• 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Attack Speed (+0.76% attack speed)
  • 9
    Greater Glyph of Attack Speed (+0.64% attack speed)
  • 3
    Greater Quintessence of Attack Damage (+2.25 attack damage)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

I enjoy writing guides but sometimes what is in your head isn't what comes out. So it can be difficult to get everything you want into a guide sometimes. I want your help to make sure everything I write is complete and detailed. I've started a in game chat channel so you guys can send me your suggestions, ideas, or just chat. I also have a wordpad saved to help me save any good ideas with just a simple copy and paste so post them all you want. And whether it's active or not I'll be sitting in it when I'm online waiting for your ideas. [.]Got an Idea? Tell me. [.]See an error? Show me. I want your opinions and ideas! CHANNEL IS "The Guide Team" Joining this chat channel means your signing up to be part of my guide team and anybody is welcome.

Graves (at the time of writing this) is the most recent champion to be added to League of Legends and he is a ranged carry. He is more then just an every day ranged carry though, he is a beast. He has been given a kit unlike that of any other ranged carry (you could compare him to tristana somewhat, but it's not the same). The simple amount of raw burst that this guy kicks out when he isn't auto attacks is ridiculous while at the same time being AoE. He has an escape that can also be used to position himself and has a lower cooldown for every shot he fires off, so basically not very good without attack speed, oh it gives attack speed too? Well that's just a fantastic skill. His Q allows him to push lanes fast, jungle, and even harass. It's an AoE attack that fires three shots that deal good damage and here's the best part, all the shots can hit (the 2nd and 3rd shots only deal 35%). With positioning you can literally take half of somebodies health in one low cooldown blast, or jungle with some great speed. His R could be compared to Tristana's R. It hits hard dealing a lot of damage, however Tristana will knock the target back while instead after your shot hits it explodes all around dealing AoE damage. Another difference is this is a skillshot so if you miss it you suck at this game. This shot is decently ranged and is good for finishing people off or getting a nice chunk of AoE damage off at the start of a team fight. A very, very powerful ultimate. Finally hit last skill, and I left it for last because there is nothing like it, is a box of nocturne ults. I'm not even kidding. You throw this little smokey puddle on the ground and any enemy standing in it CAN NOT SEE OUT! Now if you attack them in it they can see you but that's about it. This skill can be used for escaping or for tricky plays, etc. It also deals AoE damage so I sometimes use it for farming (Watcha gonna do? Shoot me?). One very good trick is if you're in a duo lane you can blind the enemy ranged carry and then charge the enemy support and kill them without any back-harass, or vise versa. And finally, his passive gives him 10-40 free armor depending on level and if he is in combat and for how long. Free tanky-ness, sounds good. Now that you know his skillset, is he better then other ranged carries? In some ways yes and in others no. He has the highest burst damage of any ranged carry and probably the most AoE too. He, however, does not have the highest range and has to work with a measly 550. His Q forces him to get really close to maximize damage. And his E doesn't always go through walls unless you're right next to them (like pressing against them). Overall, he's strong. Now, I don't like ranged carries. I don't write guides for what I don't like. This is different though, I like this guy. He doesn't feel the same as most ranged carries and most of all I can take him top and win my lane, because I'm a solo top man. Yes, he can top lane quite well if not better then bot lane. He can mid against AP too since he can actually out burst some. And the best thing of all he can jungle at a decent speed with decent health. He is the all around ranged carry to fill the role you need. [imgext=] [imgext=]

Armor Penetration Reds Attack Speed Blues Attack Speed Yellows Attack Damage Reds Now you run Armor Penetration because it gives the most solid chunk of damage to enemy champions early on. You could replace quints with more armor penetration however attack damage makes easier last hitting and even the best last hitters can use a little break to make sure they don't miss any. You could also run Attack Damage Reds instead to last hit even easier if you have issues until you get better at it. Attack Speed Yellows and Blues are basically a filler. Attack Damage isn't very strong in those slots and attack speed scales a lot better when you have none so taking just a little is a noticeable difference even though it is just a small amount. So they are very beneficial runes to fill those slots, however, you can fill them in with armor and magic resist too for a little extra defense. Although, Graves gets free from his passive. If you don't get armor yellows you want to rush a Wriggle's Lantern for the extra defense against enemy champions. If you do get Armor Yellows you should get Bloodthirster or Vamp Scepter + AD Item of choice. Basically, you want some sustain and a lot of damage. Later on you want to build attack speed but not right away. With just a little attack speed though you can get 100% uptime on your E. [imgext=]

[title][img=skills/graves/p.png] Passive: True Grit[/title] [number]Graves gains 1 / 2 / 3 / 4 bonus Armor and Magic Resist every second he remains in combat (stacks up to 10 times). Graves is treated as in combat if he has dealt or taken damage in the last 4 seconds. [/number] [title]Explanation:[/title] Graves gains additional Armor and Magic Resist over time in combat equaling a max of 10, 20, 30, or 40 depending on level after 10 seconds. Basically they gave him a passive to make him a one versus one god. It's a lot of bonus. Keeping this up in laning phase can basically mean you win when you trade harass. This passive allows your lane ally (if in a duo lane) to max their damage skills so you can burst enemies. Use it to maximum potential. It also makes him one of the hardest ranged carries to bring down in team fights. He isn't as fragile as some so the tank can't just run in and kill him them self. You need real damage to bring him down which not every team can manage (even a nocturne can get cced). It's incredibly easy to not die in a game as Graves because you can just run in circles all god damn day with this passive up. [imgext=] [title][img=skills/graves/q.png] Q: Buckshot [/title] [number]Graves shoots three bullets in a cone, each dealing 60 / 105 / 150 / 195 / 240 (+80% of attack damage) physical damage to all enemies in their path. Enemies hit with multiple bullets take 35% damage from each additional bullet. Cooldown 12/11/10/9/8 seconds Cost 60/75/70/75/80 mana Range 750[/number] [title]Explanation:[/title] A cone shaped blast (about half the range of Ashe's Volley) that deals a lot of damage. Now you may think the base damage looks a little low but it scales really well on attack damage and is an AoE AND can hit multiple times. That damage adds up and is insane for farming, harassing, and bursting enemies down insane amounts of health. The damage is so high this alone would make that Kog'Maw run in fear even if his damage was higher. How fun! Now positioning with this skill is everything. Get yourself into the right spot to hit multiple bullets. Either get your face right into theirs or shoot it at an angle to hit multiple. When farming positioning it right will take out the entire ranged creep wave easily. It may take some practice but it is definetly worth it to put the extra effort in to maximize the effect of the skill. [imgext=] [imgext=] [title][img=skills/graves/w.png] W: Smoke Screen[/title] [number]Graves fires a smoke canister dealing 60 / 110 / 160 / 210 / 260 (+60% of ability power) magic damage on impact and creating a smoke cloud at the location that lasts (5) seconds. Enemies inside the cloud have their sight radius reduced and are slowed by 15 / 20 / 25 / 30 / 35 % while they remain in the cloud. Cooldown 20/19/18/17/16 seconds Cost 70/75/80/85/90 mana Range 300[/number] [title]Explanation:[/title] Now if this skill tells you anything... it's that Graves is an AP Champion and Deathcap + Lich Bane is definitely viable. No... Please don't actually do that. If I see you do this in game I will shoot you with my gigantic double barreled shotgun. What this skill actually is, is a different type of magical crowd control. Another skill that requires position but not your positioning but the skills positioning. Anybody inside the cloud of smoke cannot see out (nocturne ult in a box) unless being attacked by something outside. Place this on soraka to kill caitlyn. Place this on rammus to kill soraka. Place this on caitlyn to kill rammus... wait that one doesn't work. Throw it on the rammus rolling in then run in a different direction and watch him waste his powerball time. Don't forget to spam /all umad!? to make him rage. [imgext=] [imgext=] [title][img=skills/graves/e.png] E: Quickdraw[/title] [number]Graves dashes forward gaining 40 / 50 / 60 / 70 / 80 % increased Attack Speed for 4 seconds. Each of his basic attacks lowers the cooldown of Quickdraw by 1 second. Cooldown 22/20/18/16/14 seconds Cost 50/50/50/50/50 mana[/number] [title]Explanation:[/title] Move Faster, Move Stronger, Move Harder! You dash, yes dash, like really fast, in a direction of your choice which can take you over walls. Good for running in or out of the fight. Attacking enemies reduces the cooldown (towers don't, Riot is racist against turrets, confirmed) by one second every shot. It also gives bonus attack speed for a set amount of time to a set amount of attack speed. So basically using this skill allows you to lower the cooldown to use it again. Attacking while running actually works so you can kite (I've actually found Frozen Mallet is nice later on for this reason). The more you fight the more you can fight and the more damage you deal. It's basically encouraging staying in the fight which is nice. Also, it makes pushing towers insanely fast. [imgext=] [imgext=] [title][img=skills/graves/r.png] R: Collateral Damage[/title] [number]Graves fires off an explosive shell dealing 250 / 375 / 500 (+150% of attack damage) physical damage to the first enemy champion hit. After hitting a champion or reaching the end of its range, Collateral Damage deals 150 / 275 / 400 (+120% of attack damage) physical damage in a cone behind the target. Cooldown 80/70/60 seconds Cost 100 mana Range 700[/number] [title]Explanation:[/title] Why hell there fantastic scaling, high base damage, AoE skill shot nuke. If I throw you at the enemy half their health disappears. I just think you're fantastic, how about a date? But honestly, this skill deals an insane amount of damage on both the target you hit and everything around it. It wipes entire teams off the map. It also is what makes you such a terror in lane. It is a skill shot though so you do have to aim. It's a big bulky cannon shot so it isn't hard to hit and if you miss it you failed really badly. Just don't rush it, take your time and shoot it when you know it will hit or if it doesn't hit they die anyway because they had to do some awful pathing. Hitting this late is better then missing early. [imgext=] [imgext=]

[imgsmall=skills/graves/e.png][imgsmall=skills/graves/q.png][imgsmall=skills/graves/q.png][imgsmall=skills/graves/w.png][imgsmall=skills/graves/q.png][imgsmall=skills/graves/r.png][imgsmall=skills/graves/q.png][imgsmall=skills/graves/e.png][imgsmall=skills/graves/q.png][imgsmall=skills/graves/e.png][imgsmall=skills/graves/r.png][imgsmall=skills/graves/e.png][imgsmall=skills/graves/e.png][imgsmall=skills/graves/w.png][imgsmall=skills/graves/w.png][imgsmall=skills/graves/r.png][imgsmall=skills/graves/w.png][imgsmall=skills/graves/w.png] [img=skills/graves/r.png][img=skills/graves/q.png][img=skills/graves/e.png][img=skills/graves/w.png] I take one point in E at level one because it is a gap closer and gives attack speed. The strongest skill at early levels. Next I want to max Q as soon as possible for the burst it gives. I take one point in W at level 4 for the darkness effect and leave it there until Q and E are maxed. I place a point in R at 6, 11, and 16 which deals a lot of burst damage.

[center][img=items/boots-of-speed.png][/center] [center]Boots are core on EVERYBODY early game at least before you stack phantom dancers instead for movement speed. But Boots generally give a lot of stats for a cheap price so they're good to buy early. Berserker's Greaves is the general choice for easy attack speed. The other choice is Mercury's Treads for CC Reduction and Magic Resist.[/center] [center][img=items/wriggles-lantern.png][/center] [center]Lifesteal, Damage, Armor, and a free ward because your support doesn't even know how to ward properly. It gives everything you want in the laning phase and most importantly it gives armor because 99% of the time you are facing another ranged carry. The lifesteal keeps you alive and the damage gets you kills.[/center] [center][img=items/the-bloodthirster.png][/center] [center]Generally what you rush if you aren't buying a Wriggle's for the damage and sustain. It is the highest AD item in the game if you farm it but does not provide the auto attack damage Infinity Edge does. Instead it gives you life steal and a decent chunk of it too. So if you don't buy a Wriggle's you should buy this to keep yourself alive.[/center] [center][img=items/the-black-cleaver.png][/center] [center]An item for all around dealing damage. It gives attack speed and as I have said in the past attack speed is stronger with less (in a way) so this is a perfect amount. It also gives attack damage and armor penetration on hit (45 after 3 hits). I like to build this after Wriggle's and Boots instead of I.E. like most people because it is more "reliable".[/center] [center][img=items/infinity-edge.png][/center] [center]The best auto attack item in the game. It gives a large amount of damage and critical strike chance but to go a bit further it also increases your critical strike damage and since you'll generally always buy a phantom dancer this is a fantastic item. It also gives a steady +80 AD which doesn't diminish when you die like a Bloodthirster so the damage is somewhat steady but not as steady as a Black Cleaver because it relies on crits.[/center] [center][img=items/phantom-dancer.png][/center] [center]This is the main source of attack speed for ranged carries. Now the 50% attack speed is a big reason people die it but there are other options so why would someone by this one? Well it also comes with 30% crit which is a lot of damage and also crits + lifesteal heal a surprisingly large amount. And to top it all off it gives movement speed for better farming and easier positioning in team fights.[/center] [center][img=items/trinity-force.png][/center] [center]An item some people like on Graves and it is a strong item so although I don't buy it I thought it deserved a mention. Basically it gives you damage when you cast and with attack speed you can pop it a lot with your E. It gives every stat in the game basically so you can do massive amounts of damage if you can pop it at a decent rate.[/center] [center][img=items/last-whisper.png][/center] [center]Basically it is the standard item for armor penetration against high armor enemies because it gives +40% armor penetration which is a whole lot and adds a while lot of damage and it also gives +40 AD to go along with it and to top it all off it's pretty damn cheap.[/center] [center][img=items/frozen-mallet.png][/center] [center]I've found this to be a very strong item on graves with his ability to kite endlessly with E. If you're being chased a lot swap out some attack speed for this in order to be able to kite the enemies and get some easy kills. Or just a phage in some cases if you can deal with a chance to slow.[/center] [center][img=items/banshees-veil.png][/center] [center]You do not generally buy this for the magic resist. You buy this item for the health and shield. That shield will block one spell which can be the difference between life and death. The other choice is Quick Silver Sash which is cheaper but some people have issues figuring out when and how to use it properly.[/center]

You will buy a B.F. Sword somewhere early on and you have to make a decision of what you're going to buy. Now you can buy one or both of the others later on but the first one is the hardest choice. So here I am to help you! If you rush a Wriggle's Lantern you build Black Cleaver then Infinity Edge If you rushed Wriggle's Lantern and they're stacking armor you build Infinity Edge then Last Whisper then Phantom Dancer. If you don't rush Wriggle's you build Bloodthirster or Vamp Scepter + Black Cleaver then Infinity Edge If you don't rush Wriggle's and they build armor you build Bloodthirster or vamp Scepter + Infinity Edge then Last Whisper then Phantom Dancer.

If you're not building Wriggle's Lantern generally you will want 2 or 3 Doran's Blades for a bit of extra survivability to go with your damage and also give you something to buy that first back before you jump to the B.F. Sword. Doran's Blades give a stronger early game. [.]Health [.]Damage [.]Lifesteal AKA the three stats you want in lane as a ranged carry early on.

[.]Attack Damage is good without Attack Speed but is improved by it. [.]Attack Speed is no good without Attack Damage. [.]When you have low Attack Speed getting some is stronger then getting more when you have some. [.]Q and R scale on Attack Damage while E scales on Attack Speed and Attack Damage. So basically where I'm going with this is that Attack Damage is always prioritized before Attack Speed, however, without a decent chunk of Attack Speed with your Attack Damage you're putting so much potential to waste, such a shame.

As I am someone who loves solo top I figured I would compare them. I've had better experience solo top then bot with a support because Graves is naturally bulky, has some nice damage, and his skill set makes him good at kiting melee. I've had a fairly easy time with every solo top I've faced and had basically free farm against them all. I've faced: [.]Renekton - Easy [.]Garen - Easy [.]Udyr - Medium [.]Gangplank - Easy [.]Skarner - Medium [.]Kennen - Medium And it all went quite well, definitely better then bot lane but it may just be because I'm a big top lane player and I know all those champions better then most people. As for bot lane I haven't lost my lane, because that's not my style. However, my burst is noticeably lower from the lack of levels. It doesn't mean I don't hurt though. Kog'Maw, Ashe, Caitlyn, Etc are no match for graves because he simply does to much damage. And against a support soraka who generally wrecks burst champions burst he can burst the soraka down instantly, so he is quite strong there too. Overall I would say either lane is just as good.

Early Game Top Lane as Graves you should be very aggressive. Take the advantage early because you are probably against a melee champion. Somebody like Renekton doesn't really have what it takes to bring down Graves pre-6 so you need to win the lane and harass heavily. A good harasser knows how to harass and cs at the same time. Always be aware of your enemy and the creeps. The one big thing about being top is you have to buy your own wards and you need to be constantly aware of enemy ganks because top lane is constantly at fear of ganks especially if you're someone squishy like graves. Although, surviving a gank isn't that difficult. Your damage is high and you have an escape. I've even won the 1v2 many times because I harass hard enough that the enemy top can't come for me. The single most important thing for any solo top though is to farm.

In a duo lane you should be laning with a support. Best Support [.]Alistar [.]Blitzcrank [.]Taric (Best of the Best) Why? They all share one trait, they have CC and a little bit of burst damage to go with yours and generally you can easily kill the enemies in one combo because your burst literally is that high. Your support should be warding the lane (Dragon and TriBush) and if they aren't taking bush control tell them to because you need to control the bushes to farm properly. E + Q is fantastic harass and forces the enemy to run away. If against an Alistar you will need to be rather safe because one wrong step can get you killed. Harass while you cs and always exhaust the enemy AD Carry not the support. Don't let them push to your turret but don't push to hard either. If they push to your turret they get bush control and you can't farm properly and you lose creeps which causes the lane to snowball in the enemies favor. If you push to hard you get ganked. If you keep the creeps in the middle you farm and harass without getting ganked and if you're the better player you'll be the better harasser and farmer and you will win the lane in the long run.

Mid-Game is the transition from Early Game to Late Game. Generally this is the beginning of team fights but with a hint of laning phase and a lot of wards and drag/tower control. As a ranged carry your goal is to completely skip this phase of the game and keep it in the laning phase as long as possible and farm but sometimes you can't do that and you just have to fight. By this far in the game you should have completed at least Wriggle's + a BF Item or BF Item + Extra Item and have some nice damage on your hands while not having a complete build. Basically, your job is to farm and show up for fights if there are any and that is about it. You can help with warding dragon/river/enemy jungle if you want but its not your job. Your job is to capitalize on your farm and out farm everybody else. If there is a team fight see late game because you're making a transition. Just remember to keep farming if you want to capitalize.

Late Game is where the farming stops. Now if you get a break yes you should farm it but otherwise you are with your team the entire time. Everything revolves around Turrets, Team-Fights, and Baron Nashor. Bot Lane is where you try not to go because if you go bottom they take baron, or vise versa. Generally by Late Game you should have some pretty nice items and be able to melt enemies. First is warding. Your inventory is probably full but in order to maintain safety Baron and all the bushes around it should be warded at all times. Your team should have an oracles on either a tank or support. You want to try and keep every lane pushing toward the enemy base because that way you can engage when an enemy goes to clear it leaving their team alone. Never extend past your team because if you get caught you will lose the game for your team. In Team Fights you want to position yourself to hit the squishy enemies with your Q and R and auto attacks if you can. Use W to force enemies to move where you want and use E to position yourself. If you can't get close to the enemy team attack the closest target until you get a break. Never step out of position even for a kill because living is more beneficial then dying (duh!).

[imgext=][youtube][/youtube] Runes Attack Damage Red x3 Armor Pen Red x6 Armor Yellow Attack Speed Blue Attack Damage Quints Masteries 21/0/9 Skill Order QEQWQ [youtube][/youtube] Credit to Stonewall008

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