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WARWICK BUILD GUIDE: [S3] Jungle Wick - Twisted Treeline Section by Dthree

by Dthree (last updated over a year ago)

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9
Greater Mark of Attack Speed( +15.3% attack speed)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
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Summoner Spells
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Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Eternal Thirst
QHungering Strike
WHunters Call
EBlood Scent
RInfinite Duress
View Skill Order Details

Runes

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Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Eternal Thirst
QHungering Strike
WHunters Call
EBlood Scent
RInfinite Duress

Champion Matchups

Introduction

Hello, my name is DThree and I mostly jungle. A lot of my experience in Season 2 was in the jungle and it's really a lot more fun than others might think. If you're open minded and really want to become a better player, then leave the top lane and enter the jungle.

In this guide I will cover some of the basics of jungling as Warwick in the new jungle including some of the jungle changes, mastery changes, item changes and the runes for the build.


Pro's & Con's:
Pro's:
Tanky/High Sustain
Fast Clear Times (Late Game)
Stun Capability
Movement Speed Boost (E)
Split Push Ability
Strong Initiate
Ultimate Stacks On-Hit Effects
Good Duelist

Con's:
Single Target DPS
Main Target In Team Fights
Mana Intensive (Q)
Slow Clear Times (Early Game)
Easily Counter Jungled

Masteries

With the recent changes to masteries there are two viable options for Warwick in the jungle.

The first is what is shown at the top of the guide, 9/21/0. It reduces damage from the new jungle and obviously makes you tankier throughout the game. This particular set up can be used against a lot of comps, but in the event that the enemy team has more AP I would suggest taking points out of Hardiness and put them into Resistance.

[http://i.imgur.com/AB1Yx.jpg]

The second is based off of the new support tree, 0/9/21. It's an extremely viable option because you still take the reduced damage in the jungle, while gaining Movement Speed, CDR, GP10 and Increased Experience. I find that with this tree you can out level your opponent jungler, but you're slightly less tanky without your full item build. This is the mastery tree I use in 90% of my games and especially if I know I'm going to need to rush Level 6 (See Match Ups Section).

[http://i.imgur.com/3oLXC.jpg]

Runes

Season 3 has not changed much about runes and therefore Season 2 runes are still going to work well for Warwick in the jungle.
[http://i.imgur.com/xRehLJv.jpg]
You can run Flat MR blues or MR/Level Blues, but I prefer to use the Flat MR blues because it gives you an advantage for ganking mid lane in the earlier stages of the game. By the end of the game MR/Level Blues have caught up and it only makes a very very slight difference at that point.

As for Quints you have a lot of options. I choose to run AD, but Armor Pen Quints and Movement Speed Quints are viable options as well. It all depends on what kind of jungler you are. If you feel like you're going to be attempting early ganks (pre-6) then MS Quints might be worth it for a slightly faster jungle clear and making it to lane faster. AD and Armor Pen are also good for early ganks against naturally tanky enemies or enemies that have armor runes.

Summoner Spells



Explanation:
I really only run Smite and Flash when I jungle Warwick. Smite is a must for any jungler and with the masteries you get a extra 10 gold when you use it, which with the revamped GPM is extremely useful. If you're counter jungling from the start and have help from your team it can be used early to quickly kill the big wraith. Then by the time you've killed the enemy Red and the enemy Big Golem the cooldown should almost be up and you can either show in lane or go directly to your Blue buff and use smite to solo it.

Flash is another great option for Warwick for a few reasons. You're the tank, you're going to jump people with your R, if things are going bad it's an easy escape mechanism. On the offensive side, paired with your E you can really chase down those low opponents. Flash can also be used to secure kills on mid laners which are undoubtedly the hardest laners to gank for.

Flash and Smite can be used together to steal enemy Buffs as well as Dragon and Baron kills. It's kind of a suicide mission to flash in, but if you can properly steal the objective with your smite then it may have been worth the sacrifice to deny the enemy team a free Baron kill. If this is your plan then you have to keep in mind how much damage your Smite currently does and keep an eye on the health of the objective.


Considered:

Is the only other summoner spell combination that I would consider running. Because you already have movement speed in your favor, when those low health champs are trying to escape you can hit them with an exhaust to finish them off. It can also be used defensively if you're in a situation where you're being tower dived. By Exhausting the enemy that the tower is targeting you may be able to pick up a kill with the help of the tower or force a flash. In 5v5's I rarely run this combo, but it's extremely viable and useful in 3v3's.


Is another decent option for getting into position to gank with your R. By ghosting and jumping them with your R you should be able to get them down to the threshold where your E kicks in and you can chase them down. But this isn't as useful as Flash because on the escape aspect. If the enemy team has a lot of stuns/snares/slows then Ghost probably isn't going to really save your tail. On top of that it can't be used to Smite steal enemy Buffs/Objectives.

Skills

Passive: Eternal Thirst
Each of Warwick's attacks will heal him for 5/10/15 health. Each successive attack against the same target will restore increasing amounts of health to Warwick.

Explanation:
This is your bread and butter in the jungle. It's what keeps you alive and jungling faster than most of your squishier counterparts. This passive allows you to start with + unlike other junglers who need to safely make it through their first jungle route. Because the healing amounts increase the more you hit a target, it is more effective to focus your attacks in order to heal more. This allows your to easily solo Blue Buff at level one, or heals you more effectively by chasing down a single target. You can also use this when escaping team fights by beating up on some minions or jungle camps you can quickly heal up. It also helps you sustain during ganks and team fights along with some of the Lifesteal items you will use in the core build.


Q: Hungering Strike
Strikes an enemy for the greater value between 75 / 125 / 175 / 225 / 275 (+100% of ability power) and 8 / 11 / 14 / 17 / 20% of the target's maximum health (can only do flat damage to monsters), and heals Warwick for 100% of the damage dealt.

Cooldown 12 / 11 / 10 / 9 / 8seconds
Cost 60 / 70 / 80 / 90 / 100mana
Range 400


Explanation:
Aside from having some decent attack speed this is going to be the main source of your damage as well as your sustain. It helps you clear the jungle and make it to lane with a good amount of HP. It keeps you alive in the jungle and definitely in team fights. This skill could mean life or death for you under your tower if you were to get dived. By landing one Q you might live long enough to finish off the enemy diver and maybe even live. But, Try to use it some what sparingly because of the mana cost. Be smart and watch your health, you'll know when you need it. Also note that it will not heal you if you attack someone that is shielded.


W: Hunters Call
Warwick lets out a howl that inspires all nearby allied champions. This increases Warwick's attack speed by 40 / 50 / 60 / 70 / 80% and all nearby friendly champions' attack speed by half of that for 10 seconds.

Cooldown 30 / 27 / 24 / 21 / 18seconds
Cost 35mana
Range 20


Explanation:
This is a great all around skill because it ups your attack speed as well as your teammates within range. This helps your jungle/wave clear time immensely. It also helps in support situations whether it's quickly taking down a tower or to give your ADC a boost during ganks/team fights. This matched with your passive and a will definitely keep you alive. In duel situations or even in a 2v1 situation by activating this you can easily out-heal some of the damage being done to you. If you combine this with an Ult you can easy take down one target, heal up and leave the other enemy running. With a your attack speed sky rockets to 120% at the highest level. With a and you can easily reach 170% which equates to a lot of DPS and Healing.


E: Blood Scent
Passive: Warwick senses enemy champions under 50% life within 1500 / 2300 / 3100 / 3900 / 4700 distance of him; while he detects a low-health enemy, he gains 20 / 25 / 30 / 35 / 40% Movement Speed.

Cooldown 45 / 40 / 35 / 30 / 25seconds
Range 20


Explanation:
This spell has a lot of utility built into it. You can use it to chase down the stragglers at the end of a team fight OR if you're the last one left in a team fight and they have some low health champions chasing it will give you the speed boost to flee. If you're a smart player then you may even choose to disable this spell when going in for a lane gank on an enemy with low health because the spell basically notifies the enemy that you're within a certain range and they should probably run. So with that in mind, a smart player should try to turn off E when executing a gank on a low health champ to avoid notifying them of your presence.


R: Infinite Duress
Warwick lunges at an enemy Champion, stunning and making them unable to use summoner spells for 1.7 seconds. While they are stunned, Warwick quickly strikes the target 5 times for 33% of his attack damage plus 40 / 60 / 80. Warwick gains an additional 30% lifesteal while performing Infinite Duress.

Cooldown 100seconds
Cost 100 / 125 / 150mana
Range 700


Explanation:
This spell is the reason you need to rush to Level 6. Used correctly with flash or ghost it is an easy gank. In situations where you get jumped by 2 or more it may buy you an extra few seconds because it heals you throughout the duration of the stun. It can also be used to jump out of the "fire" and onto the ADC or Support who's not really in the fight, giving you the opportunity to heal, land a Q and even peel away the ADC/Support or whoever is on the outskirts of the fight. It's great when paired with other CC champions because it will totally lock down your enemies. It's also extremely powerful with support buffs like Lulu's. Using your W with this skill will also increase your attack speed throughout the use of the skill. Pairing with a can also really take chunks out of your target's health.

Skill Order

The skill order for Warwick is extremely simple.

I choose to run w > R > Q > E > W

For me I feel like this is a good option because of the attack speed boost you give yourself and your teammates helping you with the jungle camps. By following this up with Q you can easily clear Red Buff at level 2 and do an early gank for bottom or top depending on which side you start.

You can also run q > R > Q > E > W

This is a safer option because of the healing effects. If you don't have any help with Blue Buff for some reason then this is a safer option, but it is mana draining so be careful when doing Blue at Level 1.


Honestly, it is up to you, but once you clear Blue Buff you should be Level 2 anyway and have both your Q and W skilled. On top of that, because of your passive and the healing effects from your Q you should be at full health or close to it by the time you reach Red Buff or by the time you make it to lane for your gank.

Item Builds

Even with the significant changes to the jungle in Season 3, Warwick's play style and build have not changed much.


Starting Items:
hunters-machetesight-wardhealth-potion2

Early Game:
ninja-tabimadreds-razors

Core items:
ninja-tabiwriggles-lanternwits-end


The core build is what is going to give you some early game tankiness as well as improve your clear speeds. The Madred's proc on Wriggle's + Wit's End and your W makes for crazy clear speeds, whether it be minions waves or jungle camps. It also gives you additional life steal. After that what you build is really all situational and based on the enemy team comp, but in general having increased Armor, MR, HP and CDR on Warwick are no brainers.

In most scenarios building tanky is better so after the core build I usually go for the following items:

If you're just looking an all around good item for Warwick then is a great option. It has increased AD, CDR and Regen, and on top of that it basically has a built in Red Buff minus the slowing effect. Another good option is for the increased HP, AD and the slowing effect.

If the enemy team is stacking health, or has a lot of high health champions is a must have.

If you need to be even more tanky, especially with teams with a lot of true damage champs like then going for is a great option because of the HP boost, armor and regen or for the crazy amount HP and Regen you get.

If the game is going really long then is a good option to consider because of the increased CDR and the 50% increase in attack speed which translates into more healing.

An item to consider if you're really crushing the other team and you're interested in building more AD than tanky is as it procs with your R and can eventually be built into This item is not really part of the build, but would be an interesting option to consider late game if you had an extra slot or something.


Typical Build:
/ +

Heavy AD Team:
/ +

Heavy AP Team:
/ +

High HP Team:
/ +

High True Damage Team:
/ +

Match Ups

This is by no means a complete list due to the changes in the jungle. The champions who can jungle have changed, but I will cover those which I believe are still a threat and the ones you can easily counter.


Easy Opponents

Is any easy opponent to counter jungle because of his slow clear. You can start at his wraiths and still get your blue. By doing this you've set him back quite a bit in XP and you've made it more difficult for him to have any early game presence. But from the time he reaches Level 6 and into the later stages of the game he is going to be difficult to deal with in team fights. His jungle clear is now pretty fast and you should be more concerned about getting your ganks and CS early game so that you have most of your build by mid to late game.

Eve is an interesting pick for the new jungle and because of the changes to the jungle she gets hit hard by the neutral camps. She is an easy counter jungle at wraiths and if you ward you may even be able to catch her off guard and gank her in her own jungle at low health. As long as your team is buying pink wards she is not a huge threat when she comes to gank, but if your team isn't warding properly she can become a huge problem. In a 1v1 you're going to win nearly every time so don't be afraid to jump her in the jungle.

Although he gets banned a lot, a jungle Malphite has an extremely slow clear which should give you a great counter jungling advantage. He typically starts at wolves or blue and so you can have his wraiths. He's another champion that doesn't have the best ganks until Level 6, but if your team is caught off guard his slow coupled with an ADC is deadly. As the game goes on Malphite becomes tankier and a bigger issue in team fights because of his ultimate and burst. If you can survive his ultimate and initial burst while targeting the ADC or APC, with decent coordination you should win every team fight.

Is not a threat in the jungle, but I wouldn't counter him either. His clear speed is totally random with his Q it could be a one shot thing or he can get stuck on wolves for 10 seconds. He's really squishy so unless he really gets the jump on you or your team I wouldn't be too worried. In teams fights I would still focus the Carries, but Yi is another viable target. His damage is very bursty and once he's hit his Q his damage is pretty much minimal for the next 7 - 10 seconds.

Just like Malphite, Nautilus has an extremely slow clear. He's easily counter jungled, but is very tanky with his shield. Be careful of running into him 1v1 in the jungle. As long as your team has wards he's not a threat for ganks and even into late game you just have to be careful of him initiating with a pull in team fights.

Vi is an interesting champ and can have a really strong late game with her engage, but her early jungle game is just plain bad. She has slow to average clear times depending on the player skill, but either way you should be countering her off the bat. Because she starts Blue you should rush Enemy Red and ward the bush at Wraiths. If it's safe take Big Wraith and leave 3 little ones, then take her Red Buff and Big Golem and do an early gank on whichever lane is near her Red. Now that you have the buff timer this gives you an opportunity to really set her back and potentially secure a First Blood for your Top/Bot lane and continue to steal her Red.


Medium Opponents

Kha'Zix is a very skill based opponent. Some players are really good and others, not so much. I would suggest warding his wraiths in the beginning of the game to see where he's at health wise after he's finished Blue/Wolves. If he's low then he can probably be countered pretty easily, but if he's got 75% or more HP then he's going to be an early game threat. You could start at his wraiths to try to set him back, but make sure to bring a team mate with you. Against Kha'Zix the best thing you can do is rush Level 6 and make sure your team is warding. Like I said before, he's very skill based so in a team fight he could be very dangerous or just an annoyance. In a 1v1 you're not going to win because he can just Ult and disappear or even jump away.


In my opinion is not a good jungler, but he's very annoying when played properly. He's fast and therefore will be in your jungle a lot. Make sure that you're warding your own jungle to prevent him from countering. His ganks aren't very strong unless his target is low on health. In a 1v1 you might win, but I wouldn't leave it up to chance. In team fights you shouldn't ignore him, but he shouldn't be your first target either. Even if you kill everyone but Rammus, you will get a tower or inhibitor out of the fight.

Shaco is a menace in the early stages of the game, he can gank at Level 2 if he wants. You can't counter him either because he'll put a box down at all of his camps. Fortunately though, if your team can deny him early ganks you will shut him down for the rest of the game. Shaco is a champion that doesn't scale well into late game like other champions and therefore he should not be a threat unless he gets his ganks. Like Rammus, even if he gets away he's not going to stop 4 or 5 of you from steam rolling a tower and inhib.

If you play blind pick and you get matched up against another Warwick it comes down to who's better and smarter. If you want the upper hand you should try to take his wraiths off the bat, but to keep him from doing the same have someone on your team guard your wraiths. You'll have a lot of lane security until Level 6 because you both can't really gank until then. In a 1v1 it's going to come down to who built a Wit's End first, after that it could go either way. In team fights a lot of times you will get focused and blown up, but I'd recommend focusing their ADC or APC because after your Ultimate your damage is limited and if you've killed their ADC or APC then they're probably in trouble.

Difficult Opponents

Cho is can be a very scary jungler for you and your team. Although his clears are slow early on he has a mixture of damage that is hard to counter early on. His rupture and silence can put you out of the game for quite a while and you won't be able to get a Q off to heal yourself. I wouldn't recommend going up against him 1v1 in the jungle, especially if he has stacks built up. In a team fight he's a big threat because of his CC, but if you've learned anything from this guide, taking out the ADC and APC will give you a better opportunity to take out a beast like Cho.

Although you don't see a Darius in the jungle too often, it still happens. His clear times are slow early on and then pretty average as the game progresses. You can probably get away with some counter jungling, but only if you've warded their jungle. Darius hits really hard with all of his abilities and so I would not recommend fighting him in a 1v1. Finally, there's something my friends and I like to call "The Darius Factor." Basically The Darius Factor states that no matter how hard you're losing (as Darius) you're team can still pull through in late game because of the damage he puts out even with a bare bones build. The refresh on his R is a killer in team fights and is obviously something that should be avoided. Even when you think you have Darius beat you shouldn't count him out.

Is one of the fastest clearing jungles if played correctly. He's not someone to be countered and he's certainly not someone to 1v1. Make sure to ward your jungle because it is not uncommon that he will try to counter you. He's going to be a pain the entire game and the best thing you can do to shut him and his team down is to race to Level 6 and start ganking. Helping you team get fed is what will shut him and his team down. Don't ever focus him down in a team fight because they're ADC and APC will destroy your team while you try to kill him.

Is a scary opponent for a few reasons. Since the changes to the jungle in Season 3, Fiddle in the jungle is extremely viable and built for Warwick and Fiddle. His lifesteal means that he's going to have health almost the entire time. Even though he's squishy you should still be afraid because his fear will CC you long enough to kill you before you even get a Q off. His pre-6 ganks aren't too strong, but if your team isn't warding they're going to find themselves dead. Once he's Level 6 your team HAS to be warding every bush because he will flash and crow storm everything and everyone will be dead. In a team fight he's going to CC really hard because his fear lasts for roughly 3 seconds in the late stages which is long enough for a 5v5 fight to quick become a 5v4. His ultimate is dangerous when your team is low so make sure everyone is healed up before you initiate.

Although Jax has a pretty slow clear time, his ganks and late game are what make him scary. You can't 1v1 him because he is a hard counter to melee champs. If your team is able to keep him from ganking then you're probably going to be fine for late game. If not then he becomes a huge issue because he can easily tank towers and destroy your team in a fight.

Lee Sin is an annoyance to you from the start. He's going to counter you very aggressively and you should be prepared for that with wards. Another option would be to just counter him as well. His ganks can be some what scary, but as long as he doesn't get too many he isn't a real issue. He's a hard opponent because he limits your CS in the jungle and late game he can be a threat, but he's mostly good for running away in a team fight. But he's better at catching stragglers so always stay together.

Maoki is just like Lee Sin, he's an annoyance and is probably going to counter jungle. The only difference is that his ganks are really powerful. He has a lot of CC and can really shut down your lanes. In a 1v1 you might win, but I would be careful. The best thing you can do to defend yourself from Maoki is to ward your jungle and his wraiths so that you can make some attempts to counter jungle him. Late game he's still some what of a threat, but your team just has to be careful of his ult and you'll survive.

Nocturne is scary to play against. He's not a huge counter jungle presence, but his lane presence is what makes him scary. A good Nocturne can easily shut down your top and mid lanes and make it hell for your bottom lane to win. It's best for you and your team to play more passively against a team with Nocturne because even if he hits you with an ult and you're close enough to a tower, you might escape or get him killed by the tower. In team fights Nocturne has a lot of CC and it makes it difficult for your team, but shutting down the ADC and APC are your number one goals.

Nunu is another one who's known to counter jungle pretty hard. He's a menace in lane because of his slow and he'll flash ult an entire team. You may be able to take him on in a 1v1 early on, but I wouldn't count on it later in the game. The best thing you and your team can do is ward and ward bushes. His ult is probably the most dangerous thing about him. A good Nunu is scary to deal with during a gank because he'll consume a minion to save himself.

Olaf has a pretty quick jungle time and he can be a presence in lane relatively early. He's dangerous because he deals true damage and it can only be countered by stacking health. If he's really aggressive he may try to counter jungle, but I'd imagine he'd spend more time harassing lanes if he was aggressive. Running into him 1v1 won't end well so you should try to avoid it. In the later stages of the game he will still be a problem, but hopefully your team was smart enough to build some items that counter him.

Has an average clear time, but what makes him scary is how tanky he is and his ultimate. He won't be in your jungle much, but he can easily counter gank you with his ultimate. In team fights he can definitely be an issue as well, but should not be your teams focus.

Rengar does not have a fast clear time, but what he is good at is being overpowered. He'll jump your lanes and blow them up before they even knew what hit them. I always ward enemy wraiths when I face Rengar because you'll have some idea of where he is throughout the game. It may just be a bug, but you can use your R to jump Rengar and you will stay on him even if he goes invisible. It's a nifty trick for team fights or catching him out of position.

Shyv is has a pretty fast clear time which makes her a presence in lane early on. She's also one of the best duelists so you probably shouldn't try and fight her 1v1. Seeing as she starts Red you could attempt to steal her blue, but she may also try to counter you by taking your Red. Be sure to have your bottom lane guard Red whenever you're against her. Her ganks become stronger as the game progresses so you need to do your best to get to Level 6 and start ganking as well. In team fights she's kind of a threat depending on the way she builds. The more offensive her build is the scarier she will be. If she goes the tankier route her damage is slightly limited, but you should prioritize her AFTER you kill the ADC and APC since she's usually slow to get away.

Skarner has a very fast clear in the new jungle and he's a big threat to your jungle. You need to ward against Skarner otherwise he will shut you and your team down. He's very tanky and I would advice not fighting him 1v1. In the team fight scenarios it is best to keep away from him during the poking stages because if he carries you or one of your teammates away the fight just turned into a 4v5 and you probably lost.

Trundle is an interesting jungler because of his abilities. He can be somewhat tanky, but he's better at juking and keep you and your team off of him. He's not really one to counter jungle, but I wouldn't counter jungle him because you might get caught and stuck. His ganks can be strong if he uses his abilities to his advantage, otherwise they're average at best. In team fights he is only a nuisance so I wouldn't stress killing him first.

Is just like Maoki and Lee Sin, he's going to harass you and your team all game. He's an aggressive counter jungler and you should do your best to ward against him. His ganks aren't terribly strong early game, but he can become very dangerous as the game progresses. In a team fight he's one of the last champions you should focus and like Rammus will be one of the first ones to run away because of his speed.

Xin has a good clear time and has very dangerous ganks. If Xin gets fed it's practically game over. The best thing you can do is try to slow him by starting at his wraiths, but otherwise warding if only going to help you and your team prevent him from ganking. In a team fight he can use his ultimate to knock you back to save his team or he can use it to knock you into a turret. Positioning is key when fighting Xin and you should be careful not to get between him and a tower.

Jungling

The new jungle is not as scary for Warwick as it is for other jungle champions. Because of you're lifesteal the new jungle is just like the older just except it hits a little harder and it can't be leashed. In case you haven't read the patch notes, jungle camps cannot be leashed any more, instead they will attack the closest champion, i.e. YOU!

With that in mind you should start at Blue buff and get a little help from your mid or top lane to put some damage into it for you. From there move to wolves, wraiths, golems and Red.


Standard Jungle: Blue > Wolves > Wraiths > Golems > Red > Wolves > Wraiths > Golems > Repeat

If you get invaded and the other team is bad and they show themselves before the 1:30 mark, you should just try to go steal their blue, but if they jump out at 1:55 then you should rush for their Blue or your Red.

No Blue Jungle: Red > Wraiths > Wolves > Wraiths > Golems > Repeat

There are going to be times where you're matched up against an extremely slow jungler (i.e. ) This gives you the perfect opportunity to counter jungle and with the new jungle it will really set them back. I suggest that if you plan to do this you start with a ward. Start by rushing for the river and placing this ward on the corner of their wraith camp. Since these guys all start at Blue you can, in most cases, place the ward safely. After placing the ward take cover in the brush behind Red. Once minions spawn take the Wraith camp, you can give the big wraith to your Mid Laner to give him an early advantage (DO NOT CLEAR THE ENTIRE WRAITH CAMP, ALWAYS LEAVE ONE). From there move to their Red Buff, if it can be done do it smiteless otherwise use Smite and take it down quickly. After Red Buff take the Big Golem and go get your Blue and follow the standard jungle route. By doing this you've gained a huge early game advantage in XP, CS and Gold.

Counter Jungle: Enemy Wraiths (Leave 1) > Enemy Red > Enemy Golems > Blue > Wolves > Red > Golems > Wraiths > Wolves > Repeat

You can continue to repeat this if the enemy jungler isn't warding and because you have the Red timer. If you plan on continuing to counter try to keep a ward up near their Wraiths for the majority of Early/Mid Game to help you and your team keep an eye on the enemy jungler.

Usually if I go this route I will show on Red Side lane to either gank or force a flash from the enemy laner, then move to my Blue camp.

Early Game

Warwick does not have a great early game presence and therefore you should make it your goal to hit Level 6 as quickly as possible so that you can start ganking. The faster you can clear your jungle the faster you level and can start ganking. If your lanes are getting pressured really hard before you hit Level 6, you can attempt a gank, but at the very least let the other team know that you're there and zone them a bit to help your lanes out.

Or if you want to put early game pressure on the enemy lane you can show early and attempt a gank. Typically if you're stealing their Red Buff, with some coordination you can easily set up a gank with your Red Side laners and secure an early kill or at the very least force a flash.

The best time and position to gank would be top or mid lane before they've reached Level 4. This is because in most instances they will not have gone back to base yet and therefore river should not be warded. It helps if the enemy champion in that lane is really aggressive and pushing the lane, but worst case scenario is, you don't get the gank and you've zoned the enemy champion either back to his tower or forced a flash and scared him into recalling while your top/mid lane recovers.

Around the 7:20 mark your Blue buff should be back up and from that point on you should be giving it to your Mid Lane. Red Buff is valuable to you until you've gotten , then you can start giving Red to the ADC.

Mid Game

Mid game is when Warwick really shines. By now you should have boots and a Wriggle's, as well as your R and you should be jumping all over the enemy champs. Having teammates with stuns or stares really makes you a bigger threat. The double stun/snare gives you and your teammates a lot of opportunity to blow up the enemy champs. If you're really doing well you should be able to buy your Wit's End before you're Level 12.

Something to keep in mind is what level you are versus where your teammates and the enemy team are in terms of levels. If you're right in line with everyone else than prioritizing ganks is okay, especially if it means you can push a lane over and secure a tower kill.

If you're roughly the same level as everyone else, but your CS is low and you've had a lot of "failed" ganks then I would suggest farming your jungle or helping one of your lanes push. Unsuccessful ganks happen and some times you have bad games where they start to add up, once you've realized this and your team seems to be doing pretty well without you then it's time to just farm up your jungle and make an appearance in lane every once in a while to keep some pressure.

If you're really falling behind in Levels and CS then it is important that you make your teammates aware of your situation and to just farm your jungle for CS and EXP. If you've lost a tower in one lane then try to farm some of the CS in that lane as well. Make an effort to coordinate Dragon kills with your team and do your best to just farm farm farm. On top of that you should really only be making efforts to counter gank to save your teammates and maybe produce a kill or two out of it.

Another time that you should just stick to farming is when you're only making the problem worse. If you happen to have 2 or 3 failed ganks that resulted in a kill or double kill for the other team then it's time to farm and only make efforts to counter gank.

Late Game

By late game your damage doing has kind of worn off if you've gone the tankier route and you're more of an annoyance to the other team. Since you're a tank you should be initiating most team fights, unless you have someone like Malphite on your team who can initiate with his Ult.

You should also be helping your team ward your jungle (if losing) or their jungle (if winning). On top of that you should be handing out Blue and Red buff to the proper players and keeping an eye on Dragon because you can easily solo it.

If you're warding properly then you'll know where the enemy team is at almost all times. With that in mind you can easily solo Dragon or make efforts to secure Baron or at the very least force a fight there. Good time to do Baron or Dragon are when you can clearly see that the enemy team is not together. Even if 4 of them are grouped Mid and 1 of them is Bot then you should be doing Baron or at least fighting 5v4 there.

If the enemy team is Baroning and your team is split then it may be your job to try and Flash+Smite Steal Baron from them. If you can't get there in time to do that, then you and your team should go into immediate turtle mode and ward the jungle and just outside the walls of your base.

Something else to consider is Split Pushing. Because Warwick is so tanky and has a good amount of attack speed with + you can easily split push. If your team can successfully keep the enemy team busy in another lane you can quickly and easily push out another lane. The proc from on minions will make clearly waves quick and easy. Once you've got a few waves of minions with you, taking towers is easy.

If one or two of the enemy players come to stop you then may have two options. If the Support and ADC come then you might be able to stay an fight with your high sustain. At the very worst you put them in a threshold that procs your E and you can make a quick escape because of the movement speed boost. If the tankier top laner comes, someone like , then you should probably just get out of there and not risk dying and leaving your team down a man for the imminent team fight.

Split Pushing is a good strategy because you'll either be able to take a couple of towers, or you'll split the enemy team up and if you have a smart team then your teammates will capitalize on them splitting up and decimate them in an uneven fight.

Team Fights

In a team fight you're going to want to initiate and jump on the ADC or the APC. Unless someone is REALLY out of position these are your best bets for getting the enemy team down to 4. If someone does find their way really out of position and you're entire team is together, jumping the tank is an option, but I wouldn't make a habit of it.

Use your W as a support buff to your team and your Q to keep yourself alive, while still putting out some damage. Work with your team to set up incredibly long stuns and disables and you'll walk away with nearly every team fight.

Prioritizing targets is key to winning team fights. If you find that in some team fights your damage is split, or your teammates are getting kited away too easily then you need to make an announcement of who to prioritize in a team fight. Obviously the tank is probably your last priority so make it known to your team that you're going to initiate on the ADC or APC and that the focus should be on whoever you Ult. In situations where the ADC or APC can fight from the way back lines you should make an effort to Flash+Ult to initiate on them. What this does is either forces the fight and your team can focus down the ADC/APC or it forces the ADC/APC out of the fight by causing them to flash or back off at the risk of dying. Basically your job is to peel off the ADC/APC and anyone else who will chase you down while your team cleans up the enemies that stick around to fight.

A Malphite + Warwick Ult combo is very dangerous. So is the Lulu + Warwick Ult combo. If you play with a pre-made group these are definitely some options to consider when building your team comp. Solo queue is obviously much more difficult to coordinate, but it can still be done. Just be a team player and work with what you've got. If this isn't working and you're getting flack from your teammates then you can just mute them, do your own thing and ping when you're coming in to gank.

Twisted Treeline

For those of you who'd rather play 3's then here's a little breakdown on strategy and items for you.

Item Build
The item build in 3's is very similar with a few minor changes to the core/end game build.

Start: +

Core: / +

Final: / +

This is an extremely tanky build by late game and you should dominate the opposing team.

Early Game
Because of your passive you can start early game in the jungle or lane. I usually start jungle with Wraiths > Wolves > Golems and just continue in that circle. If the other team doesn't have anyone in the jungle then I usually head over to their side and take wolves. You'd be surprised at how much CS you rack up, it's pretty close to and some times the same as your teammates in lane.

By staying in the jungle it makes the other team play more aggressive in the 2v1 lane, which provides you and your team a lot of opportunities to gank them when they push you up to your tower. Because of the limited sight on this map ganks occur much more often and can be executed much more easily.

Mid Game
At the middle stages of the game you should at least have Boots 2 and Grez's Spectral Lantern. Use the lantern to check bushes, especially when the enemy team goes missing. Your jungle clear should be extremely fast and you should be wandering between lanes helping out with ganks, or just zoning. If you've gotten to around level 12 and have a Wit's End you can easily solo Vile Maw. By doing this not only are you providing your team with the buff, but the extra gold and you're denying the enemy team a chance to get it.

Late Game
If the game is going really long you'll have made the entire build and you'll have a good amount of health/armor/magic resist. When it comes down to team fights you're going to want to jump the weakest link. In most 3's games you're going to find teams that are 2 AD and 1 AP, or 1 AD , 1 AP and 1 Hybrid. It's less likely that you find a group with a support in 3's, but either way, your target is most likely going to be the AP Champion or the Support unless one of the other 2 are extremely squishy. Basically use your R to jump on the squishiest member of their team and blow him up.

Final Comments

I hope this guide has been helpful to those of you that are new to the jungle and those of you who aren't quite sure what to do yet with the new Season 3 items. If I've missed any match ups or you feel there is a more viable build feel free to comment I'm open to new ideas and changing this guide. As Season 3 progresses I will be updating this guide with more and better information on the build and jungle opponents. Good luck out there and enjoy being a dangerous, tanky threat.

-DThree

Comments

September 20, 2013 - 08:25 AM #1

He didn't update the guide since more than 100 days... so why do you really wonder about his route and stuff?

June 17, 2013 - 03:59 PM #2

I disagree with your masteries and runes.. also at the build, why don't you take advantage of ww's speed attack potential and get Frozen heart as a core to diminish others speed attack against ww and his team? with frozen mallet you get more CDR than jungler item or Locket and i saw you buying 2 jungler items? how foolish is that.. re-edit your build man it seems total wrong to me.

June 8, 2013 - 02:55 AM #3

the jungle route is weird. Every person who knows a little about jungling knows that you can do a small camp before the buff because the buff spawns 16s later. Why would your route start at the buff?





If you are reflecting the recent change in PBE, please indicate that, because that route is definitely not common or optimal for the current jungle on live.

March 23, 2013 - 10:26 PM #4

@autowarkey9000 it's a straight AD/Tank build. None of the items in the build give you any sort of AP. Warwick is not really a bruiser, he's meant to be a tank and sustain, while putting out some damage. Depending on which items you choose you may be more glass cannon/bruiser or more tanky.

March 23, 2013 - 10:50 AM #5

I have never played warwick before and decided to read up on him...I dont want to play him as tank and I dont nead to since I always play w/ ppl I know and my friend always plays the tank role...and from ur build I cant tell if warwick is really Ap or Ad? can you tell me straight up...what offensive items will be better for warwick?...ap or ad items?

March 13, 2013 - 04:15 AM #6

@pjfbeo if you look at the section titled "Twisted Treeline" you'll see the build and advice for 3's.

March 13, 2013 - 02:50 AM #7

Why do you call it Twisted Treeline section and have no build/advice for 3's?

February 15, 2013 - 01:22 AM #8

Thugnificent was way better, but......

February 15, 2013 - 12:51 AM #9

I agree with your team name: STFU Tom.

February 13, 2013 - 01:37 PM #10

If you read through the guide you will also see that their are some scenario based item builds. It's very hard to have and maintain a mastery/rune page for every scenario which is why the utility tree is my go to with Warwick because he's meant to be a tank and your objective is to sustain so this tree helps your sustain by a good amount.

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