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All Guides Warwick Guides CAPESTANO'S WARWICK JUNGLER RUNES PRE-SEASON
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Warwick Statistics for CapesTranO

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

Value
Average
Games Played
10
7
Win %
40
45
Kills
13.0
7.2
Assists
7.8
7.9
Deaths
8.2
7.2
KA:D Ratio
2.5
2.1
Gold Earned
13.3K
11.4K
Creep Score
54.0
63.4
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

warwickpassive.pngwarwickq.pngwarwickw.pngwarwicke.pngwarwickr.pngBefore we begin, I'd like to give a big thank-you to Jovy for her awesome graphics and help with coding this guide (as well as my other guides). Be sure to check out some of her other work at her signature shop and her own guides!



About Warwick /// Runes /// Spells /// Abilities

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

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

Wave Management /// Late Game /// Conclusion


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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 warwick-jaws-of-the-beast.png Jaws of the Beast and attack speed from warwick-blood-hunt.png 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. warwick-primal-howl.png 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 warwick-blood-hunt.png 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.gif Tiamat and titanic-hydra.gif Titanic Hydra, but is worth mentioning since other jungle picks like nocturne.png Nocturne and graves.png Graves do a much better job of defending towers.

New Runes Back to Top


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This is the page I recommend for most Warwick players as it gives you the tools to carry by picking early fights and dealing solid damage throughout the game. You'll still be building fairly tanky, but your runes will add enough mobility and damage to remain a threat to enemy champions. This page is at its best when you have a top laner or support who can initiate and tank some damage, since all these runes are very aggressive.

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press-the-attack.png Press the Attack: The best damage keystone for Warwick. Any fight with Warwick is going to be a fairly sustained fight. You're tanky enough to survive for a while and you don't have the burst to one-shot someone, making PTA ideal for damage. You can stack it up with your autoattacks as well as warwick-jaws-of-the-beast.png Jaws of the Beast and warwick-infinite-duress.png Infinite Duress. Your teammates will benefit a lot from the damage amplification as well, so it still scales into late game when you become more of a tanky disruptor.


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triumph.png Triumph is pretty good here but I suggest using presence-of-mind.png Presence of Mind to lower your ult cooldown. Even a single takedown is already a sizable chunk off the cooldown, but when you get several takedowns in one fight it can cut warwick-infinite-duress.png Infinite Duress' cooldown significantly. The mana restore is a nice plus too.

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legend-alacrity.png Legend: Alacrity offers really efficient and generalized stats while legend-tenacity.png Legend: Tenacity offers a more situational bonus. They're both good options, but I'll recommend Alacrity since it's more generally useful. If you're against a team with a lot of crowd control, don't hesitate to switch to Tenacity.

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Not incredible, but a reliable damage rune. The other two options here are pretty bad, as Warwick gets too tanky to use cut-down.png Cut Down and last-stand.png Last Stand only turns on when you're almost dead. Better to just take the reliable damage from coup-de-grace.png Coup de Grace, as you'll always be fighting targets that are low on health in every game.

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celerity.png Celerity doesn't offer as much movement speed as relentless-hunter.png Relentless Hunter, but it's available at level 1 and works inside combat. The movement speed alone makes it strong, but it'll also give you a little extra AD based on your bonus movement speed. Definitely run this rune if you're taking the Sorcery path. relentless-hunter.png Relentless Hunter is another great movement speed option but I'm not super satisfied with the other runes in the Domination path which is why I prefer celerity.png Celerity.

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waterwalking.png Waterwalking helps you with mobility in the river and also gives you some fighting stats if you fight there. This AD bonus can give you a small edge in early river fights or team fights around objectives later in the game. You'll also get the bonus while attacking dragon.png Dragon , baron-nashor.png Baron or rift-herald.png Rift Herald . I experimented with the-ultimate-hat.png The Ultimate Hat a lot but ultimately (heheh) I don't feel that Warwick can reliably capitalize on shaving a few seconds off his ultimate cooldown.


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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 stalkers-blade.gif Stalker's Blade or skirmishers-sabre.gif Skirmisher's Sabre will also allow you to cast this spell on enemy champions.
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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 warwick-jaws-of-the-beast.png Jaws of the Beast, warwick-primal-howl.png Primal Howl or warwick-infinite-duress.png Infinite Duress and catch targets that may otherwise have escaped. I've tried ghost.png Ghost since his ultimate scales with movement speed, but felt that ultimately it didn't have a big enough impact, especially since warwick-blood-hunt.png Blood Hunt fulfills a very similar purpose. I recommend you take both Flash and Smite every game.

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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 warwick-blood-hunt.png 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 warwick-jaws-of-the-beast.png 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.

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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 warwick-jaws-of-the-beast.png 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 ( flash.png ezreal-arcane-shift.pngkassadin-riftwalk.png) to dashes (lucian-relentless-pursuit.pngakali-shadow-dance.pngthresh-dark-passage.png) and even teleports ( teleport.png shen-stand-united.pngtwisted-fate-destiny.png)! 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.png Jarvan IV's jarvan-iv-demacian-standard.png Demacian Standard and jarvan-iv-dragon-strike.png Dragon Strike combo can be easily followed, while others like flash.png 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 warwick-jaws-of-the-beast.png Jaws of the Beast.
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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 warwick-infinite-duress.png 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.

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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 warwick-jaws-of-the-beast.png Jaws of the Beast, but you can also accomplish this by using flash.png 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 warwick-infinite-duress.png 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.

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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 warwick-blood-hunt.png Blood Hunt active alongside dead-mans-plate.gif Dead Man's Plate, righteous-glory.gif 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.png 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 warwick-primal-howl.png 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.gif Titanic Hydra and press-the-attack.png Press the Attack. It'll also apply the DoT of skirmishers-sabre.gif Skirmisher's Sabre, so feel free to cast smite.png Smite at the start of the channel for extra damage.

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Abilities Back to Top

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

Items Back to Top

Starting Items

Core Items

    BUY OFTEN
    LVL 9
    BOOTS OPTIONS
    ARMOR OPTIONS
    MAGIC RESIST OPTIONS

Situational Items

    EXAMPLE BUILD

Matchups Back to Top

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

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