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By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Warwick

the Uncaged Wrath of Zaun

FighterTank

League of LegendsPatch 26.16JungleRanked Solo/DuoEmerald+NA10,759 gamesSample data

Role snapshot (Jungle)

CTier
45.1%
Win Rate
2.1%
Pick Rate
5.5%
Ban Rate

10,759

Games

Moderate

Confidence

Matchup map (Jungle) — level 1–18

40%60%
≥ 60%
Nobody in this lane sits here.
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

4,949 games

45.5%Win Rate

FlashIgnite

Reliable build

3,550 games

44.2%Win Rate

FlashTeleport

High observed win rate

1,291 games

47.6%Win Rate

FlashExhaust

Runes

Primary: Sorcery

  • Deathfire Touch
  • Nimbus Cloak
  • Celerity
  • Scorch

Secondary: Domination

  • Sudden Impact
  • Deep Ward

Shards

+9 Adaptive Force

+9 Adaptive Force

+10-180 Health (based on level)

Skill order

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

Ability details

  • Eternal Hunger

    Warwick's basic attacks deal bonus magic damage. If Warwick is below 50% health, he heals the same amount. If Warwick is below 25% health, this healing triples.

    Passive — never cast

  • Jaws of the Beast

    Warwick lunges forward and bites his target, dealing damage based on their maximum health and healing for damage dealt.

    Cost 80/85/90/95/100 ManaCooldown 8/7.5/7/6.5/6sRange 365

  • Blood Hunt

    Warwick senses enemies below 50% health, gaining Move Speed toward and attack speed against them. When they fall below 25% health, he frenzies and these bonuses triple.

    Cost 55 ManaCooldown 80/70/60/50/40sRange 4000

  • Primal Howl

    Warwick gains damage reduction for 2.5 seconds. At the end, or if re-activated, he howls, causing nearby enemies to flee for 1 second.

    Cost 40 ManaCooldown 15/14/13/12/11sRange 375

  • Infinite Duress

    Warwick leaps in a direction (scaling with his bonus Move Speed), suppressing the first champion he collides with for 1.5 seconds.

    Cost 100 ManaCooldown 110/90/70sRange 25000

Scaling — level 1–18

WarwickJungle average

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Warwick

  • Avoid extended fightsits sustain grows with every trade it survives

  • Build percentage damageflat penetration falls off against the stats it stacks

  • Punish the cooldownWarwick is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 3/10, so a practised player gets more out of it than the average

ARAM performance

B
50.4%
Win Rate
0.3%
6.2%
Pick Rate
0.2%
2.1%
Ban Rate
1.1%
Damage dealt
107.1%
Damage taken
97.3%
Healing
95.3%
Shielding
105.5%
Ability Haste
+0

Best ARAM build

Patch timeline

We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.

  1. 26.16Live now+0.2
  2. 26.14Sample win rate across this patch-0.1
  3. 26.11Sample win rate across this patch+0.9
  4. 26.08Sample win rate across this patch-0.7
  5. 26.05Sample win rate across this patch-0.6

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Methodology

Data window
512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
Rank aggregation
Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
Counters
A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
Minimum sample
The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
Why a build is not a cause
The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
Where the numbers come from
Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.