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MarksmanGold

Granger

Burst · Finisher

“A mysterious demon hunter that operates outside the conventions of the Church of Light. Always seen with a violin case in hand, he hunts down demons with his two soul-devouring weapons.”

Win rate
43.0%
Pick rate
13.8%
Ban rate
1.5%

Pick & ban rate = share of matches that pick / ban Granger. Official ranked data · All Ranks · 7 days · Updated Oct 8, 2026

Durability30
Offense70
Control10
Difficulty40

Skills

Granger's abilities from official data

  1. P

    Capriccio

    PassiveDamageBuff

    Granger's unique Demon Hunting Gun and Cannon are powered by Demonic Energy. Both his weapons start with 800 max Energy. His Gun restores 8% Energy per second while his Cannon restores 2% Energy per second. Killing a Minion / Creep permanently increases their max Energy by 6 / 6, and instantly restores their Energy by 5% / 5%, respectively. Each kill or assist on an enemy hero permanently increases both weapons' max Energy by 12 and instantly restores 10% Energy. Every 1% Cooldown Reduction converts to 2 Physical Attack. Demonic Energy costs are not affected by Energy Cost Reduction.

  2. 1

    Rhapsody

    Skill 1Burst

    CD: 0.3

    Granger rapidly fires 6 shot(s) with his Gun, with each shot dealing 60 (+45% Total Physical Attack) Physical Damage and consuming 70 Gun Energy. The last shot is guaranteed to Crit. While firing, Granger's Movement Speed is increased by 10%. Granger stops firing when he runs out of Energy, or when the skill is cast again. Rhapsody has no cooldown and can be cast once his Gun Energy is over 420.

  3. 2

    Rondo

    Skill 2MobilityBuff

    CD: 12

    Granger uses his Demon Hunter agility to dash in the target direction, instantly restoring 15% Energy for his Gun. Rondo can be cast while channeling Rhapsody. Each time Rhapsody hits an enemy, Rondo's Cooldown is reduced by 0.5s.

  4. 3

    Death Sonata

    Skill 3BurstSlow

    CD: 0.6 Energy Cost: 250

    Granger fires his Cannon in the target direction, dealing 150 (+110% Total Physical Attack) Physical Damage to the first enemy hero hit and other targets in the blast radius. Targets hit will be briefly slowed. Granger can roll in the Joystick's direction after each shot. Death Sonata can be cast while firing Rhapsody. Death Sonata has a brief cooldown and consumes 250 of Granger's Cannon Energy per shot.

Granger counters

Pick these when the enemy has Granger

  1. 1
    Fanny
    AssassinJungle
    +3.4
  2. 2
    Hilda
    FighterTankRoamEXP
    +3.1
  3. 3
    Uranus
    TankEXP
    +2.2
  4. 4
    Cici
    FighterEXP
    +1.8
  5. 5
    Esmeralda
    TankMageEXP
    +1.8
  6. 6
    Jawhead
    FighterRoamEXP
    +1.6
  7. 7
    Kalea
    SupportFighterRoam
    +1.4

Numbers = the win-rate difference (% points) when the two heroes face each other. Example +3.4: Fanny wins 3.4 points more often against Granger. From All Ranks, last 7 days.

Granger is strong against

Granger has the edge over these heroes

  1. 1
    Karina
    AssassinJungle
    +4.7
  2. 2
    Beatrix
    MarksmanGold
    +2.5
  3. 3
    Ixia
    MarksmanGold
    +2.3
  4. 4
    Diggie
    SupportRoam
    +1.9
  5. 5
    Natan
    MarksmanGold
    +1.9
  6. 6
    Julian
    AssassinFighterJungle
    +1.6

Numbers = the win-rate difference (% points) when the two heroes face each other. Example +4.7: Granger wins 4.7 points more often against Karina. From All Ranks, last 7 days.

Granger combos

Heroes that work well on Granger's team

  1. 1
    Baxia
    TankJungle
    +8.8
  2. 2
    Floryn
    SupportRoam
    +4.2
  3. 3
    Popol and Kupa
    MarksmanJungleGold
    +3.9
  4. 4
    Valentina
    MageMid
    +2.4
  5. 5
    Yve
    MageMid
    +2.3
  6. 6
    Fredrinn
    FighterTankJungle
    +2

Numbers = the change in win rate (% points) when both heroes are on the same team. Example +8.8: Granger wins 8.8 points more often on a team with Baxia. From All Ranks, last 7 days.

Granger build guide

Situational Marksman items: check the enemy lineup first, then buy

Battle spell · Gold

Flicker: Escape ganks or reach a target; the most flexible spell.

Inspire: A burst of attack speed for towers and team fights.

Emblem
Marksman · Weakness Finder: Basic attacks slow enemies, making them easier to kite and chase.
  • The enemy has 2+ heroes with heals or shields

    Cuts the enemy's healing and shields.

  • The enemy has tanks or stacks physical defense

    Physical penetration and damage based on the target's HP.

  • The enemy has physical assassins (Ling, Hayabusa, etc.)

    Active: brief immunity to physical damage.

  • You keep dying in late team fights

    Revive after dying.