Grakk — Patch 1.63 Verdict
[Liquipedia RPL: C | Web: A | Web: A | Web: B | Web: A] Pro play (RPL 2026): 1 picks, 100.0% WR, 0.3% pick/ban rate. Note: pro meta may differ from ranked. Ranked A on zathong.com. Ranked A on metatierlist.com. Ranked B on pillarofgaming.com. Ranked A on commonsensegamer.com.
Grakk — Tank Guide
Key Insights
- Blood Ritual procs reactively when hit past the 10% threshold and can cycle again after 2s, plus fires a posthumous explosion 3s after Grakk dies.
- Devil's Chain passive stacks up to 2,500 bonus max HP across 20 kill/assist procs, so counting your stacks mid-game directly changes which fights you can afford.
- Chain follows the cursor at cast, not a lock-on, so lead dashing targets or you will whiff into nothing.
- Earthquake has two slow zones: 30% on the outer ring, doubled on enemies directly adjacent to Grakk, cast it AFTER closing distance from a Chain pull, not before.
- World Devourer locks Grakk in place during the channel, blocking Chain use, so always sequence Chain first, then R on top of the hooked target, then Q.
Strengths
Devil's Chain yanks a carry out of the backline instantly.
Devil's Chain stacks give up to 2,500 bonus max HP over the game.
Blood Ritual punishes divers who miscalculate the trade.
World Devourer's shield keeps him alive long enough for follow-up.
Weaknesses
- Missed
Devil's Chain wastes the entire rotation; no fallback CC. - Zero mobility outside Flicker; easy to kite with ranged poke.
- Magic-only damage; Gaia's or Rhea's independently shuts him down.
World Devourer roots him in place; mobile targets just dash out.
Matchups
Abilities
PBlood Ritual
When taking damage exceeding 10% of current HP in a single hit, triggers an explosion (CD 2s) dealing magic damage. After Grakk dies, he explodes after 3s dealing magic damage.
1Earthquake
Grakk stomps the ground, summoning wandering spirits to cleanse enemies. Deals magic damage and reduces enemy movement speed by 30% for 2s. Enemies near him take double damage and double movement speed reduction.
2Devil's Chain
Grakk swings a chain hook at an enemy and pulls them in front of him. Deals magic damage. Passive: Each time Grakk kills or assists with this ability, his maximum HP increases by 125 (stacks up to 20 times).
RWorld Devourer
After casting a skill, Grakk creates a Void hole that damages all enemies in the area, dealing magic damage and granting him a shield during the skill.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · | |
| · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · | |
| · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Standard Hook Combo
The core execution: Chain pulls the target in, Earthquake applies the doubled inner slow before they can reposition, and World Devourer drops on top of them for damage and your shield. Use this on any isolated backline target during a skirmish.
Flicker Hook
Flicker over a wall or into the backline first to close the angle, then immediately Chain so the pull direction brings them toward your team rather than away. This is how you hook enemies who are positioning behind their own frontline.
Passive Death Bomb
When you're low and about to die, Flicker or walk deep into the enemy cluster, Chain the highest-value target, drop R for the shield to delay death, Q for the inner slow, then let Blood Ritual's posthumous explosion land on as many enemies as possible. This is a deliberate sacrifice play, not a mistake.
Expert Video Guide
ROV GRAKK! อดีตแกร๊กเม็ดส้มสอนมา ดึงแม่นขึ้นเยอะ ฟิกเกอร์ฮุคคือเรื่องปรกติ โครตเท่! — บอมคนป่า
Gameplan
Grakk's first meaningful spike is at level four, when all three active skills are online and a Chain-Earthquake-R combo becomes executable. Ring of Terror is the item breakpoint that makes his magic damage on passive procs and Earthquake actually threatening rather than tickle damage. His mid-game peak comes after completing The Aegis; stacked max HP from an active laning phase plus the Aegis shield means he eats dives comfortably. Late game he fades slightly, because enemy tanks stack Gaia's and cut into his magic threat. Force teamfights in the 12 to 18 minute window before resistance items become common.
Early Game
Levels 1–6- →Prioritize getting Devil's Chain stacks early by participating in any level-two skirmish in the side lanes; even an assist counts, so follow your jungler's first clear path and be present for invades.
- →Respect your Chain cooldown: in the first three minutes, you only have one hook, so save it for a guaranteed setup on a pushed-up laner rather than burning it on a dodge-happy target.
- →Buy Gilded Greaves as your first item to offset Grakk's mobility deficit. The movement speed lets you close enough distance to use the inner Earthquake zone reliably on ganks.
Mid Game
Post Broken Spear- →Rotate to Dragon and Dark Slayer setups. Your job is to Chain the enemy roamer or jungler away from the objective fight, not necessarily kill them; just displace them out of smite range.
- →Watch your stack count constantly: at 10+ Chain stacks your HP pool is large enough to frontline aggressively. Below 5 stacks, play angles rather than straight engages.
- →After completing Ring of Terror and The Aegis, look for picks on the enemy carry when they step too far forward in a lane push. A Chain from brush into your waiting mid laner is a free kill.
Late Game
Teamfight phase- →In 5v5 teamfights, your sole priority is Chaining the enemy carry or mage. Do not waste the hook on a tank even if they're closer; displacement value scales with how squishy the target is.
- →Position at the edge of your team's formation so you have a clean hook angle without walking through the enemy frontline to reach the backline target.
- →If a teamfight is going south and you're about to die, Flicker into the enemy cluster and let Blood Ritual's posthumous explosion do its work. A well-timed death in the middle of three enemies can swing a close fight.
Pro Tips
- →Track your Devil's Chain stacks during the game. Knowing you're at 14 versus 6 changes which fights you should be starting versus which you should be peeling in.
- →Blood Ritual's posthumous explosion has a three-second delay, so when you die in a teamfight, ping your team to keep fighting for those three seconds rather than retreating. That explosion often secures a kill that would otherwise escape.
- →When using the Flicker Hook combo, aim the Flicker slightly past the target rather than straight at them. Landing behind them means your Chain pull direction drags them toward your team instead of along the wall.
- →World Devourer's shield is best used as burst mitigation, not as an engage opener. Cast it the moment you see an enemy's burst animation start (e.g., Natalya's ult channel), not pre-emptively before the fight, so the shield absorbs real incoming damage instead of expiring on nothing.
Grakk is a specialist's roamer. You lock him in when the lobby gives you exactly what you need and you have the Chain mechanics to cash in on it. His ceiling is genuinely high: a perfectly timed hook into a Nakroth or Lauriel follow-up is as clean a pick setup as any roamer in the game. The single most important thing to master is hook leading, aiming not at the target but at where they'll be, because every other element of his kit only matters after the Chain lands. If you're a Diamond-plus roam player tired of competing for priority on Baldum or Arum, Grakk is a high-value, low-pick-rate answer that opponents will not respect until it's too late.
Grakk — Frequently Asked Questions
Is Grakk good in the current ROV patch?+
B tier this patch, viable but not dominant. The 100% win rate on Thai server sounds impressive until you see the 0.4% pick rate; only specialists are playing him, and that inflates the number. In the right hands and the right draft he absolutely delivers. As a blind pick, he's a liability.
What is the best build for Grakk?+
Core path is Gilded Greaves into Ring of Terror into The Aegis, covering mobility, magic-damage threat, and frontline durability in that order. Gaia's Standard and Mail of Pain round out the physical and magic resistance. Blade of Eternity is the insurance policy, and it synergizes nastily with Blood Ritual's posthumous explosion. Dying, reviving, then exploding again is a real outcome.
How do you counter Grakk?+
Pick a roamer with their own hook or grab. Riktor and Baldum both out-duel him in a direct roam match-up and deny him the Chain stack farm that makes him scale. At the item level, Gaia's Standard is the single best individual counter purchase; it cleanses his magic-damage burst and gives carries enough time to escape or fight back after the pull combo.
Is Grakk hard to play / good for beginners?+
Rated Medium difficulty, and that's honest. The hook mechanic requires real aim practice, specifically learning to lead mobile targets, and the Chain-Earthquake-R sequence is tight enough that panic-casting in the wrong order produces almost no impact. Beginners will get the broad strokes quickly but will plateau until they internalize hook leads and passive positioning. That takes actual reps.



