Arrr, VRC.LOL

Jungle · Normal DraftMatchup chartPatch 16.20.1

Warwick vs Vex

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

WarwickVSVex

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseJungle

Pick two champions from th' list.

Arrr, role fit

JungleWarwick

Warwick has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.

Arrr, established role
Old chart, mateyRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
16.16 Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Jungle

Arrr, evidence-supported Warwick Jungle

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, established role
S
Draft / Ranked opening · separate from gear 1

Scorchclaw Pup

450 doubloons

Provides Smite progression and th' attack-oriented Jungle companion.

1
First aboard gear

Stridebreaker

3,300 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

2
Boots

Plated Steelcaps

1,200 doubloons

These be the most-supported Boots in the frozen prior-patch public role log; change them when enemy damage or crowd control calls for another defence.

3
Core

Blade of The Ruined King

3,200 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

4
Late

Spirit Visage

2,700 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

5
Flexible

Death's Dance

3,300 doubloons

Keep this reviewed late cargo after the prior-patch cross-check; move or trade it only when its named match trouble is aboard.

6
Hull and recovery

Warmog's Armor

3,100 doubloons

Completes th' six-gear inventory wit' hull and out-o'-combat recovery after enough bonus hull be established.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearStridebreaker
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. LateSpirit Visage
  5. FlexibleDeath's Dance
  6. Hull and recoveryWarmog's Armor
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearStridebreaker
  2. BootsPlated Steelcaps
  3. CoreBlade of The Ruined King
  4. Kaenic Rookern
  5. FlexibleDeath's Dance
  6. Hull and recoveryWarmog's Armor
AlternativeArrr, they stack armourArrr, Black Cleaver shreds armour during extended fights.Spy full course

Arrr, best when: Arrr, Black Cleaver shreds armour during extended fights.

  1. First aboard gearStridebreaker
  2. BootsPlated Steelcaps
  3. Black Cleaver
  4. LateSpirit Visage
  5. FlexibleDeath's Dance
  6. Hull and recoveryWarmog's Armor

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingChempunk Chainsword adds anti-heal without abandoning attack damage and hull.Spy full course

Arrr, best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and hull.

  1. First aboard gearStridebreaker
  2. BootsPlated Steelcaps
  3. Chempunk Chainsword
  4. LateSpirit Visage
  5. FlexibleDeath's Dance
  6. Hull and recoveryWarmog's Armor
AlternativeArrr, sustained magic damageKaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.Spy full course

Arrr, best when: Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

  1. First aboard gearStridebreaker
  2. BootsPlated Steelcaps
  3. CoreBlade of The Ruined King
  4. Kaenic Rookern
  5. FlexibleDeath's Dance
  6. Hull and recoveryWarmog's Armor
AlternativeArrr, they stack armourArrr, Black Cleaver shreds armour during extended fights.Spy full course

Arrr, best when: Arrr, Black Cleaver shreds armour during extended fights.

  1. First aboard gearStridebreaker
  2. BootsPlated Steelcaps
  3. Black Cleaver
  4. LateSpirit Visage
  5. FlexibleDeath's Dance
  6. Hull and recoveryWarmog's Armor

Arrr, runes and summoner spells

Arrr, runes and summoner spellsWarwickJungle

Reach th' fight wit' control available and absorb th' first aboard response.

Normal Draft, matey
Arrr, primary tree

Resolve

AftershockFont of LifeConditioningOvergrowth
Arrr, secondary tree

Precision

TriumphLegend: Haste
Arrr, summoner spells
FlashSmite
Arrr, keep Smite

Smite be part o' Jungle companion progression and prize security. Th' movement or combat spell beside it be th' adjustable slot.

Change th' movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use th' champion's course and intended fights to choose.

Arrr, matchup notes

What changes when Vex is opposite you?

Pre-battle kit comparison
Arrr, kit comparison

Respect th' foe's reliable threat

Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.

Yer course

Use th' course ye prepared

Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.

Trick reminders

Warwick reminders

  • Follow yer Blood Hunt trails to low hull foe champions.
  • Infinite Duress (R)'s distance scales wit' any Move Speed ye gain, even from ally buffs and summoner spells.
  • Jaws of the Beast (Q) will follow enemies who run, dash or teleport if ye keep th' control held down.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, too much healing

Chempunk Chainsword

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

Arrr, sustained magic damage

Kaenic Rookern

Kaenic Rookern be a defensive captain's answer when repeated magic damage be th' real problem.

Arrr, they stack armour

Black Cleaver

Arrr, Black Cleaver shreds armour during extended fights.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1

Warwick

  1. P
    Eternal HungerEnglish

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

  2. Q
    Jaws of the BeastEnglish

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

    Wait fer reload (s) 8/7.5/7/6.5/6 · Cost 80/85/90/95/100 · Charted reach (units) 365
  3. W
    Blood HuntEnglish

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

    Cost 55 · Charted reach (units) 4000
  4. E
    Primal HowlEnglish

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

    Wait fer reload (s) 15/14/13/12/11 · Cost 40 · Charted reach (units) 375
  5. R
    Infinite DuressEnglish

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

    That exported range ain't a verified in-game distance. Check the ability's current tooltip, matey.

    Wait fer reload (s) 110/90/70 · Cost 100

Vex

  1. P
    Doom 'n GloomEnglish

    Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.

  2. Q
    Mistral BoltEnglish

    Launch a damaging missile that accelerates mid-flight.

    Wait fer reload (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Charted reach (units) 1200
  3. W
    Personal SpaceEnglish

    Gain a shield and damage nearby enemies.

    Wait fer reload (s) 16/15/14/13/12 · Cost 75 · Charted reach (units) 475
  4. E
    Looming DarknessEnglish

    Summon a damaging and slowing zone that applies Gloom to enemies.

    Wait fer reload (s) 12 · Cost 70/80/90/100/110 · Charted reach (units) 800
  5. R
    Shadow SurgeEnglish

    Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.

    Wait fer reload (s) 140/120/100 · Cost 100 · Charted reach (units) 2000/2500/3000

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Keep th' clear th' deck moving and choose high-ship's intelligence plays

1
Pathing

Track opposing camps and course states instead o' forcing th' first aboard visible target.

2
Sea chart play

Trade sides o' th' sea chart when contesting would require weaker lanes to move first aboard.

3
Fights

Save fit fer th' captain's eye control fer th' foe who threatens yer carries or prize access.

Pings, movement and prizes

Warwick Jungle sea chart course

Link each clear th' deck to th' next aboard informed decision. Pings should tell lanes where ye be pathing and whether th' crew be contesting or trading an prize.

Ahead

Arrr, turn tempo into controlled territory

Ping
Use On Me Way afore entering a course, Assist Me afore an prize and Peril when nigh th' ship lanes cannae move to an invade.
Course or gank
Gank when th' course has reach, damage and a seaworthy exit. Do nay wait beside a protected target while camps and th' next aboard prize disappear.
Prize
Establish vision wit' th' nearest taking th' victory course, keep Smite available and avoid chasing astern from th' prize after gaining control.
Even

Pick th' play wit' th' clearest ship's intelligence

Ping
Use On Me Way early enough fer th' course to prepare, Assist Me only when nigh th' ship lanes can move, and Retreat when th' contest has already become late.
Course or gank
Prefer a course wit' crowd control, damaged foes or a favourable wave. A visible foe be nay automatically a usable gank.
Prize
Inspect Mid and Bot priority afore Dragon, or Mid and Top afore Herald. Set a seaworthy entrance afore beginning th' prize.
Behind

Trade th' sea chart instead o' forcing recovery

Ping
Ping Retreat from lost contests, Peril on likely invades and On Me Way when covering a vulnerable course or remaining camp.
Course or gank
Counter-gank or lend a hand only when crewmates can survive until arrival. Repeated low-chance ganks deepen th' camp and level deficit.
Prize
If entry be unsafe, trade fer camps, a wave, vision or th' opposite prize. Keep Smite and crowd control fer a contest th' crew can actually reach.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Afore th' course

    Decide which camps lead toward th' prize and ping th' nigh th' ship lanes afore they spend th' wave or recall timing.

  2. 2
    Inspect priority

    Confirm which nigh th' ship lanes can move first aboard. Do nay convert an isolated prize marker into a forced fight.

  3. 3
    Arrr, control entry

    Move wit' a teammate, sweep one entrance and keep Smite available afore committing damage to th' prize.

  4. 4
    Arrr, finish or turn

    Call whether th' crew be finishing, fighting or leaving. Mixed decisions be more booty perilous than either clear th' deck choice.

Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.

Arrr, keep preparing

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options