Arrr, VRC.LOL

Jungle · Normal DraftMatchup chartPatch 16.20.1

Graves vs Wukong

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

GravesVSWukong

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseJungle

Pick two champions from th' list.

Arrr, role fit

JungleGraves

Graves has an established clear th' deck and sea chart course that can function without course income while contesting camps and prizes.

Arrr, primary role
Review patch be unknownRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Jungle

Arrr, marksman jungle

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, primary role
S
Draft / Ranked opening · separate from gear 1

Scorchclaw Pup

450 doubloons

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

1
First aboard gear

Youmuu's Ghostblade

2,800 doubloons

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

2
Boots

Ionian Boots of Lucidity

900 doubloons

Supports movement and trick cycles betwixt camps and lanes.

3
Arrr, core damage

Black Cleaver

3,000 doubloons

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

4
Arrr, late sustain

Bloodthirster

3,400 doubloons

Adds sustain once th' damage core be established.

5
Safe harbour

Guardian Angel

3,200 doubloons

Adds a revive fer high-value late fights.

6
Attack speed and safe harbour

Phantom Dancer

2,650 doubloons

Sail through units, arrr.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, magic damage reaches meArrr, Wit's End adds magic resistance without giving up attack speed.Spy full course

Arrr, best when: Arrr, Wit's End adds magic resistance without giving up attack speed.

  1. First aboard gearYoumuu's Ghostblade
  2. BootsIonian Boots of Lucidity
  3. Arrr, core damageBlack Cleaver
  4. Wit's End
  5. Safe harbourGuardian Angel
  6. Attack speed and safe harbourPhantom Dancer

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, magic damage reaches meArrr, Wit's End adds magic resistance without giving up attack speed.Spy full course

Arrr, best when: Arrr, Wit's End adds magic resistance without giving up attack speed.

  1. First aboard gearYoumuu's Ghostblade
  2. BootsIonian Boots of Lucidity
  3. Arrr, core damageBlack Cleaver
  4. Wit's End
  5. Safe harbourGuardian Angel
  6. Attack speed and safe harbourPhantom Dancer

Arrr, runes and summoner spells

Arrr, runes and summoner spellsGravesJungle

Fleet supports camp-to-camp hull and kiting fer a ranged clear th' deck. Smite remains reserved fer progression and secure timing.

Normal Draft, matey
Arrr, primary tree

Precision

Fleet FootworkTriumphLegend: AlacrityCut Down
Arrr, secondary tree

Domination

Sudden ImpactRelentless Hunter
Arrr, summoner spells
FlashSmite
Arrr, keep Smite

Smite be part o' Jungle companion progression and prize security. Th' movement or combat spell beside it be th' adjustable slot.

Change th' movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use th' champion's course and intended fights to choose.

Arrr, matchup notes

What changes when Wukong is opposite you?

Pre-battle kit comparison
Arrr, strategic interaction

Loadout an early tempo lead

Fast clears and ranged skirmishing can pressure camps afore grouped fights begin.

Arrr, mid to late

Gear completion improves sustained damage, but th' course still depends on support pairing and seaworthy positioning.

Yer course

Use th' course ye prepared

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.

Trick reminders

Graves reminders

  • Arrr, smoke Screen can be used both to escape and to set up a kill.
  • Using Quickdraw to get into range and delivering a point blank Buckshot can do lots o' damage.
Trick reminders

Against Wukong

  • Wukong will often use Decoy after Nimbus Strike. Try delaying yer tricks by a short amount o' time to ensure that ye're hitting th' real Wukong.
  • Arrr, Wukong becomes tougher to kill when surrounded by his enemies. Try to isolate him to gain an advantage.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, magic damage reaches me

Wit's End

Arrr, Wit's End adds magic resistance without giving up attack speed.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1

Graves

  1. P
    New DestinyEnglish

    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.

  2. Q
    End of the LineEnglish

    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) 925
  3. W
    Smoke ScreenEnglish

    Graves 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) 950
  4. E
    QuickdrawEnglish

    Graves 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) 425
  5. R
    Collateral DamageEnglish

    Graves 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) 1000

Wukong

  1. P
    Stone SkinEnglish

    Wukong gains stacking armor and max health regeneration while fighting champions and monsters.

  2. Q
    Crushing BlowEnglish

    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) 250/275/300/325/350
  3. W
    Warrior TricksterEnglish

    Wukong 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) 275
  4. E
    Nimbus StrikeEnglish

    Wukong 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) 650
  5. R
    CycloneEnglish

    Wukong'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) 315

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Keep th' clear th' deck moving and choose high-ship's intelligence plays

1
Pathing

Track opposing camps and course states instead o' forcing th' first aboard visible target.

2
Sea chart play

Trade sides o' th' sea chart when contesting would require weaker lanes to move first aboard.

3
Fights

Save fit fer th' captain's eye control fer th' foe who threatens yer carries or prize access.

Pings, movement and prizes

Graves Jungle sea chart course

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.

Ahead

Arrr, turn tempo into controlled territory

Ping
Use On Me Way afore entering a course, Assist Me afore an prize and Peril when nigh th' ship lanes cannae move to an invade.
Course or gank
Gank when th' course has reach, damage and a seaworthy exit. Do nay wait beside a protected target while camps and th' next aboard prize disappear.
Prize
Establish vision wit' th' nearest taking th' victory course, keep Smite available and avoid chasing astern from th' prize after gaining control.
Even

Pick th' play wit' th' clearest ship's intelligence

Ping
Use On Me Way early enough fer th' course to prepare, Assist Me only when nigh th' ship lanes can move, and Retreat when th' contest has already become late.
Course or gank
Prefer a course wit' crowd control, damaged foes or a favourable wave. A visible foe be nay automatically a usable gank.
Prize
Inspect Mid and Bot priority afore Dragon, or Mid and Top afore Herald. Set a seaworthy entrance afore beginning th' prize.
Behind

Trade th' sea chart instead o' forcing recovery

Ping
Ping Retreat from lost contests, Peril on likely invades and On Me Way when covering a vulnerable course or remaining camp.
Course or gank
Counter-gank or lend a hand only when crewmates can survive until arrival. Repeated low-chance ganks deepen th' camp and level deficit.
Prize
If entry be unsafe, trade fer camps, a wave, vision or th' opposite prize. Keep Smite and crowd control fer a contest th' crew can actually reach.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Afore th' course

    Decide which camps lead toward th' prize and ping th' nigh th' ship lanes afore they spend th' wave or recall timing.

  2. 2
    Inspect priority

    Confirm which nigh th' ship lanes can move first aboard. Do nay convert an isolated prize marker into a forced fight.

  3. 3
    Arrr, control entry

    Move wit' a teammate, sweep one entrance and keep Smite available afore committing damage to th' prize.

  4. 4
    Arrr, finish or turn

    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

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options