All Guides Warwick Guides "All the better to eat you with my dear!" 4.17 Jungle Warwick Guide!
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Warwick Statistics for Power Pole

Author's performance with Warwick compared to the ranked average.

Value
Average
Games Played
4
Win %
48
Kills
6.4
Assists
7.5
Deaths
6.1
KA:D Ratio
2.3
Gold Earned
11.1K
Creep Score
141.9
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

I recommend running flash and ignite nearly every game, as every jungler needs smite to secure objectives and clear the jungle, and flash for extra escape or initiation. If you have trouble flashing over walls, I recommend picking up ghost instead of flash.

New Runes Back to Top

Masteries Back to Top

These are my masteries, as you can see I'm running 9/21/0. I run this is most games, but sometimes I find myself going with the more damage output masteries, running 21/9/0. I missed out second wind as  19_64.png is at full health in the jungle most of the time, and it is an unneeded, overrated mastery. 

Abilities Back to Top

W
Q
Q
E
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E
Passive
Q
2
3
5
7
9
W
1
8
10
12
13
E
4
14
15
17
18
R
6
11
16

Take your Hunters Call (W) at level one, as it is the ability that allows you to kill your buff the fastest, and has a low mana cost if you are starting red. From there, I get q at both level two AND three. I do this because as 19_64.png you shouldn't be going for any level three ganks, unless the enemy laner is on very low health, and you can clean up. I max my hungering stike (Q) ability first, for increased damage while taking buffs, heavily increased sustain and it also helps in situations like taking early dragons. I then max Hunters Call, followed by Blood Scent and a point in Infinite Duress whenever available.


I see some Warwicks maxing their Blood scent first, but I find that this is only necessary if you are ganking alot, but I prefer to stack my feral flare a little, and maxing my W helps with that. Maxing Blood Scent also lowers the speed of taking objectives, such as the dragon or towers.

Items Back to Top

Starting Items

    Starting items
    Rush these as quickly as possible

Core Items

    These are your core / late game items
    I get these items in 50% of games, sunfire if ahead helps you clear faster and gauntlet helps to stick to carries

Situational Items

    These are situational items that you get depending on their team comp

I ALWAYS start with 1039_32.png2043_32.png2003_32.png. As a jungler, Hunter's Machete is a must have, and as 19_64.png you will find you don't even need health potions to survive the jungle, but I get one in case of an invade, or just to sustain myself even better. I buy a pink ward and place it in the little brush on bot side most of the time, to check for ganks mid or bot. At around seven minutes you should have enough gold for your 3154_32.png, and possibly boots, depending on if you ganked pre - 6. After my Wriggles, 90% of the time I rush a 3091_32.pngfor greatly increased magic resistance and clear time. Get 3267_32.png if you are against a team with decent cc or magic damage, otherwise go for 3262_32.png


Your core items will nearly always be 3022_32.png3065_32.png3143_32.png, as they provide amazing tankyness in every way it comes, ability to stick to targets and amazing sustain. With these three items along with your 3160_32.png3091_32.png and boots, you will be extremely tanky, have amazing damage with the ability to ult / stick to carries,  and the ability to solo baron and come out on top with full health. 

Some items that I consider situational items are 3068_32.png3075_32.png3083_32.png3110_32.png3102_32.png3153_32.png. Sunfire cape should be bought if you are ahead and fed early game, and if the enemy as an extremely ad heavy team, or if you are the team's main tank. Thornmail should be bought mid / late game if they have 2 or more fed heavy ad champions like 23_64.png67_64.png. Warmog's should be only bought in 10% of games, if you recognise the enemy team don't have 3153_32.png or 3151_32.png and you are the main tank, or you go for alot of dives, go for it. Frozen heart should be bought in the same conditions as thornmail, and if you have a mid laner that heavily relies on getting blue buff (Kassadin, Ziggs, etc.) Banshee's Veil is a good buy, and if you feel it would be a better pickup that 3065_32.png take it. Spirit Visage is a better item against comps with heavy cc abilities and loads of ap, whereas spirit visage is picked up on warwick for the extra healing. Blade of the Ruined King is an item that you can get if you aren't the teams main tank, and is used for shredding tanks, sticking to your targets even more well and increased life steal.  

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Easy
  • Amumu
    Medium
  • Cho'Gath
    Easy
  • Diana
    Medium
  • Dr. Mundo
    Medium
  • Elise
    Hard
  • Evelynn
    Medium
  • Fiddlesticks
    Easy
  • Fiora
    Medium
  • Fizz
    Medium
  • Gangplank
    Easy
  • Gragas
    Easy
  • Hecarim
    Easy
  • Jarvan IV
    Hard
  • Jax
    Medium
  • Karthus
    Medium
  • Kayle
    Medium
  • Kha'Zix
    Easy
  • Lee Sin
    Hard
  • Malphite
    Medium
  • Maokai
    Medium
  • Master Yi
    Easy
  • Nasus
    Easy
  • Nautilus
    Easy
  • Nocturne
    Hard
  • Nunu
    Easy
  • Olaf
    Medium
  • Pantheon
    Easy
  • Rammus
    Medium
  • Rengar
    Medium
  • Sejuani
    Medium
  • Shaco
    Hard
  • Shyvana
    Hard
  • Skarner
    Hard
  • Trundle
    Medium
  • Tryndamere
    Medium
  • Udyr
    Hard
  • Vi
    Hard
  • Volibear
    Medium
  • Warwick
    Medium
  • Wukong
    Medium
  • Xin Zhao
    Medium
  • Zac
    Medium

VS

Aatrox

Easy

Aatrox is a weak early game jungler, with average clear time and good mid game dives due to his passive. I recommend that you try to counter jungle him often, and perhaps invade at level one depending on your, and his team compositions. He is very auto attack reliant, so armor helps, and try to counter gank him as he usually uses his Q to engage on ganks, leaving him with no escape from your Infinite Duress.


Ganks pre 6: Moderate
Ganks after 6: Moderate
Blue dependant: No
Clear time: 5/10

VS

Amumu

Medium
Amumu is a tanky jungler, with amazing ganks and teamfights. He has pretty fast clear time, but he takes alot of damage from jungle creeps, usually having to recall early into the game. He is very blue dependant (especially early game), is a weak start game duelist, and can be counter jungled with ease.

Ganks pre 6: Moderate
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 8/10

VS

Cho'Gath

Easy
Cho' Gath is a tanky jungler that has good teamfights, and can leave the jungle with high hp, like you. He has great buff / Dragon / Baron control with his ultimate, and for a tank he has alot of damage. Although, he is blue dependant, his cc is easy to miss and without blue buff, he can have bad mana problems. I recommend counter jungling him whenever you see him in another lane, but avoid 1v1s.

Ganks pre 6: Moderate
Ganks after 6: Moderate
Blue dependant: Yes
Clear time: 6/10

VS

Diana

Medium
Diana is an AP jungler with amazing clear time, great cc and damage (after level 6) and can snowball extremely well. If your opposition has a diana who is fed, or snowballing you may have to sacrifice your ultimate for peeling her, instead of going for the enemy carries. She is blue dependant, has low cc range early game and if behind, she is useless, so counter jungle her whenever you can, especially early game.

Ganks pre 6: Weak
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 9/10

VS

Dr. Mundo

Medium
Dr. Mundo is a tanky, fast jungler with strong counter jungling. He is tanky all game, with strong start game damage, and most importantly, he goes where he pleases. He does have one single cc that can be sidestepped easily, his abilities cost hp, and generally he is a bad teamfighter. I recommend not counter jungling or invading, as mundo does not need any of his buffs alot, and he will easily 1v1 you.

Ganks pre 6: Moderate
Ganks after 6: Moderate
Blue dependant: No
Clear time: 8/10

VS

Elise

Hard
Elise is an AP jungler with good sustain, great tower dives and ganks at any point in the game, and she never really falls off. Although her one cc ability is a skillshot, she has alot of base damage and her rappel can be used as an escape or gap closer. I don't recommend counter jungling her unless you see her ganking top, clear her wolves etc.

Ganks pre 6: Strong
Ganks after 6: Strong
Blue dependant: No
Clear time: 6/10

VS

Evelynn

Medium
Evelynn is a jungler that can be built as an ap assasin, or a bruiser. She has a strong ultimate, making her an extremely good ganker after level 6, and she also forces your team to buy more pink wards. She is blue dependant early game, and if built AP she is a pretty squishy jungler, that needs to get fed to scale well. Counter jungle her.

Ganks pre 6: Moderate
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 7/10

VS

Fiddlesticks

Easy
Fiddlesticks is an AP jungler with amazing teamfights, heavy cc with his q and good jungle sustain. He is blue dependant, has a slow clear time, is pretty squishy most games, his ganks pre 6 suck, and his ultimate needs to hit correctly for him to wreck teamfights. Fiddlesticks is one champion that maybe you could replace your 3065_32.png with a 3102_32.png. I would recommend that you counter jungle him, or possibly invade as he heavily relies on blue buff.

Ganks pre 6: Moderate
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 4/10

VS

Fiora

Medium

Fiora is an AD feral flare jungler, who like you, needs to farm but can single handedly win teamfights for her team. She has good 1v1's after level 6, and decent 1v1's before level 6, but not great ganks unless she can hit a good ultimate. In teamfights I recommend going straight to their carry most times, depending on how fed the fiora is (you want to keep her behind alot early game.) I don't recommend counter jungling incase you run into her, and possibly her other lanes. 


Ganks pre 6: Weak
Ganks after 6: Strong
Blue dependant: No
Clear time: 6/10

VS

Fizz

Medium

Fizz is an AP champion that is starting to be seen more in the jungle now. He has amazing burst, an extremely annoying skill that can block out entire ultimates, and pretty good scaling. His ultimate is his key cc ability and most of his damage, while being a skillshot so try hard to dodge this, or maybe get 3102_32.png instead of 3065_32.png depending on their comp, and how fed the fizz is. He is also very blue dependant.


Ganks pre 6: Moderate
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 5/10

VS

Gangplank

Easy
Gangplank is a tanky / bruiser jungler with a global ultimate, a team steroid, ranged harass with his Q, a good passive for ganks for 1v1's and increased gold from his Q in the jungle. He is also a blue dependant, slow jungler with weak sustain, weak ganks and weak teamfights unless ahead. I recommend counter jungling as he is weak, and you should be able to 1v1 him at any point in the game after level 3. CAUTION: DO NOT ULTI A GANGPLANK!

Ganks pre 6: Weak
Ganks after 6: Moderate
Blue dependant: Yes
Clear time: 4/10

VS

Gragas

Easy

Gragas is an AP bruiser jungler that has strong ganks at level 6+, good sustain in the jungle, decent clear time and a built in super tanky buff. He is blue dependant early game, his 1v1ing ability is great, and he is a pretty good teamfighter. In teamfights, do not ulti this guy as his W will negate most damage you and your team does to him. I don't recommend counter jungling Gragas, just try to counter gank whenever you can.


Ganks pre 6: Weak
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 7/10

VS

Hecarim

Easy
Hecarim is a great snowballing jungler that scales very well, and even if he builds tanky, he can still devastate teamfights. He is blue dependant, has bad early sustain, moderate wave clear and his cc is difficult to hit. I recommend counter jungling him as you will come out on top in 1v1's, and if you deny him gold early he can get pretty useless.

Ganks pre 6: Moderate
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 6/10

VS

Jarvan IV

Hard
Jarvan is a tank jungler who has amazing ganks all game, fantastic initiation, can snowball well and is a good team fighter. He is blue dependant, needs alot of farm, has some sustain problems early game and has just below average clear time. Watch out for early ganks on your lanes, try to find out what buff he is starting and be ready to counter gank.

Ganks pre 6: Strong
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 5/10

VS

Jax

Medium
Jax is an AD bruiser with fast clear, an amazing late game, high burst and decent ganks all game. He needs alot of farm, is sort of blue dependant, and is weak at duels before level 4/6. He is a late game beast, so I recommend counter jungling him, and possibly invading him. Try and counter gank when possible, as when ahead he is a monster. 

Ganks pre 6: Moderate
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 7/10

VS

Karthus

Medium

Karthus is an AP champion that you might have seen Nightblue3 play in the jungle. His clear time is actually pretty good, and his sustain isn't too bad either. He is great at teamfighting, and his ganks are good if you pull it off well. He is blue dependant, so many even go for an invade on his blue buff early game, unless just counter jungle him before he scales into the late game.


Ganks pre 6: Moderate
Ganks after 6: Moderate
Blue dependant: Yes
Clear time: 7/10

VS

Kayle

Medium

Kayle has started to be seen more in the jungle in the last few patches, due to her good wave clear, good sustain with her heal and good ganks, where she can easily dive. She is blue dependant early game, and is squishy without her ultimate. In team fights, she will most likely use her Intervention on whoever you ulted, or the AD Carry, so you might want to wait a few seconds until she uses her ult, then use yours.


Ganks pre 6: Moderate
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 7/10

VS

Kha'Zix

Easy

Kha' Zix is an AD assassin jungler who snowballs well, but after the nerf is much less useful in teamfights and ganks. He has good kill potential, good sustain, average wave clear and is only good at dueling if you are isolated. He is blue dependant, very weak if you deny him gold by counter jungling, invading or counter ganking him, and you scale much better than him. Ult him in teamfights if he is ahead, and you should be fine.


Ganks pre 6: Moderate
Ganks after 6: Moderate / Strong
Blue dependant: Yes
Clear time: 6/10

VS

Lee Sin

Hard
Lee sin is a fantastic ganker all game, with great escape moves, strong early game dueling, amazing early game burst, fast clear time and great sustain, and he's voiced by Faramir from Lord of the Rings! He is hard to play due to his high skill cap, his skillshot reliant ganks, and his late game fall off. He is still a great teamfighter late game, but I recommend just using your ultimate before he insec's your ad carry, or just focusing their carries at the start of the fight. Do not counter jungle him! He will wreck you in 1v1's, and his clear speed is superior to yours, so avoid him unless you're going for a counter gank.

Ganks pre 6: Strong
Ganks after 6: Strong
Blue dependant: No
Clear time: 8/10

VS

Malphite

Medium
Malphite is a tank jungler with decent clear time depending on his runes and masteries. He is strong late game, especially with team comps with 157_64.png61_64.png, with massive aoe damage. He is strong late game, with great initiation and he counters AD compositions. He is blue dependant, usually has low damage all game, is team reliant, has weak start game ganks and is a bad start game duelist, which is why I recommend you counter jungle / invade him.

Ganks pre 6: Weak
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 5/10

VS

Maokai

Medium
Maokia is a tanky tree that has good sustain in the jungle, great start game damage, is naturally tanky, and has good teamfights. He is blue dependant, falls of a little late game, has high cooldowns, and is a bad start game duelist. I recommend invading, or counter ganking after you're level 6, but not counter jungling him as he can 1v1 you, and cc you while he calls his lanes over for help.

Ganks pre 6: Strong
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 6/10

VS

Master Yi

Easy
Master Yi is an AD assassin, with alot of damage, great clear time, decent sustain depending on if he got blue / how stacked his 3160_32.png is, he snowballs heavily, and scales well mid / late game. He is auto attack reliant, consider building 3075_32.png depending on how fed he is or the enemy team comp, he has no cc at all, needs alot of farm / kills, is shut down by and hard cc and is extremely squishy! I recommend counter jungling him early, your ultimate will dominate him in both teamfights and counter ganks, so use it on him, this should be an easy matchup.

Ganks pre 6: Moderate
Ganks after 6: Moderate / strong
Blue dependant: Yes
Clear time: 8/10

VS

Nasus

Easy
Nasus is a tanky, well scaling jungler that doesn't have to build damage to do damage, has a great, long cc (Wither) and has the ability to shut down most ADC's. He is blue dependant, lacks hard cc, can be kited with champs as 236_64.png103_64.png81_64.png, is hard to gank with start game, and can be counter jungled easily. I recommend you counter jungle him heaps, or even invade him as he needs stacks and farm for late game, and if you deny these he won't be as useful.

Ganks pre 6: Strong
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 6/10

VS

Nautilus

Easy
Nautilus is a tank jungler with heaps of CC, great teamfights, is a super ganker, has great initiation, and has good start game damage. He has slow clear time, is team reliant, has pretty low movement speed, is easily counter jungled and is a bad start game duelist. You want to go for some early counter jungling, perhaps a steal on his red if you start blue, as his clear time is terrible, and so is his movement speed.

Ganks pre 6: Strong
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 4/10

VS

Nocturne

Hard
Nocturne is an AD jungler that can be built as an assasin, bruiser or tank. He has fast clear time, great initiation, has a spell shield which can be a pain (don't ulti him unless you know he doesn't have it up), has good level 6 ganks, good sustain, and is a strong duelist. He is blue dependant, squishy early game, his ganks pre 6 aren't very strong, and he is weak against disengage. I don't recommend counter jungling, invading or counter ganking as he can 1v1 you, has faster clear time and his spell shield / fear can be a pain in ganks. Just farm up your feral flare, even if he has more stacks than you, late game you should be able to 1v1 him.

Ganks pre 6: Moderate
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 8/10

VS

Nunu

Easy
Nunu is a supporty, teamfight jungler with amazing counter jungles, a great teamfight ultimate, buff / Dragon / Baron control with his q, and he isn't item dependant. He has slow clear time, is team reliant, his ultimate is hard to land, he has bad late game scaling, and doesnt snowball at all... Ironic? I recommend just farming your feral flare as much as you can until level 6, where you can then look for opportunities to gank or counter gank nunu. Watch out for the counter jungle.

Ganks pre 6: Moderate
Ganks after 6: Moderate
Blue dependant: No
Clear time: 3/10

VS

Olaf

Medium
Olaf is a bruiser jungler that has true damage, a strong ultimate for teamfights (Don't ult the Olaf!), decent early ganks, good clear time and the ability to snowball pretty well. He can be kites easily, he is blue dependant, is susceptible to counter jungling, when ganking he needs to hit his axe well, and he is vulnerable early. I recommend counter jungling him, but stay clear of any hard 1v1's as he will come out on top, early / mid game.

Ganks pre 6: Moderate
Ganks after 6: Moderate
Blue dependant: Yes
Clear time: 7/10

VS

Pantheon

Easy
Pantheon is a bruiser jungler with strong ganks, mobility with his global ultimate, high early game burst, the ability to snowball  heavily and is a great duelist. He is blue dependant, awful late game, bad vs safe laners, slow clear time, and bad sustain. You can punish him for this by counter jungling him, warding his jungle, and stealing away his buffs.

Ganks pre 6: Strong
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 5/10

VS

Rammus

Medium
Rammus is very tanky with his Defensive Ball Curl, has good cc with his 2.5 second taunt, has good initiation, and great ganks. He is blue dependant, team reliant, a slow jungler and easy to counter jungle, which you should be doing alot.

Ganks pre 6: Moderate
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 4/10

VS

Rengar

Medium
Rengar is a bruiser / assassin that you should avoid early game, due to his high burst damage, his gap closer whenever there is brush nearby, his ability to duel very well, his good sustain, and his fast clear time. If he is behind, its tough for him to come back. If he builds tanky, I recommend in teamfights that you mainly just W to buff your ad carry, then go for the enemy carries. If he is glass cannon rengar, peel by ulting him when he ults onto your ADC. I don't recommend counter jungling.

Ganks pre 6: Strong
Ganks after 6: Strong
Blue dependant: No
Clear time: 7/10

VS

Sejuani

Medium
Sejuani is an all gamed tank jungler that has great ganks, is good at locking down targets or peeling in teamfights as she has alot of CC, has a good gap closer and good early game damage / stats. She is blue dependant, she is team reliant, she has bad early sustain, so if you can ward her jungle you may be able to steal some camps, and her mid / late game damage is bad. You scale much harder than her.

Ganks pre 6: Moderate
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 5/10

VS

Shaco

Hard
Shaco is a pain to verse, because of his great early ganks, his boxes, his counter jungling and his amazing start game damage. Although he is great at counter jungling, he is easy to counter jungle as his clear is not too great early game, just watch out for him if you're going agressive. He is squishy, a bad jungle clearer and an awful team fighter. PS. Watch out for your second buff; he could be waiting there with a few boxes, maybe ask your top laner to ward it or ward it yourself before you get your first buff.

Ganks pre 6: Strong
Ganks after 6: Strong
Blue dependant: Yes 
Clear time: 5/10

VS

Shyvana

Hard
Shyvana is a very fast clearing jungler with alot of start game damage, duel potential and ability to counter jungle and escape safely. If you notice she has counter jungled one of your camps, ward it, and if she comes again you can pick up the camp for yourself. You mainly want to just try and farm, so you can out team fight her. Try and get your top laner / mid laner fed.

Ganks pre 6: Weak
Ganks after 6: Moderate
Blue dependant: No
Clear time: 9/10

VS

Skarner

Hard
Skarner is a jungler with fast clear time, letting him counter jungle well, great late game, good sustain and a great ultimate for teamfights, or picking people off. He is blue dependant, his ganks before level 6 aren't too great, so both of you should be farming your jungle, and taking the others every now and then. He can be counter jungled easily, he's weak vs champions with tanky DPS like warwick, so this matchup should be easy for you.

Ganks pre 6: Moderate
Ganks after 6: Moderate
Blue dependant: Yes
Clear time: 7/0

VS

Trundle

Medium
Trundle has a fast clear time, with high start game base health / damage / resistances. He can shred through tanks with a 3153_32.pngand his ultimate, making him an extremely strong duelist. His ganks rely on his pillar landing well, and his damage is all single target, so counter ganking him would work, depending on who your / their laners are. For example, if you see him going top, but they have a 92_64.png and you have a 41_64.png, just stay around the area, ready to scare them off if they go for a gank.

Ganks pre 6: Moderate
Ganks after 6: Strong
Blue dependant: No
Clear time: 7/10

VS

Tryndamere

Medium
Tryndamere is a champion who if allowed to farm, or stack feral flare while in the jungle, can dominate the late game. His e allows him to escape sticky situations, while his ultimate allows him to dive easily. He does need to farm alot to reach the state of god mode 23_64.png, just try to counter jungle him at levels 1-5, and if he gets fed you might need to consider buying a 3075_32.png. If he E's towards your adc, you should randuins, hit him a few times to scare him off, and if you see an opportunity go for their carries.

Ganks pre 6: Weak
Ganks after 6: Moderate
Blue dependant: No
Clear time: 6/10

VS

Udyr

Hard
Udyr has amazing start game damage / clear time, a nice stun, and he is great at counter jungling, mainly because of his movement speed and super fast clear. He is blue dependant, but only for the early game, he has no great initiation, he can be easily kited by champions like 236_64.png103_64.png81_64.png, and he has no gap closer. I recommend that you clear your jungle until level 6 or so, if he counter jungles you in this time, ward your jungle and take your buffs as soon as you spawn as he will know the timers if he has warded it! Pink / get sweeper if he has your jungle warded, and at level 6+ look for ganking opportunities.

Ganks pre 6: Moderate
Ganks after 6: Moderate
Blue dependant: Yes
Clear time: 10/10

VS

Vi

Hard
Vi is a bruiser that dominates team fights, ganks, and can shut down carries easily. She doesn't need items to deal decent damage, she has decent clear time, amazing 6+ ganks, and an unstoppable ultimate, unless you have a 25_64.png15_64.png56_64.png with their spell shield. She is blue dependant, her Q can be sidestepped pretty easily, and red buff affects her ganks a lot. Try and deny her red buffs, by invading at level one, putting a ward on it so you know the timer for the second one, or you could just counter jungle her, because after level 6+ you can 1v1 her no problem. In teamfights, you might need to peel for you adc depending on if you have a support like braum etc.

Ganks pre 6: Moderate
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 7/10

VS

Volibear

Medium
Volibear is a tank, that is pretty hard to kill especially if he starts to snowball, as his passive and natural tankyness provide alot of defence. He has good CC with a slow and flip, and decent damage early game. He has very slow clear time, he can be easily counter jungled because of this, and he has only one skill that does decent damage. I recommend counter jungling him early as he can't really do much about it, and just try to stack your feral flare until you see some ganking opportunities level 6+.

Ganks pre 6: Moderate
Ganks after 6: Moderate
Blue dependant: No
Clear time: 4/10

VS

Warwick

Medium
Warwick! The best of them all :D. If you're playing normals, I recommend counter jungling him alot, and possibly invading him as it is a skill matchup, so you should get your team to help you out. Seek early advantages like securing an early dragon, stealing his buffs and counter jungling him. Try to get level 6 first, then look for ganking opportunities as soon as you get the level advantage!

Ganks pre 6: Weak
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 6/10

VS

Wukong

Medium

Wukong is a strong early / mid game bruiser jungler that is great at ganking after level 6, his clear time is around the same as yours, and he is pretty reliant on his red buff while ganking. Try to ward his red / blue buff and steal them away whenever you can, if you get one or two levels on him you can probably 1v1 him easily, and only then should you counter jungle. In teamfights, if the enemy Wukong E>R's onto your carry, simply randuins to slow him down and make his ult less useful, then continue fighting.


Ganks pre 6: Moderate
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 6/10

VS

Xin Zhao

Medium
Xin Zhao has strong start game ganks because of his heavy q damage, his slow, and his knockup. Avoid 1v1ing him because of these reasons, and because he is sustained in the jungle due to his W. He peaks at mid game, and snowballs well. He is squishy when not ahead, and fades off end game, when you will wreck him. I recommend just farming your jungle until 6+, then look for ganks if you know 5_64.png isn't around the area.

Ganks pre 6: Strong
Ganks after 6: Strong
Blue dependant: Yes
Clear time: 7/10

VS

Zac

Medium
Zac is a super tank with good clear time, and great all game ganks. He's great at teamfighting as he seems to never die, and snowballs heavily. He is a weak game duelist, as his abilities cost HP and you can simply step on the blobs to deny him winning the fight, and his abilities also have some long cooldowns. You should simply farm up in teamfights, your role in this game will probably be to go for the enemy carries. Stack up your feral flare and gank lanes when you see opportunities.

Ganks pre 6: Moderate
Ganks after 6: Strong
Blue dependant: No
Clear time: 7/10

Matchups Back to Top

Up in the Matchups section, I've listed every jungler, the difficulty it is to beat them in the jungle or win against them, and how to do so. If I've missed out any champions, please comment below so I can add them, and soon I will be adding matchups for laners, and how to gank them, build against them or teamfight against them.


The champions I listed as difficult to beat are champions that I think counter Warwick, by making him peel in teamfights or currently fit the meta for the jungle.

Jungle Routes! Back to Top

Jungle Routes


As Warwick, I have one jungle route that I prefer but I sometimes switch it around depending on the enemy team, the opposition jungler or my team composition. What I normally like to do is do the route as follows:

Red>Wraiths>Blue>Wight>Wolves>Wraiths>Golems and so on; I do this to stack 3154_32.png into 3160_32.png more quickly, to do more damage, and with feral flare you can solo the dragon with ease. Also, note that I place the pink ward that I bought instead of three health potions in the little brush near mid lane, before I go to get golems.hBuFnR3.jpg

Blue Route

This is a route I like to use when I have a top laner like 58_64.png92_64.png107_64.png64_64.png who can secure a kill, or flash top early with the help from me, I start blue so my red buff will last longer so I will have it ready for when I gank the lane. I do not like doing this, unless I have a strong early game top laner that can secure the flash so I can come back soon, or the kill because it puts you behind the enemy jungler otherwise.cBb90zz.png

Solo invade route

I don't like this route for Warwick, I think it's more suited for strong early game champions such as 64_64.png35_64.png59_64.png. The point of this route is to Start at the buff that you think your opposition is starting, then instantly after that when you should have level two, you go straight to their second buff, ward it, and wait in the brush. When they come, you wait for the monster, and champion to be low on health, then you smite steal the monster and finish off the champion, followed by going back, securing your second buff and recalling back to base with alot of gold to spend.BWH2BfP.jpg I'd only recommend doing this route on Warwick against extremely slow / bad jungle clearers like 23_64.png31_64.png41_64.png.


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