Warwick

Warwick Jungle Build 16.11

Warwick Jungle build in patch 16.11 has a 38.5% win rate over 13 games. This setup focuses on ruby crystal is a basic health component that adds a modest but immediate durability boost. it is mainly bought to survive lane damage more comfortably and to start building toward items that need an early hp base.

Warwick Roles
Patch: 16.11
13 Matches
Win Rate: 38.46% / Pick Rate: 4.41%
Gustwalker Hatchling
Blade of The Ruined King
Tiamat
Glowing Mote
Blade of The Ruined King
Flash
Smite

Warwick Build Guide & Strategy (Patch 16.11)

About Warwick

Warwick is a skirmishing diver who hunts damaged targets with movement speed, fear setup, and strong dueling sustain that makes chaotic fights feel tailor-made for him. He is excellent at punishing low-health enemies and forcing close fights, but he can be kited or baited into bad chases when he follows blood trails without judging the full situation.

Warwick Build Strategy & Items

This item fits practical, low-risk play where a little extra health makes trading and wave contesting less punishing. It supports champions who want stronger room for error in lane without committing as much gold as a larger durability component. This companion supports a mobile jungle approach where tempo, pathing efficiency, and quick repositioning create the real advantage. It fits champions that want to cover more ground, arrive to skirmishes sooner, and set up ganks through better angles instead of brute-force fighting power. This item supports spell patterns built on repetition, letting you cycle tools more often for trading, peeling, poking, or wave control. It fits champions whose lane and fight impact improves when cooldowns line up more frequently, especially in extended sequences instead of one burst window. Ruby Crystal is a basic health component that adds a modest but immediate durability boost. It is mainly bought to survive lane damage more comfortably and to start building toward items that need an early HP base. Gustwalker Hatchling is a jungle companion centered on movement and map tempo rather than direct combat durability. It is mainly for junglers who value faster path transitions, cleaner angles into lanes, and better freedom to move between camps, fights, and objectives. Glowing Mote is a low-cost ability haste component meant to make your kit come back up faster rather than making each cast hit harder. It is mainly for champions who care more about cast frequency, utility uptime, or smoother rotation timing than raw damage per spell. Boots of Swiftness are movement-focused boots built to keep your tempo high and make enemy slows less effective at pinning you down. They are mainly for champions that care about spacing, lane movement, and staying mobile through poke and chase situations. Spirit Visage is a magic resistance item built to increase survivability while making healing and shielding more rewarding. It is mainly for tanks and bruisers that expect to face meaningful AP damage and want their sustain tools to matter more in long fights.

Warwick Key Strengths

Ruby Crystal is appealing because its health is always relevant, helping against poke, mixed damage, and early all-ins in a very simple way. It also gives flexible build access for many tank, bruiser, and utility paths, so the purchase rarely feels dead-ended. Gustwalker Hatchling stands out because movement changes how a jungler influences the map, from faster rotations to more reliable lane entry paths. It is especially useful for champions that thrive on repeated activity, countergank timing, or weaving rapidly between farm and pressure. Glowing Mote is useful because ability haste can immediately change how often a champion gets to interact, which matters for both pressure and safety. It also gives a very flexible entry point into many builds that want cooldown access before committing to a pricier component. Boots of Swiftness shine when small movement edges decide whether you can dodge, chase, reset lane distance, or arrive to a skirmish before the enemy. They are especially practical against teams that rely on slows to set up follow-up damage rather than on instant hard lockdown. Spirit Visage is especially strong when your champion or team can repeatedly restore your health, because it turns ordinary sustain into a much harder wall for the enemy to break through. It also gives a reliable anti-magic answer for frontliners who need to stay healthy while walking through AP poke or extended spell damage. Thornmail is especially useful into compositions with marksmen, drain bruisers, or sustain-heavy duelists because it turns their preferred damage pattern into a less efficient exchange. It also lets a tank answer healing without abandoning core defensive itemization, which is valuable when your team cannot rely on carries to buy grievous wounds quickly. Tiamat stands out because it immediately changes how fast a melee champion can manage minion waves, which often matters as much as combat stats for side-lane control. It also improves short-range fighting in packed situations, letting one champion pressure both the wave and nearby enemies at the same time. Mercury's Treads are valuable because they answer two common game-losing problems at once: heavy magic damage and chainable crowd control. They are especially useful when the enemy composition wins by catching someone first, since even a little more freedom to move or cast can completely change whether you escape the engage. Blade of The Ruined King is especially good at turning attack uptime into real damage against sturdier enemies, which helps auto-attack champions remain relevant once health bars start getting bigger. It also feels excellent on duelists that want both stronger target sticking and a more punishing long-trade profile without abandoning carry potential. Stridebreaker is especially useful on melee fighters whose biggest problem is not damage once they arrive, but actually staying connected long enough to use it. It gives those champions a far more reliable way to punish slippery carries and ranged solo laners that would otherwise kite out their whole pattern.

Best Warwick Runes & Spells

Lethal Tempo is built to overwhelm fights through sustained attacking rather than front-loaded burst. Its purpose is to turn continued uptime on a target into rapidly escalating DPS and stronger pressure the longer the exchange lasts. Waterwalking is a river-skirmish rune that gives extra power where early rotations and neutral objective fights most often happen. Its purpose is to make movement through river more rewarding so roaming, contesting, and collapse timing become sharper. Celerity is a movement-scaling rune designed to make speed boosts more meaningful and a champion’s overall mobility profile more impactful. Its main purpose is to turn existing movement tools into better spacing, better chase, and smoother repositioning across the map and in fights. Nimbus Cloak is a summoner-spell tempo rune that grants a burst of movement right after using a summoner. Its main purpose is to turn Flash, Ghost, Smite, Ignite, or similar timings into stronger chase, cleaner escape, or better repositioning at the exact moment a play breaks open. Last Stand is a combat rune that increases a champion's damage as their own health gets lower. It is mainly chosen by fighters and other close-range champions that expect to keep dealing damage deep into dangerous trades instead of backing off the moment they are threatened. Legend: Alacrity is a scaling attack-speed rune made to sharpen auto-based gameplay as stacks accumulate. Its main purpose is to increase how quickly a champion can deliver repeated hits, making sustained DPS and trigger-based attack patterns feel smoother and more threatening. Triumph is a takedown rune that rewards successful fights with a burst of recovery and extra payoff at the moment an enemy falls. Its main purpose is to keep momentum alive after the first kill so a champion can survive the aftermath and continue pushing the skirmish. Flash is an instant repositioning spell built around solving range, angle, and danger in a single moment. It is mainly used to create or escape decisive situations that normal movement cannot cover in time. Smite is an objective and jungle control spell designed around camp clearing, neutral secure, and role-defining tempo. It is mainly taken to manage jungle routes efficiently and to give reliable finishing power on monsters that decide map control.

How to Play Warwick (Early, Mid & Late Game)

Warwick Laning Phase (Early Game)

In the early game as Warwick in the Jungle lane, prioritize consistent farming and map awareness. Aim to secure your Blade of The Ruined King as quickly as possible to establish a lane advantage and create opening opportunities.

Warwick Mid Game Strategy

During the mid game, utilize your 1 item power spikes to control lane transitions and objective contested zones. As Jungle Warwick, your roaming potential and skirmishing power are at their peak.

Warwick Late Game Strategy

In the late game, focus on teamfighting effectiveness and critical positioning. As Warwick, your role is to maintain utility and pressure in final sieges, coordinated and protecting objectives with your full item build.

Warwick Mechanics & Gameplay Tips

Strong Warwick players use Primal Howl with patience so the damage reduction absorbs the real return burst, angle Jaws of the Beast to stick through movement, and choose Infinite Duress paths that cannot be easily interrupted. Weak Warwick play tunnels on low-health targets through losing terrain, fears too early for minimal value, or ults from obvious lines where any crowd control can stop him.

Warwick Jungle Build (Patch 16.11) - Best Runes & Items | LoL Quick