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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
New Destiny (PASSIVE)
Graves Passive Ability
Introduction
Pros
|
+ Great Dueling Potential + Strong Burst + Extremely Hard To Kill Late Game + Awesome Sustain + Exceptionally Strong(OP) Mid-Late Game |
Graves' early game sustain and damage is very very strong and comparable to some of the most sustainable "meta" junglers. Your high base numbers and burst can surprise enemy junglers who may try to invade you. In the mid game you'll be able to delete any enemy ADC or Mage who is unfortunate enough to get into range of good ole Destiny. Probably the most important factor in playing any champion is how fun they are. Graves is one of the most enjoyable junglers to play in my experience as his burst is kind of absurd and unexpected even to yourself! |
Cons
|
+ Close Range + Squishy Early Game + Not Very Much Sustained Damage |
With the new "meta" Graves build, which revolves more around being a well rounded bursty bruiser the glaring weaknesses of my old build are to a far less degree than they were. |

// Graves has a Shotgun!
// Graves's shotgun fires rounds of 4 projectile-like buckshot (eight on crit) These do work like skillshots technically and can hit multiple targets (meaning they can technically be blocked by minions). After two shots Graves reloads for a short time where he cannot fire again. This is the reason why I find Graves to be a better jungler than ADC or laner. The fact that your auto attacks can be blocked by minions combined with your short range means he has a difficult time dishing out good harass in lane and means he can get bullied pretty hard. Also, the knockback from his passive gives him great jungle sustain as it brings kiting to a whole new level (ALSO HIS PASSIVE IS A DISPLACEMENT ABILITY SO IT REDUCES SCUTTLE'S ARMOR :D)

// A mid range skillshot
// Graves fires a missile in a line and after 1 second of reaching it's final destination detonates in a T-shape from where it was originally fired dealing damage on the way back (detonates instantly if it strikes a wall/tower) This is your bread and butter when playing Graves. It contributes greatly to his bursting potential as it deals full damage when hitting against a wall. ALWAYS (and I mean always) try to hit your Q against a wall when fighting because it assures that you´ll deal full damage to them because it is near impossible to dodge the second part/b

// A mid range skillshot that creates a smoke screen
// Graves fires a canister that deals magic damage upon landing, slows, and reduces vision of everyone within. this ability is great when fighting immobile casters/siegers (New Kog'maw, Xer'ath) as they can't see you even when being attacked

// A short range gap closer and escape
// This dash, unlike that of other ADC's is rather complicated in that when you dash it reloads one shell from his shotgun as well as giving him his old passive True Grit which raises his defensive stats when he dashes. This ability is great for in dueling as at max rank you'll be getting 30 EXTRA ARMOR AND MAGIC RESIST. Use this when closing the distance in teamfights and ganks or for getting over walls when caught out by the enemy team

// Long range skillshot for massive damage
// If Grave's Q is his bread and butter than his ultimate is his knife. This is a great addition to your burst and is great for finishing low health enemies at range. You'll be using

We max ![]() ![]() ![]() ![]() ![]() |
Runes




Greater Quintessence of Attack Damage: These help greatly with your early clear and give you some extra damage when dueling early on.
Greater Mark of Attack Damage : These, much like your Quintessences help you do more damage to monsters and champions in the early game. You may exchange these for Greater Mark of Armor Penetration for more damage in the mid to late game.
Greater Glyph of Magic Resist: These are fairly standard on ADC´s as it negates a lot of early game magic damage you might receive from AP Casters. You can swap these for
Greater Glyph of Scaling Magic Resist if you want to have more MR late game
Greater Seal of Armor: These make you take less damage early game from monsters and negate lots of damage from enemy auto attacks.
Items
Item Sequence

Skirmisher's Sabre - Warrior
2625

Death's Dance
3300

Phantom Dancer
2650

Sterak's Gage
3200

Mercury's Treads
1250

Maw of Malmortius
3100
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I always go defensive boots on graves as you'll not need ![]() ![]() ![]() ![]() |
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"Why not ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() ![]() ![]() 2379 HP(with Maw and Sterak's shield that's 3582 effective HP) 210 Drmor (with Quick draw fully stacked) 190 Magic Resistance (with Quick draw fully stacked) 255 Attack Damage. 713.7 hp steraks 490 hp maw 15% life steal(+ 10% from maw) Now that seems almost unfair that you can be allowed to have that much damage yet still have 3500 effective Health as well as 190 magic resist and 210 armor. That's because it is kind of unfair. xD |
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