This meta overview presents GRAVES’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where GRAVES performs best and how her impact changes in the evolving Wild Rift meta.
The information below will help you get familiar with the game on the Jungle Line GRAVES. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Long Sword
+12 Attack Damage
500
The Collector
Execute low health champions
+50 Attack Damage
+10 Armor Penetration
+25% Critical Rate
Death and Taxes: Dealing damage that would leave an enemy champion below 5% of their max Health executes them, permanently increases the max Health percentage execution threshold by 0.1%, and grants 25 bonus gold.
Limited to 1 The Collector.
3000
The Collector TIPS: This item combines Attack Damage, Armor Penetration, and Critical Strike Chance, significantly improving your ability to finish off enemies. Champions at critically low Health are instantly executed when damaged, while each execution gradually increases the execution threshold and grants bonus gold. An excellent choice for marksmen, assassins, and other AD champions focused on quickly eliminating weakened targets.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Essence Reaver
Attacks casting an ability, your next attack deals bonus damage
+50 Attack Damage
+25% Critical Rate
+20 Ability Haste
Spellblade: Using an ability causes your next attack within 10s to deal bonus physical damage equal to 135% base AD plus 0–80 (increased by 0.8 per 1% Critical Rate) and restore 50% of this damage as Mana. (1.5s Cooldown)
3000
Essence Reaver TIPS: This item combines Attack Damage, Critical Strike Chance, and Ability Haste, creating strong synergy between abilities and basic attacks. Using an ability empowers your next attack with bonus physical damage that becomes more effective in Critical Strike builds, while part of the damage dealt restores Mana. An excellent choice for AD champions who constantly weave abilities and basic attacks together and need reliable Mana sustain.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Armored Advance
Grants Armor and a shield
+150 Max Health
+30 Armor
+45 Move Speed
Block: Reduce damage from champion attacks by 10%.
Noxian Endurance: After taking physical damage from a champion grants a physical shield that absorbs damage equal to 10-140 plus 8% max Health
. (12s Cooldown)
2200
Armored Advance TIPS: These boots provide excellent protection against physical damage. They reduce damage taken from enemy champion attacks and grant a protective shield after taking physical damage from a champion, helping you survive extended trades and heavy bursts of physical damage. They are an excellent choice against marksmen, fighters, and other champions who rely primarily on physical attacks.
The Collector (Execute low health champions) as your first item, followed by
Plated Steelcaps (Reduces damage from champion attacks) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Essence Reaver (Attacks casting an ability, your next attack deals bonus damage).
Armored Advance (Grants Armor and a shield).
The Collector
Execute low health champions
+50 Attack Damage
+10 Armor Penetration
+25% Critical Rate
Death and Taxes: Dealing damage that would leave an enemy champion below 5% of their max Health executes them, permanently increases the max Health percentage execution threshold by 0.1%, and grants 25 bonus gold.
Limited to 1 The Collector.
3000
The Collector TIPS: This item combines Attack Damage, Armor Penetration, and Critical Strike Chance, significantly improving your ability to finish off enemies. Champions at critically low Health are instantly executed when damaged, while each execution gradually increases the execution threshold and grants bonus gold. An excellent choice for marksmen, assassins, and other AD champions focused on quickly eliminating weakened targets.
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Essence Reaver
Attacks casting an ability, your next attack deals bonus damage
+50 Attack Damage
+25% Critical Rate
+20 Ability Haste
Spellblade: Using an ability causes your next attack within 10s to deal bonus physical damage equal to 135% base AD plus 0–80 (increased by 0.8 per 1% Critical Rate) and restore 50% of this damage as Mana. (1.5s Cooldown)
3000
Essence Reaver TIPS: This item combines Attack Damage, Critical Strike Chance, and Ability Haste, creating strong synergy between abilities and basic attacks. Using an ability empowers your next attack with bonus physical damage that becomes more effective in Critical Strike builds, while part of the damage dealt restores Mana. An excellent choice for AD champions who constantly weave abilities and basic attacks together and need reliable Mana sustain.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+35 Attack Damage
+30% Armor Penetration
+25% Critical Rate
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3000
Mortal Reminder TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Infinity Edge
Increases Critical Strike Damage
+75 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 230% damage instead of 200%.
3400
Infinity Edge TIPS: This item significantly increases Attack Damage and Critical Strike Chance while also increasing the damage dealt by Critical Strikes. An excellent choice for marksmen and other AD champions focused on Critical Strike builds, especially in the later stages of the game when a high Critical Strike Chance allows you to make the most of its damage amplification.
Black Cleaver
Physical Damage reduces Armor
+400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 5 times for 30% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage. When moving toward enemy champions with 5 Sunder stacks, gain 40 Move Speed. Ranged champions gain halved values.
3000
Black Cleaver TIPS: This item is perfect for champions who deal physical damage and need to fight tanky opponents. The "Sunder" effect reduces the enemy’s armor when dealing physical damage, making it effective at shredding through tanks with high resistance. The movement speed bonus, activated when dealing physical damage, helps maintain mobility on the battlefield. It's a great choice for fighters and junglers who can quickly apply multiple stacks of the item’s passive, reducing the enemy's armor and increasing the overall damage dealt.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+35 Attack Damage
+30% Armor Penetration
+25% Critical Rate
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3000
Mortal Reminder TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Dominik’s Regards
Armor Pen and bonus damage
+35 Attack Damage
+35% Armor Penetration
+25% Critical Rate
Giant Slayer: Deal bonus damage based on the enemy champion's bonus Health, up to 12% bonus damage when the enemy champion has 1.200 bonus Health.
3300
Dominik’s Regards TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with durable enemies. Your damage is further increased against champions with large amounts of bonus Health. An excellent choice for marksmen and other AD champions against tanks and fighters who stack Armor and Health.
Dominik’s Regards — This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with durable enemies. Your damage is further increased against champions with large amounts of bonus Health. An excellent choice for marksmen and other AD champions against tanks and fighters who stack Armor and Health.
Infinity Edge
Increases Critical Strike Damage
+75 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 230% damage instead of 200%.
3400
Infinity Edge TIPS: This item significantly increases Attack Damage and Critical Strike Chance while also increasing the damage dealt by Critical Strikes. An excellent choice for marksmen and other AD champions focused on Critical Strike builds, especially in the later stages of the game when a high Critical Strike Chance allows you to make the most of its damage amplification.
Bloodthirster
Gain Lifesteal and convert excess healing into a shield
+75 Attack Damage
+15% Lifesteal
Ichorshield: Convert excess healing from your Lifesteal to a shield that absorbs up to 165–345 damage.
3200
Bloodthirster TIPS: This item significantly increases physical damage and Lifesteal, providing strong health recovery from attacks. Excess healing from Lifesteal is converted into a protective shield, allowing you to build additional protection before entering a fight. An excellent choice for marksmen and other AD champions who need high damage, sustained combat power, and extra survivability.
Bloodthirster — This item significantly increases physical damage and Lifesteal, providing strong health recovery from attacks. Excess healing from Lifesteal is converted into a protective shield, allowing you to build additional protection before entering a fight. An excellent choice for marksmen and other AD champions who need high damage, sustained combat power, and extra survivability.
Black Cleaver
Physical Damage reduces Armor
+400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 5 times for 30% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage. When moving toward enemy champions with 5 Sunder stacks, gain 40 Move Speed. Ranged champions gain halved values.
3000
Black Cleaver TIPS: This item is perfect for champions who deal physical damage and need to fight tanky opponents. The "Sunder" effect reduces the enemy’s armor when dealing physical damage, making it effective at shredding through tanks with high resistance. The movement speed bonus, activated when dealing physical damage, helps maintain mobility on the battlefield. It's a great choice for fighters and junglers who can quickly apply multiple stacks of the item’s passive, reducing the enemy's armor and increasing the overall damage dealt.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Maw of Malmortius — This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Black Cleaver
Physical Damage reduces Armor
+400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 5 times for 30% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage. When moving toward enemy champions with 5 Sunder stacks, gain 40 Move Speed. Ranged champions gain halved values.
3000
Black Cleaver TIPS: This item is perfect for champions who deal physical damage and need to fight tanky opponents. The "Sunder" effect reduces the enemy’s armor when dealing physical damage, making it effective at shredding through tanks with high resistance. The movement speed bonus, activated when dealing physical damage, helps maintain mobility on the battlefield. It's a great choice for fighters and junglers who can quickly apply multiple stacks of the item’s passive, reducing the enemy's armor and increasing the overall damage dealt.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+12 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)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Edge of Night — This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Black Cleaver
Physical Damage reduces Armor
+400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 5 times for 30% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage. When moving toward enemy champions with 5 Sunder stacks, gain 40 Move Speed. Ranged champions gain halved values.
3000
Black Cleaver TIPS: This item is perfect for champions who deal physical damage and need to fight tanky opponents. The "Sunder" effect reduces the enemy’s armor when dealing physical damage, making it effective at shredding through tanks with high resistance. The movement speed bonus, activated when dealing physical damage, helps maintain mobility on the battlefield. It's a great choice for fighters and junglers who can quickly apply multiple stacks of the item’s passive, reducing the enemy's armor and increasing the overall damage dealt.
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
Serpent's Fang TIPS: This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.
Serpent's Fang — This item is perfect for assassins and champions who face enemies with a lot of shields. It provides bonuses to attack damage and ability haste, along with increased armor penetration, making it effective against well-protected enemies. The "Shield Reaver" effect allows you to reduce the effectiveness of shields gained by enemy champions, depending on your bonus attack damage, helping to quickly break through shields. This item is especially useful against champions who rely on shields for defense, such as Lux, Braum, and others.
Black Cleaver
Physical Damage reduces Armor
+400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 5 times for 30% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage. When moving toward enemy champions with 5 Sunder stacks, gain 40 Move Speed. Ranged champions gain halved values.
3000
Black Cleaver TIPS: This item is perfect for champions who deal physical damage and need to fight tanky opponents. The "Sunder" effect reduces the enemy’s armor when dealing physical damage, making it effective at shredding through tanks with high resistance. The movement speed bonus, activated when dealing physical damage, helps maintain mobility on the battlefield. It's a great choice for fighters and junglers who can quickly apply multiple stacks of the item’s passive, reducing the enemy's armor and increasing the overall damage dealt.
Guardian Angel
Revives at death
+45 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 100% Mana after 4 seconds of stasis. (180s Cooldown)
3200
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Guardian Angel — This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Black Cleaver
Physical Damage reduces Armor
+400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 5 times for 30% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage. When moving toward enemy champions with 5 Sunder stacks, gain 40 Move Speed. Ranged champions gain halved values.
3000
Black Cleaver TIPS: This item is perfect for champions who deal physical damage and need to fight tanky opponents. The "Sunder" effect reduces the enemy’s armor when dealing physical damage, making it effective at shredding through tanks with high resistance. The movement speed bonus, activated when dealing physical damage, helps maintain mobility on the battlefield. It's a great choice for fighters and junglers who can quickly apply multiple stacks of the item’s passive, reducing the enemy's armor and increasing the overall damage dealt.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+12% Lifesteal
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Mercurial Scimitar — This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Black Cleaver
Physical Damage reduces Armor
+400 Max Health
+40 Attack Damage
+20 Ability Haste
Sunder: Dealing physical damage to a champion reduces their Armor by 6% for 6 seconds, stacking 5 times for 30% reduction.
Rage: Gain 20 Movement Speed when you deal physical damage. When moving toward enemy champions with 5 Sunder stacks, gain 40 Move Speed. Ranged champions gain halved values.
3000
Black Cleaver TIPS: This item is perfect for champions who deal physical damage and need to fight tanky opponents. The "Sunder" effect reduces the enemy’s armor when dealing physical damage, making it effective at shredding through tanks with high resistance. The movement speed bonus, activated when dealing physical damage, helps maintain mobility on the battlefield. It's a great choice for fighters and junglers who can quickly apply multiple stacks of the item’s passive, reducing the enemy's armor and increasing the overall damage dealt.
Immortal Shieldbow
Gain a shield when Health is low
+55 Attack Damage
+25% Critical Rate
Lifeline: Damage that puts you under 35% Health grants a shield for 3s. The shield absorbs 350–650 damage for melee champions and 300–550 damage for ranged champions. (70s cooldown)
3000
Immortal Shieldbow TIPS: This item combines high Attack Damage and Critical Strike Chance with additional protection in dangerous situations. When your Health drops to a critical level, it automatically grants a shield that helps you survive incoming damage and continue fighting. An excellent choice for marksmen and other AD champions who need extra protection against burst damage without sacrificing significant offensive power.
Immortal Shieldbow — This item combines high Attack Damage and Critical Strike Chance with additional protection in dangerous situations. When your Health drops to a critical level, it automatically grants a shield that helps you survive incoming damage and continue fighting. An excellent choice for marksmen and other AD champions who need extra protection against burst damage without sacrificing significant offensive power.
Flash (Teleport a short distance) and
Smite as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Smite
Jungle Expertise:
On cast, Smite deals 600 true damage to minions and monsters and causes your attacks against a monster to deal 30 true damage(
) every second in an area around them for 2 seconds. This damage is increased by 10% bonus Attack Damage
, 12% bonus Ability Power
, 25% bonus Armor
, 25% bonus Magic Resist
, and 4% bonus Health
.
Deals 10% more damage against monsters.
Hunter's Resource:
- Gain Hunter's Resource stacks over time. After clearing a monster camp, 1 stack(s) are consumed for 40 bonus gold.
- Restore 5–35 Health
every second (
) when attacking monsters. Health restored is based on your missing Health.
- When Smite is equipped, take only 50% damage from non-epic monsters.
Upgraded Smite:
- After consuming 8 and 20 stacks, Smite upgrades, increasing its damage to 1,000 and 1,400 respectively.
- When Smite is fully upgraded, gain Movement Speed while in the jungle or river: 10% Movement Speed out of combat, and 5% Movement Speed in combat.
- Upgraded Smite can be cast on champions to deal 40 true damage damage and steal 25% of their Movement Speed for 2 seconds.
Gains one charge every 45 seconds, up to a max of 2.
Cooldown: 45s
Fleet Footwork (Moving, attacking and casting builds Energy stacks. At maximum stacks, your next attack heals and grants increased Movement Speed.) as your keystone, followed by
Brutal (Attacks deal bonus damage to enemy champions.),
Coup de Grace (Increases damage dealt to enemy champions with low Health.) and
Legend: Alacrity (Gains Attack Speed.) in the primary tree, as well as
Overgrowth (Gains bonus scalable max Health.) in the secondary tree. Below you can see possible options for replacing runes.
Fleet Footwork
Mobility, Heal
Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack gains Attack Speed, heals you, grants bonus
Movement Speed. If the attack is again st a champion, it also restores Mana or Energy.
Bonus Attack Speed: 40%
Health Restore: 15-110 (
) + 15% bonus
+ 10%
.
Bonus Movement Speed: 20% for 1s.
When attacking a champion, restore 8% missing mana
or 8% missing energy
.
When attacking minions or monsters, heals for 35% (Melee champions) or 15% (Ranged champions) of the original heal amount.
Brutal
Attacks deal on-hit damage
Attacks deal (5 + 6% bonus
+ 3%
) bonus adaptive damage to enemy champions.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Legend: Alacrity
Increase bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 18% Attack Speed.
Overgrowth
Increase max Health
For every 3 enemy minions or 3 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.
Fleet Footwork
Mobility, Heal
Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack gains Attack Speed, heals you, grants bonus
Movement Speed. If the attack is again st a champion, it also restores Mana or Energy.
Bonus Attack Speed: 40%
Health Restore: 15-110 (
) + 15% bonus
+ 10%
.
Bonus Movement Speed: 20% for 1s.
When attacking a champion, restore 8% missing mana
or 8% missing energy
.
When attacking minions or monsters, heals for 35% (Melee champions) or 15% (Ranged champions) of the original heal amount.
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: 3-5 bonus
or 5-8
for 6s.
Fully stacked bonus: Melee - 9%, Ranged - 5% bonus Omnivamp
.
Conqueror — The rune is perfect for champions who frequently engage in combat and use both auto-attacks and abilities, such as Riven or Aurelion Sol. Each time you deal damage to an enemy, the rune gains stacks, increasing your adaptive force. When fully stacked, you gain bonus omnivamp, allowing you to restore health based on the damage you deal. This makes the rune an excellent choice for champions who actively participate in fights and need both damage and sustain.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
Overgrowth
Increase max Health
For every 3 enemy minions or 3 monster(s) killed nearby, permanently gain 3 max Health. Max Health can be increased indefinitely this way. Gain an additional 3% max Health upon reaching 30 stacks.
Sudden Impact
Triggers when in stealth or dashing
Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Sudden Impact — The rune that activates after using dashes, teleports, leaps, or exiting stealth deals bonus true damage to the enemy. This mechanic enhances aggressive play by allowing fast movement across the map and delivering powerful strikes. At higher levels, it provides additional damage and movement speed bonuses, increasing mobility and effectiveness in fights. This makes it a great choice for champions who rely on mobility and want to enhance their attacks after quick movements or stealth.
(Q) END OF THE LINE
10/9/8/7s
65/70/75/80
Fires a powder round that deals 70 physical damage (70/90/110/130 + 80% bonus
) and then detonates after 1.5s to deal an additional 80 physical damage (80/130/180/230 + 110/130/140/170% bonus
).
Detonates in 0.25s if the round hits terrain.
Deals 110% damage against monsters.
(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%
) and are slowed by 50% for 0.5 seconds.
(E) QUICKDRAW
13s
40
Dashes in a direction, reloading one shell and granting True Grit for 4 seconds. True Grit grants 13/18/23/28 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.
(R) COLLATERAL DAMAGE
75/60/45s
100
Fires and explosive shell that deals 300 physical damage (300/450/600 + 150% bonus
) 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
) in a cone.
Enemies damaged by the shell's initial impact do not take damage from the explosive cone.
We have prepared lists of champions that can really annoy you during a match with the game on the Jungle GRAVES. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Jungle GRAVES in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
Block: Reduces damage from champion attacks by 10%.
1200
Plated Steelcaps TIPS: These boots provide reliable protection against champions who rely heavily on basic attacks. They increase your Health and Armor, while the passive further reduces damage taken from enemy champion attacks. An excellent choice against marksmen, AD fighters, and other auto-attack-focused champions.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
+4% Movement Speed
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
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
Reduces enemy Attack Speed
+80 Armor
+400 Max Mana
+20 Ability Haste
Winter's Caress: Reduce the Attack Speed of enemy champions within 650 units of you by 25%.
2550
Frozen Heart TIPS: This item combines a large amount of Armor, additional Mana, and Ability Haste, providing strong protection against physical damage. Nearby enemy champions have their Attack Speed reduced, making it especially effective against marksmen and other opponents who rely heavily on frequent basic attacks. An excellent choice for tanks and fighters against attack-focused team compositions.
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
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
Magic damage reduces enemy healing
+35 Ability Power
Cursed Wounds: Dealing magic damage to enemy champions applies 40% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
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
Armor Penetration (%) and reduced enemy healing
+35 Attack Damage
+30% Armor Penetration
+25% Critical Rate
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3000
Mortal Reminder TIPS: This item combines Attack Damage, percentage Armor Penetration, and Critical Strike Chance, allowing you to effectively deal with armored enemies. Dealing physical damage to enemy champions applies Grievous Wounds, reducing the effectiveness of their healing and health regeneration. An excellent choice against teams with high Armor, healing, and regeneration.
Chempunk Chainsword
Reduces enemy healing
+400 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
Chempunk Chainsword TIPS: This item is perfect for champions who face enemies with high sustain, such as Dr. Mundo, Soraka, and Yuumi, who have significant healing abilities. The "Punishment" effect applies Grievous Wounds, reducing the effectiveness of healing and regeneration by 50%, making this item effective against champions who rely on healing. It’s also useful against champions who rely on lifesteal, such as Aatrox, Darius, and Fiora, as it helps reduce the effectiveness of their healing.
Morellonomicon
Magic damage reduces enemy healing
+300 Max Health
+75 Ability Power
+15 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.
2650
Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+12 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)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
+20% Tenacity
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 5 seconds (70s Cooldown).
Sterak's Fury: Triggering Lifeline increases size and grants 30% Tenacity for 8 seconds.
3200
Sterak's Gage TIPS: This item combines a large amount of Health, crowd control resistance, and additional Attack Damage based on the champion's base Attack Damage. When your Health drops to a critical level, it grants a powerful shield that scales with bonus Health and temporarily provides even more Tenacity. An excellent choice for fighters and other AD champions who need additional survivability in extended and intense fights.
Locket of the Iron Solari
Team shield
+200 Max Health
+30 Armor
+30 Magic Resistance
+10 Ability Haste
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 250-370 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.
2600
Locket of the Iron Solari TIPS: This item provides powerful team-wide protection during fights. Its active grants a shield to you and nearby allies, helping your team survive burst damage and reducing the impact of enemy engages. It is an excellent choice for tanks and supports who stay close to their teammates and want to maximize their team's survivability in teamfights.
Gargoyle Stoneplate
Shield
+200 Max Health
+45 Armor
+45 Magic Resistance
+10 Ability Haste
Stoneplate (Active): Gain a base shield that absorbs damage equal to 100 plus 90% bonus
and gain size, decayng over 2.5s. (60s Cooldown)
2900
Gargoyle Stoneplate TIPS: This item greatly increases your survivability during teamfights. Its active grants a powerful shield that scales with your bonus Health, allowing you to withstand heavy focus fire and remain on the frontline longer. It is an excellent choice for tanks and bruisers who need to absorb large amounts of damage while protecting their team.
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.
Gromp
Monster
ABOUT
Spawn time: 20 second(s) into game.
Respawn interval: 110 second(s).
REWARDS
Earn XP and gold upon defeating them.
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.
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.
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.
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.
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.
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).
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.
NEW DESTINY
END OF THE LINE
SMOKE SCREEN
QUICKDRAW
COLLATERAL DAMAGE

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%
(
) + 24% (
) 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.

10/9/8/7s
65/70/75/80
Fires a powder round that deals 70 physical damage (70/90/110/130 + 80% bonus
) and then detonates after 1.5s to deal an additional 80 physical damage (80/130/180/230 + 110/130/140/170% bonus
).
Detonates in 0.25s if the round hits terrain.
Deals 110% damage against monsters.

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%
) and are slowed by 50% for 0.5 seconds.

13s
40
Dashes in a direction, reloading one shell and granting True Grit for 4 seconds. True Grit grants 13/18/23/28 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.

75/60/45s
100
Fires and explosive shell that deals 300 physical damage (300/450/600 + 150% bonus
) 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
) in a cone.
Enemies damaged by the shell's initial impact do not take damage from the explosive cone.
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.