Graves Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Graves Jungle

Graves Jungle Guide

Updated for Patch 7.3E
B Tier

Graves Jungle Wild Rift overview and best build snapshot

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.
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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

Long Sword

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

BOOTS

Immortal Treads

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

CORE BUILD

The Collector

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

Bloodthirster

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

Galeforce

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

Lord Dominik's Regard

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.

Edge of Night

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

SITUATIONAL ITEMS

Essence Reaver

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.

Mortal Reminder

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.

Serpent's Fang

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

Maw of Malmortius

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

Guardian Angel

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

Armored Advance

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

Chainlaced Crushers

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

RUNES

KEYSTONE

Fleet Footwork

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

PRIMARY

Triumph

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

Cut Down

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

Legend: Alacrity

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

SECONDARY

Overgrowth

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

SITUATIONAL RUNES

Coup de Grace

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

Perseverance

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

Flash

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

Smite

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

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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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.

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.

Early Game

Levels 1-8
Your first clear is your whole identity, so clear fast. Use shotgun knockback to limit damage from non-champion monsters, cast End of the Line (1st) into nearby terrain so its return explosion happens after 0.25 seconds, and use Quickdraw (3rd) to reload a round while repositioning. Smoke Screen (2nd) only deals a small burst when it lands and does not keep damaging camps, so do not treat it as the spell that clears the buff or monsters behind it. Take the full clear instead of breaking off early for a lane; finishing the rotation puts you at the river on tempo with ammunition and Quickdraw (3rd) 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 (3rd) stacked through the skirmish: every Quickdraw (3rd) 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 / Late Game

Levels 9+
Let lane priority decide which first objective receives your damage and tempo. Place Smoke Screen (2nd) on the enemy jungler so nearsight limits what they can see outside the cloud; it does not silence them or directly reduce their damage, and targets inside their reduced vision can still be attacked. Fight close enough for multiple pellets to connect, and use Quickdraw (3rd) to reload or reposition as the contest changes. With a first item and an early lead, contest when your team can support the fight; when it is even, trade toward the objective your composition values more. 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 (3rd). A Graves who is not actively pressuring the map at this stage is wasting his lead. 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

5v5 Combat
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 (3rd) 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.
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