always try to let teammate finish opponent, which is very easy to achieve with your



Use









In late game teamfights stick to the rule of always locking down the marksman, although there is a minor exception when enemy the mage or assassin is carrying hard. Prefer not being the primary initiator but it depends on team composition and situation. Do not hesitate jumping in on the exposed and vulnerable desired target even if initiating, this might result in your death and acing the opposing team. With the already explained basic combo you should be able to get squishy target low. After pulling this out successfully, you either kill marksman when he gets low and start pointlessly retreating or he gets bursted in your supress. Either way killing or zoning him out of the fight. When marksman is down, you find yourself right behind enemy lines while they are getting charged from ahead, being surrounded. Don't forget to buff your and teammates attack speed. Even when your ultimate is on cooldown, the lock down potential is surprisingly great due to the

Blood Scent can be turned off and on, which can be used to trick the prey into thinking you left or haven't even arrived, don't forget to switch it on later though.
Flash into
Infinite Duress makes a long range initiate CC.
- Never use
Hungering Strike while chasing, it has higher range then attacks, but it will only make Warwick stop for a moment to cast, increasing the distance and not procing the
Frozen Mallet unlike the basic attacks. Do finish off with it though, because of the constant damage, higher range and independence from attack rhythm.
Infinite Duress into
Hungering Strike combo is a great turn around when being dived or fighting isolated prey, locking the attacker and healing yourself.
- When a kill is certain,
Infinite Duress other target to get additional kill.
Smite can be used while
Infinite Duress is active which can be useful when stealing objectives or to use it on a champion to follow up with the slow of
Skirmisher's Sabre - Devourer.
- Buffing team with
Hunters Call in fights will be rewarded with free assissts.
- When fighting 1v1 save your
Infinite Duress to surprise enemy by healing up when low or catching up when he flees.
Conclusion

This probably is not yet the most optimal jungle path and I could really use your help with finding one that is. Feel free to rate and leave your feedback, thoughts, recommendations and questions in comments section. Thank you for reading the guide I sincerely hope it was helpful. Happy hunting!
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