Riven Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Riven Jungle

Riven Jungle Guide

Updated for Patch 7.3E
S Tier

Riven Jungle Wild Rift overview and best build snapshot

How to play

  • Use attacks between spells as you clear Each ability strengthens a basic attack through your passive. Use those attacks between casts to clear camps faster.

  • Gank with enough movement left to chase Save your 2nd ability to stun the enemy and the third cast of your 1st ability to knock them up, instead of using every dash just to reach them.

  • Enter teamfights after enemies commit Approach a damage dealer from the side after enemies commit. Activate your ultimate before fighting, then cast it again when they are low to finish them with its slash.

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

  • Explosive gank threat once her clear is done: her stun, dashes, and burst lock a laner down before they can react.
  • Fast, manaless clear with a shield lets her contest scuttle, invade, and keep tempo without stopping for resources.
  • Dominant early skirmisher who wins most jungle duels inside her window and dives the backline cleanly in fights.

Weaknesses

  • Falls off the longer the game runs, since farm junglers outscale her once her early lead stops growing.
  • The shield is her only defense, so burst or sustained damage that outpaces it leaves her with nothing.
  • High execution: a dodged stun or a fumbled combo turns a winning skirmish into a fight she can lose.
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Riven Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Riven Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Long Sword

Simple early attack damage, which feeds the empowered attack her passive gives her after every cast.

BOOTS

Immortal Treads

The omnivamp pays back the damage she takes in the skirmishes she starts, which is where her power window goes.

CORE BUILD

Trinity Force

Spellblade triggers on the attack after each cast, and she casts three times per combo, so it speeds up her clear and her ganks.

Death's Dance

Spreads burst damage out over a few seconds, buying her time to finish a dive she committed to.

Serylda's Grudge

The slow keeps a laner inside her combo range, which turns a gank into a kill rather than a flash. The slow only applies below 60% target Health.

Spear of Shojin

Ability haste means faster combos, which is her clear speed and her gank damage.

Guardian Angel

Revives her once after dying. Her dashes are usually spent arriving, not leaving.

SITUATIONAL ITEMS

Serpent's Fang

Build this when shields turn Riven's gank into a survivable chunk. Her Q (1st) chain applies the reduction before Wind Slash (Ult) reaches its missing-health finisher damage.

Maw of Malmortius

Build this against heavy magic burst, which is what waits in the lane she dove into.

Black Cleaver

Replace Serylda's Grudge when Riven can keep hitting armored frontliners and her physical teammates can follow up. Health and haste support longer fights, while repeated physical damage reduces Armor for your whole team.

Sterak's Gage

Replace Guardian Angel when Riven needs to survive the first focus long enough for another shield and combo. Health, permanent Tenacity, and a bonus-Health Lifeline shield help you survive the return damage. Choose this or Maw of Malmortius for your Lifeline slot.

Force of Nature

Replace Guardian Angel when repeated magic damage outlasts Riven's individual shield windows. Repeated champion magic damage stacks extra Magic Resistance and movement speed, making it a sustained-magic-damage answer.

Randuin's Omen

Replace Guardian Angel when crit attackers are the main threat between Riven's crowd-control windows. Reduces physical critical-strike damage, so prioritize it against fed crit carries rather than purely on-hit damage.

Sundered Sky

Replace Spear of Shojin when Riven can weave passive attacks into several melee opponents and needs recovery during the fight. The first attack against each champion delivers an empowered hit and a heal, with a separate cooldown per target.

RUNES

KEYSTONE

Conqueror

Her combo lands many hits into one target, so she stacks immediately and the healing carries the skirmish.

PRIMARY

Battle Zeal

Riven's Q (1st) chain and passive attacks keep her in champion combat, so Battle Zeal ramps before the later Q (1st) casts and Wind Slash (Ult) finish the extended skirmish.

Cut Down

Her burst is tuned for squishies, and this is what keeps it threatening a bruiser.

Legend: Alacrity

Attack speed compounds with a passive that empowers an attack after every cast.

SECONDARY

Sudden Impact

Her E (3rd) is a dash, so the bonus true damage lands the instant she arrives in a lane.

SITUATIONAL RUNES

Legend: Haste

Take this over Legend: Alacrity against durable teams that require several ability rotations. Shorter Broken Wings (1st), Ki Burst (2nd), and Valor (3rd) cooldowns give Riven more damage windows, another stun, and more frequent shields.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. She uses her dashes to deal damage, which means Flash is the only escape she has left after a gank.

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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Riven Jungle Wild Rift matchups and counters

Wild Rift matchup guide for Riven Jungle, covering favorable lanes and difficult counters to prepare for in ranked.

Riven Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Riven Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Use Broken Wings (1st) between attacks to clear, and use Valor's (3rd) shield; not Ki Burst (2nd); to absorb camp damage. Only the third Broken Wings (1st) cast can cross terrain, so plan wall movement around that cast instead of assuming every Q (1st) dash will pass through. Keep Ki Burst (2nd) ready to stun the laner when the gank begins. Contest Scuttle when your nearby lanes can move and Riven reaches the river with enough health and cooldowns to duel. Winning the crab gives vision and can open a gank on the adjacent lane. Invade a slow-starting jungler only after tracking their route and preserving a dash for the exit; mobility does not protect Riven from a collapse by both enemy lanes.

Mid / Late Game

Levels 9+
Riven should convert her strongest skirmishing window before enemy frontlines and carries finish scaling. Collapse on river and take dragon or Herald while few junglers want to fight you, contesting properly when your team is ahead. In an even game take Herald, since a tower converts your tempo immediately and soul asks you to still be relevant much later, which Riven is not. Between objectives, counter-jungle hard when you know where the enemy is, timing your invade around their clear so you catch them low or absent. Every gank that lands should turn into an objective, or you are spending your best minutes on nothing. A Riven who farms passively through her power spike throws away the only window she gets. Late game you are no longer the strongest jungler on the map, so stop playing like you are. Group with your team, look for picks before the big objectives, and use your dashes to flank rather than facecheck. Baron and Elder fights are where you earn your keep: dive the enemy carry the moment the fight commits, kill them, and trust your team to clean up the rest. You no longer win the open duels you used to own, so skip those fights, and respect that anti-shield tools or heavy burst on the enemy team cut deep into your survivability. Your job is to close the game off your early lead, and if it runs long, fight only where your team can follow.

Teamfights

5v5 Combat
You are a diver, not a frontline. Wait for the fight to start or for the enemy to spend their first round of crowd control, then leap in with E (3rd), land the stun, and put the full combo on their carry. Your knockup interrupts channels and key abilities, so time it to cancel an enemy ultimate or a fleeing dash instead of spending it on the tank. Keep moving with your Q (1st) dashes once you are in, because a Riven who stands still dies before the kill lands. If you cannot get in from the front, take the flank, since a stun onto the backline from the side ends fights faster. Save E (3rd) for the way out, not just the way in, once your target drops.
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