
Scorchclaw Pup
450 doubloonsProvides Smite and a jungle companion afore th' first aboard camp.
Jungle · Normal DraftMatchup chartPatch 16.20.1
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
Graves has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, normal Draft · Jungle
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Provides Smite and a jungle companion afore th' first aboard camp.

Builds th' first aboard physical-damage power spike fer ganks and prizes.

Supports movement and trick cycles betwixt camps and lanes.

Adds damage fer longer physical fights after th' first aboard gear.

Adds sustain once th' damage core be established.

Adds a revive fer high-value late fights.

Sail through units, arrr.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Arrr, Wit's End adds magic resistance without giving up attack speed.
Arrr, runes and summoner spells
Fleet supports camp-to-camp hull and kiting fer a ranged clear th' deck. Smite remains reserved fer progression and secure timing.
Smite be part o' Jungle companion progression and prize security. Th' movement or combat spell beside it be th' adjustable slot.
Ghost can fit sustained access; Flash can fit one immediate reposition. Use th' champion's course and intended fights to choose.
Arrr, matchup notes
Fast clears and ranged skirmishing can pressure camps afore grouped fights begin.
Arrr, mid to lateGear completion improves sustained damage, but th' course still depends on support pairing and seaworthy positioning.
Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, Wit's End adds magic resistance without giving up attack speed.
Trick reference
Trick reference Data Dragon 16.20.1
Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
Graves' shotgun has some unique properties. He must reload when he runs out of ammo. Attacks fire 4 bullets, which cannot pass through units. Non-champions struck by multiple bullets are knocked back.
Graves fires an explosive shell that detonates after 1 second, or after colliding with terrain.
Wait fer reload (s) 13/11.25/9.5/7.75/6 · Cost 80 · Charted reach (units) 925Graves fires a smoke canister at the target area creating a cloud of smoke that reduces sight range. Enemies caught in the initial impact are dealt magic damage and have their Move Speed reduced briefly.
Wait fer reload (s) 26/24/22/20/18 · Cost 70/75/80/85/90 · Charted reach (units) 950Graves dashes forward gaining an Armor and Magic Resist boost for several seconds. If Graves dashes towards an enemy champion, gain two stacks of True Grit instead. Hitting enemies with basic attacks lowers the cooldown of this skill and refreshes the resistance boost.
Wait fer reload (s) 16/15/14/13/12 · Cost 40 · Charted reach (units) 425Graves fires an explosive shell dealing heavy damage to the first champion it hits. After hitting a champion or reaching the end of its range, the shell explodes dealing damage in a cone.
Wait fer reload (s) 100/80/60 · Cost 100 · Charted reach (units) 1000Wukong gains stacking armor and max health regeneration while fighting champions and monsters.
Wukong's next attack gains attack range, deals bonus damage, and reduces the target's armor for a few seconds.
Wait fer reload (s) 8/7.5/7/6.5/6 · Cost 20 · Charted reach (units) 250/275/300/325/350Wukong becomes Invisible and dashes in a direction, leaving behind a clone that will attack nearby enemies.
Wait fer reload (s) 22/21/20/19/18 · Cost 60/55/50/45/40 · Charted reach (units) 275Wukong dashes to a targeted enemy and sends out images to attack enemies near his target, dealing damage to each enemy struck.
Wait fer reload (s) 10/9.25/8.5/7.75/7 · Cost 30/35/40/45/50 · Charted reach (units) 650Wukong's extends his staff and spins it around repeatedly, gaining Move Speed. Enemies struck take damage and are knocked up.
Wait fer reload (s) 130/110/90 · Cost 100 · Charted reach (units) 315Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Take efficient camps betwixt plays so a lead does nay disappear into repeated awaiting.
Use course priority afore invading or starting an prize, and leave when nigh th' ship lanes cannae move.
Enter through controlled vision and keep a course out; a taking th' victory Jungler still loses a shutdown when isolated.
Track opposing camps and course states instead o' forcing th' first aboard visible target.
Trade sides o' th' sea chart when contesting would require weaker lanes to move first aboard.
Save fit fer th' captain's eye control fer th' foe who threatens yer carries or prize access.
Course through known territory and lend a hand lanes only when th' foe be genuinely vulnerable.
Cross-sea chart rather than arriving late to a lost prize, then restore defensive vision wit' an ally.
Play 'round th' strongest teammate and make th' foe commit into yer control.
Pings, movement and prizes
Link each clear th' deck to th' next aboard informed decision. Pings should tell lanes where ye be pathing and whether th' crew be contesting or trading an prize.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
Decide which camps lead toward th' prize and ping th' nigh th' ship lanes afore they spend th' wave or recall timing.
Confirm which nigh th' ship lanes can move first aboard. Do nay convert an isolated prize marker into a forced fight.
Move wit' a teammate, sweep one entrance and keep Smite available afore committing damage to th' prize.
Call whether th' crew be finishing, fighting or leaving. Mixed decisions be more booty perilous than either clear th' deck choice.
Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.
Arrr, keep preparing
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.