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Choose Champion Build:
-
Classic
-
Oldschool
Recommended Items
Spells:
Flash
Heal
Items
Ability Order
New Destiny (PASSIVE)
Graves Passive Ability


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General |
Pre-Game |
In-Game |
Advanced Tactics |
Introduction Pros & Cons Conclusion |
Runes Masteries Summoner Spells |
Abilities Itemization Matchups |
Gameplay Strategies Teamfights |
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![]() Hello Summoner and welcome to my third guide here on Mobafire! This guide has come a long way and it's time for me to show you the new Graves. If you have any more questions after reading through, ask away in the discussion segment! Allow me to introduce myself:My name is Anthony AKA Foxy Riven AKA Foxy. I'm a Platinum rated player on the EUW server. I main the ADC role but I'm known for my love for ![]() ![]() ![]() About Graves:![]() ![]() ![]() Now, let's get to it! ![]()
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Q U I N T E S S E N C E S
M A R K S
S E A L S
G L Y P H S
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![]() ![]() BUILDFOX RSTART: . RRUSH: RPICK ONE: . ROFFENSE . RDEFENSE: ![]() RUNES![]() MASTERIES![]() SUMMONERS![]() MATCHUPSRCOUNTERS: REVEN: RFAVORABLE: RSYNERGY: ![]() ![]() |

AS OF PATCH 5.24, 12/18/0 IS THE WAY TO GO WITH

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FEROCITY![]() Although Graves is unique, we'll follow the standard marksman setup. ![]() ![]() ![]() ![]() ![]() ![]() |

CUNNING![]() As Graves is quite tanky already, we go for Cunning to spend our remaining mastery points. ![]() ![]() ![]() ![]() |
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Summoner Spells Choices

- All other summoner spells are inferior to this combo.

Leveling up

OK
Skill Priority
FOX
OKFOX
OK
OK
Skilling Order
FOX
FOX
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
0 | Q | E | Q | W | Q | R | Q | E | Q | E | R | E | E | W | W | R | W | W |
With







Take a point in


Abilities explanation

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Graves is a unique marksman because he's the only one making use of the shotgun principle. After shooting two shotgun shells, Graves has to reload. This takes a significant amount of time so we have to keep it in mind all game long. With attack speed, the reload time can be reduced slightly while the amount of time between two shells is reduced drastically. One shell actually shoots 4 pellets, with a range of 425, which is really, really low. The amount of Pellets is increased to 8 when critically striking (10 with [Infinity Edge]). Each Pellet stops at the first target it hits (which means that Graves can miss the target he's aiming for). Standing point blank at a target will expend all pellets on this target, increasing damage significantly. |
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K
Your "Bread & Butter" skill. Use it to harass, farm creeps and kill stuff altogether. You shoot a big round in a straight line, dealing damage on the way through to everyone in it's path. After 2 seconds, or upon impact with a wall, terrain or structures, the round detonates horizontally and vertically, dealing physical damage to all enemies in a wide area and in a reverse wave along the powder trail. |
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K
This is your utility skill. It visually impairs the enemy and slows enemies on ipact briefly. Do NOT forget to use it, having no vision in this game is devastating and confuses the enemy. |
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FOXY
An amazing skill to have. For starters it repositions your champion, you gain armor and magic resist, you can slide over small walls and it reloads one shotgun round instantly. The cooldown is lowered by 0,5 seconds as well for every pellet that hits a non-minion target (this includes turrets, inhibitors, the nexus and champions). Spam it in teamfights to reposition yourself,increase your armor & magic resist and reload another shell at the same time. With as short a range as Graves has, this is a must-have ability. |
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FOXY
Your ultimate skill and a very effective one. It deals massive damage to everyone in a straight line. The damage explodes at the first target hit or at the end of the ability in a reverse cone for even more damage (although damage is reduced slightly in this particular part). You'll be knocked back when using it as well. So use it either as an execution, or to flee from enemies. |
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Graves Combo

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There's one combo that is the fastest and dishes out most damage in the shortest amount of time. You can use it to kill opponents and monster camps.
Basic attack -
End of the Line - basic attack -
Quickdraw - basic attack
- You have three auto attacks instead of two
- Using
End of the Line between your first and second shell resets your basic attack
- Using
Quickdraw reloads one extra shell and resets your basic attack
- Standing point blank amplifies your combo significantly
Ideally you can shoot

Against enemy champions from a distance:
Engage with
Smoke Screen, auto attack, slide in with
Quickdraw - auto attack -
End of the Line - basic attack - Use
Collateral Damage as an execution if necessary.
This way you confuse the opponents by reducing their sight, which makes fighting him a whole lot easier. If you fail to execute the enemy with

.

Full build example

Starting Items

This is a pretty straightforward ADC start. ![]() We take the ![]() |

Items to Rush

BASIC
![]() OK |
If you're behind, you can go double![]() OK If you're doing good/alright, we rush ![]() OK Next we buy our Nikes to kite more easily and to move more freely. Dodging skillshots will be a lot easier now when your ![]() |

Attack Speed & Critical Chance

My build path contains an attack speed and critical chance item as your second major purchase. Some people go straight to




POSSIBILITIES: |
PROS |
CONS |
EXPLANATION | |||
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+ Bonus dmg + + 5% MS + Strong early/mid | - Not lategame |
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+ Nice stats + Reduces dmg + Strong late |
- Costly - No extra dmg |
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+ + 8% MS + Extra range + Bonus dmg |
- Low crit - 1 target |
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Life Steal

Against Assassins![]() ![]() ![]() | ||
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In Your Time of Need![]() ![]() | |
Against Tanks![]() ![]() ![]() ![]() ![]() |

Armor Penetration

Only one option when you need to build against armor, and you should get it as your third item if an enemy champion with high amounts of armor is being a threat to you. ![]() ![]() ![]() |

Defensive Items

A R M O R |
When you're facing a full AD team, which happens sometimes, there is only one item I like best. ![]() ![]() |

M I X O |
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M A G I C R E S I S T |
![]() ![]() ![]() ![]() | ||
Mkay | |||
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Mkay | |||
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Boots

![]() OK ![]() ![]() ![]() OK ![]() |

Enchantments

![]() OK OK ![]() ![]() OK OK ![]() ![]() |
OK

Trinkets & Trinket Upgrades

Trinkets | |
---|---|
This will be your starting totem in all of your games. It offers a safer laning phase and early vision control. Do not take any of the other trinkets. | |
This one gains importance after the laning phase. A long ranged 1HP ward which is used to facecheck bushes and prevent nasty deaths, or follow opponents that run into bushes. Get it as soon as possible (level 9). You can throw it down every 59 seconds which is pretty damn nice. | |
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A great item for supports and junglers which can be upgraded out of the ![]() ![]() ![]() ![]() ![]() ![]() |

Table of Contents | |||||
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Easy
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Medium
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Hard
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Good
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Medium
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Bad
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Dealing with enemy ADC’s

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Difficulty |
FOX |
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Easy
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Easy
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Easy
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Easy
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The main reason ![]() ![]() ![]() ![]() |
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Easy
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Medium
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The reason ![]() ![]() ![]() ![]() |
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Medium
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You’re one of the few who can handle ![]() ![]() ![]() ![]() ![]() |
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Medium
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The ![]() ![]() ![]() ![]() |
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Medium
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Medium
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Medium
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You rarely see ![]() ![]() ![]() ![]() ![]() ![]() |
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Medium
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Your job is to stop ![]() ![]() |
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Medium
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Hard
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Hard
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Hard
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Hard
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Support synergy

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Synergy |
FOX |
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Good
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KILL LANE![]() ![]() ![]() ![]() |
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Good
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KILL LANE![]() |
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Good
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KILL LANE![]() ![]() |
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Good
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POKE LANE![]() |
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Good
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KILL LANE![]() |
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Good
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COUNTERENGAGE![]() ![]() ![]() ![]() ![]() |
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Good
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ALL ROUND![]() ![]() |
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Good
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SUSTAIN / KILL LANE![]() ![]() ![]() |
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Good
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KILL LANE![]() ![]() |
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Medium
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KILL LANE![]() |
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Medium
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POKE /KILL LANE![]() ![]() ![]() ![]() |
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Medium
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ALL ROUND![]() ![]() |
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Medium
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KILL LANE![]() ![]() |
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Medium
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SUSTAIN/POKE LANE![]() ![]() |
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Medium
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POKE LANE![]() |
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Medium
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POKE/KILL LANE![]() |
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Medium
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SUSTAIN/POKE LANE![]() ![]() |
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Medium
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SUSTAIN LANE![]() ![]() ![]() ![]() |
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Medium
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POKE/ KILL LANE![]() |
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Bad
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POKE/SUSTAIN LANE![]() ![]() |
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Bad
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POKE/UTILITY LANE![]() ![]() ![]() ![]() ![]() ![]() |
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Bad
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POKE LANE![]() ![]() |
FOXY
SPACE .

Early Game

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When going to your lane, you should be really fast. On the purple side you have to go defend the blue buff, on blue side you have to go defend the red buff (by standing in the tribrush). You can try to take first blood in this brush together with your jungler, midlaner and support, but if nobody walked into your trap at 1:25, go shoot your load on good ol' ![]() Upon reaching the lane, push as fast as possible, using ![]() ![]() If somehow the enemies hit lvl 2 before you, just back off out of range and let the wave push. I cannot stress enough the importance of getting every single last hit on the minions. You want to get ahead ASAP, or at least try to stay even in a tough lane. . . . . |

Mid Game

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After the first tier turrets have been destroyed, you should keep farming. If the enemies turret is still standing and yours is down, destroy it ASAP to even out the gold. If the middle turret is still standing, go there and try to take it as soon as you destroyed the bottom lane one. You can never stop farming as an ADC and as a late game menace, you should have the most farm on your team at all times. If you want to know whether you're doing good, try to aim for 80 cs every 10 minutes. Mid game is where skirmishes begin and fights start over Dragon. Make sure it's warded 24/7 because you don't want the enemies to take it unseen. Even if they take it and you have vision of it, you can time dragon (spawns after 6 minutes) and be ready for the next one. This is a good time to swap your ![]() ![]() You can read more below at the "Strategies" chapter, which elaborates on mid-game tactics. |
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X

Late Game

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You should almost be full build. If you're not, go farm in an empty lane but make sure you put your trinket in a safe spot. Keep an eye on the minimap and an escape route planned out ahead to make sure you can farm safe without throwing anything away. Don't forget to swap your trinket when you have all of your items. ![]() Make sure Baron Nashor is warded 24/7 now and try to take it when their jungler shows himself at the other side of the map. Keep on pressuring the map now. If you can pick someone off on his own, punish that mistake by taking objectives. If you are splitpushing and the enemy decides to go for Baron Nashor, then try to think for yourself whether you can take the inhibitor while they're working down Nashor. Tell your team to poke them down, but to avoid engaging at all cost. I would rather get an inhibitor down at this stage than to get the baron buff at a high cost. In teamfights, either assassins or tanks will try to get to you. So stay back and watch which abilities are being used. You need protection. If your team fails to provide that, point it out. You're a carry, but you need help carrying. If your team engages ridiculously well, (Imagine ![]() ![]() ![]() ![]() |
FOXY
.

Laning Phase

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Laning phase is arguably the most important part of the game. This is where you will either get a lead, go even or get behind your opponent. All you have to do is focus on farming, not getting harassed/caught and wait for initiations of either your support or jungler. Be sure to ward the river and one of the brushes in bottom lane itself when their support is camping it. The key to winning is daring. For one, you need to dish out as many scratch hits as possible, without losing any CS. If the enemy comes close for a lasthit, hit him with an auto - Q - auto. Always stand in the opposite drection of their support, to avoid a counterattack. Another trick is to ping an all-in whenever their support is warding. If the other adc is too cautious, zone him away from minions and only lasthit while standing in front of the entire wave. Laning phase ends when one of the bottom lane turrets has been destroyed and the laners start rotating to the middle lane. |
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Choices:
.
PROS |
| |
CONS |
| | …. |
Turrethugging
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+ Safe + Easy gank |
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- Lose CS - Lose XP |
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Because you either lose trades, just want to farm safely or get pressured by the enemy jungler. It's not a situation you want to be in, but sometimes you have no choice when you're being poked down. |
| | | | …. |
+ Zone enemy + Get all xp/cs + Safe |
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- Lose HP |
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When you're ahead or win trades. You make sure enemy minions do NOT get hit by your turret. How? By tanking the minion damage when they're pushing, and by last hitting at the very last moment. |
| | | | …. |
+ CS lead + XP lead + Free poke |
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- Easily ganked |
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When you're ahead/stronger. You make the enemy lose CS due to his turret. Unless he can lasthit really well you’ll gain an advantage. Prevent ganks by warding the jungle routes with this strategy. They won't be able to outtrade you because of the extra DPS of your caster minions. |
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Splitpushing

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This strategy is for when you are behind (and your team sucks) in particular. Graves can deal massive damage to turrets, taking them down pretty fast. All you have to do is keep going bottom lane and push the wave when the enemy minions hit your side of the map. Keep pushing until you can start destroying an enemy turret. You really need good ward coverage to do this though. Fall back when the enemy disappeared from the map to hunt you down. I mainly start splitpushing if everyone starts dancing around the mid turret, and nothing really interesting happens. This is a waste of time and you could be taking objectives. You might think of this as playing too much solo, but trust me when I say that you have to carry yourself in soloqueue. This means that you'll leave your team 4v5 at your turret. They might be mad if you do this, but they'll stop trashtalking when you took 2 turrets and an inhibitor while only 2 of your teammates died. It's very important that your team tries to stop the enemies when they figured out what you're doing. This is referred to as "Stop the Ports". Ideally, you don't want to be in this situation as your teamfighting potential is too high. . |
Tips:
- Have good ward coverage
- Communicate with your team
- Ignore trashtalk
- Help your team on the right moments
.

.
Sieging

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Sieging means pushing down turrets while poking the enemy down. It's the easiest when you already have an advantage and the enemy is too scared to fight you head on. The best way to do this is gradually pushing the lanes until 2 of them have reached their respective turrets. You should always siege when you won a big teamfight. Don't recall when you're low, there's nothing to be scared of as long as they're dead. Killing Baron Nashor after you just destroyed a turret and an inhibitor is always a great plus, but be careful, as the enemy might have spawned already and knows what you're up to.
.
. This siege requires two pushed lanes. One man goes top or bottom lane and the others push the middle lane. You disengage when there's 5 man defending mid, and go back in when they try to scare off the solopusher. If they split up evenly, you have to try to poke them down while you're working the turret. |
THE 1-3-1 SIEGE. One man top, three man mid and one man bot. Works really well when there's two teleports. If not, you cannot engage or get caught midlane. So ward coverage and retreating is mandatory. You should rotate in between waves when doing this. If they engage with at least two people on any of the other lanes, dive them midlane if possible. |
THE 5 - MAN SIEGE![]() . A 5 - man Slam Dunk on a turret. If the enemy is caught off-guard you can even get two turrets for free. Do this when lanes are pushed and you see two enemies on the other side(s) of the map, or when you just killed a few enemies. . . . |
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Positioning

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The hardest to learn, yet one of the most important skills to have when playing as an Attack Damage Carry. The whole point of playing ADC is putting out tons of damage, without being hit in return. Being in a good spot for this is super-important. There's three ways of positioning. .
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THE GOLDEN RULE:
REALLY IMPORTANT!!!!!
ATTACK THE CLOSEST HIGH PRIORITY TARGET WITHOUT PUTTING YOURSELF IN GRAVE DANGER
.

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Kiting

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Another super-important skill which is really helpful when playing ADC, is kiting. It makes you look really pro as well. The trick is to walk in between each attack, every single time. As soon as you dealt damage, start walking, this way you do not only cancel the animation, but you can chase the enemy much faster as well. When you're being attacked, shoot, walk away, shoot, walk away and so on. Eventually you will have drained their health bar and you can start chasing the hunter. Attack moving is really helpful for that. You find a video here! If you did not yet develop this technique, go into a custom game and practice it ASAP. Practicing with a friend is not only much more fun, but offers more realistic situations as well. |
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SPACE SPACE |

Comments, improvements, and just nice conversations are always welcome in the discussion segment.
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IF YOU LIKE THIS GUIDE, FEEL FREE TO UPVOTE!
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