Meta, tier list & top-player builds from the China server · live
沃里克 · 祖安怒兽 Fighter A
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 19 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Warwick: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Warwick players, captured in-game.
📖 How to play WarwickCounted on 20 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
19 of the top 30 players have a public match history; the others keep theirs private.












































































The toughest lane matchups for Warwick on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Kindred counters Warwick: Perpetual kiting against your chase and her R cancels your execute: the prey that will not be bitten.
How to play Warwick into Kindred: E fear BEFORE you leap: it strips her kiting. R outside her zone. Invade the marks: make her roam with terror on her back.
→ KindredWhy Lillia counters Warwick: She kites you with speed and puts you to sleep at the worst moment: the wolf yawning mid-hunt.
How to play Warwick into Lillia: Anticipate her circular pattern with the fear. The sleep interrupts your R: cast yours BEFORE hers goes off.
→ LilliaWhy Vi counters Warwick: Her R interrupts yours in mid-air: the wolf shot down in flight by a guided fist.
How to play Warwick into Vi: R only when hers is spent or she is far away. In 1v1s you are favored: drag her into corridors and bite.
→ ViWhy Graves counters Warwick: The smoke blinds you mid-bite and the buckshot kites you in medium duels: the shotgun fires faster than the nose.
How to play Warwick into Graves: Enter with the fear ALREADY ready, not after the smoke. Below 50% he is yours by right of passive: hunt the wounded.
→ GravesWhy Rammus counters Warwick: Armor on your bites and a taunt that holds you still: the contest is who bores whom first, and he starts ahead.
How to play Warwick into Rammus: Ignore him and hunt his carries: your nose finds the wounded, not the hedgehogs. In fights, fear his engage.
→ RammusThe champions Warwick works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
All Out (R) knocks one enemy back through the wall and roots them: it delivers the target exactly as you want it, isolated with nobody left to interrupt Infinite Duress (R) mid-air. The third Ntofo Strikes (Q) stuns whoever tries to slip away.
Your page says Infinite Duress (R) dies to any hard crowd control caught mid-air: once Unstoppable Force (R) has half their team airborne, that crowd control never gets cast. You leap in knowing you will land, with nobody left to peel.
Hemorrhage (P) keeps ticking a target down long after he disengages: the moment they cross 50% Eternal Hunger (P) turns everything you deal into healing, and under 35% Blood Hunt (W) surges to 150%. Apprehend (E) holds them there for you.
Your page says to gank the moment a laner drops under 50%: Thundering Smash (Q) stuns them in place while Jaws of the Beast (Q) heals you back up. Stormbringer (R) turns the turret off for three seconds, so you can take the dive under it too.
Your page names kiters as your problem, and Mega Adhesive (W) into Fling (E) glues them to the floor inside your range. The catch is that he lives alone in a side lane, so the pairing only exists in games where you both decide to fight together.
Black Shield (E) put on you before you leap eats the crowd control that shuts Infinite Duress (R) down mid-air: that is the weakness written on your page, deleted. And the 2-second Dark Binding (Q) root pins the kiter you could never catch.
Vision of Empire (W) hits 50% harder on anything already locked down, and the one-second suppress from Infinite Duress (R) is exactly that: you hand him a body that cannot move. Then you are two champions who heal through a long brawl instead of dying.
Breath of Light (Q) chips relentlessly from range, which is the fastest way to push a target under 50%, the threshold where Eternal Hunger (P) starts healing you for everything. In return, Infinite Duress (R) holds a body still for Falling Star (R).
Your page says mobile champions keep you permanently out of biting range: Frozen Tomb (R) is point-and-click and freezes them on the spot, so Infinite Duress (R) launches at a body that can no longer dash. Ring of Frost (W) roots whoever is left.
The Gold Card from Pick a Card (W) opens your gank, and that part always pays. The rest does not: Destiny (R) reveals the map, but Blood Hunt (W) already does that for you for 8 seconds, so you gain less from him than almost any other jungler.
The Whisper (P) crit and Curtain Call (R) drag targets past the thresholds that switch you on: under 50% Eternal Hunger (P) heals you, under 35% Blood Hunt (W) surges to 150%. And Deadly Flourish (W) roots whoever you have just bitten.
Frost Shot (P) slows on every hit, so the champions who would keep you out of biting range stop managing it. And Enchanted Crystal Arrow (R) stuns for up to 3.5 seconds, so Infinite Duress (R) launches at someone who cannot interrupt you mid-air.
Your page says to only gank laners already under 50%: Mystic Shot (Q) poke keeps them there for the whole laning phase. And since you peel for nobody, you want a marksman who saves himself, which is exactly what Arcane Shift (E) does.
Worth it against comps built around one huge tank: the true damage from Silver Bolts (W) every third hit drags him under the thresholds where your bites turn into healing. The catch is that she wants peeling, and you peel for nobody.
Your page says mobile champions keep you out of range: Twisted Advance (W) starts from a distance, is untargetable in transit and roots on arrival, so Infinite Duress (R) always lands. And Nature's Grasp (R) freezes an entire enemy line.
Blood Hunt (W) gives you 60% attack speed, and 150% of that bonus under 35% health: nobody fills the four Concussive Blows (P) marks faster than you, and that stun holds the target for Infinite Duress (R). Unbreakable (E) covers the team you cannot.
Death Sentence (Q) rips the target away from their team: your page says to commit Infinite Duress (R) only when nobody is left to intercept you, and the hook creates exactly that. Flay (E) then stops them walking away while you bite.
Focused Resolve (W) roots anyone who fails to break the chain in time, which means whoever was running from your teeth. And Inspire (E) hands you a shield and speed as you commit: you arrive sooner and you arrive alive, half the Infinite Duress (R) problem.
Magnet Storm (R) drags scattered enemies into a single clump, and you, who chase nobody, suddenly have them delivered. The catch is agreeing on a plan: she wants the team grouped, and your page tells you to flank alone instead.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | A | 51.67% | 2.68% | 1.24% | #15 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | A | 51.6% | 2.7% | 1.35% | #15 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | A | 52.17% | 2.85% | 1.86% | #15 / 42 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | S | 54.85% | 3.88% | 3.09% | #7 / 41 |
Warwick, Wild Rift's Uncaged Wrath of Zaun, is a beginner-friendly Fighter played almost exclusively in the jungle, built around magic damage on-hit and healing that snowballs the lower a target's health drops. Eternal Hunger's passive damage turns into a full self-heal once an enemy is under 50% health, and everything else in his kit — Blood Hunt's bonus speed, Primal Howl's damage reduction, Infinite Duress's suppress — exists to close the gap on that target and keep him alive while he finishes them. He trades team utility for one of the best single-target execute kits in Wild Rift, closer to a heat-seeking hunter than a frontline tank or teamfight enabler.
Skill order: Q > E > W
Early clears lean entirely on Eternal Hunger's sustain, so full-clear the jungle without recalling and use Blood Hunt's active before your first back to scout the enemy jungler's position. Look to gank the moment a laner drops under 50% health rather than forcing anything on a full-health target — that's the threshold where Jaws of the Beast's healing and Blood Hunt's speed bonus actually take over the fight. Play patient before level 5: Warwick is only an average duelist until Infinite Duress comes online, so prioritize objective control and camp timers over risky invades. Once the ultimate unlocks, any gank onto an isolated, sub-50% target becomes a near-guaranteed kill.
From mid-game on, Warwick's job in a teamfight is finishing what the frontline already started, not tanking for it — his low assist rating means he offers almost nothing defensively for his own carries. Flank rather than walking in with the team, hold Primal Howl for either soaking incoming burst or fearing and slowing a group chasing your backline, and watch for the moment a priority target dips below half health where Blood Hunt's bonuses and Infinite Duress's suppress can take them out of the fight entirely. Because the ultimate's leap can be interrupted mid-air by hard crowd control, only commit once you have a clean angle with no peel waiting to intercept you — a wasted Infinite Duress against a disciplined team usually costs the fight rather than winning it.