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Recommended Items
Runes:
+10% Attack Speed
+6 Armor
+6 Armor
Spells:
Flash
Smite
Items
Ability Order
New Destiny (PASSIVE)
Graves Passive Ability
Another ADC Item Rework












This guide focuses on


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Pros
+ Easy/Fast/Healthy first clear + Great early/mid game damage + Incredibly powerful burst + Very tanky if a fight drags on + Smokescreen is borderline broken + Easy to pick up and learn |
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Cons
- Short range - Item dependant vs Champs - Animation Cancels aren't easy - Passive takes getting used to - Once in a fight, hard to leave - Falls off late game |
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Maxing R > Q > E > W is the only way you should max your abilities.




TAKE YOUR

Ability Description
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![]() | New Destiny |
12-Gauge: Each of ![]() ![]() ![]() Buckshot: Pellets stop at the first enemy unit or structure they hit, meaning ![]() DOUBLE BARREL: ![]() ![]() |
This passive seems a lot more complicated than it actually is.



Ability Description
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![]() | End of the Line |
![]() Cooldown: 13s/12s/11s/10s/0s Mana Cost: 60/65/70/75/80 After 2 seconds, or after 0.25 upon impacting with a structure or terrain, the round detonates dealing 85 / 115 / 145 / 175 / 205 (+ 40 / 70 / 100 / 130 / 160% bonus AD) physical damage to all enemies in a wide perpendicular area and in a reverse wave along the powder trail. If a unit is hit by both the inital round and the blowback from the detonated round they will take a total of 130 / 175 / 220 / 265 / 310 (+ 140 / 170 / 200 / 230 / 260% bonus AD) physical damage. |
Basic straight line skillshot that deals pretty mediocre damage on the way out, and insane damage on the return for a combined damage total higher than a lot of rank 1 ults (including his own

It's also great for waveclear if you need to hold a lane as minions won't dodge the second half of the ability allowing for low level/low AD back line clear. When jungling just throw it out after your first clear to one shot (nearly) most camps.
You should max this ability FIRST for its damage goes up with levels, and it does insane damage. It helps with your jungle clear, ultless ganks and everything.
Ability Description
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![]() | Smoke Screen |
![]() Cooldown: 26s/24s/22s/20s/18s Mana Cost: 70/75/80/85/90 |
His only utility skill,

Nearsight makes an enemy only be able to see 900 units around their character (which is very small) and everywhere else on the map (warded or have an ally there or not) is placed into the fog of war, even people attacking into the area.
The amount of disruption this skill offers is a game changing basic ability. I would rank it up there with


I always max this ability LAST as it the premier one point wonder. 2s CD and a higher mana cost on a spell where you only use once maybe twice a teamfight anyway, and only once ever in ganks.
Ability Description
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![]() | Quickdraw |
![]() Cooldown: 18s/17s/16s/15s/14s Mana cost: 40 Each pellet reduces ![]() TRUE GRIT: Graves gains 5 / 7.5 / 10 / 12.5 / 15 bonus armour for a maximum of 40 / 60 / 80 / 100 / 120 bonus armour. Attacks/Abilities versus non-minions will refresh the duration of True Grit. |
This is what allows


In the jungle you'll want to try and always keep your true grit stacks up for your first clear. In the "first clear" section of the guide, I cover how to keep your stacks the whole clear.
Always try to get an auto reset off,

With the nerf in 7.7, your biggest weakness is magic damage. I would suggest taking MR per level blues for this exact reason.
I max this ability SECOND. I always start with this skill at level 1 as stated above for the pre level 3 jungle clear, but maxing it second for the CD/Resists. Once you get some CDR+stay in a fight for longer than 5s you'll become really, really tanky.
Ability Description
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![]() | Collateral Damage |
![]() Cooldown: 100s/90s/80s. Mana cost: 100 After hitting a champion or reaching the end of its range the shell explodes, dealing 80% of its original damage in a cone. |

Whilst the knockback is more annoying than helpful in a lot of cases it means you can use it to escape a bad situation when your


I max this ability 6/11/16 (whenever I can) like 95% of other ultimates in the game.

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Whilst ![]() ![]() ![]() ![]() ![]() |
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Offence: Attack Speed +10% |
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Flex: Attack Damage +6 |
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Defense: Health +15-90 |
As























Item Sequence






Another very important thing to note is the incredible synergy these 2 items have with each other. This is because





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The only jungle item ![]() |
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This is an amazing item on ![]() ![]() ![]() |
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This item is perfect for ![]() ![]() ![]() ![]() |
Situational Items

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The default boot of choice. Stacking % damage reduction makes ![]() |
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These are an incredible offensive option. Getting 35% attack speed is huge for ![]() ![]() |
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A very specific build to buy these boots, if you go the full lethality build alongside the ![]() |
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Solid choice vs a lot of magic damage or CC. When you don't need Tabi, you'll probably be buying these. With the nerfs in 7.7, these boots are now even better as the MR can help offset the MR removal from ![]() |
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Even with ![]() ![]() |
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Simple item here, you buy this instead of ![]() ![]() ![]() ![]() ![]() ![]() |
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The best magic resistance item ![]() |
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With the introduction of ![]() ![]() ![]() ![]() |
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This is a great duelist item for ![]() ![]() |
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Sometimes you need a cleanse. Situational item to buy 5th or 6th and you can sit on the ![]() ![]() ![]() ![]() |
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Sometimes you just need to go so hard, you die. This item allows ![]() |
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Probably the most situational buy on this whole item section. With the buff to its AD/Lifesteal and the lowered attackspeed it makes this item no longer total garbage for ![]() ![]() ![]() ![]() ![]() ![]() |

In this section, I'll cover the 3 Lethality items

All the formulas are taken from the lolwiki, it gives a nice and easy to understand chart of the exact flat pen you get based on the targets level.





Lethality Graves will always be a really fun playstyle as totally destroying someone with a combo never gets old. With the rune changes, people lost a lot of defence (Max HP from scaling HP and a lot of champs didn't get just base armour compensation) meaning lethality is stronger. They all got lethality buffs too! With

You'll ALWAYS be buying Ghostblade > Edge/Dusk > Dusk/Edge. Ghostblade rush is the only lethality item to ever rush on Graves. The OOC movement speed makes it amazing in combination with


Edge is a utility lethality item that offers no CDR but costs more and has HP and a spellshield for an active. This is really nice in the mid/late game so you can buy it depending on if you need to survive longer of if you need more map pressure from dusk.
After you get all 3 lethality items + boots + warrior you have 1 item slot left. This means you go something situational. Usually it will be a GA/DD/LDR to survive longer.
Overall, with how much damage





After the scuttle changes your priority has shifted from farming permanently to dueling with over neutral objectives. Usually you'll get a leash from your bot lane, then clear the wolf camp and then go to the top side scuttle crab. As you're


That being said, if you have vision on the enemy jungle you can skip doing a scuttle early and simply invade or push them off their scuttle. There are some champions you cannot do this too (notably



After you take your scuttle I would suggest moving towards your red buff if you started blue on red side, or gromp if you started red on blue side. Slightly confusing I know but below is a picture of the rough clear you'll take colour coded by team. Keeep in mind, as I said before, keep your clears dynamic. You don't need to do the same clear every game and sometimes you'll get invaded level 1 or the enemy will start at one of your buffs. Just keep vision around you and you should be okay to make the correct judgement call.


Probably the most important part of the game for the junglers outside of deep vision and neutral objective control in the mid/late game. After your first full clear, you're level 3 and have full HP with 2 points in Q ready to go. Your first target is almost always going to be the top lane or the mid lane. This is because you usually always end in the topside jungle on both teams. Either the red side raptor camp or the blue side blue buff. If you're on red side make sure to walk below krugs/above the baron pit because the scuttle is most likely taken by the blue side jungler.
If there is no gank opportunities, you should then either do krugs + the camp you didn't do, or simply invade. Most champions have to run away from


It's really hard to put into a guide how to/when to gank and when to counter jungle so the most important thing to get used to is paying attention to the minimap when you're walking around/clearing the jungle. You're

Same with counter-jungle threats. You're


There is also nothing more fun than sitting in a bush, watching some poor

I must emphasise to FARM YOUR JUNGLE. ON RESPAWN IF POSSIBLE.They take 1:40 to respawn. Or 100 seconds a camp. With how fast you clear the jungle with a

Counting did get changed in the pre-season mostly because of the new Legend runes and making jungle CS consistent (you could have a lead of 20 or so CS if you took all raptors and krugs, but have the same xp/gold as someone who only took gromps and wolves). However in the early game it's still possible.
Every camp is worth 4cs so if a jungler ganks a lane with double buffs and 12cs then odds are they took a scuttle ontop of their 2 buffs. Likewise, if they have 12cs but only a single buff then you can very easily contest the buff they didn't take. As soon as the enemy jungle appears on the map you should always have a glance at them and their score/cs to check for buffs/route and plan accordingly.

Midgame is where

More importantly however you'll want to aggressively look for skirmishes that will end with giving you gold/exp and objectives. The best way to do this is to spam ping where you want to go. For example, the enemy Red Buff is spawing in 30s. You spam ping "on my way" to the buff and ping for assistance on your nearest ally. 9 times out of 10, they'll shove and come with you. Then, being

The aim of the midgame is PRESSURE.Your goal is to create map pressure by killing, warding and being aggressive on objective. A good thing to do is take an enemy camp then immediately go to a lane and push it in and get a few hits on the tower. After 2-3 times you'll either have the tower or the enemy team will attempt to collapse. At this point, do the same tactic on a different lane. Repeat until all lanes are unsafe to farm for the enemy.
You should also apply counter-pressure. Letting an enemy team do this to you is a big problem as I'm sure in your games you've noticed one team groups and the other follows suit. With the second usually losing/behind. Try to break that cycle by forcing fights at neutral objectives (Drag/Rift herald/Baron) or by split pushing. You're


Always try to look for kills as it's very important to stay ahead of the enemy team. You're a carry, you need gold and the best way to get gold is to show the enemy team your


This is 5-6 items, bot lane carries become actual champions and the bruisers/tanks no longer hurt much. (Much). It's


At this time, your big objectives are Baron, Inhibitors, Elder Dragon and towers. As a jungler, you'll be paying close attention to your

Your job in late game fights is to deal massive damage but also soak aggro. You want to be the champion who goes in second behind a frontline in order to dive straight into the middle/backline where you'll hold a target in your aggro "taunt" until your other more glass cannon champions can finish off the fight. It's all about outmatching and outlasting here.
Outmatch
Outmatching is basically picking favourable fights. You'll take those 4v5's where you're the 5. You'll prey on the squishy weak ADC who still can't deal with you. You'll bait the support into overextending for wards. You'll outmatch your enemy team. Creating a pick can win games almost single handedly. How many matches have been decided by the loser, not the victor? Be the one to spot the loser and calculate how to best pry that loss out of them.
Outlast
When 2 even teams with solid vision control, or lack of, clash the victor is usually who can stay standing. Being

Don't let this fool you though, as it's your team that needs to outlast as well. Being the last man standing on your team, when 4 of them are alive isn't going to cut it. Take the hook for the bad


I've won countless games simply by being the one in control.


So in summary,









Don't forget to remind your enemies They picked the wrong fight.


Headers: Janitsu. His stuff is a lot nicer than anything I could make artistically.
ATM there is only one person, because this guide is built from the ground up by myself. That being said, edits/changes can always be added to here.

Here is a link to the Patreon.Again I'll link to it and again I'll emphasise it's 500% optional. If you like my stuff and want to help me out, then I would appreciate any amount of money.
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