Graves Build Guide

In-Depth Graves V2

Uploader SilentByte
Updated 5 years ago
  • 9
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 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

[center]Welcome to my in-depth Graves guide.[/center] Graves is an easy to learn yet extremely powerful AD carry. He has the ability to completely change how a team fight plays out, and who he chooses to kill. Last game he will melt the opponents tanks and everyone else. Taking abilities from other AD Carries and combining them into one, you have Graves, The Outlaw.

[center][imgext=][/center] [title]Explanation:[/title] I choose to run a high AD rune page. With flat AD red and Quints I get the extra game damage I need. You can choose to replace the AD Reds with Armor Pen Reds depending on the other team. Same can be applied to the Quints as well. [.]Flat AD Reds give you 8.5 Extra damage. This gives Graves all the extra early game damage he needs for Dragon, last hitting and 2v2 lane fights. [.]Armor Yellows gives Graves 13 Extra Armor from the start. This will help Graves through out early-mid game. And adding a Wriggles onto it makes Graves very strong. This is all he needs to be effective which allows such good room for Items in the game to deal damage. [.]MR per Lv Blues is the same theory as the Armor Yellows. 24 MR at Lv 18. If the game goes on long enough and you need additional MR, QSS is a great choice to help keep Graves alive from all the AP. [.]AD Quints is where change can happen. Combined with AD Reds, Graves will have an extra 15 damage from the start. These can be replaced with Armor Pen Quints if need be. I choose to keep AD Quints because I have the ability to rush a Last Whisper if I need to. I would rather have the extra damage to win fights and last hit. [title]Other Options:[/title] You can choose to run Armor Penetration Reds (Greater Mark of Desolation) which gives you ~15 Armor Pen. You can also choose to run Armor Penetration Quints (Greater Quintessence of Desolation) which gives you around ~10 Armor Pen. Now you can choose to run the Armor Pen Quints with AD Reds, all AD runes, or Armor Pen reds with AD Quints. The choice is up to you and even depends on who you are laning against.

[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] Keeping this at 10 stacks is a must. Giving Graves quite a lot of extra Armor and MR. At low level fights, this can make or break if Graves stays alive or not. [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 25% 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] An amazing, all around skill. When maxed, can clear creep waves in 1 shot. With pretty decent range, you can harass with this quite nicely, and even steal a buff or two. 240 damage (+80% AD) is no joke. At level 5 with only a 8 second cool down, kills enemies extremely fast. Don't spam this at early levels as you will find it burns mana extremely fast. Also, hitting enemies close to you can be a bit harder then it looks. The cone for this skill is quite narrow and can take some time to get down perfectly. I don't suggest smart-casting this skill right away, as learning the shape and distance of the shot can take some time to get used to. But once you have it down, it can be one of your best friends. [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] The game changing skill. Does not deal a whole lot of damage till level 5, and scales with AP and not AD. 1 point is all you need to change the battle. Slowly enemies, dealing a bit of damage, and reducing all vision is such a strong skill. Chasing with it, running away with it, or denying vision on a ramp, you have the power to do as you please. If you force a dragon/baron fight, and some enemies are up a ramp, throw it on the ramp and they dare not to come down until it goes away. Maxing this is not needed as it last 5 seconds at level 1. Other skills are much more useful to be maxed then Smoke Screen. [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] A decent dash to catch or run, or jump over small walls. That alone is a decent thing to have. But it also adds insane attack speed with it. Farming the large creep was in just a couple of seconds, taking down a turret with ease, kill a buff super fast, or melting your opponents health in seconds, the is an amazing skill. At level 5, sporting only a 14 second cool down, and 50 mana cost, by the time this skill ends, it is already back up. But how? Each basic auto attack lowers the cool down of the by 1 second. Using this while you have a PD, means you will be firing so fast, when the skill comes to its end, it is ready to be used again. Using this while killing dragon or baron will melt it and help secure one of the fastest buff kills you can get. [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] Kaboom! That is really all that is needed to be said of this skill. When maxed, it deals 500 damage (+150%AD)! That is a lot. The range of this is decent and the AOE on it is amazing. Finding the right moment to shoot this, and you will kill their whole team. Using it early game will help grab that kill of the fleeing suspect. In team fights, it will melt the health off of everyone if you can hit all 5. Practice with this skill is a must. Positioning is key to making the most of this skill. But once mastered, your opponents will wonder where all their health went.

[img=skills/graves/r.png]-[img=skills/graves/q.png]-[img=skills/graves/e.png]-[img=skills/graves/w.png] [title]Explanation:[/title] [imgsmall=skills/graves/r.png] is number 1. Take it when you can. The amount of damage it does with the AOE is a must for winning all the team fights. [imgsmall=skills/graves/q.png] next. Maxed at level 9, the damage output from the is to high not to have. Scaling pretty well with AD, this will kill them all or clear that creep wave in seconds. [imgsmall=skills/graves/e.png] after. Maxed at level 13, you will have the attack speed to kill it all. Npt needed first as it does not offer a damage boost, only the attack speed boost. Doesn't work amazingly at low level, but works with a Zeal or PD perfectly. [imgsmall=skills/graves/w.png] last. One needed 1 point in it at level 4 to change the game. The damage output from the is to low to take, and the benefits from everything else outweighs this to greatly. But when finally maxed, this alone will do enough for you to solo just about anyone you face.

Note: Prepare for giant wall of text. [title]Starting Items:[/title] [img=items/boots-of-speed.png][img=items/health-potion3.png] [title]Explanation:[/title] I feel this to be the strongest start. You have the ability to chase your opponents easier and have 3 health potions to help stay alive. I take this even when my support has sustain. If you are running flat AD reds and Quints, I feel as if a Doran's Blade isn't needed as you already start with enough damage to last hit and harass well enough. [title] Alternative Start:[/title] [img=items/dorans-blade.png] [title]Explanation:[/title] Doran's Blade is a great start if you have a sustain support/running Armor Pen runes. Giving 10 extra damage, 100 hp, and 3% lifesteal. You will have enough extra help with a good support to harass better and kill easier. The main downside to a Doran's Blade start is you can not chase/escape very well. You may lose kills or even die because you simply can't run away fast enough. You will have Flash and your E to get away, but at low levels it may not be enough. [title]First Trip Back:[/title] [img=items/dorans-blade.png][img=items/dorans-blade.png][img=items/boots-of-speed.png][img=items/vampiric-scepter.png] [title]Explanation:[/title] I feel this is still the strongest buy you can have. As long as you plan to buy into a Wriggle's, then this is what you need to buy. 2 Doran's Blades gives plenty of extra health and damage, while combined with a Vamp Scepter, you will have ~16% lifesteal. You will not have the ability to start harassing your opponent even better and winning your lane even better. This is the best first trip you can have when buying into Wriggles. [title]Alternative First Trip Back (Not buying Wriggle's:)[/title] [img=items/dorans-blade.png][img=items/dorans-blade.png][img=items/dorans-blade.png][img=items/boots-of-speed.png] [title]Explanation:[/title] 3 Doran's Blades give you 300 extra health, 9% lifesteal, and 30 attack damage. This is a lot of fire power when not buying into Wriggle's Lantern. You will buy buying a faster IE with this build which means winning your lane and becoming stronger faster. You should be finishing your IE before the 20 minute mark and maybe even have bought your Zeal when going the triple Doran's route. Knowing which route to buy when going back depeneds on knowledge and how comfortable you are playing Graves. I don't see the lifesteal nerf being much of a difference of Graves and feel Wriggle's can still be the strongest. Knowing what you need to buy will come through out playing time with Graves and what you can make the most out of. [title]Next:[/title] [img=items/wriggles-lantern.png][img=items/berserkers-greaves.png] [title]Explanation:[/title] Only be buying this route is you bought the Vamp Scepter. Wriggle's gives you +23 attack damage, 30 Armor, and 12% Life steal. Paired up with 2 doran's, you will have 18% lifesteal. Wriggle's is a VERY cheap item that makes you win lane. Bottom line. The passive on Wriggle's give you a 20% chance to deal 425 damage to a minion. This means you can nearly 1 shot a wave with hitting the melee creeps once then using your Q on the whole wave and the entire wave is dead. Wriggle's also gives you a free ward every 3 minutes. This means you can place the ward on their blue, your Tri, your river brush or anywhere you need to if your support is low on wards, or you feel something should be warded. This is a free ward that your support doesn't have to buy, and can save your life. Another thing you MUST do with Wriggle's is force Dragon fights. With Wriggle's, you can kill dragon very fast and always win the fight. If you do not feel good enough to be able to force early dragon fights, skip wriggles entirely. Buying this item means you can make the most out of it and are confident in your play. [title] Alternative Next:[/title] [img=items/berserkers-greaves.png][img=items/infinity-edge.png] [title]Explanation:[/title] When going the triple Doran's route, you can rush a very fast IE. Because you don't need to spend the extra gold into a Wriggle's, you can be buying your boots very fast and IE right after. When going into this route, you should be becoming very farmed, never missing last hits. Once you get your boots, you should be winning any fight with the opponent AD carry. If the opponent buying into a Wriggle's you can be in good shape as you will have a much faster BF Sword. [title]Mid Game Goals:[/title] [img=items/infinity-edge.png][img=items/phantom-dancer.png] [title]Explanation:[/title] When you are ready to start buying your IE, start off buying your BF Sword right as you can. This will leave the IE costing ~2100 gold. if you can manage to stay in lane and farm enough, wait until you have enough to buy the IE. If you can't stay in lane/die, buy the pickaxe then the IE. At this point in the game, it should be very easy to buy the entire IE after the BF Sword very quickly. Once you have gotten your IE you should buy the Zeal as soon as you can. Once you have the Zeal, you need to see if the enemy team has armor. If 3+ people have 100+ armor, you NEED to buy a Last Whisper before you finish the PD. OR If 3+ people have heavy CC or you need the MR/CC Removeal, buy a QSS before the PD. If they don't have armor or you don't need to QSS, finish the PD. [title]Armor or MR? And final Item:[/title] [img=items/last-whisper.png][img=items/quicksilver-sash.png]-[img=items/the-bloodthirster.png] [title]Explanation:[/title] This is where constantly checking everyone's build comes into play. Melting their armor or keeping yourself alive is what you need to do. After you finish your IE and buy your Zeal, be looking at the scoreboard. Do 3+ enemies have more then 100 armor? If they do you need to buy Last Whisper as fast as you can. Not having the Last Whisper means you die and your team loses. If you buy your LW and then manage to finish your PD, you need to ask, do I need to get more MR/CC removal? If you need MR or they have a lot of CC, buy a QSS. The QSS has 56 MR and a complete CC removal every 90 seconds. This means keeping you alive and killing their whole team. Most of the time you won't even have to buy this. There may even be those game where you need neither of those. This is rare and you will usually always have a LW, but you never know. Now what about Bloodthirster? This is usually your last item. Once I have my boots, IE, PD, LW and Wriggle's, I buy BT. Now even with the lifesteal nerfs, BT is still a good item. Only losing half of your stacks upon death is a good thing to have. Never to be rushed and usually always your last item, this can do wondering. Most of the time the game will end before you ever even get the BF Sword for this, but games can drag on. [title]End Game:[/title] [img=items/berserkers-greaves.png][img=items/wriggles-lantern.png][img=items/infinity-edge.png][img=items/phantom-dancer.png][img=items/last-whisper.png][img=items/the-bloodthirster.png]-[img=items/quicksilver-sash.png] [title]Explanation:[/title] This is my end game build. The only differences you should see in this is if skipping Wriggle's Lantern, which means you will have all of this, (maybe another damage item in place of QSS) or QSS over LW or no BT and QSS. Checking the scoreboard and seeing the enemies build is so important to do. Knowing what they have and what you need means life or death, win or lose. It will take some games before you feel perfect with Graves and know what you need to buy when, and what you need to buy. Experience is all I can say will give you the best results with Graves. [title]DO NOT FORGET:[/title] [img=items/elixir-of-agility.png][img=items/elixir-of-fortitude.png] Buying them when you can will give you extra health and speed to kill everything. If the game keeps dragging on, do not forget to buy these and the help it brings you is unforgettable for such a cheap price. Also, DO NOT FORGET RED BUFF. To many games have I seen the AD Carry not take a red buff all game. Red on Graves is amazing. If it is up, take it, if the enemies is up, take it if you can. You should always be fighting to get a red buff on you for team fights.

Farming like crazy is all you need to be doing here. Not over extending and not doing stupid exchanges with the enemy unless you know for a fact you can win the fight. While in early game, ask yourself if you are easily winning the lane and winning exchanges. This is what decides your item build. Winning lane and exchanges means you can skip Wriggles. Winning lane yet losing exchanges means just grab a Vamp Scepter and then go into IE. Lose both means get a Wriggles. Now this is what I have found to work best for me, but the more games you play with Graves, the more understanding you will have on what you need to buy. You should only be leaving lane at this point to buy or help a small fight that may break out in one of the jungles.

Continue farming. Be forcing Dragon if you have the items for it. You should never be out of lane for more then a minute max. Don't leave lane and stop farming. Unless you are in a large dragon fight, you should be in lane. Try to help in team fights that can break out, but just return to farming and everything will be alright. Be making sure you are looking at everyone's build as it will tell you if you are buying a fast Last Whisper, a fast QSS, or more damage. If you have managed to kill the first tower, it doesn't hurt to steal Golems if you are purple side, and doesn't hurt to help out mid. Taking out the first turret means farming can become very difficult as you are pushed up into their jungle and become much easier to gank. Having a constant eye on the map will keep you alive.

This is your shining moment. You will be able to kill everyone in the game and take easy barons. If you go to buy and don't have enough to buy the item, see if you can manage to buy a red or green pot. They will help you stay alive and deal out more damage. Lasting 4 minutes, it can be the best 250g you can spend. Do not forget to have a red buff on you. Your team should be giving you both red buffs unless you have one on you. Taking red around the 20 minute mark makes you a very large threat.

Kill them all. NEVER start a fight with E. E should only be used defensively. When the team fight break out, try to land your W onto the biggest damage dealer. If you can't land it on the AD carry, aim for the next threat. Denying vision is game breaking and can easily turn the fight into your favor. Try to be landing your Q on everyone, more people it hits the better. Use it on a low opponent or at the start to hurt everyone. If you have an Irelia or someone killing you, land your W onto them, E back and start shooting. Because most of your damage comes from your AA, you need to be positioned behind your tanks and not in the open. Your E comes up very fast once you have your PD, so after the fight has started and a few are dead, use it to catch the running enemy and W onto them for the kill. You Ult can be used 2 ways. Either land it on everyone for massive amounts of damage to their entire team, you use it on the weak opponents to finish them off. Unless you have saved it till the very end, no matter when you fire off your ult, make sure to hurt everyone or as many as possible. The damage output from it is to high to waste only on one person. Through out playing Graves, you will understand the ins and outs of Graves, and where he is best and weakest. Anyone can play Graves and do well, but the people who take the time to learn Graves will kill everyone and use every skill properly to win the fights.

3/11/2012 - Released Guide. 3/22/2012 - Updated Item Build, Rune Pages, and Item Build Chapter. 4/03/2010 - Added Early, Mid, Late Game, and Team Fights Chapters. 4/04/2010 - Guide Approved. Future Updates: More in-depth skill section complete with pictures. Lane match ups.

Graves is an AD Carry that anyone can learn, yet only the people who take the time to learn him will dominate with him with ease. He is the AD Carry to change the game and do all the damage. He skills combine so more abilities into one, and with the perfect build, will show everyone how amazing he truly is. Now don't use my guide as a standard way to play him. This guide is how I have found him to be best, and how I personally play him. You may find another item work better, or different runes/masteries really makes Graves shine. Let this guide show you how to basically play him, and help understand him. Use this to understand why Graves can be the best AD Carry to win the game, and raise your ELO.

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