How to win the jungle race as Warwick against Locke · Matchup data reviewed on patch 26.15
Read from Warwick's seat: the race windows this plan plays for against Locke.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Warwick Dominant | Eternal Hunger sustain means you win any fight where both sides arrive off full camps. Q nail volleys clear camps at range while banking marks for the first scuttle fight, and before either of you has a second camp down that is not an answer. Take the level-1 crossing and make Locke path away from the camps you want. |
| Level 2 Skirmish | Warwick Dominant | Blood Hunt (W) attack speed plus Q healing out-sustains every trade pattern. There is no version of this Locke wins right now — the blink-auto mark consume chunks hard, but spending E in a duel spends the escape too, and that folds on the second camp. Show on their side of the river and take the second buff and the tempo that comes with it. |
| Level 3 Route | Warwick Dominant | Primal Howl (E) damage reduction caps an early kit with no real counter-trade. Later in the game this bites, because a stacked nail string into the blink-through consume deletes half a health bar. But as the first scuttle timer lands none of it is online, so take the level-3 river fight and tax every camp Locke concedes. |
| Levels 4-5 Macro | Warwick Dominant — Keep Fighting | Nothing about 4-5 helps Locke here: he uses 4-5 to bank marks at range, then blinks in the moment the nail count says the kill is there, while you can take any duel you can reach. Invade on the clear-timer, not on a whim. |
| Level 6 Breakpoint | Infinite Duress Favoured | Infinite Duress suppression plus Blood Hunt frenzy ends any duel that starts below full, while the Purgatory totem turns any low-HP skirmish into a chain of executes and blink resets. You win the breakpoint against Locke, not the whole game — cash it on the first objective after both sides hit six. |
| First Item Spike | Lich Bane / Shadowflame Spike | His Lich Bane spike is real: the blink-consume chunk one-shots chipped squishies. Respect the first-item window, then note his E is still a one-way door — punish every spent blink. Locke's first item makes the mark consume hit for a real chunk, which is when the blink stops being a poke tool. |
| 2+ Items Scaling | Even Scaling — Prep Decides | Late-game Locke scales with his seal count, not his items — deny executes and his floor never rises. Focus him when E is down and never let "almost dead" linger inside Purgatory. |
Standard start — his level-1 clear is ranged but mana-hungry and his duel is honest at best; you dictate the early tempo, not him. Locke clears at range with Ritual Nails and banks marks while doing it, so his first scuttle arrives with stacks up.
Ranked by the race windows in Warwick's plans — the jungle race carries no win-rate sample.
The full Warwick vs Locke report continues with scuttle & dragon rules, invade windows and safety boundaries, the top-side objective fight, macro rotations and the win condition — plus the live enemy-jungle tracker that shows their start, clear and gank timers in game.
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Warwick's race plan controls 6 of the 7 windows — Warwick holds the tempo advantage in this jungle matchup.
Not exactly — Warwick's race plan controls 6 of the 7 windows, so Locke is playing catch-up and has to lean on the map.
Playing the other side? Locke vs Warwick guide →
All Warwick jungle matchups →
More Warwick jungle matchups: vs Kindred · vs Lee Sin · vs Lillia · vs Maokai · vs Master Yi · vs Morgana