How to win the jungle race as Graves against Diana · Matchup data reviewed on patch 26.15
Read from Graves's seat: the race windows this plan plays for against Diana.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Graves Dominant | End of the Line plus knockback autos shred melees holding a buff pit. There is no version of this Diana wins right now — Crescent Strike poke is real, but hold the all-in until their combo completes, and that folds at the first buff. Show on their side of the river and take a camp and a chunk of their health bar. |
| Level 2 Skirmish | Graves Dominant | Quickdraw (E) True Grit armor stacking lets you out-trade in tight jungle lanes. Later in the game this bites, because a landed Crescent Strike into the dash-shield combo trades very hard at three. But with one camp still up on both sides none of it is online, so take the level-2 skirmish and tax every camp Diana concedes. |
| Level 3 Route | Graves Dominant | Smoke Screen's blind caps a kit that wins almost every close-quarters exchange, while the Q-dash-W full combo comes online. Only one of those wins at the opening scuttle, so press it: take the level-3 river fight, then leave with the first scuttle and the gank window behind it. |
| Levels 4-5 Macro | Graves Favoured — Take Duels | Through levels 4-5 you remain the stronger duelist — keep taking short, decisive trades vs Diana, but only with the HP and cooldown lead. |
| Level 6 Breakpoint | Respect Diana's R | Moonfall's vacuum pull plus the dash-reset combo one-rotations squishier junglers, which is the whole problem: the Q-dash-Moonfall rotation deletes you from full health if the orb lands. Everything keys off Crescent Strike — sidestep the orb and the combo stalls, and spend Collateral Damage to equalize rather than to open. |
| First Item Spike | Youmuu's / Umbral Glaive Spike | Completing your core lethality component grants a devastating physical damage and armor penetration spike that completely destabilizes their defensive stat builds. Your camp clearing mechanics become completely automated, letting you wipe whole sides in seconds before invading deep into their jungle tracks. Diana's first item turns the Q-dash-Moonfall rotation from a chunk into a kill on anything without an escape. |
| 2+ Items Scaling | Respect Diana Late — End Early | Diana out-stats you from two items on — stop taking straight 1v1s, close through objectives and picks, and keep the game on a clock. |
Start your clear at the Red Buff camp — Quickdraw (E) refreshes its own cooldown and resistance boost on a hit, which keeps your armor/MR up through the first two camps — then continue down toward the scuttle crab. Diana clears fast with Moonsilver Blade resets and Pale Cascade shields, and she leaves camps at close to full health.
Ranked by the race windows in Graves's plans — the jungle race carries no win-rate sample.
The full Graves vs Diana report continues with scuttle & dragon rules, invade windows and safety boundaries, the top-side objective fight, macro rotations and the win condition — plus the live enemy-jungle tracker that shows their start, clear and gank timers in game.
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Graves's race plan controls 5 of the 7 windows — Graves holds the tempo advantage in this jungle matchup.
Not exactly — Graves's race plan controls 5 of the 7 windows, so Diana is playing catch-up and has to lean on the map.
Graves takes Fleet Footwork on the Precision tree with Triumph, Legend: Alacrity and Coup de Grace, and Domination secondary (Sudden Impact and Treasure Hunter) vs Diana.
Start Mosstomper Seedling + Health Potion and back for Serrated Dirk / Cloak of Agility — keep full-clearing into invades. Build Youmuu's / Umbral Glaive first, then Infinity Edge, with Plated Steelcaps / Berserker's Greaves.
Playing the other side? Diana vs Graves guide →
All Graves jungle matchups →
More Graves jungle matchups: vs Bel'Veth · vs Brand · vs Briar · vs Ekko · vs Elise · vs Evelynn