

Warwick
The Blood Hunter
How this differs from the live game
- The Abilities are completely different
- Infinite Duress (R) is a point and click suppress
Build
Runes and masteries
x9Mark of Attack SpeedMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Movement SpeedQuint
- Attack Speed +15.30%
- Armor +9.00
- Magic Resist +12.60
- Move Speed +4.50%
Attack speed marks speed up Warwick's jungle and stack Eternal Thirst healing faster during Hunter's Call; they also make on-hit items stronger. Armor seals are mandatory for camps, flat MR glyphs cover early skirmishes, and movement speed quints help Blood Scent and ultimate angles.
This is a 9/21/0 jungle tank page: offense gives attack speed and monster damage, while defense gives Smite improvement, jungle mitigation, durability, and Tenacious for diving with Infinite Duress.
Skill order
ultimate at 6, 11 and 16Eternal Thirst
- Hungering Strike (Q) takes points at levels 2, 4, 5, 7, 9.
- Hunter's Call (W) takes points at levels 1, 8, 10, 12, 13.
- Blood Scent (E) takes points at levels 3, 14, 15, 17, 18.
- Infinite Duress (R) takes points at levels 6, 11, 16.
Start W for the first camp, take Q at level 2 for sustain, then unlock E before ganking. Max Q first for lower cooldown and higher bite damage/heal, then W for clears and team attack speed, with E last.
Alternative — Max W before Q when you are power-farming safely and your lanes do not offer early gank setup.
Why these items
Openingsall within the 475 starting gold
Standard jungle start — Default start: Hunter's Machete plus five Health Potions gives the safest full clear and enough sustain to reach level 6.
Vision control start — Use this when you expect an invade or want to protect a vulnerable first buff; the ward costs some sustain but can save the route.
Corein buy order
1Spirit of the Elder Lizard2,000gSpirit of the Elder Lizard was the standard AD jungle upgrade, adding clear speed, cooldown reduction, sustain stats, and true-damage pressure.
2Wit's End2,150gWit's End gives attack speed, magic resistance, and on-hit magic damage that Warwick applies well with Hunter's Call and Infinite Duress.
3Blade of The Ruined King3,200gBlade of the Ruined King adds attack speed, lifesteal, percent-health on-hit damage, and an active slow for sticking to suppressed or fleeing targets.
4Spirit Visage2,750gSpirit Visage amplifies Eternal Thirst, Hungering Strike, and lifesteal while giving the MR, health, and cooldown reduction Warwick wants.
Situationalonly when the game asks for it

Ninja Tabi1,000gBuy Ninja Tabi instead of Mercury's Treads against heavy basic-attack physical damage and low crowd control.

Randuin's Omen3,125gBuy Randuin's Omen when the enemy marksman or crit-based bruiser is the main threat and you need an active slow after your ultimate.

Frozen Heart2,900gBuy Frozen Heart against multiple attack-speed champions when your team benefits from the aura and you can use the mana and cooldown reduction.

Banshee's Veil2,750gBuy Banshee's Veil when one spell shield lets you reach the enemy carry without losing Infinite Duress to poke or pick CC.

Quicksilver Sash1,550gBuy Quicksilver Sash when a suppress, stun chain, or debuff is stopping you from functioning in fights.
One build, written by a player. Newest first.
Write a Warwick buildBuild
Runes and masteries
x9Mark of Attack SpeedMark
x9Seal of Scaling ArmorSeal
x9Glyph of Scaling Magic ResistGlyph
x3Quintessence of Movement SpeedQuint
- Attack Speed +15.30%
- Move Speed +4.50%
- Scaling Armor +1.53
- Scaling Magic Resist +1.80
Scaling armour and magic resist — the early camps are covered by Q, the late game is not.
14/1/15, exactly as the author set it.
Skill order
ultimate at 6, 11 and 16Eternal Thirst
- Hungering Strike (Q) takes points at levels 1, 4, 5, 7, 9.
- Hunter's Call (W) takes points at levels 2, 8, 10, 12, 13.
- Blood Scent (E) takes points at levels 3, 14, 15, 17, 18.
- Infinite Duress (R) takes points at levels 6, 11, 16.
Q max for the clear and the sustain, W second for the attack speed the build lives on.
Why these items
Openingsall within the 475 starting gold
Machete and potions — The clear start. The author's Machete-and-Faerie-Charm opening costs 480g, five over what you have.
Cloth Armor — When you expect to be contested in your own jungle early.
Corein buy order
1Feral Flare2,000gFarm camps until it is online. Nothing in the build works before it does.
2Boots of Mobility1,000gMobility boots, because the gank is the point and the clear is already fast.
3Blade of The Ruined King3,200g5% of current health on hit, five times during the ultimate.
Situationalonly when the game asks for it

Madred's Bloodrazor3,800gAgainst health stacking — it reads maximum health rather than current.

Spirit Visage2,750gAgainst magic damage, and for the healing it adds to Hungering Strike.
Notes
the author's own wordsWarwick as an on-hit platform.
is five on-hit procs on the target you picked, so
and
both fire inside the suppression.
Farm camps heavily until
comes online, then gank every lane the moment Infinite Duress is up.
Build by Kendawg, transcribed from the League Classic Wiki archive.
Abilities
per rankEternal Thirst
Each of Warwick's attacks will heal him. Each successive attack against the same target will steal more and more Health.
Hungering Strike5 ranks
Takes a bite out of an enemy unit and heals Warwick.
- Flat Damage
- 75 / 125 / 175 / 225 / 275 + 100% AP
- AP Damage
- 100% AP
- Cooldown
- 10 / 9 / 8 / 7 / 6s
- Cost
- 70 / 80 / 90 / 100 / 110 Mana
- Range
- 400
Hunter's Call5 ranks
Warwick lets out a howl, increasing all friendly champions' Attack Speed for a short time.
- Cooldown
- 24 / 22 / 20 / 18 / 16s
- Cost
- 35 Mana
- Range
- 1250
Blood Scent5 ranks
Warwick passively senses weakened enemy champions around him. The scent of blood sends him into a fury, causing him to move at incredible speeds.
- Cooldown
- 0s
- Cost
- Passive
- Range
- 1500 / 2300 / 3100 / 3900 / 4700
Infinite Duress3 ranks
Warwick lunges at an enemy champion, suppressing his target and dealing magic damage for a few seconds.
- Damage
- 250 / 335 / 420 + 200% bonus AD
- Cooldown
- 90 / 80 / 70s
- Cost
- 100 / 125 / 150 Mana
- Range
- 650
Matchup against
62 champions, one-on-one
AhriUnfavoured
Ahri wins if she keeps the fight at spell range because Charm and Spirit Rush deny Warwick the clean suppress-and-stick duel he wants.
Watch for Charm: it stops Warwick's engage or interrupts his chase long enough for Ahri to unload Orb of Deception and kite away.
How to beat
Hold just outside Charm range and do not open with Infinite Duress unless Charm is down or blocked. If she uses Spirit Rush defensively, back off after the first dash and re-engage only when the charges are spent. Your best commit is after she misses Charm or throws Orb of Deception forward for wave damage.
Later Ahri is better in picks and teamfight cleanup, while Warwick can still punish her in a side lane if Spirit Rush is unavailable. In grouped fights, save Infinite Duress for after Charm or use it to lock her when she spends a dash aggressively.
- Do not chase in a straight line after Orb of Deception; the return true damage is the part that swings trades.
- Blood Scent can reveal low-health Ahri's escape path after Spirit Rush, but it does not mean you can catch her through three dashes.
- Banshee's Veil changes the matchup because it can force Charm to be the spell shield breaker instead of the duel winner.

AkaliEven
Warwick can outlast Akali in a committed fight, but Twilight Shroud and repeated Shadow Dance resets let her choose when the real damage happens.
Watch for Twilight Shroud: it denies Warwick basic attacks and can waste the follow-up window after Infinite Duress.
How to beat
Do not ult while she can immediately drop Twilight Shroud and stall your autos afterward. Trade with Q and autos when she spends Mark of the Assassin, then commit once Shroud is down or she has burned Shadow Dance charges to chase. Stay near the edge of Shroud rather than walking blindly through the center.
Later Akali becomes more dangerous at picking isolated targets, but Warwick remains strong if he forces her into a visible, sustained duel. In teamfights, suppress her after she dives and before she can reset through Shroud and Shadow Dance.
- If she marks you, either back out before the proc or answer with Hungering Strike when she dashes in.
- Do not let Shroud split the fight into two short trades; Warwick wants one long one.
- A reveal ward from Wriggle's or Feral Flare is valuable only if the duel location is planned around it.

AlistarFavoured
Alistar lacks sustained damage to beat Warwick alone unless he uses Pulverize and Headbutt to disengage instead of actually dueling.
Watch for Unbreakable Will: it removes Infinite Duress and heavily reduces the damage Warwick expects during the all-in.
How to beat
Let Alistar spend Headbutt or Pulverize before committing, because his real goal is to break contact. If he has Unbreakable Will, use Infinite Duress only after it ends or accept it as a setup tool rather than lethal damage. Stay close after his combo so he cannot reset the fight for free.
Later Alistar matters much more in teamfights than side-lane duels, where Warwick can pressure him but may not kill through ultimate. In grouped fights, do not waste suppression into Unbreakable Will unless your team only needs the brief lockout to reposition.
- If Alistar walks at you without minions, expect Pulverize into Headbutt rather than a real duel.
- His heal extends trades, but it does not match Warwick's repeated Hungering Strike sustain.
- Track Unbreakable Will specifically before choosing him as your suppression target.

AmumuEven
Warwick has better single-target sustain, but Amumu's percent-health damage and layered crowd control make a point-blank duel costly.
Watch for Curse of the Sad Mummy: it locks Warwick in Despair and prevents him from using attacks and Hungering Strike during a key sustain window.
How to beat
Do not give Amumu a free Bandage Toss engage from fog; start the fight on your terms with autos and Q. If Curse is available, save enough health to survive the stun plus Despair rather than ulting at the first contact. Commit after Bandage Toss misses or after Curse is spent in a teamfight.
Later Amumu's teamfight is stronger because Curse can decide an entire grouped fight, while Warwick is better at isolating one target afterward. In side lane, Warwick can win long trades if he avoids standing in Despair longer than necessary.
- Moving out of Despair between Hungering Strike cooldowns matters more than squeezing one extra auto.
- Bandage Toss missing is your cleanest signal to turn the duel.
- Do not suppress Amumu in the middle of his team unless Curse is already gone.

AniviaUnfavoured
Anivia controls space too well for Warwick, and Rebirth means his first successful all-in often is not the actual kill.
Watch for Crystallize: it cuts Warwick off after he commits and can leave him trapped inside Glacial Storm without auto range.
How to beat
Approach from angles where Flash Frost and Crystallize cannot both stop you. Do not use Infinite Duress unless Flash Frost is down or you are already close enough that she cannot wall you away afterward. If you trigger Rebirth, immediately judge whether you can finish the egg before her cooldowns return; otherwise leave.
Later Anivia dominates grouped chokepoints and defensive fights, while Warwick only wins side pressure if he catches her away from terrain and without egg backup. In teamfights, flank rather than front-walk through Glacial Storm.
- Killing Anivia once is not enough; plan damage for Rebirth before committing.
- Never chase through a narrow path where Crystallize can force you to walk around.
- Mercury's Treads help against Flash Frost, but they do not solve the wall.

AnnieUnfavoured
Annie's point-and-click stun burst can remove Warwick's first sustain window before he gets enough attacks and Hungering Strikes off.
Watch for Pyromania with Summon: Tibbers: the stun burst front-loads damage and stops Warwick from immediately healing through the trade.
How to beat
Count Pyromania stacks and do not walk into Annie when her stun is ready unless you can survive the full combo. Bait Disintegrate or Incinerate on minions, then close before she rebuilds stun. Infinite Duress is strongest after Tibbers is used or when a spell shield can absorb the stun opener.
Later Annie remains the scarier teamfight champion because her stun can start fights instantly, while Warwick is stronger into isolated Annie with cooldowns down. In grouped fights, wait for her stun to be spent or suppress her before she can flash-combo your carries.
- Her auto range is long enough to chip you before you can Q; do not bleed health for no reason.
- Molten Shield punishes extended basic attacking, so time Hungering Strike around its duration.
- A visible stun charge should change your pathing, not just your engage timing.

AsheEven
Warwick wins if he reaches Ashe, but Frost Shot and Enchanted Crystal Arrow can keep him from ever getting a clean sustained fight.
Watch for Frost Shot: repeated basic attacks slow Warwick and prevent him from staying in range after the first gap close.
How to beat
Avoid starting the fight from max range; use brush, flank angles, or Blood Scent movement to shorten the lane before Ashe can kite. If Enchanted Crystal Arrow is available, do not run straight at her from distance. Commit with Infinite Duress once she has no arrow or once you are close enough that the stun duration is short.
Later Ashe wins teamfights through initiation and backline DPS, while Warwick can still beat her in side-lane isolation if he closes the gap. Your job late is to flank or follow allied crowd control, not chase through her whole team under Frost Shot.
- Boots of Swiftness are specifically useful when Frost Shot is the only thing denying contact.
- If Volley is down, her peel is mostly arrow and spacing.
- Do not ult into a position where her team can collapse before the suppression finishes.

BlitzcrankFavoured
Blitzcrank can disrupt Warwick, but he usually lacks the sustained damage to win a fair duel after his knockup chain ends.
Watch for Power Fist: it interrupts Warwick's chase rhythm and buys time for Mana Barrier to absorb the finishing damage.
How to beat
Do not panic if Rocket Grab lands; close-range fights are where Warwick wants to be unless Blitzcrank is pulling you under allies or a turret. Save Hungering Strike for after Power Fist's burst, then continue attacking through Mana Barrier. Infinite Duress after his knockup is down gives him very little counterplay alone.
Later Blitzcrank is more valuable fishing for hooks in teamfights than fighting Warwick in a side lane. Warwick should punish missed hooks, but avoid being grabbed into the enemy formation before using suppression.
- Mana Barrier makes his last 20% health deceptive; keep Q available for the finish.
- Overdrive lets him disengage after the trade, so do not waste time chasing if he has already created space.
- Rocket Grab is dangerous because of where it puts you, not because Blitzcrank wins the duel afterward.

BrandUnfavoured
Brand's percent-health passive and ranged spell chain punish Warwick before he can turn the fight into lifesteal range.
Watch for Sear on a Blazed target: it stuns Warwick after Brand has already tagged him, stopping the all-in and enabling the rest of the combo.
How to beat
Do not approach through minions if Brand can spread Blaze and set up Sear angles. Bait Pillar of Flame or Conflagration first, then commit while one half of the stun setup is missing. If you suppress him, do it before Pyroclasm bounces through nearby units or wait until you are isolated from your team.
Later Brand is much stronger in clustered teamfights, while Warwick can kill him alone if he dodges the stun setup. Late, use flanks and spell shields to reach him rather than front-lining through Blaze damage.
- Fight away from minion waves when Pyroclasm is available; extra bounce targets make the duel worse.
- A single missed Sear is the clearest turn window.
- Health alone is inefficient into Blaze, so prioritize magic resistance over stacking only HP.

Cho'GathUnfavoured
Cho'Gath's silence, knockup, and Feast give him enough control and execute damage to beat Warwick in a long equal-item duel.
Watch for Feast: it ignores Warwick's sustain plan by ending the fight with a large true-damage execute.
How to beat
Do not trade down to Feast range and assume Hungering Strike will save you. Bait Rupture sideways before committing, then watch for Feral Scream because silence can stop the Q you need to stabilize. If Feast is down, Warwick can take much longer trades and force Cho'Gath to retreat.
Later Cho'Gath usually owns the front-line teamfight and becomes hard for Warwick to chew through in side lane. Warwick should suppress higher-value targets unless Cho'Gath has overextended without Feast.
- Feral Scream before your Q is often worse than the Rupture damage itself.
- Do not stand in front of minions for free Vorpal Spikes poke before the duel starts.
- Madred's Bloodrazor is one of the few item choices that meaningfully changes how fast you can cut through him.

CorkiUnfavoured
Corki's mixed damage, Valkyrie escape, and Gatling Gun armor shred make it difficult for Warwick to stick long enough to drain-tank him.
Watch for Valkyrie: it breaks Warwick's melee contact after Infinite Duress and can drag the fight through burning ground.
How to beat
Do not ult Corki while Valkyrie is available unless the suppression sets up lethal damage immediately. Force Valkyrie with Blood Scent pressure or a short Q trade, then re-engage before it returns. Avoid standing in Gatling Gun's cone for the whole fight, because the armor reduction makes his follow-up autos much stronger.
Later Corki is better in grouped poke and sustained backline damage, while Warwick can win only if he catches him after Valkyrie. Late, flank from fog and treat Valkyrie cooldown as the matchup timer.
- Gatling Gun rewards Corki for facing you; sidestep through him rather than backing straight away.
- His true-damage passive means armor alone will not fully solve the duel.
- If Valkyrie crosses terrain, stop chasing unless Blood Scent gives you a real angle.

Dr. MundoEven
Warwick and Dr. Mundo both want a long sustain fight, so the duel turns on whether Warwick can keep contact through cleavers and cut through Sadism healing.
Watch for Sadism: it resets Mundo's health during the exact window Warwick expects to finish him.
How to beat
Stay close enough that Infected Cleaver does not become endless free kiting. Do not spend Infinite Duress into the start of Sadism unless you are using it to hold him for teammates; in a duel, force the ultimate first and continue only if you can keep applying damage through it. If he lands repeated cleavers, disengage before you are too low to re-enter.
Later Mundo becomes very hard to remove in side lane without anti-heal or percent-health damage, while Warwick brings more reliable lockdown in teamfights. Late, suppress enemy carries and buy specifically for Mundo only if he is your required side-lane answer.
- Executioner's Calling matters because Mundo's ultimate healing is the duel's swing point.
- Boots of Swiftness reduce how often cleavers turn into a full disengage.
- Do not chase through Cannon-minion waves or jungle corridors where cleavers are easy to chain.

EvelynnFavoured
Evelynn can choose the opening, but Warwick's point-click suppression and self-healing beat her if he survives the first burst.
Watch for Agony's Embrace: it front-loads damage and slows Warwick, letting Evelynn decide whether to finish or leave before he sustains back.
How to beat
Keep enough health that her camouflage opener cannot put you below kill range before you Q. Once she reveals with Ravage or Hate Spike, turn immediately and force a real melee fight. Infinite Duress after her burst lands is usually better than using it at full health, because Warwick then heals through the countertrade.
Later Evelynn is more threatening to backline targets and isolated low-health champions, while Warwick is better in a direct side-lane duel. In teamfights, hold suppression for her reveal if she is diving your carries.
- Blood Scent can help track low-health Evelynn after she disengages, but camouflage still makes face-checking risky.
- Do not let her take repeated short Hate Spike trades without committing.
- Magic resistance is better than armor against her usual burst pattern.

EzrealUnfavoured
Ezreal wins by spacing with Mystic Shot and Arcane Shift, while Warwick needs a clean gap close that Ezreal should rarely give him.
Watch for Arcane Shift: it removes Warwick's melee contact after the first engage and lets Ezreal resume kiting with Mystic Shot cooldown refunds.
How to beat
Do not start with Infinite Duress if Arcane Shift is ready and Ezreal is not already trapped near terrain. Walk him down with Blood Scent or flank from fog, force Arcane Shift, then commit before Mystic Shot resets too much distance. Dodge Mystic Shot during the approach because every hit shortens his escape and damage cooldowns.
Later Ezreal is stronger in poke and cleanup, while Warwick can only side-lane kill him when Arcane Shift is down or the lane is long behind him. In teamfights, suppress him after he shifts aggressively or when allied crowd control has already forced the blink.
- Essence Flux reducing your attack speed is a real duel loss if it lands before Hunter's Call value.
- Do not chase in a straight line through minions that let him chain Mystic Shot resets.
- Banshee's Veil can block the spell that would otherwise keep his passive stacked before the fight.

FiddlesticksEven
Warwick can interrupt and outduel Fiddlesticks if he reaches him cleanly, but fear, silence, and Drain can steal the fight if Warwick mistimes suppression.
Watch for Drain: it races Warwick's sustain and forces him to interrupt or leave instead of passively trading health bars.
How to beat
Do not let Fiddlesticks channel Drain for free; use Infinite Duress to interrupt it if that is the only stop available. If Terrify is ready, expect him to fear you before Drain or Crowstorm, so buy tenacity or wait for him to spend it. Fight away from minion clusters so Dark Wind does not add repeated silences during your chase.
Later Fiddlesticks has the stronger surprise teamfight with Crowstorm, while Warwick is better in a visible 1v1 where he can stop Drain. Late, save suppression either to cancel Drain/Crowstorm follow-up or to lock him after he appears.
- Dark Wind is much worse near minion waves because extra bounces can silence you again.
- If he starts Crowstorm from fog, do not duel inside the full duration unless you can suppress and kill quickly.
- Quicksilver Sash can remove Terrify, but it does not interrupt Drain by itself.

GangplankEven
Gangplank's Parrrley poke and Remove Scurvy can deny Warwick's suppression payoff, but Warwick wins longer contact if Gangplank cannot reset the fight.
Watch for Remove Scurvy: it cleanses Infinite Duress and heals Gangplank, erasing Warwick's best all-in window.
How to beat
Do not rely on Infinite Duress as the opener while Remove Scurvy is available. Take shorter Q trades, force him to use W for health, then commit while it is down. Stay on top of him after Parrrley rather than letting him kite with Raise Morale and Cannon Barrage slows.
Later Gangplank scales into stronger global teamfight pressure and crit poke, while Warwick remains better at locking one target if Remove Scurvy is unavailable. In side lane, the matchup is playable only if you track W and do not fight inside a full Cannon Barrage slow field.
- His W cleansing suppression is the matchup; count that cooldown before ulting.
- Cannon Barrage can turn a winning chase into a slow zone, so leave the area instead of tunneling.
- Armor helps against Parrrley, but it will not fix a wasted Infinite Duress.

GarenEven
Warwick can out-sustain Garen in extended contact, but Garen's silence, spin damage, and execute punish him hard if he starts the all-in too low.
Watch for Demacian Justice: executes Warwick after his sustain has already been forced out.
How to beat
Keep tagging Garen with Hungering Strike so Perseverance does not freely reset the lane. Do not use Infinite Duress while Decisive Strike is about to silence you; let him spend Q or E first, heal back with Q, then commit before Demacian Justice becomes lethal.
Later Finished builds make the side lane fairly close: Warwick wins longer stat-checks when healthy, while Garen wins if he can drop Warwick into execute range quickly. In teamfights, suppress higher-value targets and do not tunnel Garen unless he is already isolated.
- Q him periodically to stop Perseverance from taking over between trades.
- Back off when you are low enough for Demacian Justice; Warwick healing does not matter if the execute lands.
- If Garen opens with Decisive Strike, wait out the silence before ulting.
- Do not chase through a full Judgment unless your Q is ready to stabilize.

GragasUnfavoured
Gragas can interrupt Warwick's approach, reduce his attack speed, and knock him out of sustained melee before Warwick gets full value from healing.
Watch for Explosive Cask: breaks Warwick's all-in spacing and can deny the follow-up after Infinite Duress.
How to beat
Hold just outside Body Slam range and make Gragas use Barrel Roll on the wave or miss it before walking in. If he still has Explosive Cask, save Infinite Duress until he has displaced himself or used it defensively, because a clean reset lets him kite you again.
Later Gragas usually brings more teamfight control and burst, while Warwick is better at picking one exposed target. In side lane, Warwick can win if he dodges Body Slam and stays attached, but Gragas can often disengage instead of finishing the duel.
- Do not duel inside a charged Barrel Roll; the attack-speed slow cuts your sustain window.
- Body Slam used forward is your best commit signal.
- Infinite Duress after Explosive Cask is far safer than before it.
- If he saves every cooldown for peel, take the forced disengage and re-enter after Q heals you.

HeimerdingerUnfavoured
Heimerdinger's turrets and grenade make Warwick walk through too much setup damage before he can force a clean suppression.
Watch for CH-1 Concussion Grenade: stuns or blinds Warwick as he enters turret range, denying attacks and healing.
How to beat
Do not start the duel inside multiple H-28G Evolution Turrets unless Heimerdinger has already missed grenade. Clear or pull away from turret nests first, then ult after the grenade is down so he cannot stop your first healing cycle.
Later Heimerdinger is much stronger around set terrain and sieges, while Warwick is better in river picks and jungle angles. Finished side-lane fights still favor Heimer if he has turrets planted, so Warwick should flank or force him to move before committing.
- Never ult into a prepared turret nest while grenade is available.
- If grenade blinds you, wait before committing; your passive healing depends on attacks landing.
- Pull him away from H-28G Evolution Turrets instead of fighting the position.
- Banshee's Veil can block the grenade that normally ruins your engage.

JannaFavoured
Janna cannot usually kill Warwick alone, but she can make the duel last forever by interrupting and disengaging his all-in.
Watch for Monsoon: knocks Warwick away after he commits and resets the distance he needs to keep healing.
How to beat
Walk her down rather than opening with Infinite Duress from max range; make her spend Howling Gale or Zephyr first. Once Monsoon is down or she is trapped without a clean knockback angle, suppress her and finish before Eye Of The Storm refreshes the trade.
Later Janna is not a side-lane duelist, so Warwick wins isolated fights if he can keep contact. In teamfights, she is a peel problem: either suppress her before Monsoon or choose a carry from an angle where her knockback cannot fully reset the fight.
- Do not waste Infinite Duress into a ready Monsoon unless your team can follow instantly.
- Blood Scent helps chase after Zephyr, but Howling Gale can still buy time.
- Her shield adds attack damage, so respect short trades near her tower.
- If she is alone without ultimate, the duel is heavily Warwick favored.

Jarvan IVEven
Jarvan has better upfront armor shred and burst, but Warwick wins if the fight becomes a long melee where Q and passive healing keep cycling.
Watch for Dragon Strike: lowers Warwick's Armor and makes Jarvan's early combo and Martial Cadence trade much harder.
How to beat
Avoid taking the full Demacian Standard plus Dragon Strike engage for free; sidestep or wait it out, then fight while the knockup combo is unavailable. If Jarvan traps you with Cataclysm, that can actually help Warwick as long as you are healthy enough to sustain through the first burst.
Later In side lane, Warwick can beat Jarvan in extended duels, but Jarvan's engage is usually more valuable in teamfights. Warwick should either counter-suppress Jarvan after he dives or ignore him and lock the carry trapped near Cataclysm.
- Cataclysm is not always bad for Warwick; it prevents Jarvan from kiting if you survive the opener.
- Do not ult before Dragon Strike armor shred and knockup are accounted for.
- Q after Martial Cadence lands to erase part of his strongest hit.
- Armor is efficient if Jarvan is building damage instead of tank.

JaxUnfavoured
Jax denies Warwick's attack-based healing with Counter Strike and scales into a stronger sustained duelist at equal items.
Watch for Counter Strike: dodges Warwick's basic attacks during the key sustain window and can stun him after Infinite Duress ends.
How to beat
Do not trade into Counter Strike; back away or use Hungering Strike while it is active, then fight after the stun has passed. Commit with Infinite Duress only when Counter Strike is down or when you need to stop Jax before he stacks Grandmaster's Might attack speed.
Later Jax becomes the better side-lane duelist and forces Warwick to avoid isolated long fights. In teamfights, suppress Jax when Counter Strike is unavailable or peel him off your carries rather than trying to win a pure split-push duel.
- Counter Strike is the matchup; track it before every all-in.
- If Jax Leap Strikes in without E, immediately punish with R or Q plus autos.
- Do not rely on passive healing while your attacks are being dodged.
- Frozen Heart and Randuin's both directly attack his win condition.

KarthusFavoured
Warwick can run Karthus down and heal through repeated Lay Waste hits if he avoids being kited through Wall of Pain.
Watch for Wall of Pain: slows Warwick and lowers his magic resistance, letting Karthus land enough spells before melee contact.
How to beat
Approach from angles where Wall of Pain does not force a long straight chase. Once you are in range, use Infinite Duress to stop him from repositioning, then keep moving between attacks so isolated Lay Waste does not land for free.
Later Warwick wins the isolated side-lane duel before and after full build, but Karthus still contributes damage after death and with Requiem. In teamfights, suppress him only if killing him early is worth fighting through Death Defied afterward.
- Do not chase through Wall of Pain unless you can immediately ult afterward.
- Move after every attack to make Lay Waste harder to isolate.
- Save enough health for Death Defied casts after Karthus dies.
- Magic resist is more valuable than extra damage if he is landing Q consistently.

KassadinEven
Warwick beats Kassadin if he pins him down, but Kassadin's silence and Riftwalk make it hard to force a clean extended fight.
Watch for Null Sphere: silences Warwick before he can use Hungering Strike or Infinite Duress in the trade.
How to beat
Do not telegraph Q or R while Null Sphere is ready; let Kassadin spend it, then immediately close before Riftwalk creates distance. If he Riftwalks aggressively, punish the landing with Infinite Duress while his escape has a cooldown.
Later Kassadin outmaneuvers Warwick on the map and is stronger at choosing fights, but Warwick still threatens him if he ever lands suppression. In teamfights, hold R for Kassadin's committed Riftwalk rather than chasing him through multiple blinks.
- Null Sphere before your Q can flip a trade you should have sustained through.
- Blood Scent can reveal low-health Kassadin, but Riftwalk still controls distance.
- Ult him after Riftwalk, not before, when possible.
- Banshee's Veil can force Kassadin to spend a spell before silence matters.

KatarinaFavoured
Warwick's suppression reliably stops Katarina's channel and his sustain outlasts her non-reset damage in a straight duel.
Watch for Death Lotus: deals its damage only if Warwick lets the channel continue.
How to beat
Stay close enough that Shunpo does not create a long chase, but do not panic ult before Death Lotus. Save Infinite Duress to interrupt her ultimate or to finish her after Shunpo's damage reduction window has passed.
Later Warwick remains favored in the duel, while Katarina is more dangerous in chaotic teamfights with reset opportunities. Your job is to hold suppression until she channels Death Lotus or dives a carry, not to spend it early on a tank.
- Infinite Duress cancels Death Lotus, so do not waste it before she commits.
- Her Shunpo damage reduction makes the first second of your burst less valuable.
- Keep enough health after killing her in skirmishes; Voracity matters only if she gets resets.
- Magic resist is useful, but cooldown discipline wins this matchup more than items.

KayleUnfavoured
Kayle can kite Warwick with Reckoning and Righteous Fury, then deny his suppression burst with Intervention.
Watch for Intervention: makes Warwick's Infinite Duress damage window do nothing if he commits at the wrong time.
How to beat
Do not ult into a ready Intervention unless you are using it only to force the cooldown. Bait Reckoning and Divine Blessing movement first, then re-engage when Righteous Fury is down or Kayle has used Intervention and can no longer block your finish.
Later Kayle generally outscales Warwick in both side-lane DPS and teamfight protection. Warwick should look for flanks after Intervention is spent or suppress a different target so Kayle has to choose between saving herself and saving a carry.
- Track Intervention before every all-in; it is the cleanest answer to your R.
- Righteous Fury means she can damage you while staying outside melee range.
- If Reckoning misses or is used on someone else, you have a short chase window.
- Wit's End is strong because the duel is mixed sustained magic damage.

KennenUnfavoured
Kennen's range, repeated stuns, and Lightning Rush disengage make it difficult for Warwick to maintain the contact he needs.
Watch for Mark of the Storm: the third mark stuns Warwick and breaks his sustained healing window.
How to beat
Avoid eating free Thundering Shuriken marks before the fight starts, and do not chase blindly while already double-marked. Commit after Lightning Rush is used or when Kennen steps into Infinite Duress range without enough marks stacked to stun you immediately.
Later Kennen is far more threatening in teamfights because Slicing Maelstrom punishes clumped engages. Warwick can win only clean isolated catches; otherwise he should suppress Kennen before the storm hits multiple allies or peel back and wait out the ultimate.
- Count marks; fighting at two marks gives Kennen control of your next action.
- Lightning Rush used for waveclear or escape is your best punish timer.
- Do not ult into Slicing Maelstrom if your team cannot burst him during the suppression.
- Mercury's Treads meaningfully reduce the stun and slow chain.

Kog'MawEven
Warwick wins if he reaches Kog'Maw, but Bio-Arcane Barrage and Void Ooze can shred him before he gets a sustained melee cycle.
Watch for Bio-Arcane Barrage: gives Kog'Maw the range and percent-health damage to kill Warwick during the approach.
How to beat
Do not walk straight through Void Ooze while Bio-Arcane Barrage is active; wait out the range steroid or approach from fog. Once Kog'Maw has no slow line between you and him, use Infinite Duress before he can kite into another artillery rotation.
Later Kog'Maw outscales Warwick in front-to-back teamfights if protected, while Warwick remains a strong answer to an exposed Kog'Maw. In side lane, the result depends on whether Warwick reaches him before Bio-Arcane Barrage burns through his health.
- Void Ooze is often the real peel; crossing it slowly gives Kog'Maw too many free attacks.
- Respect Icathian Surprise after you kill him, especially if your Q is down.
- Frozen Heart and Randuin's both reduce the damage you take while closing.
- Flank instead of starting the duel from max Kog'Maw range.

Lee SinEven
Lee Sin has stronger early burst and displacement, but Warwick wins longer fights if he survives the kick combo and keeps healing.
Watch for Dragon's Rage: kicks Warwick out of melee range and can deny the follow-up after he commits.
How to beat
Do not give Lee Sin a free Sonic Wave from open range; fight around minions or terrain so he has to spend mobility first. If he uses Dragon's Rage to disengage, re-enter only if Blood Scent or item slows let you reconnect; otherwise take the cooldown win and reset.
Later Warwick scales into the sturdier point-and-click lockdown, while Lee Sin relies more on picks and displacement. In side lane Warwick can win extended fights, but in teamfights he should be ready for Lee to kick him away from the priority target.
- If Sonic Wave misses, Lee's all-in threat drops sharply for a few seconds.
- Dragon's Rage after your R can ruin the chase, so expect the disengage.
- Hungering Strike after Resonating Strike lands helps absorb his execute-style follow-up.
- Armor is best when Lee is building damage instead of full tank.

LeonaFavoured
Leona has crowd control but not enough solo damage to beat Warwick's healing in an equal-item duel.
Watch for Shield of Daybreak: stuns Warwick and delays his attacks, stretching the fight long enough for Leona to disengage or stall.
How to beat
Let Leona spend Zenith Blade or Shield of Daybreak before committing fully, because her main threat is denying your uptime. Once Eclipse is down, stay attached and use Infinite Duress to prevent her from walking out while your Q and passive healing take over.
Later Warwick wins the isolated side lane, but Leona is usually met as a teamfight engager rather than a duelist. In 5v5s, do not waste suppression on tank Leona unless stopping her engage saves a carry; look past her for the damage source.
- Wait out Eclipse before judging your damage; she is much tankier during it.
- Her Sunlight passive needs allies, so the true 1v1 is much easier than a skirmish.
- Do not chase her under teammates after Zenith Blade; that is where her kit matters.
- Tenacity helps if her crowd control is keeping you off targets in fights.

LuluUnfavoured
Lulu's slow, polymorph, shield, and Wild Growth deny Warwick's single-target all-in long enough for her to kite him out.
Watch for Whimsy: polymorphs Warwick during his engage and prevents him from attacking or casting through the key window.
How to beat
Do not open with Infinite Duress while Whimsy and Wild Growth are both ready unless you only need to force cooldowns. Walk her down from fog or after Glitterlance misses, then commit once Whimsy is spent so she cannot stop your first Q and attack chain.
Later Lulu remains a poor pure duelist but an excellent anti-Warwick teamfight champion because she can ruin your suppression target's kill window. In side lane you can kill her if you catch her without cooldowns; in teamfights, bait Whimsy or force Wild Growth before committing R onto the real carry.
- Whimsy is more dangerous than her damage; track it like an ultimate.
- Wild Growth can knock you up if you ult next to her target.
- Do not chase through Glitterlance slow without a guaranteed gap close.
- Mercury's Treads and Banshee's Veil both help you actually play after engaging.

LuxEven
Warwick wins when he dodges Light Binding and reaches Lux, but a landed snare lets her unload enough burst and distance to survive.
Watch for Light Binding: roots Warwick before he can attach, setting up Lucent Singularity and Finales Funkeln.
How to beat
Approach from angles that force Lux to guess Light Binding instead of casting it down a straight lane. If Binding misses, immediately close and suppress before Prismatic Barrier returns value or Lucent Singularity creates another slow zone.
Later Lux is stronger in grouped fights where she can bind and burst from range, while Warwick is better at punishing her alone in fog. Finished side-lane duels favor Warwick if he dodges Q, but in teamfights he must not run through her whole team just to reach her.
- A missed Light Binding is your clearest all-in timer.
- Do not stand in Lucent Singularity waiting to ult; the slow makes the follow-up binding easier.
- Banshee's Veil can block the spell that starts her entire combo.
- After she casts Finales Funkeln, she has little left if you are still in melee range.

MalphiteEven
Warwick can sustain through Malphite's poke, but Ground Slam cuts the attack-speed healing that makes Warwick win long trades.
Watch for Ground Slam reduces Warwick's Attack Speed and lowers his healing during the trade window.
How to beat
Do not open with Infinite Duress into a fresh Granite Shield; tap him first with Q or autos so the shield is gone. Hold the fight after Ground Slam is used, then commit with Hunter's Call and ult while his attack-speed debuff is down.
Later Malphite becomes more valuable in teamfights because Unstoppable Force starts fights Warwick cannot match. Warwick should pressure side lanes when Malphite's teleport or ultimate threat is not needed, then peel or suppress carries after Malphite engages.
- Break Granite Shield before spending R.
- If Ground Slam lands before Hunter's Call, wait out the debuff instead of forcing autos.
- Seismic Shard makes disengaging hard, so decide early whether you are committing or leaving.

MalzaharUnfavoured
Malzahar wins if he layers Nether Grasp and Null Zone, but Warwick can punish him hard when his suppression or spell shield is unavailable.
Watch for Nether Grasp suppresses Warwick inside Malzahar's damage and stops Warwick from healing or using Infinite Duress.
How to beat
Stay outside his spell chain until you see Malefic Visions or Call of the Void used on the wave, then close before Voidling pressure builds. Do not ult into a ready Nether Grasp unless you can cleanse it or kill him during your suppression first.
Later Malzahar is stronger around objectives because his suppression deletes one target through front lines. Warwick needs a cleanse item or allied interruption, then looks to suppress Malzahar after his ultimate channel is broken.
- Quicksilver Sash changes the duel more than raw magic resist does.
- Avoid fighting while a Voidling is already hitting you.
- If he drops Null Zone under himself, step out before continuing the trade.

Master YiEven
Warwick's suppression and sustain are excellent against Yi, but Yi can out-DPS him if Alpha Strike dodges the key moment or Meditate wastes Warwick's burst.
Watch for Alpha Strike can make Master Yi untargetable during Warwick's commit and deny the first seconds of retaliation.
How to beat
Hold Infinite Duress until after Alpha Strike, then suppress him before Highlander autos take over. If he uses Meditate during your damage window, stop chasing into it and restart the fight when it ends.
Later Finished Yi is the scarier side-lane duelist if he can avoid suppression, while Warwick is more reliable at locking one carry in teamfights. Save R for Yi after he enters, not before he has committed.
- Do not ult while Alpha Strike is available if Yi is in range to dodge it.
- Hunter's Call is best after Meditate, not into its damage reduction.
- Blood Scent can bait you into chasing Highlander too far.

Miss FortuneFavoured
Miss Fortune has damage if she spaces Warwick, but she has no real answer once Infinite Duress reaches her.
Watch for Make It Rain slows Warwick long enough for Miss Fortune to kite and keep Strut distance.
How to beat
Avoid walking through Make It Rain from max range; approach from brush or after she spends it on the wave. Once you are in ult range, commit immediately and use Q after the suppression to stay healthy through Impure Shots.
Later Miss Fortune is much stronger in grouped fights if Bullet Time is protected, but Warwick beats her alone. Flank or hold R until she channels Bullet Time, then suppress her to cancel the fight-winning damage.
- Do not chase in a straight line through Make It Rain.
- Infinite Duress cancels Bullet Time.
- If Double Up has a minion bounce angle, do not stand behind low-health minions.

MorganaUnfavoured
Black Shield blocks Warwick's suppression, and Dark Binding gives Morgana enough time to kite or turn the duel.
Watch for Black Shield prevents Infinite Duress from suppressing Morgana while it holds.
How to beat
Bait Black Shield with forward movement or Hungering Strike pressure, then disengage until it fades. Only use Infinite Duress after the shield is down or broken, and sidestep Dark Binding before committing through Tormented Soil.
Later Morgana is usually met in teamfights, where Black Shield can deny Warwick's pick on the real target. Warwick should force the shield on someone else, then ult a carry or Morgana after the cooldown is spent.
- Never spend R into a fresh Black Shield.
- Dark Binding into Tormented Soil wins the trade if you keep autoing in place.
- Soul Shackles punishes staying near her after your ult ends.

NasusUnfavoured
Nasus outscales the duel because Wither cripples Warwick's autos and Fury of the Sands beats him in a sustained melee fight.
Watch for Wither slows Warwick's Movement and Attack Speed, cutting both his chase and his attack-based healing.
How to beat
Fight early before Siphoning Strike stacks are large, and do not stay in Spirit Fire while trading. If Wither is down, use Hunter's Call and Infinite Duress to force a short all-in; if Fury of the Sands is active, back out unless he is already low.
Later Nasus usually wins the finished side lane if he has farmed, while Warwick offers more immediate pick control in teamfights. Warwick should avoid isolated extended duels and use suppression to start fights before Nasus reaches carries.
- Wither is the matchup; do not all-in through its full duration.
- Step out of Spirit Fire before trading autos.
- If Nasus ults at high health, leave and re-enter after it expires.

NidaleeEven
Warwick wins if he catches Nidalee, but Nidalee can poke, trap shred, and disengage until the fight starts on her terms.
Watch for Bushwhack reveals Warwick and reduces his Armor and Magic Resist, making the next spear or cougar trade much worse.
How to beat
Do not chase through brush blindly; sweep your path with minions or enter from angles where traps are unlikely. Dodge Javelin Toss first, then commit while her human-form cooldowns are down and use Infinite Duress before she can Pounce away.
Later Nidalee has better poke and map control, while Warwick has the cleaner hard engage if he finds her without Black Shield-style protection. In side lanes Warwick can win the actual catch, but he should not bleed health to spears before objectives.
- A trapped Warwick should usually wait out the resistance shred before fighting.
- Blood Scent helps finish her, but it can also pull you through trapped brush.
- Ult after Pounce if you can force it first.

Nunu & WillumpFavoured
Nunu is hard to chase through Ice Blast, but he lacks enough champion damage to beat Warwick in a committed duel.
Watch for Ice Blast slows Warwick's Movement and Attack Speed, delaying the autos he needs for sustained healing.
How to beat
Let him spend Ice Blast before using Hunter's Call, or accept the slow and save Q for after the first burst. Infinite Duress interrupts Absolute Zero, so stay close enough to stop the channel if he tries to turn the fight.
Later Nunu is more useful enabling an allied carry than dueling Warwick. Warwick should not waste ult on tank Nunu unless it cancels Absolute Zero; otherwise he suppresses the Blood Boil target.
- Infinite Duress cancels Absolute Zero.
- Do not judge his health by Consume sustain near minions or monsters.
- Ice Blast makes short chases awkward, but it does not win the all-in.

OlafUnfavoured
Olaf is built to beat Warwick because Ragnarok ignores suppression and Reckless Swing keeps dealing true damage through Warwick's sustain.
Watch for Ragnarok makes Olaf immune to Infinite Duress and removes Warwick's best duel tool.
How to beat
Never open with R while Ragnarok is available; force Olaf to ult with Q trades and movement first. If he activates Ragnarok at high health, kite away from Undertow axes and re-engage only when the immunity ends.
Later Olaf remains the better straight side-lane brawler when Ragnarok is up, while Warwick is better at locking down targets Olaf is not protecting. In teamfights Warwick should avoid ulting Olaf and instead suppress the backline after Olaf commits forward.
- Your R is not a spell into active Ragnarok.
- Do not stand near picked-up Undertow axes; repeated slows keep you in true-damage range.
- Executioner's Calling matters if he is relying on Vicious Strikes to outheal you.

PantheonEven
Pantheon wins short burst trades with stun and block, but Warwick wins if he survives the opener and turns it into a sustained fight.
Watch for Aegis Protection blocks one of Warwick's basic attacks or Infinite Duress hits, shaving damage from the commit.
How to beat
Do not start the all-in into a charged Aegis Protection; remove it with an auto or Q setup first. After Aegis of Zeonia and Heartseeker Strike are used, stay on him with Hunter's Call because his sustained damage falls behind yours.
Later Pantheon becomes less threatening in long side-lane duels unless he is far ahead, while Warwick's suppression stays reliable. In teamfights, watch for Grand Skyfall flanks and punish him after his stun is spent.
- Clear Aegis Protection before R if possible.
- Turn after Heartseeker Strike; that is his biggest front-loaded damage window.
- Ninja Tabi is much better here than generic health.

RammusUnfavoured
Rammus punishes Warwick for auto-attacking him, and Puncturing Taunt forces Warwick to hit into Defensive Ball Curl.
Watch for Puncturing Taunt forces Warwick to attack Rammus while reducing his Armor, often during Defensive Ball Curl return damage.
How to beat
Do not chase into Defensive Ball Curl; let it expire before using Hunter's Call. Save Q to heal after the taunt damage, and use Infinite Duress only when Rammus's defensive steroid is down or when you need to stop him from escaping.
Later Rammus is more disruptive in teamfights and can make Warwick's backline access miserable. Warwick should avoid side-lane duels into full armor Rammus and instead suppress priority carries after Rammus uses taunt.
- Hunter's Call into Defensive Ball Curl hurts you as much as it helps you.
- Mercury's Treads reduce the taunt window.
- If Rammus starts Tremors and Ball Curl together, walk out instead of trading autos.

RyzeUnfavoured
Ryze's root and repeated spell cycle beat Warwick before he can fully cash in his sustain, especially with Desperate Power active.
Watch for Rune Prison roots Warwick in Ryze's spell rotation and prevents him from choosing the engage or disengage timing.
How to beat
Approach from fog or after Rune Prison is used; walking at Ryze from max range lets him root and kite you. If you can get in melee without eating the full rotation, suppress him before Desperate Power spell vamp turns the fight.
Later Ryze scales into a stronger duelist and teamfight damage source, while Warwick stays valuable as single-target lockdown. Build to survive the spell chain and use R when Ryze has already spent Rune Prison or is exposed to allied damage.
- Banshee's Veil can block Rune Prison and create the engage window.
- Do not stand near minions when Spell Flux can bounce value into you.
- If Desperate Power is active and you are not already winning, disengage.

ShacoEven
Warwick beats Shaco in a fair face-to-face fight, but Shaco rarely gives one and can waste Warwick's cooldowns with Deceive, boxes, and clone confusion.
Watch for Hallucinate can make Warwick suppress or attack the clone, wasting his winning cooldown.
How to beat
Do not ult immediately after Shaco appears from Deceive; confirm the real one by movement, damage taken, and clone behavior. Avoid fighting in prepared Jack In The Box nests, and force him to use Deceive defensively before committing.
Later Shaco is better at picks and split pressure through traps and escapes, while Warwick is better in a clean 5v5 lockdown role. In side lane, Warwick wins only when he controls vision and denies Shaco the setup.
- Blood Scent can reveal the real Shaco after he drops low, but clone chaos still matters.
- Never chase through boxes without minions or vision.
- If he Deceives behind you, turn so Backstab does not get free value.

ShenFavoured
Shen is durable and annoying, but Warwick's sustain and suppression give him the stronger isolated duel.
Watch for Shadow Dash taunts Warwick and can pull him through Shen's preferred trade before Warwick gets full control.
How to beat
Keep the fight away from Shen's turret and minion wave so Shadow Dash cannot turn your commit into a bad position. After Feint is used, continue the long trade with Hunter's Call and save Infinite Duress to stop him from escaping or channeling Stand United.
Later Shen has more map impact with Stand United, but Warwick wins most isolated side-lane fights if Shen cannot simply leave. Warwick should pressure Shen enough to force his ultimate, then interrupt it when in range.
- Infinite Duress interrupts Stand United if you are close enough.
- Do not blow Q into Feint unless you need the heal immediately.
- Shadow Dash is his only real way to choose the trade.

SingedUnfavoured
Singed wins by refusing a stationary duel, dragging Warwick through Poison Trail and Flinging him out of effective melee uptime.
Watch for Fling throws Warwick behind Singed, forcing him to chase through Poison Trail and losing clean auto uptime.
How to beat
Do not chase directly behind him unless he is already low enough to finish. Hold Infinite Duress until after Fling or Mega Adhesive, then suppress him away from his poison path and use Q to offset the damage over time.
Later Singed is usually the stronger side-lane nuisance because he can proxy, disengage, and waste Warwick's time. Warwick contributes more by grouping for picks and saving suppression for carries instead of spending a long fight trying to kill Singed.
- Boots of Swiftness are specifically valuable against Mega Adhesive and poison kiting.
- If Insanity Potion is active, wait unless you can kill him during R.
- Do not let Blood Scent bait you into a full poison trail chase.

SionUnfavoured
Sion's point-click stun, shield burst, and Cannibalism lifesteal let him overpower Warwick in a direct sustained melee fight.
Watch for Cannibalism gives Sion heavy lifesteal during autos, undoing Warwick's sustained damage while he hits back.
How to beat
Bait Death's Caress first; if the shield is about to detonate, step away and re-engage after it breaks or expires. Do not fight Cannibalism head-on unless you have Grievous Wounds or a clear health lead, and save Infinite Duress to stop his lifesteal window or finish after it fades.
Later Finished Sion can win side-lane stat checks, especially if Warwick lacks anti-heal. Warwick is usually better used as reliable suppression in teamfights, while anti-heal and kiting handle Sion's ultimate.
- Executioner's Calling is the cleanest matchup item because Cannibalism is the fight.
- Do not feed autos into Death's Caress right before it explodes.
- Cryptic Gaze makes short trades Sion-favored if your Q is late.

SivirEven
Warwick wins if he gets Spell Shield first, but Sivir can deny Infinite Duress and kite the rest of the trade with Boomerang Blade and On The Hunt.
Watch for Spell Shield blocks Infinite Duress or Hungering Strike and turns Warwick's commit into a losing chase.
How to beat
Walk at her without opening with Infinite Duress; make her choose between shielding Hungering Strike or saving it for the suppress. Once Spell Shield is down, commit immediately before On The Hunt creates too much space.
Later Finished Sivir is stronger in grouped fights because On The Hunt starts and resets teamfights better than Warwick can. In side lane Warwick can still kill her if Spell Shield is down, so pressure fog and force her to answer without a full escort.
- Do not ult into an unused Spell Shield.
- Use Hungering Strike as the bait when she is already backing up.
- If she spends On The Hunt only to escape you, your team has a larger engage window afterward.

SkarnerEven
Both champions want a long melee fight with attack-speed steroids and suppression, so the duel is decided by who wastes the other's ultimate or shield window first.
Watch for Crystalline Exoskeleton gives Skarner the speed and shield needed to stick through Warwick's first heal cycle.
How to beat
Do not trade fully into a fresh Crystalline Exoskeleton; backstep until the shield breaks or expires, then re-enter with Hunter's Call. Save Infinite Duress for after Impale or when Skarner cannot drag you into his wave or team.
Later Skarner is usually better at starting a pick for his team, while Warwick is better at finishing one target if he can choose the angle. In side lane the fight stays close, but Quicksilver Sash can swing the suppress trade heavily toward Warwick.
- Breaking Crystalline Exoskeleton before committing matters more than dodging Fracture.
- If Skarner uses Impale first, your Infinite Duress can answer after the drag ends.
- Avoid fighting him inside a large minion wave where Crystal Slash keeps refreshing easily.

SonaFavoured
Sona can interrupt or soften one engage, but she lacks the sustained damage to beat Warwick once he reaches melee range.
Watch for Crescendo stops Warwick's chase or interrupts his follow-up after Infinite Duress.
How to beat
Hold enough health to absorb one Power Chord trade, then force her to spend Song of Celerity or Crescendo defensively. After Crescendo is down, walk through her auras and keep attacking because her cooldown heals do not beat Warwick's lifesteal and Hungering Strike.
Later Sona matters far more in teamfights than in side-lane duels because Crescendo and auras multiply her allies. Warwick should flank or suppress her after Crescendo is forced, not waste time chasing her through a grouped frontline.
- Count Power Chord before starting the trade; the damage reduction version can blunt your all-in.
- Do not stack with teammates when Crescendo is available.
- If she uses Song of Celerity early, Infinite Duress becomes much harder for her to escape.

SorakaEven
Warwick has better dueling damage, but Soraka can stretch the fight with Infuse, Astral Blessing, and Wish until his mana and cooldown timing matter.
Watch for Infuse silences Warwick and can deny Hungering Strike during the health swing he needs most.
How to beat
Trade in short bites until Infuse is used, then commit while she cannot silence your Hungering Strike. Expect Wish to reset the first lethal attempt, so keep attacking instead of spending every cooldown into her first low-health moment.
Later Soraka is not looking for the side-lane duel; she wins by keeping carries alive in the teamfight. Warwick should threaten her with flank pressure, but if Wish is available he often needs to force it before committing Infinite Duress to a carry.
- Do not rely on one burst window while Wish is available.
- Infuse before your Q is the window where Soraka can steal the trade.
- Astral Blessing's armor matters less against Hungering Strike than against your autos.

TaricFavoured
Taric can stun and stall, but Warwick's magic damage, healing, and longer sustained damage win once the initial Dazzle trade is over.
Watch for Dazzle stuns Warwick long enough for Taric to create space or deny the first Infinite Duress follow-up.
How to beat
Let Taric spend Dazzle before you use Infinite Duress if possible, then stay in melee through Shatter's armor aura. His armor is annoying for autos, but Hungering Strike keeps the trade moving in Warwick's favor.
Later Taric is more valuable grouped because Dazzle and Shatter protect his carry, while Warwick is the stronger isolated duelist. In teamfights, avoid ulting Taric unless he is the only reachable target; make him choose between stunning you and saving a carry.
- Shatter armor does not stop Hungering Strike's magic damage.
- If Dazzle is down, Taric has little way to stop your channel.
- Do not judge the fight by the first stun; judge it by the next two Q cooldowns.

TeemoUnfavoured
Teemo's blind, poison, move speed, and mushrooms attack exactly what Warwick needs: repeated basic attacks and a clean path into melee.
Watch for Blinding Dart denies Warwick's basic attacks and on-hit healing during the most important part of the trade.
How to beat
Do not chase through unknown brush or narrow paths where Noxious Trap turns the duel before it starts. Bait Blinding Dart with movement and Hungering Strike, then commit with Infinite Duress only when blind is down or about to expire.
Later Teemo controls side lanes with mushrooms better than he wins clean front-to-back fights. Warwick should use vision and safer paths to force him into direct melee; in grouped fights, suppressing Teemo is usually lower value than reaching a true carry.
- Mercury's Treads are specifically valuable because they reduce both blind and mushroom slow.
- A blind cast during Hunter's Call wastes much of your strongest damage window.
- Do not follow a low-health Teemo blindly; Blood Scent can bait you into traps.

TristanaUnfavoured
Tristana has two clean disengages for Warwick's melee range and eventually outranges his ability to start the duel fairly.
Watch for Rocket Jump creates distance and slows Warwick, breaking the melee uptime he needs after his first engage.
How to beat
Hold Infinite Duress until Rocket Jump or Buster Shot has been forced; using it first lets her reset the range afterward. Approach from fog or after she uses Rocket Jump aggressively, because a straight walk-up gives her too much time to kite.
Later Finished Tristana is a major teamfight carry and a difficult side-lane target because her range and displacement scale so well. Warwick should look for flank suppression after Buster Shot is unavailable or peel her off his carries with armor-heavy items.
- Do not ult if Buster Shot is still ready and your team cannot follow immediately.
- Rocket Jump's landing slow makes chasing after the jump much worse than waiting it out.
- Her late range means Blood Scent alone is not enough to finish the chase.

TryndamereUnfavoured
Warwick can suppress Tryndamere during Undying Rage, but Tryndamere's crit damage and five seconds of not dying usually outlast Warwick's healing in a straight duel.
Watch for Undying Rage removes Warwick's normal execute window and lets Tryndamere keep attacking while too low to finish.
How to beat
Do not spend Infinite Duress early unless it will force Undying Rage from high value; the best use is often during the invulnerability window to burn its duration. Kite backward after his ultimate starts, then re-engage with Hungering Strike as it ends.
Later Tryndamere is the stronger split-push duelist when his ultimate is up, while Warwick is more reliable in grouped pick fights. Match him only with armor and cooldowns ready; otherwise force a teamfight where suppression can lock him during his dive.
- Suppressing Tryndamere during Undying Rage is often better than trying to kill him before it.
- Do not chase through Spinning Slash if your Q is not ready for the post-ultimate heal.
- Mocking Shout reduces your auto damage, but Hungering Strike still carries part of the fight.

Twisted FateFavoured
Twisted Fate can stun and poke, but if Warwick reaches him after Pick A Card is spent, TF lacks the durability to survive the suppress and follow-up healing.
Watch for Pick A Card Gold Card stuns Warwick and buys the distance Twisted Fate needs to avoid melee.
How to beat
Hover outside Gold Card attack range until he locks or throws a card, then close the gap before Pick A Card cycles again. Infinite Duress should be used after Gold Card is gone, not as the first button into an obvious stun.
Later Twisted Fate wins the map with Gate and Destiny more than he wins the duel. Warwick should punish his side-lane catches when Destiny is down, but in teamfights he usually wants to suppress TF only if Gold Card cannot peel for a higher-priority carry.
- A locked Gold Card is a warning to wait, not an invitation to ult.
- Destiny's slow can stop a chase long enough for help to arrive.
- If TF uses Gate into a side lane near you, he is much easier to punish than in mid lane.

TwitchEven
Warwick wins the close melee duel, but Twitch can open from invisibility, stack venom, and kite with Venom Cask before Warwick gets stable uptime.
Watch for Ambush lets Twitch choose the first hit and start the duel with Deadly Venom stacks already building.
How to beat
Do not sit low around fog just because Blood Scent sees him late; Twitch wants the first several attacks before you respond. If he opens with Ambush, close immediately through Venom Cask and suppress before Expunge gets full value.
Later Twitch is much stronger in teamfights if Spray and Pray fires through multiple champions. Warwick's job is to track Ambush angles and either force Twitch's reveal early or suppress him before he can free-fire.
- Venom Cask slow is the moment Twitch tries to turn melee range into a ranged fight.
- If Expunge is used early, Warwick can often heal through the rest of the trade.
- Do not let Spray and Pray hit your team while you tunnel on a tank.

VayneUnfavoured
Vayne is built to kill durable melee champions, and Condemn plus Final Hour make it hard for Warwick to keep contact long enough to drain-tank her.
Watch for Condemn knocks Warwick out of melee and can stun him into terrain, ending his all-in window.
How to beat
Fight away from walls and do not open with Infinite Duress while Condemn is ready unless she cannot reposition afterward. Force Tumble or Condemn with a walk-up, then use the suppress while Final Hour's invisibility cannot break your target selection.
Later Vayne becomes one of the hardest side-lane marksmen for Warwick because Silver Bolts cuts through health and armor. In teamfights, Warwick should suppress her only from fog or after Condemn, otherwise build to survive her first rotation and peel her off allies.
- Stand off walls even if it costs a small amount of chase distance.
- Final Hour plus Tumble can waste your target access before you ever press R.
- Armor helps, but Silver Bolts means armor alone does not solve the matchup.

VeigarEven
Warwick destroys Veigar if he gets through Event Horizon, but a clean cage into Dark Matter and Primordial Burst can kill or cripple him before he heals.
Watch for Event Horizon blocks Warwick's path and stuns him if he crosses the edge, denying the engage timing.
How to beat
Do not run straight through Event Horizon; wait inside or outside the ring until the stun threat fades, then commit. If Veigar uses Event Horizon defensively and misses the stun, Infinite Duress can lock him before Dark Matter lands cleanly.
Later Veigar's burst becomes more dangerous in grouped fights, especially if Warwick has any AP from hybrid items. In side lane Warwick wins when cage is down, but in teamfights he should avoid being the first target caught and consider spell-shield or magic-resist buys.
- Banshee's Veil can block the spell that starts Veigar's burst chain.
- Do not ult from max range if Event Horizon can appear between you and him first.
- Dark Matter is much easier to dodge before you are stunned.

WukongEven
Wukong has stronger burst and disruption, while Warwick has better healing if he does not waste Infinite Duress into Decoy.
Watch for Decoy can make Warwick lose target contact and waste the moment he wants to suppress or follow with Hungering Strike.
How to beat
Do not fire Infinite Duress into the first Wukong model after he has Decoy available; wait for the invisibility to end or track the real movement. Trade after Nimbus Strike's attack-speed window and Cyclone knock-up are spent, then use Hunter's Call for the longer melee exchange.
Later Wukong usually brings more teamfight impact with Cyclone knock-up, while Warwick is better at single-target lockdown. In side lane Warwick can win extended fights if Decoy is handled, but in 5v5 he often needs to peel or suppress Wukong after the knock-up rather than chase backline alone.
- A sudden stop after Nimbus Strike often means Decoy is coming.
- Cyclone can interrupt your follow-up even if it cannot remove suppression already applied.
- His armor shred makes early armor less comfortable than health plus sustained healing.

ZileanEven
Zilean rarely wants the duel, but Time Warp and Chronoshift can deny Warwick's kill timing long enough for bombs and kiting to matter.
Watch for Chronoshift revives Zilean after Warwick's all-in and wastes the first kill window.
How to beat
Avoid committing Infinite Duress while Chronoshift is active unless you are only forcing the cooldown. Walk through one Time Bomb if needed, save Q for after the bomb damage lands, and re-engage after Time Warp is used defensively.
Later Zilean is far stronger as a teamfight enabler than as a duelist because Chronoshift can protect the carry Warwick wants to suppress. Warwick should force Chronoshift on a lesser target or wait it out, then use Infinite Duress after the revive threat is gone.
- Do not keep attacking blindly into an active Chronoshift if his team is close.
- Time Warp's slow is reduced heavily by tenacity, making Mercurial or Mercury's items valuable.
- A bomb placed before your ult will still threaten the area when the channel ends.
No champion by that name.
18- Attack damage
- 186.47
- Ability power
- 0
- Armor
- 168
- Magic resist
- 172.1
- Attack speed
- 1.599
- Cooldown reduction
- 30%
- Critical strike chance
- 0%
- Move speed
- 407.55

Click an item to leave it out of the numbers.
Resources
- Health
- 3,278.45
- Health regen
- 39.45 / 5s
- Mana
- 730
- Resource regen
- 24.9 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 15%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QHungering Strikerank 5/5
- Flat Damage
- 275
- AP Damage
- 0
RInfinite Duressrank 3/3
- Damage
- 558
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.599
- Average hit
- 278.5
- Normal hit
- 278.5
- Critical hit
- 464.9
- On-hit damage
- 92
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Life steal healing
- 44.7 / s
- Time to kill
- 2.2s
On-hit
- Wit's End42
Feedback Loop · magic damage
Not counted: the magic resist it stacks on you.
- Blade of The Ruined King50
Ruination · physical damage
Not counted: the active.
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 117.51
- Ability power
- 0
- Armor
- 83
- Magic resist
- 52.5
- Attack speed
- 0.959
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 345
Resources
- Health
- 2,192
- Health regen
- 21.45 / 5s
- Mana
- 730
- Resource regen
- 17.9 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QHungering Strikerank 5/5
- Flat Damage
- 275
- AP Damage
- 0
RInfinite Duressrank 3/3
- Damage
- 420
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.959
- Average hit
- 117.5
- Normal hit
- 117.5
- Critical hit
- 235
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 8.9s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 219.46
- Ability power
- 0
- Armor
- 160.54
- Magic resist
- 139.9
- Attack speed
- 1.599
- Cooldown reduction
- 30%
- Critical strike chance
- 0%
- Move speed
- 407.55
Click an item to leave it out of the numbers.
Resources
- Health
- 3,119
- Health regen
- 39.45 / 5s
- Mana
- 856
- Resource regen
- 27.9 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 210%
- Life steal
- 30%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 8%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QHungering Strikerank 5/5
- Flat Damage
- 281
- AP Damage
- 0
RInfinite Duressrank 3/3
- Damage
- 636
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.599
- Average hit
- 315.7
- Normal hit
- 315.7
- Critical hit
- 561.9
- On-hit damage
- 91.8
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 107.4 / s
- Time to kill
- 2.0s
On-hit
- Blade of The Ruined King51
Ruination · physical damage
Not counted: the active.
- Madred's Bloodrazor40.8
Seeing Red · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.