Graves Jungle Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Boots
Items
Summoner Spells

Spell 1
Flash

Spell 2
Smite
How to play
Keep farming between fights Use your 3rd ability while clearing to dash and reload one shot, then keep attacking the camp.
Fight where your shots can reach Minions and monsters can block your attacks, so move around them before targeting a champion.
Use smoke to disrupt their damage dealer Place your 2nd ability on an enemy damage dealer to limit their vision, and fight from outside their reach.
Guide author
Royal
Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.
Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.
Strengths
- One of the fastest clears in the jungle, fueling constant invades, power farming, and early objective tempo.
- Heavy point-blank burst from his shotgun, so he wins most early duels and ganks harder than almost any farmer.
- Built-in mobility and rising resists from True Grit (3rd) let him brawl, dash out, and re-engage where fragile carries would die.
Weaknesses
- Hard engage and point-and-click crowd control stop him from repositioning his shells, which is his entire damage pattern.
- He depends on an early lead: fall behind on clears and he lacks true hypercarry scaling to climb back.
- Shotgun damage falls off at range, so disciplined kiting and disengage starve him of the close fights he needs.
Graves Jungle Wild Rift best build, items, runes, summoner spells, and skill order
ITEM BUILD
Best Wild Rift build for Graves Jungle, including items, runes, summoner spells, and skill order.
STARTING ITEM

Simple early attack damage, multiplied across every pellet in his shotgun spread.
BOOTS

The omnivamp pays him back in every skirmish, since he has to stand at point-blank range to do damage.
CORE BUILD

Executes low health targets. His shells arrive as one big burst, so this finishes whoever it leaves low.

Attack-based Lifesteal and high Attack Damage give him sustain when he closes to shotgun range.

A second dash next to his own, and the bolts fire at the lowest health enemy nearby.

Build this against armor stackers, since every pellet is reduced separately. Choose it over Mortal Reminder when enemies are stacking health rather than healing, since Giant Slayer increases Graves's damage against high-health targets.

The spell shield blocks the lockdown that catches him mid-reload, which is the only time he cannot dash away.
SITUATIONAL ITEMS

Ability haste, and each cast banks a Spellblade charge his next shell cashes in, for the games where dash uptime and reloads matter more than raw burst.

Build this against armor stackers or enemies who heal through the burst window between his reloads. Choose it over Lord Dominik's Regard when enemy healing is the bigger problem, since Grievous Wounds stops targets from recovering Graves's damage.

Build this when the enemy has shields that absorb the single big burst his damage depends on.

Build this against heavy magic burst, which punishes him for closing to shotgun range.

Revives him once after dying. His dash is usually spent arriving, so this covers the dive he could not leave.

Boot swap against heavy physical damage, when surviving the approach is the problem.

Boot swap against heavy magic damage and crowd control, since a short-range marksman needs the tenacity to escape.
RUNES
KEYSTONE

Movement speed to reposition his shells and healing on the attacks he lands at close range.
PRIMARY

His burst secures kills, and refunding health mid-fight lets a short-range marksman stay in one.

His shells hit hard against squishies already, and this is what extends that into the enemy frontline.

Attack speed means faster reloads, which is the real limit on his damage in a window.
SECONDARY

Permanent health from camps suits a jungler who fights at close range all game.
SITUATIONAL RUNES

Take this over Cut Down against squishy teams, since one shell already puts them in execute range.

Take this over Overgrowth when crowd control is a bigger threat than long-term health. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable lets Graves dash or reload before a short-ranged marksman is focused down.
SUMMONER SPELLS
MAIN SPELLS

Flash
Must take. His dash reloads his shots, so it is a damage tool first. Flash is what actually gets him out.

Smite
You are playing Jungle, you always take Smite. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.
SKILL ORDER
Skill Priority Order
- 11st Ability
Q - 23rd Ability
E - 32nd Ability
W
Graves Jungle Wild Rift matchups and counters
Wild Rift matchup guide for Graves Jungle, covering favorable lanes and difficult counters to prepare for in ranked.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Shyvana
Graves reaches early river fights with End of the Line (1st) and armor from Quickdraw (3rd), while Shyvana wants uninterrupted camps until Dragon's Descent (Ult) unlocks her reliable engage. Invade with lane priority, use Smoke Screen (2nd) to deny her straight auto-attack duel, and take the first objectives before dragon form and passive stacks turn the farming lead into combat power.

Kha'Zix
True Grit (3rd) adds armor during Graves's dash pattern, and a point-blank End of the Line (1st) plus shotgun attacks can out-damage Kha'Zix after his isolated Taste Their Fear (1st) opener. Fight beside a camp to disable isolation, save Quickdraw (3rd) for the Leap (3rd) landing, and use Smoke Screen (2nd) on his exit before he can reset through Void Assault (Ult).

Lee Sin
Lee Sin contests your early game, but your shotgun burst and True Grit (3rd) armor out-trade his combo when you stand your ground. Your point-blank damage finishes the skirmish his combo cannot.
Graves Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Lillia
Lillia drifts out of your short shotgun range while her burn stacks on you from a safe distance. You cannot catch her without burning Quickdraw (3rd), and her sleep sets up a burst before you can close.

Rammus
Rammus turns your shotgun against you: Defensive Ball Curl (2nd) reflects the autos your burst relies on, and his taunt drags you into your own damage. Your AD barely touches a champion built to punish it.

Nunu & Willump
Nunu's percent-health bite chunks you faster than your burst dents his health bar. He sustains through your damage, blocks your shotgun angles with his size, and his snowball catches you when Quickdraw (3rd) is down.
Graves Jungle Wild Rift game strategy and teamfighting guide
Wild Rift game strategy for Graves Jungle, from early lane control through mid and late game map play to final teamfights.

