Wild Rift Guides
Graves Jungle Wild Rift Guide
Who counters Graves in Wild Rift? The toughest Graves jungle counters are Lillia, Rammus, and Nunu & Willump. Full Graves Jungle counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Graves is the jungler who dominates the early game with a shotgun. His clear is among the fastest in the jungle, his autos fire a spread of shells that shred camps and chunk anyone standing close, and his smoke grenade blinds them to everything outside it before he steps in to finish the kill. He is a brawler who wants to fight point blank, where every pellet lands. He wins by being ahead before anyone else is ready to fight. A clean first clear and a won scuttle get him rolling, and from there he power farms, invades, and shows up at every early objective with more gold and more damage than the enemy jungler. True Grit makes him tankier the longer a brawl runs, so he happily sits in long fights while his resists climb. Snowballed, he becomes a marksman with a dash, an escape, and bruiser durability. His weakness is the flip side of that aggression. He wants to fight up close, so hard engage, point-and-click crowd control, and assassins who jump on his cooldowns all punish him hard. He also depends on getting ahead early: a Graves who falls behind does not have true hypercarry scaling to bail him out.
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 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.
Build Snapshot
Rune Setup
Summoner Spells
Graves Jungle Counters
Who counters Graves Jungle in Wild Rift (WR)? These champions beat Graves in the jungle matchup, with how each one wins. Learn to play around them or ban them in ranked.
- 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, and her sleep sets up a burst before you can close.
- Rammus: Rammus turns your shotgun against you: Defensive Ball Curl 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 is down.
Champions Graves Is Strong Against
Graves's best matchups in Wild Rift. Graves holds an edge against these picks in the jungle role, so look to press the advantage and contest objectives.
- Shyvana: Shyvana clears fast but does almost nothing to you until dragon form is online, so early scuttle fights and invades are free while she is still a farm-only champion with no kill pressure.
- Kha'Zix: Kha'Zix wants to isolate and burst you, but your point-blank shotgun out-trades his leap and True Grit tanks what he commits. His squishy frame dies to your burst before he can reset.
- Lee Sin: Lee Sin contests your early game, but your shotgun burst and True Grit armor out-trade his combo when you stand your ground. Your point-blank damage finishes the skirmish his combo cannot.
Early Game
Your first clear is your whole identity, so clear fast. Start on your strong side, use the smoke grenade to clear the buff and the wave behind it faster, and reload between camps so your shells are loaded when you walk into the next one. Take the full clear instead of breaking off early for a lane. The camps are worth more than a gank that may not land, and finishing the rotation puts you at the river on tempo with your shells and Quickdraw ready. That tempo is what wins scuttle, and scuttle is where your early game is decided. You out-duel almost everything that contests the crab, so path to it and take the fight when it comes. Keep True Grit stacked through the skirmish: every Quickdraw dash gives you a stack, dashing toward an enemy champion gives two, and attacking anything that is not a minion refreshes them. Fully stacked that is a large chunk of armor, so a Graves who keeps them up walks out of a river fight the enemy jungler expected to win. Scuttle also puts you on level five, and from there the game settles into a loop: gank while your camps respawn, clear them the moment they are back, and go again. Use the river brush to set up a smoke ambush if their jungler paths toward you.
Mid Game
At six minutes dragon and Herald are both up and you should be the one deciding which. Smoke the pit to deny the enemy jungler vision and damage, fight on top of the objective where your shells hit everything, and use your dash to commit or leave the moment the fight turns. With a first item and the lead your clear bought you, contest freely when your team is winning the early fights. When it is even, take Herald and give up the dragon, since a tower is worth more to you than a soul point your comp may never cash in. Between objectives, invade the enemy jungle on the side away from their team, take their camps, and turn a counter-gank attempt into a duel you usually win through burst and True Grit. A Graves who is not actively pressuring the map at this stage is wasting his lead.
Late Game
Late game Graves is not a split pusher and not a scaling monster who out-damages a finished crit carry in a long fight. He is a flanking executioner. Stick with your team near Baron and the late dragons, take camps on the way so your damage stays current, and look for the angle that deletes one priority target rather than the one that puts you in the middle of their frontline. Smoke is your survival tool as much as your damage tool: drop it to break line of sight with whoever is chasing you, dash out, and re-enter once their engage is spent. If you fell behind, your job shrinks to clearing waves and punishing picks. If you are ahead, you are the reason their carry never gets to cast a spell.
Teamfights
Wait for the front lines to commit, then collapse on the squishiest target you can reach without walking through their whole team. Smoke the carry so they cannot see out of the cloud, dash in through the gap, and dump the full spread at point-blank range where every pellet connects, because that is where Graves does the damage that ends fights. True Grit lets you survive the dive longer than the enemy expects, but you still cannot take a full lockdown chain, so time your jump for after their key crowd control is used, not before. If the dive is not there, play the flank: hold smoke to peel a diver off your own carry or break a chase, and let your dash keep you firing from the side, never from the front.