How to play Graves — Wild Rift guide, combos & tips
Graves, the Outlaw, is a burst-damage Fighter most often played in the Jungle in Wild Rift, built around a sawed-off shotgun instead of a normal auto-attack: every basic attack sprays 4 buckshot pellets (6 on a critical strike) from a 2-round magazine, so his damage comes in short, punishing bursts followed by an exposed reload. He backs that burst with the armor stacks from Quickdraw's True Grit buff, making him one of the strongest 1-on-1 duelists and camp-clearers in the early-to-mid game.
Strengths
- Devastating point-blank burst: a full 2-shot magazine can land up to 12 pellets on one target, and stacking that with Q's initial hit and delayed detonation deletes squishies who get caught at close range.
- True Grit from Quickdraw (E) stacks armor with every dash and every hit on a non-minion, so he trades and duels far tankier than a typical burst fighter.
- Smoke Screen (W) is a genuinely flexible tool: it damages and slows on the initial impact, then blinds vision inside the cloud for either an engage or an escape.
- Excellent camp clearer and early skirmisher, since Q's bonus damage to monsters and the passive's multi-pellet burst let him clear jungle camps and win most 1v1s well before the late game.
Weaknesses
- Only 2 shots before a forced reload leaves a real damage-empty window; sharp opponents wait him out and punish the reload instead of trading into his magazine.
- Short effective range compared to true marksmen means most of his damage requires melee-adjacent positioning, which exposes him to burst damage and hard crowd control.
- No hard crowd control of his own beyond a brief slow and a knockback on non-champions, so he struggles to lock down a target alone without help.
- Brings little utility to teammates (no shields, heals, or peel), so a game can be lost if his personal dueling advantage gets neutralized by a strong frontline or CC-heavy comp.
Combos
- Q into E: land End of the Line for the initial hit, then dash in with Quickdraw right as it's about to detonate, so the delayed blast lands while you're already unloading your magazine at melee range.
- Smoke pick: throw Smoke Screen on or just behind the target to slow and blind them, dash through your own cloud with Quickdraw, empty both shots, then chase down anyone who survives with Collateral Damage.
- Full all-in: Quickdraw in for the gap-close and True Grit stacks, fire both shots immediately for the pellet burst, then finish a fleeing low-health target with Collateral Damage at range.
- Kite-out: after firing Collateral Damage, let its own recoil push you backward to create distance while you walk off cooldowns and reload for the next exchange.
Skill order: Q > E > W (take R, Collateral Damage, whenever it's available)
Early game
Path with Q to speed up jungle clears and lane trades alike, since the initial hit plus delayed detonation adds real damage and the bonus versus monsters chews through camps fast. Look for all-in windows the moment Quickdraw is up: the dash closes distance, grants True Grit stacks, and refunds its own cooldown for every pellet that lands on the target. Because your magazine only holds 2 shots, fight in short, decisive bursts rather than extended stand-and-fight duels, and pull back the instant you're empty instead of trading auto-for-auto while reloading.
Mid & late game — teamfighting
From the mid game on, Graves plays as a flanking skirmisher rather than a frontline brawler, using Smoke Screen to blind key targets or block vision at a chokepoint before he commits to a fight. Circle around the frontline and burst an isolated squishy with a full 2-shot magazine plus Q, using Quickdraw's dash both to enter the fight and to reposition safely once your ammo is spent. Save Collateral Damage to finish targets trying to disengage at range, since the shell's own recoil doubles as a getaway tool if the fight turns against you.
Pro tips
- Track your own ammo count mid-fight. Two shots and a forced reload mean every engagement has a rhythm: burst, then disengage or juke until you're loaded again.
- Dash toward an enemy champion with Quickdraw rather than just repositioning when you can, since it grants 2 stacks of True Grit instead of 1, which matters a lot in a real duel.
- Angle Q and R through minions, camps, or terrain when possible: they detonate the instant they hit something solid, and Q's bonus damage to monsters speeds up both wave clear and jungle duels.