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Recommended Items
Runes:
Precision
Domination
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Challenging Smite
Flash
Items
Ability Order
New Destiny (PASSIVE)
Graves Passive Ability
Champion Build Guide
Introduction
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Hi, welcome to my Graves guide. I'm FalleN3 and I've been playing League of Legends since season 2. I mostly play Jungle or Mid Lane on the EUW server. I enjoy playing aggressive champions that enable me to take risks in my games. I stream Monday to Thursdays at 6pm GMT+1 until 9pm GMT+1. I am a pretty chilled and relaxed streamer and try my utmost best to offer a chilled place to hang out and watch some league. |
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Due to his high base damage
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He lacks hard CC so can struggle to gank a lane if your allied champions do not have hard CC and a strong engage.
He is a decent initiator, relatively mobile and also has an escape. Due to his mobility and high damage/ fast clear
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Unfortunately, he doesn't scale well into the late game so it is best to not drag games out unnecessarily and try to end quickly.
I hope you enjoy reading this guide and can perhaps learn a little bit of something from it.
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Runes
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Fleet Footwork: Attacking and moving builds Energy stacks. At 100 stacks, your next attack heals you and grants increased movement speed. When playing ![]() ![]() ![]() |
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Triumph: Takedowns restore 12% of your missing health and grant an additional 20 gold. This rune will offer you some extra survivability. ![]() ![]() ![]() |
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LEGEND: ALACRITY: Gain 3% Attack Speed plus an additional 1.5% for every Legend stack (max 10 stacks). The extra attack speed will help to increase your DPS. However, it could be an option (depending on the game) to take ![]() |
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Coup de Grace:![]() ![]() ![]() |
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Sudden Impact: After exiting stealth or using a dash, blink or teleport, dealing any damage to a champion grants you 7 Lethality and 6 Magic Penetration for 5 seconds. Again, more damage - A solid option for any ![]() ![]() |
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Summoner Spells
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Items
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Abilities
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Put your first point into (E)
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Once you have cleared your first buff, put your next point into (Q)
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![]() Double Barrel: ![]() 12-Gauge: Attacks fire 4 bullets. Units hit take 100% Attack Damage + 33% for additional bulets. Critical strikes increase the number of bullets to 6 and damage dealt per bullet by 40%. Structures take 25% reduced damage from Graves' basic attacks Buckshot: Bullets cannot pass through units which means that sometimes ![]() ![]() |
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![]() ![]() It's a skill shot that fires in a straight line, similar to ![]() |
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![]() ![]() This ability can help you to engage on an enemy champion and can also help you to escape from them. In team-fights it forces enemies to reposition due to the the reduced vision and to be honest the slow effect is pretty annoying for anyone caught in it. It is a strong ability but has a high cooldown even when maxed so be sure to use it wisely. When dueling an enemy be sure to use the vision impairment to you advantage and reposition yourself. ![]() ![]() ![]() |
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![]() ![]() Due to to the stacking armor this is what makes ![]() ![]() |
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![]() ![]() The 'recoil' knockback can be annoying at times but at other times can help to save your life because it can help you to put more distance between yourself and an enemy, particularaly if used in combination with ![]() ![]() ![]() ![]() |
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Jungle Camps / Timers
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It is useful but not necessary to know the spawn timers so that you can remember from muscle memory roughly when the camps are about to respawn.
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Wolves, Raptors Spawn At: 1:30 Respawn Time: 2:00 Gromp, Krugs Spawn At: 1:42 Respawn Time: 2:00 Buffs (Blue Sentinel, Red Brambleback) Spawn At: 1:30 Respawn Time: 5:00 Rift Scuttlers (in river) Spawn At: 3:15 Respawn Time: 2:30 Rift Herald (in Baron pit) • Initial Spawn: 8:00 • Respawn: 6:00 • Despawns At: 19:45 (19:55 if in combat) |
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Dragon (Elementals & Elder) Spawns At: 5:00 Respawn Time: 5:00 Elder Dragon: Spawns 6:00 after one team kills their 4th Elemental Drake Elder Dragon: Respawn 6:00 |
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Baron Nashor Spawns At: 20:00 Respawn Time: 6:00 |
ELEMENTAL DRAGONS
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Cloud Drake: • 10/20/30/40% ultimate CDR, ignoring the CDR cap Cloud Dragon Soul: • Passively gain 10% increased movement speed. • After casting your ultimate, gain an additional 30% movement speed for 3 seconds (30 second cooldown). |
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Infernal Drake: • +5/10/15/20% Attack damage and Ability power Infernal Dragon Soul: • Every 3 seconds, your next attack or damaging spell creates a small AoE explosion, dealing adaptive damage that scales with bonus attack damage, ability power, and bonus health. |
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Mountain Drake: • +8/16/24/32% Armor and Magic resist Mountain Dragon Soul: • After not taking damage for 5 seconds, gain a shield that lasts until destroyed. The shield’s magnitude scales with bonus attack damage, ability power, and bonus health. |
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Ocean Drake: • Restores 5/10/15/20% missing health regen per 5 seconds Ocean Dragon Soul: • Dealing any damage triggers strong health and resource regeneration for 3 seconds. In addition, Damage to minions provides less regeneration. |
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Elder Dragon: • Spawns 6:00 after one team kills their fourth Elemental Drake; 6:00 respawn • Buff duration is 180 seconds; • Each champion that has the buff loses it upon on death • Damaging an enemy at less than 20% health causes them to die in an Elder Immolation after 0.5 seconds (no cooldown). However, you cannot execute enemies through invulnerability effects like ![]() ![]() |
BARON NASHER
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Baron Nashor is the most powerful neutral monster on Summoner's Rift. Killing Baron Nashor grants Hand of Baron to all living teammates for 180 seconds. The buff gives each champion on your team up to 48 attack damage and 80 ability power (scales with game time). Empowered Recall (Recall channel time is reduced to 4 seconds (down from 8), and an aura that greatly increases the power of nearby minions. Respawn Time: 6:00
RIFT HERALD
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Rift Herald is a melee attacker that that is resilient to ranged attacks (She takes 35% reduced damage from ranged basic attacks), but is vulnerable to attacks to the eye on it's back from behind, dealing 12% of it's Maximum Health as bonus true damage.
Once the Eye of the Herald is dropped but not picked by the slaying team, it will disappear after 20 seconds. Once picked up, Eye of the Herald will replace the trinket in your trinket slot. The Eye lasts for 4 Minutes after which time, if not used it will be lost. It also grants Empowered Recall and the ability to summon this monster to push a lane. You can break it (activate it) to summon the
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The summoned Rift Herald will head to the closest lane and start pushing it.
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How to play
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Level 1: I don't take a point in any ability until closer to the first camp spawn time, let's say 1:20 on the clock. With that being said you will want to put your first point into (E) ![]() ![]() |
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Level 2: just after finishing your first camp you will hit level 2. Put your 2nd point into (Q) ![]() ![]() |
Level 3: this is where I first look to gank. Generally I will gank Top or Mid lane, depending on where the champions are in each lane and who I am trying to gank. EG: It is a lot easier to level 3 gank an enemy
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Level 4+ try to concentrate on farming while at the same time capatilize on any opportunity to gank a lane. You should also be looking to keep control of the vision in river by contesting ![]() ![]() |
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Level 6+: is a decent power spike for ![]() ![]() ![]() ![]() ![]() |
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You will want to continue to pressure objectives hard now. At this point in the game, players will begin to roam and group up for ambushes, ganks or to secure an objective ( Towers, Dragon, Rift Herald etc..) Large scale Team-fights and smaller skirmishes will begin to occur. Victory or Loss of these fights at this stage can sway the outcome of the game.
Vision control is a crucial part of mid-game and this can definitely turn games to your advantage or destroy a well earned lead. A well placed ward can help you to get picks on the enemy team. You will want to try to keep wards in key areas on the map and at key objectives, keep farming all the time and try to capitalize every kill into pressure on an objective. Do your best to never get 'caught' alone in your jungle or a lane, particularly by multiple enemies.
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Teamfights are not
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In a teamfight it can be difficult to gain access to a carry. If you have gone the lethality build this should mean that the enemy team has little in the way of tankiness and has multiple squishies. If this is the case you can try to position yourself in a flanking position or somewhere you can easily get access to the carries while your team either engages head on or they soak up the enemy team's engage. You will want to target the high priority carries.
If you have gone with a bruiser build you can have much more of a direct impact on how fights begin and your positioning will not punish you as much due to how tanky you will be. At times players underestimate how much defensive stats
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However, if your team is under serious pressure from the enemy team it's ok to kite and damage the enemy frontline. If you are stacking your
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If your team has won - Assuming you are not dead, now you need to look for objectives to take. How low health are you, do you have life steal? Is it possible to take an enemy tower, inhibitor, dragon, baron, rift herald etc.. ? Are your teammates healthy enough to help on objectives. Perhaps there is nothing to take and you simply need to return to base and reset/buy.
If your team has lost - Assuming you are not dead, back off to safety as quickly as possible and begin to assess what the enemies next move will be. What objectives are they going to look to take, your tower, inhibitor, baron, dragon etc... ? Now you need to either plan a way to try to stop them from taking the objective or recall and reset back to the game at hand.
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It is likely that your teammates will not like when you tax their lane. However, after a successful gank, generally when your wave is pushing into the enemy tower you can take a minion tax. If you spend the time ganking a lane, this means that you are not farming - therefore you need to tax the lane a little to make up for what you lost. Some people, no matter what ELO they are in will simply not understand your reasoning for taxing their lane, so be careful of the rage kids and be mindful of an allied champion that is looking to freeze their lane. If they are trying to freeze their lane and you tax 2-3 minions ... you can put them in an awkward position.
I'm not talking about taking an entire wave here, just a couple of minions.
If you gank a lane and you get the kill: 1 - 2 Minions (Not the Cannon Minion)
If you gank a lane and your teammate gets the kill: 2 - 3 Minions (Not the Cannon Minion)
Try not to tax a losing lane at all and try not to tax bot lane heavily, especially if you get the kill!
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Always kite the jungle camps and try to kite them towards the next camp so that you can save even more time and optimize your clear speed. Be sure to never use your
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Early Gank:
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Early Gank:
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Graves Skins
Conclusion
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I do like to play
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If you can get ahead in the early game and continue to snowball into mid-game
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I hope you have found this guide to have been an interesting read and wish you the very best on summoners rift.
It's not all about winning/losing guys, at least we get to play the game!
Thanks for stopping by,
FalleN3
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Changelog
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