GRAVES Wild Rift
A
Wild Rift Jungle
91
52 040

22 Jul 2024
Wild Rift: GRAVES - Build Guide (Items, Runes, COMBOS, SKILLS ORDER) Wild Rift Fightrs Wild Rift Marksmans
BUFF

Damage
10
Toughness
6.6
Utility
3.3
Difficulty
6.6
League of Legends: Wild Rift GRAVES, role - Fighter / Marksman. Use the guidelines to take your GRAVES Wild Rift champion play style to the next level. Study in detail the build of items, runes, spells, skills that need to be developed in the first place. In order to find out what position GRAVES is in the rating table, go to the - Tier List page.
attackdamage 66 (3.64)
heal 630 (115)
healthregeneration 11 (0.93)
attackspeed 1.03 (0.02)
mana 390 (49)
mpreg 12 (0.93)
movementspeed 350 (0)
armor 35 (3.9)
magicresistance 48 (1.64)
criticalstrike 175 (0)


Wild Rift Jungle Jungle GRAVES's Build items and runes for LoL Wild Rift

Key items
Starting
Long Sword Wild Rift
Long Sword

Long Sword

+12 Attack Damage

500

Core
Bloodthirster Wild Rift
Bloodthirster

Bloodthirster
Grants bonus AD and Attack Speed

+50 Attack Damage
+25% Critical Rate

Bloody:  +12% Physical Vamp.
Bloodsworn: Gain 11-25 AD and 10% Attack Speed when your Health is above 50%.

3300

Infinity Edge Wild Rift
Infinity Edge

Infinity Edge
Increases Critical Strike Damage

+55 Attack Damage
+25% Critical Rate

Infinity: Critical Strikes deal 205% damage instead of 175%.

3200

The Collector Wild Rift
The Collector

The Collector
Execute low health champions

+40 Attack Damage
+25% Critical Rate

Killer:  +10 Armor Penetration.
Death and Taxes: Dealing damage that would leave an enemy champion below 5% of their maximum Health executes them. Champion kills grant an additional 25 gold.

Limited to 1 The Collector.

2900

Boots and Enchant
Gluttonous Greaves Wild Rift
Gluttonous Greaves

Gluttonous Greaves
Attack Damage, Omnivamp

+35 Attack Damage
+45 Move Speed.

Conversion: +7% Omnivamp.

1400

Protobelt Enchant Wild Rift
Protobelt Enchant

Protobelt Enchant
Small dash

Protobelt (Active): Dash forward and unleash a cone of missiles that deal 70 magic damage. (60s Cooldown)
If champions or monsters are hit by more than one missile, the additional missiles deal only 10% damage.

500

Е
Stasis Enchant Wild Rift
Stasis Enchant

Stasis Enchant
Turn invulnerable

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1000

Е
Defense options
Guardian Angel Wild Rift
Guardian Angel

Guardian Angel
Revives at death

+40 Attack Damage
+40 Armor

Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)

3400

Maw of Malmortius Wild Rift
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.

3000

LoL Wild Rift: Edge of Night
Edge of Night

Edge of Night
Blocks an enemy ability

+250 Max Health
+50 Attack Damage

Gouge:  +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)

3150

Build items options
GRAVES - Main Build 👑
Bloodthirster Wild Rift
Bloodthirster

Bloodthirster
Grants bonus AD and Attack Speed

+50 Attack Damage
+25% Critical Rate

Bloody:  +12% Physical Vamp.
Bloodsworn: Gain 11-25 AD and 10% Attack Speed when your Health is above 50%.

3300

Infinity Edge Wild Rift
Infinity Edge

Infinity Edge
Increases Critical Strike Damage

+55 Attack Damage
+25% Critical Rate

Infinity: Critical Strikes deal 205% damage instead of 175%.

3200

Black Cleaver Wild Rift
Black Cleaver

Black Cleaver
Physical Damage reduces Armor

+350 Max Health
+40 Attack Damage
+20 Ability Haste

Sunder: Dealing physical damage to a champion reduces their Armor by 4% for 6 seconds, stacking 6 times for 25% reduction.
Rage: Dealing physical damage, grants 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.

3000

Mortal Reminder Wild Rift
Mortal Reminder

Mortal Reminder
Armor Penetration (%) and reduced enemy healing

+30 Attack Damage
+25% Critical Rate

Last Whisper:  +16-30% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

3300

Immortal Shieldbow Wild Rift
Immortal Shieldbow

Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low

+40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp

Lifeline: Damage that puts you under 35% Health grants a shield that absorbs 300 + 3 per 1% Critical Rate (300-600) damage for 5 seconds. (90s Cooldown).

Buttle Furor: Triggering Lifeline grants  +8% Physical Vamp for 8 seconds.

3200

GRAVES - Alternative Build
Bloodthirster Wild Rift
Bloodthirster

Bloodthirster
Grants bonus AD and Attack Speed

+50 Attack Damage
+25% Critical Rate

Bloody:  +12% Physical Vamp.
Bloodsworn: Gain 11-25 AD and 10% Attack Speed when your Health is above 50%.

3300

The Collector Wild Rift
The Collector

The Collector
Execute low health champions

+40 Attack Damage
+25% Critical Rate

Killer:  +10 Armor Penetration.
Death and Taxes: Dealing damage that would leave an enemy champion below 5% of their maximum Health executes them. Champion kills grant an additional 25 gold.

Limited to 1 The Collector.

2900

Black Cleaver Wild Rift
Black Cleaver

Black Cleaver
Physical Damage reduces Armor

+350 Max Health
+40 Attack Damage
+20 Ability Haste

Sunder: Dealing physical damage to a champion reduces their Armor by 4% for 6 seconds, stacking 6 times for 25% reduction.
Rage: Dealing physical damage, grants 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.

3000

Mortal Reminder Wild Rift
Mortal Reminder

Mortal Reminder
Armor Penetration (%) and reduced enemy healing

+30 Attack Damage
+25% Critical Rate

Last Whisper:  +16-30% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

3300

Immortal Shieldbow Wild Rift
Immortal Shieldbow

Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low

+40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp

Lifeline: Damage that puts you under 35% Health grants a shield that absorbs 300 + 3 per 1% Critical Rate (300-600) damage for 5 seconds. (90s Cooldown).

Buttle Furor: Triggering Lifeline grants  +8% Physical Vamp for 8 seconds.

3200

Situational Changes
vs Shield
Immortal Shieldbow Wild Rift
Immortal Shieldbow

Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low

+40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp

Lifeline: Damage that puts you under 35% Health grants a shield that absorbs 300 + 3 per 1% Critical Rate (300-600) damage for 5 seconds. (90s Cooldown).

Buttle Furor: Triggering Lifeline grants  +8% Physical Vamp for 8 seconds.

3200

LoL Wild Rift: Serpent's Fang
Serpent's Fang

Serpent's Fang
Anti-Shielding

+50 Attack Damage
+10 Ability Haste

Stab:  +15 Armor Penetration.
Shield Reaver: Dealing damage to an enemy champion reduces any shields they gain for 3s. Melee champions apply (10% of bonus AD + 40)% shield reduction, capped at 60%; while ranged champions apply (10% of bonus AD + 25)% shield reduction, capped at 45%. When you damage an enemy who is unaffected by Shield Reaver, all shields on them are reduced by the same values.


2800

vs Assassins
Immortal Shieldbow Wild Rift
Immortal Shieldbow

Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low

+40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp

Lifeline: Damage that puts you under 35% Health grants a shield that absorbs 300 + 3 per 1% Critical Rate (300-600) damage for 5 seconds. (90s Cooldown).

Buttle Furor: Triggering Lifeline grants  +8% Physical Vamp for 8 seconds.

3200

Guardian Angel Wild Rift
Guardian Angel

Guardian Angel
Revives at death

+40 Attack Damage
+40 Armor

Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)

3400

vs Ability Power
Immortal Shieldbow Wild Rift
Immortal Shieldbow

Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low

+40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp

Lifeline: Damage that puts you under 35% Health grants a shield that absorbs 300 + 3 per 1% Critical Rate (300-600) damage for 5 seconds. (90s Cooldown).

Buttle Furor: Triggering Lifeline grants  +8% Physical Vamp for 8 seconds.

3200

Maw of Malmortius Wild Rift
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.

3000

Block Ability
Immortal Shieldbow Wild Rift
Immortal Shieldbow

Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low

+40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp

Lifeline: Damage that puts you under 35% Health grants a shield that absorbs 300 + 3 per 1% Critical Rate (300-600) damage for 5 seconds. (90s Cooldown).

Buttle Furor: Triggering Lifeline grants  +8% Physical Vamp for 8 seconds.

3200

LoL Wild Rift: Edge of Night
Edge of Night

Edge of Night
Blocks an enemy ability

+250 Max Health
+50 Attack Damage

Gouge:  +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)

3150

Runes BUILD
Conqueror Wild Rift

Conqueror
Stacking Damage, Vamp

Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.

Per stack: 2-6 bonus or 3-9 for 6s.

Fully stacked bonus: Melee - 8%, Ranged - 5% bonus Omnivamp .

Conqueror
Stacking Damage, Vamp
Gain stacks of AD or AP when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus Omnivamp (Adaptive).
Gathering storm Wild Rift

Gathering storm
Increasing AD/AP

Every 3 minutes, gain increasing Adaptive or . Totaling: 2/5/9/14 or 4/10/18/28 based on game time.

Gathering storm
Increasing AD/AP
Damage output increases over time.
Giant Slayer Wild Rift

Giant Slayer
Takedown high health champions

Deal bonus damage based on the enemy champion’s bonus health, up to 14% bonus damage when the enemy champion has 700 bonus health.

Giant Slayer
Takedown high health champions
Deals more damage to an enemy champions the more bonus Health they have.
Legend: Tenacity Wild Rift

Legend: Tenacity
Tenacity, Slow Resist

Gains 3% Tenacity and 3% Slow Resist. Takedown monsters, enemy champions, or minions to gain up to an additional 15% Tenacity and 20% Slow Resist.

Legend: Tenacity
Tenacity, Slow Resist
Gains Tenacity and Slow Resist.
Overgrowth Wild Rift

Overgrowth
Bonus HP

When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.

Overgrowth
Bonus HP
Gains bonus scalable max Health.
Spells
Flash Wild Rift
Flash

Flash

Teleport a short distance forward or towards the aimed direction.

Cooldown: 150s

Smite Wild Rift
Smite

Smite

Deal 600 true damage to monsters, epic monsters or enemy minions, and restore 127 Health (70 + 10%) when smite a monster. Smite can be upgraded to Chilling Smite after being used 3 times.


Jungle Expertise:

+20% bonus gold and 20% bonus XP from jungle monsters, but temporarily earn 60% less gold and XP from minions.

+15% bonus basic attack damage and +30% bonus ability damage to jungle monsters.

Restore 40 Health over 5 seconds when dealing damage to jungle monsters.

Restore 4 Mana every second while in the jungle or river.

Gains one charge every 45 seconds, up to a max of 2.

Cooldown: 10s

Сhilling Smite Wild Rift
Сhilling Smite

Сhilling Smite

Deal 800 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%).

Against champions: Deal 70 true damage (38 to 184) ato enemy Champions and steals 25% of their Movement Speed for 2 seconds.

Cooldown: 10s

Skills Order
END OF THE LINE

11.5/10/8.5/7s 65/70/75/80

Fires a powder round that deals 70 physical damage (70/90/110/130 + 80% bonus attackdamage) and then detonates after 1.5s to deal an additional 80 physical damage (80/130/180/230 +  80/110/140/170% bonus attackdamage).

Detonates in 0.25s if the round hits terrain.
Deals 105% damage against monsters.

(Q) END OF THE LINE
















SMOKE SCREEN

20/18/16/14s 75/80/85/90

Throws a canister that creates a cloud of smoke for 4 seconds. Enemies within the smoke cannot see outside of it.

Enemies caught in the initial impact take 60 magic damage (60/125/190/255 + 60% abilitypower) and are slowed by 50% for 0.5 seconds.

(W) SMOKE SCREEN
















QUICKDRAW

16/15/14/13s 40

Dashes in a direction, reloading one shell and granting True Grit for 4 seconds. True Grit grants 8/14/20/26 Armor (stacks 6times) and refreshes when damaging non-minions.

Dashing towards an enemy champion grants 2 stacks of True Grit. Each bullet hit on an attack reduces Quickdraws cooldown by 0.5 seconds.

(E) QUICKDRAW
















COLLATERAL DAMAGE

75/60/45s 100

Fires and explosive shell that deals 300 physical damage (300/450/600 + 150% bonus attackdamage) and knocks Graves back from recoil. The shell explodes upon hitting an enemy champion or reaching the end of its range, dealing 200 physical damage (200/320/440 + 120% bonus attackdamage) in a cone.

Enemies damaged by the shell's initial impact do not take damage from the explosive cone.

(R) COLLATERAL DAMAGE
















Wild Rift Jungle Jungle GRAVES Counters, Synergys, Tips, Tactics

CHAMPIONS ITEMS TIPS ABILITIE'S TIPS STRENGTHS & WEAKNESSES GAME PLAN JUNGLE PATHING POWER SPIKES
Threats
Extreme Major Even Minor

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GRAVES Wild Rift
Synergies
Ideal Strong Ok Low
Low Ok Strong Ideal

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Armor
Items that reduce Auto Attacks (AA) / Physical Damage.
Plated Steelcaps Wild Rift
Plated Steelcaps

Plated Steelcaps
Reduces Physical Damage

+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.

Block: Reduces physical damage taken by 7-10% ().

1350

Guardian Angel Wild Rift
Guardian Angel

Guardian Angel
Revives at death

+40 Attack Damage
+40 Armor

Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)

3400

Randuin's Omen Wild Rift
Randuin's Omen

Randuin's Omen
Attack to heal from enemy Critical Strikes

+400 Max Health
+65 Armor

Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 second(s) when struck by basic attack.
Determination: When you are critically struck, gain Determination equal to 25% (melee) / 18% (ranged) of the pre-mitigation damage for 5 seconds, up to a maximum of 500. When you attack a champion, consume all Determination and heal yourself for the same amount. If you still have unconsumed Determination after 5 second(s), automatically consume all Determination to heal yourself for half of the amount.

2800

Thornmail Wild Rift
Thornmail

Thornmail
Reflects damage and reduces enemy healing

+200 Max Health
+75 Armor

Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2700

Death's Dance Wild Rift
Death's Dance

Death's Dance
Delays damage taken

+35 Attack Damage
+40 Armor
+15 Ability Haste

Dance: Champion takedowns cleanse Cauterize's remaining damage pool and restores 12% of your maximum health over 2 seconds.
Cauterize: 35% of physical damage received (15% if the equipped champion is ranged) is dealt to you over 3 seconds as true damage instead.

3000

Frozen Heart Wild Rift
Frozen Heart

Frozen Heart
Reduces all nerby enemies Attack Speed

+80 Armor
+200 Max Mana
+25 Ability Haste

Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.

2700

Reduce Attack Speed
Items that reduce GRAVES Attack Speed.
Warden's Mail Wild Rift
Warden's Mail

Warden's Mail
Reduces enemy's Attack Speed

+35 Armor

Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack.

1050

Frozen Heart Wild Rift
Frozen Heart

Frozen Heart
Reduces all nerby enemies Attack Speed

+80 Armor
+200 Max Mana
+25 Ability Haste

Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.

2700

Reduced Healing
Items with Grievous Wounds that can reduce GRAVES Healing effects.
Ignite Wild Rift
Ignite

Ignite

Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.

Grievous Wound reduces the effectiveness of Healing and Regeneration effects.

Cooldown: 100s

Executioner's Calling Wild Rift
Executioner's Calling

Executioner's Calling
Physical Damage reduces enemy healing

+15 Attack Damage

Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

800

Oblivion Orb Wild Rift
Oblivion Orb

Oblivion Orb
Magic damage reduces enemy healing

+30 Ability Power

Cursed: Magic damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

800

Bramble Vest Wild Rift
Bramble Vest

Bramble Vest
Reflects damage and reduces enemy healing

+30 Armor

Thorns: When struck by an attack, deal 4 magic damage + 6% bonus armor to the attacker and inflict 40% Grievous Wounds for 3 seconds if they are a champion.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

1000

Mortal Reminder Wild Rift
Mortal Reminder

Mortal Reminder
Armor Penetration (%) and reduced enemy healing

+30 Attack Damage
+25% Critical Rate

Last Whisper:  +16-30% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

3300

Chempunk Chainsword Wild Rift
Chempunk Chainsword

Chempunk Chainsword
Reduces enemy healing

+250 Max Health
+45 Attack Damage
+15 Ability Haste

Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2800

Morellonomicon Wild Rift
Morellonomicon

Morellonomicon
Magic damage reduces enemy healing

+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste

Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2500

Thornmail Wild Rift
Thornmail

Thornmail
Reflects damage and reduces enemy healing

+200 Max Health
+75 Armor

Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2700

Cleanse or Block Spells
Items with ability or property to cleanse or block negative spells.
Stasis Enchant Wild Rift
Stasis Enchant

Stasis Enchant
Turn invulnerable

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1000

Е
Gain a Shield
Gives you a shield that increases your chances of survival against GRAVES.
Sterak's Gage Wild Rift
Sterak's Gage

Sterak's Gage
Taking damage triggers a shield

+400 Max Health

Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.

3200

Immortal Shieldbow Wild Rift
Immortal Shieldbow

Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low

+40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp

Lifeline: Damage that puts you under 35% Health grants a shield that absorbs 300 + 3 per 1% Critical Rate (300-600) damage for 5 seconds. (90s Cooldown).

Buttle Furor: Triggering Lifeline grants  +8% Physical Vamp for 8 seconds.

3200

Locket Enchant Wild Rift
Locket Enchant

Locket Enchant
Area of effect magic shield

Locket (Active):  Grants a shield to yourself and nearby allied champions that each absorbs 60-390 damage for 2.5 seconds. (60s cooldown)

This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.

500

Е
Gargoyle Enchant Wild Rift
Gargoyle Enchant

Gargoyle Enchant
Shield

Stoneplate (Active): Gain a shield that absorbs 25% of your maximum health that decays over 4 seconds. If there are 3 or more enemies nearby, the shield value increases by 300%. Damage dealt is reduced by 40% for 4 seconds. If the shield breaks early, damage reduction will end. (60s Cooldown)

500

Е
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JUNGLE PATHING

Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.

full clear with a Red Buff start

The Pro Graves Jungle Path is a full jungle clear which starts with the Red Brambleback, use (E) QUICKDRAW unlocked as Graves' first spell. Following the Red buff kill, you will level up to two which allows you to unlock (Q) END OF THE LINE. For this jungle pathing to be most optimal, the goal is to keep the True Grit stacks up at all time through the jungle clearing as it pretty much negates most of the damage the camp monsters do. At level two, kill the Krugs and Raptors. This gives you level three and unlocks (W) SMOKE SCREEN after which you must path towards the Blue buff side of the map. Once there, kill the Murk Wolves, Blue Sentinel and the Gromp. These grant you level four, upgrade (Q) END OF THE LINE. Lastly, clear the Rift Scuttler and gank a nearby lane or invade the enemy jungler's Raptor camp. This Graves Jungle Clear is what every experienced Graves player goes with, and with proper True Grit uptime it allows the player to Scuttler duel ALL junglers in the game.

Gromp
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).

REWARDS
Earn XP and gold upon defeating them.

6

Blue Sentinel
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
The Blue Sentinel, sometimes called the blue buff, is a common starting monster for junglers thanks to its powerful Crest of Insight buff.

REWARDS
Upon dealing the killing blow to the Blue Sentinel, the player will receive the Crest of Insight Buff effect that lasts 90 seconds. Recover an amount of Mana or Energy every second.

Get 15 Ability Haste.

When a player who possesses the Crest of Insight buff is defeated by an enemy champion, the buff is transferred to the champion who defeated that player.

5

Greater Murk Wolf
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Wolves tend to be easier and safer to bees at than other monsters. They are commonly s ight by junglers when passing by or while the higher priority monsters are respawning.

REWARDS
Earn XP and gold upon defeating them.

4

Crimson Raptor
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Crimson raptors deal surprising damage t but the small ones can be quickly dispatched. Junglers commonly seek them out while pre| to gank the middle lane or while waiting for hi; priority monsters to spawn.

REWARDS
Earn XP and gold upon defeating them.

3

Red Brambleback
Large Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 150 second(s).
After completing the final strike to the Red Brambleback, you can obtain the Crest of Cinders buff effect; when the player with this buff is defeated, the buff effect will be transferred to the enemy champion who defeated them.

REWARDS
Upon dealing the killing blow to the Red Brambleback, the player will receive the Crest of Cinders Buff that lasts 90 seconds.

For Melee Champions, basic attacks burn targets on hit, reducing their movement speed by 20% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.

For Ranged Champions, basic attacks burn targets on hit, reducing their Movement Speed by 6% for 3 seconds, and dealing True Damage every second. For non-Champion units, this only deals 50% of the burn damage.

When a player who possesses the Crest of Cinders buff is defeated by an enemy champion, the bufs is transferred to the champion who defeated player.

1

Ancient Krug
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
Ancient Krugs split into two upon defeat until they are so small they can split no more. Junglers oftem fight these monsters for extra gold and XP while waiting for gank opportunities or higher priority monster spawns.

REWARDS
Earn XP and gold upon defeating them.

2

Rift Scuttler
Large Monster
ABOUT
Spawn time: 85 second(s) into game.
Respawn interval: 120 second(s).

REWARDS
The Rift Scuttler grants XP and gold on takedown. A Speed Shrine also spawns at a fixed location on the same side of the river which provides the following buffs to your team:

Grants vision of the area.
Vision radius: 4.5m. Enemy champions who pass through this area will be maked and revealed.

Allied champions who pass through the area receive a 40% out-of-co Movement Speed boost for 2 second(s).

7
GANK
GANK
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Wild Rift GRAVES's COMBOS + VIDEO GUIDE

🥇HARD 🥈MEDIUM 🥉EASY
Graves Cross Terrain Assassination
E
AA
W
Q
AA
R

Use this combo to quickly assassinate a target over the wall.

(E) QUICKDRAW through the wall to gap close. AA, (W) SMOKE SCREEN and buffer your (Q) END OF THE LINE. Finish the kill with AA and (R) COLLATERAL DAMAGE.
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Join our community and unlock the all combos + video!
Our has already collected more than 1000+ different skill combinations for all LoL Wild Rift champions!
Only for 💎Premium members.
Join our community and unlock the all combos + video!
Our has already collected more than 1000+ different skill combinations for all LoL Wild Rift champions!
Only for 💎Premium members.
Join our community and unlock the all combos + video!
Our has already collected more than 1000+ different skill combinations for all LoL Wild Rift champions!

Wild Rift GRAVES's ABILITIES

NEW DESTINY P END OF THE LINE Q SMOKE SCREEN W QUICKDRAW E COLLATERAL DAMAGE R
NEW DESTINY

(PASSIVE) NEW DESTINY

Graves' shotgun has some unique properties:

Double Barrel: Graves must reload when he runs out of ammo. Attack speed reduces reload time slightly, but reduces time between attacks dramatically.

12 Gauge: Attacks fire 4 bullets. Units hit take 72% attackdamage (perlevel) + 24% (perlevel) for additional bullets. Critical strikes fire 6 bullets and increase each bullet's damage by 50%. Structures only take 75% damage.

Buckshot: Bullets cannot pass through enemy units. Non-champions struck by multiple bullets are knocked back slightly.

Open Video

END OF THE LINE

(Q) END OF THE LINE

11.5/10/8.5/7s 65/70/75/80

Fires a powder round that deals 70 physical damage (70/90/110/130 + 80% bonus attackdamage) and then detonates after 1.5s to deal an additional 80 physical damage (80/130/180/230 +  80/110/140/170% bonus attackdamage).

Detonates in 0.25s if the round hits terrain.
Deals 105% damage against monsters.

Open Video

SMOKE SCREEN

(W) SMOKE SCREEN

20/18/16/14s 75/80/85/90

Throws a canister that creates a cloud of smoke for 4 seconds. Enemies within the smoke cannot see outside of it.

Enemies caught in the initial impact take 60 magic damage (60/125/190/255 + 60% abilitypower) and are slowed by 50% for 0.5 seconds.

Open Video

QUICKDRAW

(E) QUICKDRAW

16/15/14/13s 40

Dashes in a direction, reloading one shell and granting True Grit for 4 seconds. True Grit grants 8/14/20/26 Armor (stacks 6times) and refreshes when damaging non-minions.

Dashing towards an enemy champion grants 2 stacks of True Grit. Each bullet hit on an attack reduces Quickdraws cooldown by 0.5 seconds.

Open Video

COLLATERAL DAMAGE

(R) COLLATERAL DAMAGE

75/60/45s 100

Fires and explosive shell that deals 300 physical damage (300/450/600 + 150% bonus attackdamage) and knocks Graves back from recoil. The shell explodes upon hitting an enemy champion or reaching the end of its range, dealing 200 physical damage (200/320/440 + 120% bonus attackdamage) in a cone.

Enemies damaged by the shell's initial impact do not take damage from the explosive cone.

Open Video

GRAVES: champion change history (buffs and nerfs)

▲ BUFF 27.06.2024 (PATCH 5.1D)

(Q) END OF THE LINE
Cooldown: 13/11/9/7s → 11.5/10/8.5/7s.
Initial Damage: 55/75/95/115 + 80% bonus Attack Damage → 70/90/110/130 + 80% bonus Attack Damage.
Damage ratio to monsters: 90% → 105%.

(E) QUICKDRAW
Bonus armor from True Grit: 6/10/14/18 → 8/14/20/26.
Maximum stack: 8 → 6.
✱ ADJUST 16.05.2024 (PATCH 5.1B)

(PASSIVE) NEW DESTINY
Damage of each bullet increased by equipping with Ruin - Infinity Edge: 40% → 50%.

(Q) END OF THE LINE
Damage of the first phase: 45/65/85/105+80% bonus AD → 55/75/95/115 + 80% bonus AD.
▲ BUFF 14.03.2024 (PATCH 5.0C)

BASE STATS
Base Attack Damage: 64 → 66.
Base Health: 570 → 630.
▲ BUFF 02.08.2023 (PATCH 4.3A)

(Q) END OF THE LINE
Second half bonus Attack Damage: 70/100/130/160% → 80/110/140/170%.

(R) COLLATERAL DAMAGE
Base damage: 275/425/575 → 300/450/600.
▲ BUFF 08.06.2023 (PATCH 4.2A)

(PASSIVE) NEW DESTINY
Crit: 6 bullets, 120% damage each → 6 bullets, 130% damage each.
Crit with Infinity Edge: 6 bullets, 130% damage each → 6 bullets, 140% damage each.
✱ ADJUST 25.05.2023 (PATCH 4.2)

BASE STATS
Base movement speed +10.
Crit damage rate:200% → 175%.

(PASSIVE) NEW DESTINY
Critical strike: 6 Bullets, 130% damage each → 6 Bullets, 120% damage each.
Critical strike with Infinity Blade: 6 Bullets, 140% damage each → 6 Bullets, 130% damage each.
▼ NERF 30.11.2022 (PATCH 3.5A)

(Q) END OF THE LINE
Cooldown: 11/10/9/8s → 13/11/9/7s.
Attack Damage ratio: 70% → 80%.
Monster mod: 120% → 90%.

(R) COLLATERAL DAMAGE
Hit damage: 250/400/550 → 275/425/575.
▼ NERF 25.05.2022 (PATCH 3.2A)

(Q) END OF THE LINE
Damage to monsters: 150% → 120%.
▲ BUFF 23.03.2022 (PATCH 3.1)

(Q) END OF THE LINE
Now deals 150% damage against monsters.
▼ NERF 02.12.2021 (PATCH 2.6)

BASE STATS
Base critical strike damage multiplier: 140% → 130%.

(E) QUICKDRAW
Cooldown: 15/14/13/12s → 16/15/14/13s.
▼ NERF 27.10.2021 (PATCH 2.5а)

BASE STATS
Base HP: 610 → 570.
Armor per level: 4,3 → 3,9.
Base Mana Regen: 15 → 12.
▼ NERF 18.08.2021 (PATCH 2.4a)

BASE STATS
Base attack damage per level: 4,5 → 3,6.
▲ BUFF 27.07.2021 (PATCH 2.4)

(Q) END OF THE LINE
Cooldown: 12/11/10/9s → 11/10/9/8s.
Powder Shell Bonus AD ratio: 40% → 70%.
Powder Explosion Base Damage: 85/125/165/205 → 80/130/180/230.
Power Explosion Bonus AD Ratio: 100% at all ranks → 70/100/130/160% based on rank.

(E) QUICKDRAW
Armor per stack of True Grit: 4/8/12/16 → 6/10/14/18.
▼ NERF 27.07.2021 (PATCH 2.4)

BASE STATS
Base HP: 650 → 610.
Base AD: 70 → 64.
AD / Level: 3,6 → 4,55.
▼ NERF 06.12.2020 (PATCH 1.1)

BASE STATS
Mana regen: 18 → 15.
See More

GRAVES's Lore

Malcolm Graves is a renowned mercenary, gambler, and thief—a wanted man in every city and empire he has visited. Even though he has an explosive temper, he possesses a strict sense of criminal honor, often enforced at the business end of his double-barreled shotgun Destiny. In recent years, he has reconciled a troubled partnership with Twisted Fate, and together they have prospered once more in the turmoil of Bilgewater's criminal underbelly.
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Comments (4)
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2+2+1=
  1. Tubble
    +4
    Tubble Poro 13 Aug 2023
    I tried the crit build on this page for Graves Baron Lane, but it didn't work for me. I've been using different builds like bruiser and lethality, but still not sure about his play styles and builds.

    Any builds and tips for Graves Baron Lane?
    1. DDDenny
      +5
      DDDenny Poro 15 Aug 2023
      I would say for Baron lane: forget Phantom Dancer. Infinity Edge gives you more damage and more crit damage against enemies. For the rest, depends on enemy baron laner, but items like Blood Thirster and Immortal shieldbow are good for the vampirism. Black Cleaver is a must because every hit from every shell will lower the armor.
      If you dont want zombie wars or Conqueror as runes, try other defensive or mana runes. Lethal Tempo can maybe help too. First strike will maybe help but not sure.

      I hope this helps you a bit
      ^^
      1. Tubble
        +4
        Tubble Poro 15 Aug 2023
        Thanks :)
        I'll take note of the tips.
    2. NoOne
      +3
      NoOne Poro 1 Nov 2023
      The crit builds only works when you against with adc, assassin or support buff, instant kill