Gwen Jungle Build & Guide — Patch 16.12

Tactical Dashboard
Core Abilities
Skill Order
Primary Combo
Core Items
Situational Items
Runes

Precision primary: Conqueror stacks during long camp clears and Q + auto skirmishes, granting adaptive damage and healing. Triumph rewards multi-kill ganks, Legend: Alacrity boosts the on-hit window from E, Last Stand adds damage when low HP.
Resolve secondary: Second Wind regenerates HP between camps and after invades, Overgrowth scales raw HP into late game where Gwen's W-mist teamfights shine.
Vs heavy AP enemy mid laners with poke, swap Resolve to Sorcery with Manaflow Band (mana sustain for Q clears) and Transcendence (extra ability haste for more E refunds and faster R cooldown).
Win Condition
Clear minute 3-30, hit Riftmaker around minute 16, force objective fights at level 6 with W mist setup. In teamfights, melt the front line with on-hit Q true damage during a 4-second mist window.
Weakness
Weak invade target levels 1-3 (no burst, single dash). Hard countered by early aggressive junglers like Lee Sin and Elise that punish her bad first clear timer if invaded.
Overview
Gwen is an AP bruiser jungler — a melee champion that scales on Ability Power (the AP stat), tanks some hits in melee, and wins long fights instead of bursting a target in two seconds the way an assassin would. As a "skirmisher", her game is the extended duel: she shreds tanks and bruisers with true damage (damage that ignores both armor and magic resist), heals during fights from her passive, and resets her dash cooldown when she lands a hit on a champion. Her W mist is the kit's signature: a 4-second zone that makes her untargetable to anyone outside it — a unique gank and counter-engage tool.
The game plan is: complete a clean first clear, contest the river crab Scuttle (a small monster in the river that gives vision and a movement-speed buff when killed), gank a low-mobility lane around level 4-5 with the W mist, then snowball — turn an early lead into a much bigger one — into the first drake fight at minute 5-7. Gwen is a mid-to-late game champion: she's weakest in the first 3 minutes, so don't get caught at the enemy's red buff (the small camp giving a damage-over-time auto-attack effect) without your team knowing.
Recommended Build
Starting items:
Scorchclaw Pup (the AP-friendly jungle pet — burns enemy champions with on-hit damage during ganks) plus Smite (the summoner spell every jungler takes — a quick burst attack on a single target, used to clear monsters faster and to steal objectives like Drake or Baron).
Core items (in order):
Scorchclaw Pup — quest upgrade from your jungle starter. Auto-evolves around minute 3-4; the on-hit pet damage adds magic damage to your basic attacks, lining up with Gwen's AP scaling.
Riftmaker — your main item. After 2 seconds in combat, part of your damage converts into true damage (the "Void Corruption" passive), and you gain "omnivamp" (heal back a portion of any damage you deal — abilities and basic attacks both). Built for long fights, which is exactly what Gwen wants.
Sorcerer's Shoes — flat magic penetration (= ignores part of the enemy's magic resist). Your damage hits harder against squishies (champions with low defenses, typically the enemy carries).
Nashor's Tooth — attack speed plus AP plus a passive that adds bonus magic damage to every basic attack. Combined with E (the on-hit window from Skip 'n Slash, where each basic attack also applies AP-based magic damage) you become a sustained DPS turret in extended fights.
Rabadon's Deathcap — late-game AP multiplier. Turns Gwen from "tanky DPS" into a genuine carry.
Situational items:
Zhonya's Hourglass — vs AD assassins / divers (Zed, Kha'Zix, Rengar — divers are champions that jump on top of your back-line carries). Active gives 2.5 seconds of stasis (you become untargetable but can't act either) — long enough to break their burst window and reset W cooldown.
Liandry's Torment — vs 4+ tank/bruiser teams. Replaces Riftmaker as your first item if you need permanent percent-max-HP burn from the start of every fight.
Banshee's Veil — vs single-target magic CC (= "crowd control": stuns, roots, charms, anything that locks your character). Lissandra R, Malzahar suppression, Veigar stun. The shield blocks one hostile ability outright.
Cosmic Drive — vs kiting comps (Vayne, Ezreal). Extra ability haste plus movement speed for sticking to mobile carries.
Boots: Sorcerer's Shoes default.
Plated Steelcaps if the enemy team has 3+ AD threats.
Mercury's Treads vs heavy CC (3+ stuns or knockups).
Skill order: Max Q first (true damage and AP scaling — your main camp clearer), max E second (cooldown and on-hit damage), put W last. Take R at levels 6, 11, 16. Start Q at level 1 for the safest first clear (the Q cone hits the entire small monster pack), take E at 2 for camp-to-camp mobility, then W at 3 for safety before Scuttle.
Runes: Primary Precision with Conqueror (a keystone that stacks during long fights to grant adaptive damage and healing — perfect for Gwen's sustained-DPS playstyle), Triumph, Legend: Alacrity, Last Stand. Secondary Resolve with Second Wind and Overgrowth. Stat shards: Adaptive Force, Adaptive Force, Health Scaling.
Pick into / Counterpicks
Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.
Champions Gwen beats
Tank jungler without single-target damage
Snip Snip! (Q) applies percent-max-HP true damage that ignores armor; Amumu's huge HP pool melts in 3-4 Q hits inside Hallowed Mist (W). Bandage Toss (Q) snare is sidestepped by Skip 'n Slash (E) dash on cooldown.
AmumuSquishy assassin without disengage
Hallowed Mist (W) denies the Alpha Strike (Q) target lock during the all-in; he commits, eats the Snip Snip! (Q) true damage cone in mist, and has no second escape because Highlander (R) move-speed cannot outrun A Thousand Cuts (P) DOT.
Master YiBurst-window assassin
Taste Their Fear (Q) plus Leap (E) burst combo arrives in 1.5 seconds, but Hallowed Mist (W) drops him out of target range mid-Leap. Once the isolated-Q damage bonus is wasted, Snip Snip! (Q) true damage wins the extended trade easily.
Kha ZixShield/decoy bruiser Gwen shreds with true damage
Hallowed Mist (W) breaks Cyclone (R) target lock and Snip Snip! (Q) true damage shreds his Warrior Trickster (W) decoy frame regardless of his HP pool. Crushing Blow (Q) armor shred is wasted against true damage scaling.
WukongRanged carry Gwen punishes with mist target denial
Skip 'n Slash (E) auto-resets close the gap fast through End of the Line (Q) cone, and Hallowed Mist (W) denies the New Destiny (P) shotgun target during his reload window. Snip Snip! (Q) true damage shreds his Quickdraw (E) armor stacks in extended trades.
Graves
Champions that beat Gwen
Early invader jungler
Gwen has no burst at levels 1-3 and a slow first clear; Sonic Wave / Resonating Strike (Q) plus Safeguard (W) dash chain walks into her camps and kills her before A Thousand Cuts (P) stacks online. Dragon's Rage (R) kicks her out of Hallowed Mist (W) range.
Lee SinHigh-mobility outscaler
Shadow Step (E) wall-walk mobility ignores Hallowed Mist (W) range so Kayn re-positions onto Gwen during the trade. Umbral Trespass (R) burrow re-engages after the mist drops, and Rhaast percent-HP true damage matches Snip Snip! (Q) damage type.
KaynRanged kite jungler
Auto-attacks from outside Hallowed Mist (W) protection range, and Lamb's Respite (R) zone denies the burst window during a 1v1. Gwen has to commit Skip 'n Slash (E) to enter range and Kindred kites the dash with Dance of Arrows (Q) repositioning.
KindredSelf-sustain bruiser with fear
Blood Frenzy / Snack Attack (W) lifesteal sustains through Snip Snip! (Q) true-damage trades, and Certain Death (R) fear interrupts Skip 'n Slash (E) chains mid-dash. Head Rush (Q) lunge closes the gap before Hallowed Mist (W) zones the area.
BriarHard-CC engage jungler with terrain
Demacian Standard (E) flag plus Dragon Strike (Q) knock-up interrupts Skip 'n Slash (E) mid-dash, and Cataclysm (R) cage prevents Hallowed Mist (W) repositioning out of the lockdown zone. Martial Cadence (P) bonus damage chips through her trade window.
Jarvan Iv
Key matchups
- Lee Sin: Hard early, neutral late. He invades hard at level 2-3 when Gwen has no W yet. Start the camp opposite to your spawn (red buff if blue side; blue buff if red side) so you're far from his typical invade path. After level 6 you outscale him in any 1v1 inside W mist.
- Master Yi: Free scaling matchup. His Alpha Strike (Q, a multi-dash that makes him briefly untargetable) doesn't ignore your W mist passive — he's still locked out from outside the mist. Force fights at level 6 around drake; once he commits with Highlander (his R ult, granting huge attack speed and movement speed), drop W and Q-spam him during the duel.
- Sejuani: Rough matchup. Her R is point-and-click (= no aim required, the spell just locks onto a target) and freezes you in place during your E dash. Wait for her to use R on someone else, then commit with W. Buy
Zhonya's Hourglass earlier than usual. - Kha'Zix: Even-favorable. He'll try to evolve "isolation damage" — bonus damage when his target has no nearby allies — and hunt your carries. W mist breaks his target lock during a leap (his Q dash). When he commits R stealth + Q burst, drop W on the carry instead of yourself, and the damage cancels.
- Kindred: Bad matchup. She kites (= moves backwards while attacking, keeping distance) your dash with her Q dash, and her ult zone (Lamb's Respite, a circle that prevents allies from dying inside) saves any teammate you dive (= chase under tower). Skip her invade range, take objectives during her R cooldown windows, and ask top laner for help in skirmishes.
Power spikes & win conditions
- Level 3: First W unlocks. Now you can gank lanes — drop W on the laner, dash in with E, Q + AA in mist. The mist denies clean targeting on you for 4 seconds, the longest gank-protection window in the jungle.
- Level 6: First R unlocks. The needle volley applies your passive's percent-max-HP magic damage to every champion hit, and the slow chains your auto-attacks. Force a drake fight or a counter-gank around minute 8-9 — your kit hits its first major spike.
Riftmaker +
Sorcerer's Shoes (~ minute 16-18): The omnivamp + true damage spike. Now you can solo-dive most squishies and survive 1v2 ganks if your W is up.
Nashor's Tooth complete (~ minute 24-26): DPS spike. With E active your auto-attacks fire much faster and apply on-hit AP — the moment to step into every teamfight near drake / Baron and let your team peel for you.- 3 items +
Rabadon's Deathcap (~ minute 30+): Carry phase. Your auto-attacks shred 25%+ HP per hit on the enemy front line. Any teamfight where your team protects you ("peels" enemies off you) ends in a win.
Common mistakes
- First-clearing on the same side as the enemy jungler. Gwen's first clear is slow and her early HP low; an invade at her second buff usually means a lost flash or a death. Start opposite the enemy spawn until you scout their path.
- Activating W too early in a gank. Mist is a 4-second window — if you drop it before the laner is locked into a fight, the enemy walks out and you have nothing left. Land E auto first, then W as the enemy reaction starts.
- Q-ing the camp from outside the cone. Q's damage zone is the center of the cone (the true-damage tick). Position so the camp sits in the inner 30 degrees of the arc — you triple your DPS on the first cast and clear ~3 seconds faster.
- Smite-flipping objectives without R. Gwen's smite-fight is mediocre when R is down. Force objectives only when your ult is up and at least one needle volley is reserved for the enemy jungler.
- Auto-attacking outside R range. When R is up, you can fire 3 needle volleys total. Stay within 1000 units of the fight edge so you can always recast R on a low-HP target instead of running into death.
Advanced tip
Use W mist to fake out skillshots (= abilities you have to aim manually as a line or area) during ganks: when an enemy laner with a long-range stun or root (Lissandra E, Morgana Q, Veigar E) is about to react to your E dash, drop W on the path between you and them right after entering range. The mist makes you untargetable from outside — they often eat the cast and you get 4 seconds of un-CC'd damage. The trick is timing W on the wind-up animation (the cast frames before the spell goes out), not after it has already landed.
Past patches
No previous versions available.