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Granger Build, Counter & Emblem Guide for Mobile Legends

Patch 2.2.16a · RankedUpdated · Aug 15, 2026
Granger - Death Chanter, Mobile Legends Marksman hero

“Death Chanter”

42.97%

Win RateWin Rate change over the last 39 days +1.5

1.39%

Pick RatePick Rate change over the last 39 days +0.2

1.63%

Ban Rate

Tier DMarksmanGold LaneEasy

Curated Build

Gold Lane Burst

See all
Marksman icon

Emblem

Marksman Emblem

Flicker

Spell

Flicker

  • Rupture
  • Weapon Master
  • Quantum Charge

LANING COMBOS

Step 1
Step 2
Step 3

In the laning phase, use Granger's 1st Skill to poke the enemy. When his energy gets low, use his 2nd Skill to replenish it and continue to poke with his 1st Skill.

Granger is the only marksman whose cooldown reduction is also his damage stat. Every 1% of CDR he buys converts into 2 flat Physical Attack through Capriccio, which means his itemization looks nothing like Miya's or Claude's. Lock him when the draft wants a burst ADC, not a crit-scaling one.

At a Glance

Durability
30
Offense
70
Control
10
Difficulty
30
See Granger in full tier list

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Locking Granger, and the drafts that punish you for it

Granger is a burst marksman with a deterministic damage profile. He is not an attack-speed carry and he is not a scaling sustained-DPS like Wanwan or Claude. He works in drafts that meet three conditions: your team has a CC setup that forces the enemy into a chokepoint, the enemy has no Lolita, and the enemy has no multi-dash escape hero who will eat your ultimate for free.

When those conditions are all true you have a teamfight win condition that wins from range. When any one of them fails, you have a D-tier marksman who will be blamed for a loss that started in the draft screen.

Green-light comps: Tigreal + any support, Khufra + Estes, Atlas + Diggie, Johnson + Mathilda. Any initiator who traps 3+ targets in a circle is the ideal frontline for a Rhapsody + Death Sonata combo, because both skills reward stationary targets.

Trap drafts: enemy Ling, enemy Fanny, enemy Wanwan, enemy Lolita, enemy Saber locked into your backline, enemy Minsitthar planting a King's Calling. Ling and Fanny dodge Death Sonata's slow projectile with their mobility skills. Lolita's Guardian's Bulwark absorbs the entire 6-shot Rhapsody volley and the 420 energy you spent to cast it. Saber cancels your rotation mid-animation. Minsitthar's ultimate stops Rondo dead, which removes your only repositioning tool.

Disqualifying test: if the enemy has Lolita or Ling and your team has no way to force them off the backline or out of position, pick a different marksman. Granger is not flexible enough to work around those two.

Capriccio turns CDR into Physical Attack

Granger is a burst damage chassis whose damage scales with cooldown reduction by mechanic, not by accident. Capriccio's 1% CDR to 2 Physical Attack conversion is the entire reason he exists as a hero. It is why every standard marksman item (Corrosion Scythe, Berserker's Fury, Windtalker) is worse for him than the CDR-heavy alternatives, and it is why his power curve is step-shaped rather than smooth.

Rhapsody is not sustained auto-attack DPS disguised as a skill. It is a 6-shot burst volley with the last bullet guaranteed to crit, which means crit chance from items is wasted on the shot that actually needs to crit. Your sixth bullet will always crit without you buying a single piece of crit. Everything a normal marksman pays for in attack speed and crit chance, Granger gets for free, and in exchange he pays for his damage in energy and cooldowns.

Rondo is the energy loop. The dash restores 15% to 25% of gun energy and its own cooldown drops by 0.5 seconds when Rhapsody lands. Used correctly, Rondo lets you re-enter Rhapsody before most heroes have finished peeling off the last volley. Death Sonata is the finisher, gated by cannon energy and tuned to delete squishies at range. None of this interacts with auto-attack DPS. All of it interacts with cooldowns.

That is why his build is built around Endless Battle, Hunter Strike, and eventually War Axe or Queen's Wings for the fourth CDR stack: each 10% CDR adds 20 Physical Attack on top of the stats on the item. Stack four CDR items and you have an invisible Blade of Despair from Capriccio alone.

Laning: the first 8 minutes

  1. Basic attacks clear waves, not Rhapsody. The 2.1.40 nerf removed Rhapsody's bonus damage to minions and creeps, so the skill is no longer a wave-clearing tool. Clear with basics, save Rhapsody for the enemy gold laner or for a creep you need to push your gun energy cap higher. Dumping S1 into a minion wave leaves your gun empty for the next 12 seconds and you lose the trade window if their support rotates.
  2. Cast Rondo mid-Rhapsody, not before or after. If you trigger Rondo during the 6-shot volley, the dash lands while bullets are still firing on the target. The cooldown drops by 0.5s, you refund 15% gun energy, and you exit the rotation with more resources than you entered it with. Rondos cast into empty space as an escape move waste the entire point of the skill.
  3. Your first real all-in window opens at level 4. Before level 4 your Rhapsody is at base rank with a low damage ceiling, and the 2.1.40 early nerf makes pre-4 trades bad for you. At level 4 with S1 rank 2, Rhapsody plus a Flicker gap-closer plus Death Sonata deletes any squishy support or enemy ADC sitting under 60% HP. Call your jungler, burn Flicker to commit, and take the tower off the kill. Trade-poking before level 4 is a losing pattern.

The Endless Battle + Hunter Strike power spike

The window is 9 to 11 minutes with a clean lane, or 11 to 13 with a contested one. The two items cost 2330 + 2010 = 4340 gold, which is the standard second-item completion timing for a gold laner with Retribution jungling boots and average farm.

What changes at this spike is not subtle. Endless Battle contributes 60 Physical Attack, 10% CDR, and the Divine Justice passive: 60% Physical Attack as bonus true damage on your next basic attack within 3 seconds of casting a skill. Every Rhapsody counts as a skill cast, so every basic attack between Rhapsody volleys procs Divine Justice. Hunter Strike contributes another 80 Physical Attack and another 10% CDR. The 20% combined CDR converts through Capriccio into 40 extra Physical Attack on top of the raw stats.

Total effective Physical Attack from two items: 60 + 80 + 40 = 180. That is more than a fully built Blade of Despair contributes to a normal marksman, and you bought it as your first two core items. Rhapsody's total physical attack ratio means that 180 extra Physical Attack translates into roughly 540 extra damage across the 6-shot volley, plus whatever Divine Justice procs stack on the basic attacks between rotations.

Before this spike, Granger is a farming marksman who can trade but not kill. After this spike, Granger one-rotation-deletes any squishy caught out of position. The difference between 9 minutes and 11 minutes is the difference between getting invaded and getting picks.

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Teamfight positioning and target priority

The reflex when you hear "marksman" is to sit at maximum range and chip the tank while your team peels. That reflex loses Granger games. Rhapsody is 6 fixed shots that do not chase, and if you are sitting 2 screens back, the enemy walks out of the volley during bullet 3 and you have burned the rotation on air.

  1. Stand one screen forward of a normal marksman's position. You are not a Moskov who wants maximum auto-attack range. You want to be close enough that Rhapsody's 6 shots land on a target that cannot simply stroll out of line-of-sight. Sit just behind your tank, not behind your support.
  2. Hold Death Sonata for chokepoints, not for openers. Death Sonata has a long cooldown, a 250 energy cost, and a slow + reveal effect that is decisive on a retreating enemy and wasted on a full-HP target in open ground. Save it for enemies crossing a chokepoint, exiting a bush, or trying to escape with low HP. A Death Sonata that finishes a kill is worth three Death Sonatas cast as openers.
  3. Let your tank's CC set your angle. If your Tigreal ults a group, you walk in from the flank, not from directly behind, so Rhapsody shoots through multiple targets in a line. If your Khufra double-bumps, you pre-aim Death Sonata at the second bump spot. Your positioning is determined by where the CC will land, not where enemies currently stand.

If your support is Estes, you can push slightly further up because Moonlight Immersion out-heals poke. If your support is Diggie, stand inside the Time Journey circle and out-attack everything that walks into it. If your support is Mathilda, stay close so she can dash you out when the assassin collapses.

Itemization: three locked, three real conversations

Locked slots: Endless Battle, Hunter Strike, and one pair of boots (Swift Boots for lane stability, or Retribution-upgraded jungling boots if your team takes Gold Lane farm priority). These three come first in every game and the order is not flexible. EB + HS stacks CDR for Capriccio conversion, Divine Justice chains with every Rhapsody cast, and Hunter Strike's Retribution movement speed lets you reposition between rotations.

Item 4 depends on the enemy frontline. Against a heavy tank lineup (Esmeralda, Edith, Hylos) buy Malefic Roar: the Armor Buster passive gives up to 30% Physical Penetration against targets with stacked physdef, and your S1 suddenly stops bouncing off tanks. Against a squishy lineup with no real frontline, buy Blade of Despair: the 160 Physical Attack pushes your burst past the threshold where Mages and Supports die in one Rhapsody rotation, and the Despair passive adds 25% Physical Attack on targets below 50% HP (which is exactly the Death Sonata finisher window).

Item 5 depends on who is jumping you. If the enemy has Saber, Helcurt, or Ling actively threatening dives, build Queen's Wings: Demonize gives 30% damage reduction below 40% HP, the 2-second cooldown reduction on that trigger refunds Rondo when you need it most, and the adaptive attack stat converts through Capriccio. If the enemy has Estes, Angela, Rafaela, or any heal comp, build Sea Halberd for the anti-heal and attack speed. If you are ahead and the game is stable, Immortality is the safe default: the 800 HP and revive shield covers positioning mistakes.

Item 6 is whatever you skipped. If you went BoD at item 4, buy Malefic Roar now. If you went Malefic Roar, buy Blade of Despair now. If you built pure defense through items 4 and 5, buy whichever offensive item your opponents made you miss.

Skip War Axe on Granger. Its Fighting Spirit passive explicitly gives marksmen only 50% of the stacked effect, which means Granger is paying fighter-item gold for half-effect damage. Hunter Strike does the same job better on his kit.

Mistakes that lose Granger games

Building Corrosion Scythe or Berserker's Fury before Hunter Strike. Attack speed and crit chance do not scale Granger's S1 or ult ratios, and his sixth-bullet crit is already guaranteed by Capriccio. Every gold spent on attack speed is gold that should have gone to CDR for the passive conversion. Hunter Strike always comes before attack-speed items on Granger.

Rhapsody-ing into Lolita's shield. Rhapsody is 6 shots, every one of which gets eaten by Guardian's Bulwark, and you consume 420 gun energy in the process. Worse, the shield is also a damage source against you. If Lolita shields, cancel Rhapsody (recast S1 to stop firing) and reposition. Three seconds of patience beats 6 bullets shot into a wall.

Opening with Death Sonata. The cannon costs 250 energy per shot, which is a quarter of your cannon pool. Open with Rhapsody first, let it drop the target below 50% HP so Blade of Despair's Despair passive kicks in, then finish with Death Sonata. Opening with ult on a full-HP target wastes the burst.

Chasing Ling, Fanny, or Wanwan with Death Sonata. Multi-dash heroes will cancel your cannon projectile by the time it resolves. Save the ult for heroes you can actually hit: mages, other marksmen, frontliners whose dash is on cooldown. A missed Death Sonata is 10+ seconds of lost burst.

Forcing fights before the two-item spike. At 10% CDR (Endless Battle only), Capriccio converts only 20 extra Physical Attack, which is not enough to finish rotations before the enemy tank walks up. Fight reactively, not proactively, until Hunter Strike is online. Granger's mid-game is a cliff, not a ramp.

Key tips

Tip

Cast Rondo mid-Rhapsody, not before or after. The dash triggers during the 6-shot volley, the Rhapsody cooldown drops by 0.5 seconds when bullets land, and you exit the rotation with 15% more gun energy than you started with.

Note

Capriccio converts 1% CDR to 2 Physical Attack. At 40% CDR (Endless Battle + Hunter Strike + War Axe or Queen's Wings), you get +80 Physical Attack from passive conversion alone, before any stat totals on the items themselves.

Tip

Hold Death Sonata for cleanup, not for initiation. A Death Sonata that finishes a kill at 30% HP is worth three Death Sonatas cast as openers on full-HP targets. The slow + reveal are wasted on enemies who are not trying to escape.

Note

Blade of Despair's Despair passive (+25% Physical Attack versus targets below 50% HP) activates on the exact threshold Death Sonata is designed to finish. The two items were not designed together, but they combo as if they were.

Tip

Against Lolita, ignore her and delete her allies first. Rhapsody into Guardian's Bulwark wastes 6 bullets and 420 energy for zero damage. Target her marksman or mage from an angle that the shield does not cover, and come back for Lolita once her backline is dead.

Related Heroes

Granger FAQ

Granger is a Marksman hero played in the Gold Lane. Its strongest build centers on Hunter Strike, Endless Battle, Blade of Despair; open the Granger build simulator for the full item order and final stats, or compare every available loadout on the Granger builds page. See every hero that beats it on the Granger counter page.

Granger's strongest build centers on Hunter Strike, Endless Battle and Blade of Despair as core items, paired with the Marksman Emblem and the Flicker battle spell. The full six-item order, flex options for different matchups, and talent setup are in the build section on this page.

The recommended emblem for Granger is Marksman Emblem, set up with the Rupture, Weapon Master and Quantum Charge talents. The full emblem and talent breakdown, including alternatives for specific matchups, is in the build section.

Granger is a Marksman hero, usually played in the Gold Lane. Role and lane decide which builds, emblems, and counters matter most, all of which are covered on this page.

Granger is countered most by Fanny, Hilda and Uranus, the heroes with the biggest measured edge against Granger in ranked play. The full counter list, the heroes Granger beats, and game-phase tips are in the counters section.

Granger is rated Easy difficulty in Mobile Legends. The kit is forgiving, which makes Granger a reliable pick for players still learning the role.

Granger currently holds a 43.0% win rate, a 1.4% pick rate, and a 1.6% ban rate in ranked Mobile Legends, refreshed daily from match data. Win and pick rates broken down by rank, from Epic to Mythical Glory, are in the rank stats section.