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)
- 45.1%
- Win Rate
- 2.1%
- Pick Rate
- 5.5%
- Ban Rate
10,759
Games
Moderate
Confidence
Matchup map (Jungle) — level 1–18
Conditional build matrix
| vs AP Burst | vs AD Assassins | vs Tanks | vs Sustain | |
|---|---|---|---|---|
| Mythic / Core | ||||
| Core 2 | ||||
| Core 3 | ||||
| Boots | ||||
| Situational |
Popular build
4,949 games45.5%Win Rate
Reliable build
3,550 games44.2%Win Rate
High observed win rate
1,291 games47.6%Win Rate
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
| Q | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| W | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| E | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| R | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
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
1918
1918
1918
Counter plan — how to beat Warwick
Avoid extended fights — its sustain grows with every trade it survives
Build percentage damage — flat penetration falls off against the stats it stacks
Punish the cooldown — Warwick is exposed while its rotation is down
Ward the flank — vision is what turns its best opening into a worse one
Respect the spike — Riot rates the kit 3/10, so a practised player gets more out of it than the average
ARAM performance
- 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.
- 26.16Live now+0.2
- 26.14Sample win rate across this patch-0.1
- 26.11Sample win rate across this patch+0.9
- 26.08Sample win rate across this patch-0.7
- 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.
