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Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Warwick Top · Ranked Solo/Duo

Warwick has an established solo-lane plan with the income and space needed to trade, manage waves and influence a side lane.

Established roleRanked Solo/Duo
Champion overview
Historical referenceRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
16.16 Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Ranked Solo/Duo · Top

Reviewed Warwick sustain Top

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Established role
S
Draft / Ranked opening · separate from item 1

Doran's Blade

450 gold

This is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off before leaving base.

1
First item

Blade of The Ruined King

3,200 gold

Adds percentage-health on-hit damage and sustain.

2
Boots

Plated Steelcaps

1,200 gold

Reduces physical basic-attack pressure; swap Boots when that is not the draft problem.

3
Core

Stridebreaker

3,300 gold

Adds health, attack damage and an active slow for target access.

4
Second core

Death's Dance

3,300 gold

Adds a reviewed part of this champion and role core.

5
Late power

Spirit Visage

2,700 gold

Adds magic resistance and improves incoming and self-healing.

6
Flexible

Thornmail

2,450 gold

Adds armour and anti-heal when attack-heavy enemies must hit you.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemBlade of The Ruined King
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Second coreDeath's Dance
  5. Late powerSpirit Visage
  6. FlexibleThornmail
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemBlade of The Ruined King
  2. BootsPlated Steelcaps
  3. CoreStridebreaker
  4. Kaenic Rookern
  5. Late powerSpirit Visage
  6. FlexibleThornmail
AlternativeThey stack armourBlack Cleaver shreds armour during extended fights.View full route

Best when: Black Cleaver shreds armour during extended fights.

  1. First itemBlade of The Ruined King
  2. BootsPlated Steelcaps
  3. Black Cleaver
  4. Second coreDeath's Dance
  5. Late powerSpirit Visage
  6. FlexibleThornmail

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemBlade of The Ruined King
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. Second coreDeath's Dance
  5. Late powerSpirit Visage
  6. FlexibleThornmail
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemBlade of The Ruined King
  2. BootsPlated Steelcaps
  3. CoreStridebreaker
  4. Kaenic Rookern
  5. Late powerSpirit Visage
  6. FlexibleThornmail
AlternativeThey stack armourBlack Cleaver shreds armour during extended fights.View full route

Best when: Black Cleaver shreds armour during extended fights.

  1. First itemBlade of The Ruined King
  2. BootsPlated Steelcaps
  3. Black Cleaver
  4. Second coreDeath's Dance
  5. Late powerSpirit Visage
  6. FlexibleThornmail

Runes and summoner spells

Runes and summoner spellsWarwickTop

Take measured lane trades, scale durability and keep a route back to the map.

Ranked Solo/Duo
Primary tree

Resolve

Grasp of the UndyingDemolishSecond WindOvergrowth
Secondary tree

Precision

TriumphLast Stand
Summoner spells
FlashTeleport
Long-lane safety

Teleport preserves recalls and side-lane access. Ignite is a deliberate pressure trade-off, not a universal upgrade.

Respect the matchup

Keep the defensive secondary runes when repeated poke or one committed trade can decide the lane.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Sustained magic damage

Kaenic Rookern

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

They stack armour

Black Cleaver

Black Cleaver shreds armour during extended fights.

Kit reference

Warwick abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Eternal Hunger

What it doesWarwick'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.

Practical readEternal Hunger is an automatic part of the kit involving protection or sustain and damage. Track when its condition is active instead of treating every fight the same way.

Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

Q
Q ability

Jaws of the Beast

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

Practical readJaws of the Beast contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown8/7.5/7/6.5/6 secCost80/85/90/95/100Listed range365 units
Maximum-health interaction

This effect references a maximum-health value. Check whether the current tooltip uses the caster's or the target's health before comparing damage or protection.

Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

W
W ability

Blood Hunt

What it doesWarwick 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.

Practical readBlood Hunt contributes basic-attack interaction. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cost55Listed range4000 units
E
E ability

Primal Howl

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

Practical readPrimal Howl contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown15/14/13/12/11 secCost40Listed range375 units
R
Ultimate

Infinite Duress

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

Practical readInfinite Duress is part of Warwick's R pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown110/90/70 secCost100Listed range25000 units
Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Trade around the wave and your strongest cooldowns

1
Lane

Keep health and minions balanced so one poor trade does not decide the lane.

2
Map play

Move after the wave is handled and communicate if the opposing Top laner leaves first.

3
Fights

Choose between front-line duty, side pressure and carry access according to the champion kit.

Pings, movement and objectives

Warwick Top map plan

Manage the long lane before leaving it. A useful move begins with a handled wave, a visible route and a teammate who knows you are coming.

Ahead

Use the side-lane lead without donating it

Ping
Ping Enemy Missing when the opposing Top leaves, then On My Way before a flank or objective move.
Stay or move
Push the wave before moving. Stay if leaving would hand several minions or your tower back to the opponent.
Objective
Arrive through a known route and mark whether you are front-lining, flanking or protecting a carry. Do not enter alone before the team can follow.
Even

Make the wave create the first move

Ping
Use Enemy Missing early, Danger on the route they may take, and On My Way only after your own wave is handled.
Stay or move
Move after pushing or on a shared recall. Do not follow through unwarded river merely because the opponent left first.
Objective
Tell the team whether you can move before the objective starts. Approach with vision and save the cooldown needed for the first real commitment.
Behind

Protect experience and communicate the pressure

Ping
Ping Enemy Missing immediately and Retreat if teammates are about to meet the stronger Top laner without you.
Stay or move
Do not match a stronger opponent through darkness. Clear the safe wave, then group by the shortest controlled route.
Objective
State early if you cannot contest. If the team still fights, provide control or protection instead of attempting an isolated flank.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Handle the wave

    Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.

  2. 2
    Signal the route

    Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.

  3. 3
    Enter together

    Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.

  4. 4
    Choose the job

    Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Use the guide

Put Warwick into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

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