What? Run him down in his own jungle. Jungletracking and gamesense is very important versus cheesy matchups. Invade his second buff. Twitch can gank level 2 after Red Brambleback, and he can try to cheese pre-minions.
Graves
What XD?
Remember that you can dodge his autoattacks by flashing. His Q is his main damage source early. W him when he has no dash. Always look at his champion info so you can see whether he has Grit stacks or not.
Amumu
Keep invading early in the game to gain a lead in gold and exp while he is desperately trying to get a gank off. Dodge his bind and stay out of melee range when fighting. Counterganking is again a very good strategy to gain a lead. Later in the game he might be a bit annoying in teamfights (especially in lower elos) so dont let him freely do his thing; remember that you are playing Graves!
Brand
Brand jungle? Take Galeforce, try to dodge his Q and stick to him with ease. You shouldn't struggle in this match-up even if his damage his high.
Jarvan IV
Dodge his E+Q combo and you should easily win by kiting him out. He wants to spam ganks so be sure to countergank him if you're on his side of the map. If you're not, then atleast take his camps or an objective. Jarvan IV can gank level 2 after Red Brambleback.
Gragas
Dodging his E (bodyslam) out and kiting is crucial in this matchup; if you do this you will easily win any 1v1 duel. Be careful, he's still quite beefy because of his passive and W and he still deals a lot of AP damage if he builds damage. Get some magic resist.
Rek'Sai
You definitely have the upper hand in this matchup. Her level 3 is probably the scariest so be careful that you don't get knocked up. Kite her out, use your smokescreen well and outsmart him by counterganking or invading while he's busy ganking. Remember that if Rek'Sai cant get ahead early, she will not be very useful later in the game.
Olaf
Olaf players tend to fullclear; If you want to fight him at scuttle try to not get hit by his first axe. Burst him down when he's low; since Olaf gains more attack speed and heals more the lower HP he is. Feel free to try and kill Olaf while he is doing his Gromp if he's on Red side of the map and level 2; if so, ask for a good Red buff leash.
Fiddlesticks
Overtuned and annoying but not impossible to kill. He can't cast his targeted abilities when you throw your smokescreen on him so be patient with it and don't use it to engage. If you ever get caught in his ultimate while he has stopwatch you're most likely dead.
Dr. Mundo
Okay early, unkillable later. You definitely want to invade. Phase Rush will help out with his slows, but going Fleet Footwork is perfectly fine too. Grievous wounds later in the game will help with his healing.
Hecarim
Personally I'm not struggling in this matchup, but you have the upper hand in the early game. You want to invade his jungle if you have priority. You can choose to either affect the early game with Phase Rush or scale better with Fleet Footwork. If you can get a good countergank off as Graves you will probably snowball the game.
Braum
Not a jungler but remember that his shield will be really annoying to verse against. One of the hardest Graves counters.
Vi
Early game you can just kite her out by dodging her Q, but after level 6 she will be a nuisance and dueling her will be near to impossible.
Ivern
Bit annoying. Remember to not get your early buff stolen by him (use proper wards). He will probably never fight you and clears pretty decently too. If he does fight you, remember to dodge his root. You should be prepared to invade him or counter his ganks. Also, don't underestimate Daisy's incredible damage and utility!
Lee Sin
Skillmatchup in which you have the upper hand because you can dodge his Q earlygame. The thing is, since he has so much mobility it will be tough to kill him unless he goes in.
Rengar
Can go both ways honestly, however you should have the upper hand. Steelplated Kneecaps will make it harder for him to oneshot you (if you're ahead or even).
Make good use of your smokescreen; usually you want to use it on top of yourself and dash out of it so he has no vision of you. You can also cancel him from jumping on you by throwing your W under him when hes in a bush.
Remember that you must try your best to keep your Grit stacks while clearing and invading so that you can outduel him with the extra armor you gained from it.
You should win lvl 2 fights if he walks into you without stacks (be careful of ignite rengars though), fight's without bushes in the early game, invades from him (since you have Grit stacks) and it should get a lot easier after you get your Plated Steelcaps and DD.
Karthus
Outscales you, outdamages you and clears faster than you. Not a counter by definition, but still insanely strong and most of all AP. You can try to invade his gromp at level 2 if he starts blue buff on red side. Setting him behind by invading is quite important.
Kayn
Both great at clearing the jungle. Remember that some Kayn players tend to clear from birds to krugs first. If you see him do leashless you might want to invade his blue. You will outdamage him and can kite him for most of the early game but he definitely scales better into teamfights, if he goes Rhaast. If your team still doesn't have Grievous wounds by then, be sure to get it. Ward for invades, so he doesn't sneakily take your raptors and then your red after it while you're doing it!
Camille
Camille JG is a cheese pick. Warn your laners for a level 2 gank (especially midlane.) You, as Graves, are way better at clearing your jungle and invading. In a 1v1 scenario you want to dodge her E and wait her shield out. Remember that the outer part of her W does more damage and that she can dodge your ultimate with her R; you can try to bait her R by clicking into her when shes low. Camille can level 2 gank after Red Brambleback.
Jax
His counterstrike counters you a lot harder the later in the game it gets. Remember that his E will deal more damage if you basic him while he is using it. Keep your E for after he uses his Q and he won't be able to get close to you (unless you facecheck him, which should not happen). Keep in mind that your R is also a movement ability.
Shyvana
She has no real gapclosure pre-6 so this should be a favoured matchup, just run her down at her second buff. Shyvana players tend to sneak drakes asap so you might want to be there at the same time or have it warded. If she goes AP Shyvana, she is only really a threat in her Dragon form; try to dodge her E and possibly buy some MR.
Diana
I mean... it's a Diana. Her focus should be teamfighting since she shouldn't win duels if you're even. Be careful of fighting her when she is a level up on you. Hex/MAW + Tabi's will make her useless against you.
Viego
Your smoke screen is really strong against melee champions, make them go crazy!
Kha'Zix
Don't facecheck him and don't walk into melee range. Stay with your teammates, or with minions to deny his Isolation. Keep in mind that you can use your R early in the fight to keep your distance from Kha'zix. He will outduel you if you're even in exp and gold after level 6 so be careful. You could try to early invade him when he's semi-useless (lv2).
Nocturne
This matchup is way worse since Nimbus Cloak was introduced. His fear just absolutely ruins you if you can't dodge it by getting out of its range. Also his damage is quite high with Lethal Tempo.
Elise
Dodging her cocoon is the key part of dueling her. Since Graves sucks versus AP you want to get an MR item.
Nidalee
It is definitely quite hard vs a good Nidalee. She can clear fast and she has more mobility than you and can just kite you out till you're weak and then burst you down. She also is AP and can build armor. You'll be able to kill her if you catch her offguard. This is a game of good tracking and map pressure. MR items help a lot.
Evelynn
The thing with this matchup is, is that she is AP and can clear pretty fast like you. You should still be able to invade and fight her (especially if you see her use Charm), but later in the game she will be a big threat if she isn't behind.
Ekko
The thing that makes this match-up tough is that he can just poke and escape because of his passive, then he can wait for his second rotation of spells to go in again. After level 6 he's even harder to catch if he has his ultimate up. No, not even with Phase Rush (if he's good.)
Xin Zhao
Careful for his early game. Put your smokescreens to good use in melee matchups.
The safer route of winning this matchup is by just outscaling him. You are better at clearing camps so you definitely want to get ahead of him by farming up and invading properly. Do not let him get ahead by ganking and be prepared to countergank. Xin Zhao can level 2 gank after Red Brambleback.
Nunu & Willump
Annoying champion. Map presence, good invades, good clear, good ganking potential, objective control, sustain and damage. Since he always goes for ganks; they're often predictable so countergank and invade him when he ganks. Nothing more to say really. Just don't get baited by his low hp since his ult gives him a shield. You probably want to gain deep vision on this guy; be careful of him doing objectives because he will do it fast, and can steal your objectives away easily too. Almost never do Baron when Nunu is alive and nearby. Nunu can level 2 gank after Red/Blue. Honestly this champ can gank whenever the heck he wants.
Kindred
Pretty though matchup. You want red smite and nimbus cloak so you can keep up with her. When she has 4 marks and 2 items you do not win duels anymore if you're not ahead. Save your R for AFTER her ultimate so you can try to burst her.
Udyr
Annoying champion. Kiting him out is nearly impossible if you don't have Phase Rush and he will just smack you to death. You might want to avoid him in the jungle depending on how comfortable you are on Graves and what runes you are running.
Taliyah
Extremely annoying abilities to verse against. First of all she is AP. Second of all, you are a champion that wants to get close to his enemies and she wants the exact opposite. To finish, her abilities just counter you to oblivion (Q does counter you, but her E is the ultimate counter since you cannot dash in it and you'll get stunned.) You want to run Fleet or even Phase Rush (meh) and get an MR item.
Trundle
Hard to kite since his W is one big movement speed steroid. If this fella is going for Phase Rush he will run you down even harder.
His E is a nuisance which has an insane range. If you dash away prematurely he will throw his pillar after your dash so be careful.
His Q will steal your attack damage, and he will be able to use his Q since you can't kite this champion properly.
Stacking grit or armor isn't fun against him either because his R will steal your armor.
So basically his whole kit exists to counter you. If you're gonna do anything to him, do it pre-6.
Rammus
One of the advantages Graves has is the early game; if ever matched against a Rammus the only thing you can try to do is get yourself and your team ahead. Counter-ganks, especially early counters-ganks, which Graves is amazing at, also ruin this guy quite hard.
Warwick
Deals AP damage with his passive, has reduction of damage, has a cc ability, does a ton of damage and also heals a ton. His clear is extremely healthy and his ganking potential in lower elos is great. Try to countergank/catch him of guard or just invade while hes ganking. A lot of Warwick players also tend to go for level 4 drakes. Fight 1v1 only if you're in the advantage. Executioner later in the game will reduce his healing.
Yasuo
Not a jungler, but a friendly reminder to all our Graves players to not pick Graves into this champion. His windwall blocks ALL your abilities and basicattacks. He is probably the hardest counter in the game.
Ivern
Nothing special, enchanters/peelers are just useful in general.
Lulu
Nothing special, enchanters/peelers are just useful in general.
Janna
Nothing special, enchanters/peelers are just useful in general. Remember that Janna als gives you a juicy amount of AD.
Morgana
Her spellshield and ability to lock enemies in place make her a good synergy.
Pyke
Great with invading and roaming.
Leona
This champion is just insanely good at locking down and that enables you to hit everything in your kit.
Nautilus
This champion is just insanely good at locking down and that enables you to hit everything in your kit.
Bard
Great champion to coordinate invades and ganks with.
Yuumi
Best champion to go with Graves. Gives adaptive damage, attackspeed, healing and can root/slow enemies when chasing. Running Revitalize makes this even stronger.
Synergies
IdealStrongOkLowNone
Ivern
Nothing special, enchanters/peelers are just useful in general.
Lulu
Nothing special, enchanters/peelers are just useful in general.
Janna
Nothing special, enchanters/peelers are just useful in general. Remember that Janna als gives you a juicy amount of AD.
Morgana
Her spellshield and ability to lock enemies in place make her a good synergy.
Pyke
Great with invading and roaming.
Leona
This champion is just insanely good at locking down and that enables you to hit everything in your kit.
Nautilus
This champion is just insanely good at locking down and that enables you to hit everything in your kit.
Bard
Great champion to coordinate invades and ganks with.
Yuumi
Best champion to go with Graves. Gives adaptive damage, attackspeed, healing and can root/slow enemies when chasing. Running Revitalize makes this even stronger.
I'm a player that has always been interested in a bunch of roles and champions, allowing me to possess quite a lot of general game-knowledge. So why don't I use my knowledge to help other people out that are interested in the same champions that I enjoy to play? Before I make any of these guides, I like to do my own little research about the champion to correct any wrong views I might have, thus raising the quality of these guides. I hope that you enjoy reading my guide and that it'll answer any questions you had.
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+ Pros and Cons and when to pick Graves. + Ability sequence, rune setups and Smite choice. + In-Depth Itemization. Read the notes on the builds too. + All kinds of combos, tricks and animation cancels. + Different types of jungle paths and how to gank as Graves. + A different approach to playing Graves: Midlane.
PROS
+ Among the fastest jungle clearing in the game. + Has a lot of mobility and repositioning ability. + Great at invading and splitting the map. + Very versatile with runes and item setups. + Mechanical, fast-paced and quite fun to play. + Can be flexed in all roles except Support. + His W Smoke Screen is among the most broken abilities in the game.
CONS
- Might feel "clunky" and "weird to control" at first. - Since your auto attacks are projectiles they can easily be blocked in tankier teamcompositions. - Again, because your AA's are projectiles Graves feels bad fighting in minionwaves or towerdiving. - You have to stand in very close vicinity of enemies to deal the big damage you want. - You rely on the enemy overextending or your team having CC for ganks.
Graves is generally good versus heavy AD and heavy melee-based teamcompositions. The less crowdcontrol abilities they have, the more likely the chance you want to pick Graves. This last point also counts in the reverse for your teamcomposition; if your team has some kind of peel/engage there is a higher chance you might want to pick Graves. Since Graves doesn't have that much range on his basic attacks you generally don't want to pick him vs champions that outrange him by a lot.
Graves also has the ability to dodge skillshots with his dash and Galeforce; allowing you to outplay your opponents.
Let's first talk about leveling your abilities. On Graves you don't have to think about them since you will always level up abilities in the same order and leveling anything else (other than potentially maxing Quickdraw on toplane for your dueling ability), is griefing. The leveling sequence will always be as follows:
Ability Sequence
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Depending on your first jungle clear you might want to put an extra level into End of the Line at level 3. This is often the case when you want to fullclear from Blue Sentinel all the way to Krugs and don't plan on fighting before you clear. This will allow you to clear your Crimson Raptor faster, since your Smoke Screen is not really the most effective way to clear them yet. The rest of the abilities will be leveled in the same order. I highly suggest you read the abilities yourself so you know exactly what they do.
Since Graves is a bit confusing with his Rune Page setups I'll go over a few basics here. Remember to read the notes on top of this page as well (the little pencil) since there is a lot of information there too!
Phase Rush
Good for when you have to chase your enemies down. One of the keystones for on overly aggressive playstyle. Phase Rush is actually really beneficial in some matchups that are too slippery or sticky to play against as Graves. Think about Olaf, Nidalee and Udyr. Fleet Footwork won't help you escape Olaf (since it doesnt give slow resistance!), and it also doesn't let you stick to Nidalee. However, Phase Rush doesn't give anything else than movement speed (you already have multiple dashes in your kit; although it's obviously a broken stat to have), and also denies you more valuable primary and secondary runestones (from Precision and Domination).
Fleet Footwork
Better than Phase Rush later in the game since Fleet Footwork scales better and since taking Fleet Footwork allows you to go into the Precision tree. It's stronger later in the game since it heals you quite a few times in longer fights and gives you a bit of movement speed, while you're already super beefy with the items you've built.
Electrocute
Usually taken on midlane Graves, since you'll be trading a lot and it only has a 20 second cooldown. Enemies will definitely underestimate your damage if you use it aggressively!
Dark Harvest
Thrives versus squishy teamcompositions. Usually taken with early Lethality for snowballing. Not really much to say about this rune, it's just an alternative for Electrocute since you wont be using Electrocute that often in the jungle. Dark Harvest will scale and reset on kills so you can utilize it more than once when you're fighting.
Conqueror
Not in the jungle and arguably not midlane anymore either. Conqueror takes too long to stack.
Secondary rune choices (which are very flexible on Graves):
Resolve
In the Resolve tree you can take Second Wind with Revitalize for some nice healing in midlane combined with Fleet Footwork, since they work well with each other. Bone Plating can be taken vs all-in melee matchups that have no escape after jumping on you; or can be changed with Conditioning for scaling.
You can see that there are a LOT of options for Graves depending on your playstyle and the enemy teamcomposition. Take your time in champselect and decide which runes will work best in that specific game. Attack speed rune shard or double adaptive force rune shards can be changed to your preference, just remember that Attack Speed is more useful earlygame. Don't forget to change the last rune shard to magic resist when needed.
Green, red or blue smite?
All depends on your preferences. Green is the most consistent.
The builds on top of the page are the correct builds for now!
Graves doesn't require a lot to learn but there are a few tricks!
I recommend using Practice Tool to try some of these out:
#1. End of the Line + Collateral Damage This is your most used combo for a lot of surprise damage. The best use of this combo is when you're close to a wall so your End of the Line ricochet (Q return) will connect too.
#3. Quickdraw + End of the Line and the other way around; when you are RELOADING. Graves has a neat little trick: Normally when you use End of the Line you will be locked in position until the animation of the ability is done, but when you are reloading you can combo and it wont lock you in place. My most used combo for faster damage output.
#5. Quickdraw into a wall will cancel your dash animation; used to basic attack enemies and clearing camps faster.
#6. Remember to cancel your second basic attack with your Quickdraw to deal more damage faster (example given: AA + AA + Quickdraw + AA). Using Quickdraw after your AA fast enough will have the basic attack you used BEFORE using Quickdraw count towards the cooldown of Quickdraw!
#8. Certain matchups require you to use your Oracle Lense well. For example you can use your Oracle Lense to see Kha'Zix or Shaco while they're invisible. This will allow you to hit your Collateral Damage for damage and to get yourself out of melee-range from them at the same time.
#9. You can shoot on targets through Stealth Wards and Control Wards, just focus the ward and it will shoot through it, only using 1 pellet of the attack for the ward.
Depends on the game. Full-clear and get strong if you don't know what to do.
You can go red -> krugs -> gank (top on redside, bot on blueside).
You can take 3 camps and gank / invade.
I've seen a lot of questions about how ganks often don't work out for people when playing Graves. Since Graves is a ranged champion without any cc abilities other than a suboptimal slow there are a few things you want to do:
#1. Cover as much terrain as you can before you arrive for the gank. Dont walk straight at the enemy! Circle around them so you have more time to autoattack and less to walk! You can also be creative with your ganking path, for example when you're on the blueside team by jumping over the Baron Nashor pit and ganking the enemy toplaner from behind!
#2. Don't let the enemy jump on you to escape when you're ganking. Happens when you gank from behind mostly; don't let Maokai, Pantheon or Renekton dash to you and escape for free. Think about what pathing is the best to gank with.
#3. Think about when the next minionwave arrives. Not the most important thing, but since Graves doesnt fight that well in minionwaves this is something to think about. Later in the game you clear minions fast and it will not be as important to think about anymore.
#4. Use your Phase Rush, Nimbus Cloak and Fleet Footwork rune to chase enemies and use your Emberknife Smite to deal more damage or Hailblade Smite to slow them. The runes will allow you to stay close to your enemy and dish out a lot of damage. Just be careful about sticking too close to, lets say a Renekton, since it's okay if you don't kill him; but not okay if you don't survive and lose crucial jungle efficiency (tempo)!
#5. Dont always use your Smoke Screen immediately on top of the enemy, sometimes you have to use it positioned a little bit in front of them where they have to walk so they get slowed and blinded for a long while if they decide to take that path. You obviously still have to hit them with the edge of your smokescreen.
#6. Towerdiving is not impossible on Graves but keep in mind that towers and minions will prevent your autoattacks from reaching the enemy.
#7. This point counts for every jungler: wait for enemies to use their escaping tools. For example, if Renekton and Galio just used their dashes on the enemy laner, they will be easier to catch.
#8. But my laners are pushing all the time! Great! Now you can invade with Graves, dive the enemy or take an objective. But for real, in higher ranks, people will look at the position, health-bars and state of the lane (minionwave position, etc) before they even walk to gank a lane (e.g. is it pushing or de-pushing). This is called foresight.
#9. If something is impossible to gank, don't bother. You will only waste time and possibly throw the game. Focus on other lanes and try to farm up yourself so you atleast have those lanes to help you out. When you've got enough of a lead you can try to outplay that fed player with your own lead.
Graves in the midlane has amazing waveclear. Since Graves is very strong in the early game this wave-clear will allow you to help your jungler invade and gain Rift Scuttler control, objective control and ganking control.
Remember that midlane is in the center of the map, so gaining lane priority in midlane gains you priority of the jungle and take control of the enemies' vision. All this equals to a LOT of pressure which is huge on Summoner's Rift.
Graves midlane is a pretty strong pick, but sometimes it will feel impossible to kill the enemy laner. In this case, you just want to shove the waves and apply pressure around the map by roaming. You can also invade the enemy jungle with Graves; you can steal some camps, gain deep vision or even kill the enemy jungler.
The average setup in Midlane is to go Fleet Footwork or Electrocute and build full damage. Starting Doran's Blade is ideal; a Long Sword and Refillable Potion is not as strong as this. Do not build Doran's Shield first item because it nullifies the reason you picked Graves in the first place, which is pressure. Builds on Graves have the same items for midlane and you can find them all at the top of this page.
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