Predecessor Builds > GRIM.exe > 🏹 GRIM.exe Builds [v19 - Updated 7/3]
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Grim.EXE - Overview
Grim.EXE is currently best built as an on-hit carry. This is due to his kit providing an extremely strong on-hit effect with his E (LT/L2). Grim is an extremely versatile carry in that he is able to both provide incredibly high sustained DPS through his auto attacks but also very strong poke with his Q (LB/L1) and ultimate.
Crest Options
Marksman / All: Grim.EXE is actually great with all the Marksman crests and which one you want is very situational on the match. Go with Liberator if the team has a lot of hard CC (stuns, knockups, etc) that you can't manage with your RMB (RB/R1) alone. I would take this crest always vs a Riktor, Steel, Gideon, or Aurora. Go with Pacifier if you find yourself needing a gap closer in order to finish off kills. Do NOT take Pacifier to use as a defensive option. This crest is great if you are able to snowball by dashing around and finishing off kills. While the on-hit passive itself is quite weak with Grim, the dash and reset is incredibly strong with his kit if used properly and makes it near impossible for anyone to escape you. Go with Eviscerator if you find no need for the other 2 crests. This is the last crest of the Marksman ones that I would take on Grim, and would typicall only run this vs a team with every little escape that is not properly focusing me with CC.
Occult / Typhoon: If you're looking for a balanced offensive and defensive crest, this is still a solid option on Grim. While it is not as effective due to attack speed nerfs, it does empower his E about the same as a marksman crest, while making his Q and ultimate hit harder. It also provides you a very powerful 20 second CD dash if you are hitting your autos.
Core Items
- Storm Breaker: As is with any on-hit carry, you will want to grab Storm Breaker first. This is the bread and butter to all on-hit builds due to Storm Breaker proccing on-hit effects of all other items/passives. This means when Storm Breaker procs on an auto attack, you get a double proc of all your on-hit effects for that auto attack.
- Sky Splitter: There is some contention on whether to build this or Tainted Rounds on Grim early. This item will, however, out perform Tainted Rounds early on, even on Grim. This is because inherently, all carries don't start building physical penetration around item 3-4 which is when Grim would opt to build Tainted Rounds if not as a 2nd item. This essentially means that Sky Splitter performs exactly the same on Grim as any other carry until Demolisher is built. Because we are in early stages of the game, taking this 2nd is going to still be stronger on Grim, and because the item is so strong it will still do a lot of damage when enemies build armor. We will then opt to build Tainted Rounds 4th in place of the usual Demolisher for most on-hit carries. This is because Grim does not gain anything from the armor penetration on Demolisher.
- Kingsbane: As is with all on-hit carries, Kingsbane will be the best 3rd item for Grim, with Tainted Rounds being right behind it. The Ability Haste on Grim is extremely strong because of how powerful his abilities are. This also lets you use your RMB more often to more easily maintain your mana.
Finalizing Build
- Tainted Rounds: Firstly, if you are vs a healing comp, specifically a Phase or Narbash support, build this item second then continue on in the order of the build. If they do not have a heavy healing comp, this is best built 4th. It is not quite as effective early on as Sky Splitter or Kingsbane but is absolutely worth building, especially because Grim does not get full value from Demolisher. This will wrap up our on-hit effects with this build.
- Plasma Blade: With our important passives now out of the way, the rest of the build is focused around raw stats. First, you should take Plasma Blade as it is an incredibly strong stat stick for Grim. The item provides damage to both Grim's autos and abilities, attack speed, and a scaling crit rate that reaches up to 40%, all in a single item. Utilizing this item gives us the crit rate of 2 items for 1, assuming we can hit our autos quickly.
- Dust Devil: The last item and second giant stat stick, we take Dust Devil. This item provides a ridiculous amount of attack speed (48% at full stacks), a good chunk of damage, crit rate, AND a movement speed buff that combined with the slow on his auto attacks in assault mode, make it virtually impossible for anyone to escape.
Situational Items
- Equinox: Fantastic item that provides good stats and also a very strong passive shield. I would try to build this last after Plasma Blade if you can avoid building it earlier, other you may want to build this 4th, and then Tainted into Plasma Blade to round out the build.
- Caustica: This item is VERY situational and I would generally only recommend it in the case that the enemy team has two or more tanks/frontliners that are building a good chunk of Magic Armor. This item does not scale as well with your auto attack damage as other items in this build, but does make your Q and Ultimate quite a lot stronger. But because of the loss in sustained damage, it is generally not great to build this unless it is going to give you a lot of value.
Skill Order
Skill order on Grim is very straight forward and I recommend this order for all matches:
PC: R > Q > RMB > E
Xbox: LB+RB > LB > RB > LT
PS: L1+R1 > L1 > R1 > L2
You may be wondering why you max E (LT/L2) last. This is because putting points into E (LT/L2) actually does not affect the damage at all. It makes each empowered auto attack cost more mana per level and increases the slowing effect by 2.5% per level. The tradeoff per point is very bad, especially at low levels when your mana is limited. It is not entirely troll to simply leave your E (LT/L2) at level 1 for the entirety of the game, even when you are max level. If you are having trouble managing your mana, consider utilizing this strategy.
Tips and Tricks
Grim's RMB (RB/R1) costs 0 mana. Keep this in mind and try not to hang onto it for too long unless you are in danger of being CC'ed or chunked by a hard hitting ability. You should absolutely hold this ability while in potential danger but also balance usage to restore missing mana. Also, this ability is activated on just about everything, so there's ways you can get mana back for free. A few examples is walking into Sparrow's rain of arrows and taking one hit to get your mana back then walking out. Another is walking over a Murdock trap with your shield activated. Walking over Drongo's grenade pool is another one. Grim's non-assault mode autos restore mana, so try to farm with normal autos and save assault mode for when you are fighting other players. Use Grim's Q (LB/L1) to poke, A LOT. This becomes incredible effective around 2 items, but works the entire game. The range on this is really really far and the hitbox is quite generous. Poke your lane opponent down some, walk in and Q (LB/L1) them towards you and start autoing away. If they get away just press R (LB+RB/L1+R1).