Wild Rift Guides
Warwick Jungle Wild Rift Guide
Warwick jungle counters include Amumu, Nunu & Willump, and Rammus. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
How to play
- Look for ganks on wounded enemies Your 2nd ability highlights low-health enemies with a blood trail. Follow it for a gank when the route is safe, without running through the rest of their team.
- Use your damage reduction before the burst Use your 3rd ability to reduce incoming damage, then cast it again when close to the enemy to fear them and help your teammate follow up.
- Attack after landing your ultimate leap Your next empowered attack locks the target down, so land where you can reach the enemy you want.
Strengths
- Self-healing on every attack gives him one of the safest clears and lets him outlast most junglers in a duel.
- Global tracking of wounded targets plus a suppressing leap make him a constant gank and pickoff threat.
- His dueling and chase power scale well, so he stays a real 1v1 threat deep into the game.
Weaknesses
- Once his ultimate is spent he is a sitting duck: the suppression was his only lockdown, and nothing left in his kit stops an enemy walking away or killing him where he stands.
- Without his ultimate up he does very little. He cannot catch anyone who respects him, he has no crowd control to give his team, and a leap that gets stunned out of the air leaves him waiting on the cooldown with nothing to do.
- Grievous Wounds reduces the healing that lets him turn low-health extended fights.
Build Snapshot
Rune Setup
Summoner Spells
Warwick Jungle Counters
Who counters Warwick Jungle in Wild Rift (WR)? These champions beat Warwick in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Amumu: Amumu's Bandage Toss (1st) and group ensnare cancel your ultimate leap, and his percent-health aura chips you faster than your drain can heal, so you cannot outlast a tank who holds you in place.
- Nunu & Willump: Nunu's knockup interrupts your suppress leap before it lands, removing the one piece of lockdown your pickoffs need, and his big health bar shrugs off your drain while he beats you to objectives.
- Rammus: Rammus punishes your healing at the source: it comes from your attacks, and Defensive Ball Curl (2nd) reflects them back while his armor cuts your damage, and his taunt forces you to keep hitting him.
Champions Warwick Is Strong Against
Warwick's best matchups in Wild Rift. Warwick holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.
- Nocturne: Nocturne is a fragile diver who relies on his ultimate burst, and you heal straight through it. Your W (2nd) tracks him wherever he roams, and the long fight always favors your sustain.
- Graves: Graves front-loads his damage into the first shell, and once it is spent your attack healing wins every long fight. His short range cannot kite your chase either.
- Lee Sin: All of Lee Sin's damage comes early, so once that window closes your sustain grinds him down. He has to kill you fast or not at all, and you heal through his combo.
Early Game
Use Eternal Hunger (Passive) and Jaws of the Beast (1st) to stay healthy while clearing, but let Blood Hunt (2nd) change the route when a nearby enemy becomes genuinely vulnerable. A wounded, overextended laner can be worth visiting before the full clear; a low-health icon under their own turret is not. Hold Jaws (1st) to follow movement and carry yourself behind the target, then fear them back toward your ally with Primal Howl (3rd). Do not recast Howl (3rd) immediately unless the faster fear matters more than keeping its damage reduction. At scuttle, Warwick can absorb a trade and heal through it, but crowd control and enemy lane priority still beat sustain. Infinite Duress (Ult) improves your reach at level five, while the early game remains a balance between efficient camps and finishing only the blood trails that lead to real kills.
Mid Game
Warwick contests early objectives through sustain and the threat of punishing whoever drops low. Take those fights when your team is ahead. In an even game take Herald and give the dragon up, unless your team is happy to keep fighting for soul, which suits your sustain better than most. Between objectives Blood Hunt (2nd) shows trails to enemy champions below half health anywhere on the map. Follow the trail, but remember the movement bonus drops on entering champion combat before rebuilding; use the active to mark the nearest champion for eight seconds when no one is naturally wounded. Trade camps aggressively and use the chase speed to arrive at fights, without assuming it remains at full strength once combat begins.
Late Game
Warwick stays useful late as a diver and pick threat, not as the frontliner who eats the engage. Blood hunt (2nd) still finds anyone caught alone near Baron or a side lane, and your leap removes them from the map. You also remain a real 1v1 threat even against scaled duelists, so you can punish a split push or hold a flank when the teams spread out. Watch for enemy anti-heal: once their carry buys it your drain loses most of its value, so fight around that item and pick targets who cannot answer your sustain instead of face-tanking a fed marksman. Save your ultimate for the carry that actually needs to die, not the first body you see.
Teamfights
Your job is to reach the back line and stay there, not to trade with their tank. Wait for the engage to commit, then leap your ultimate onto their carry and suppress them out of the fight while your team collapses; a clean ult usually kills before they can flash or get peeled. If their front line blocks the path, hold the leap rather than spending it on a body you do not want, and let your sustain keep you alive until a real opening appears. Your passive healing lets you dive through poke and come out fine, so stay in their backline's face and force them to keep watching you. One good suppression on the right target usually decides the fight, so patience with that button beats using it early.