get
prime

Graves Build Guide by xmotoby

48K
Views
0
Comments
0
Votes
League of Legends Build Guide Author xmotoby

π”Ύπ•Œβ„π•π”Όπ•Š-1 Shot Burst

xmotoby Last updated on October 26, 2016
Like Build on Facebook Tweet This Build Share This Build on Reddit

Jungle

[VS]

Toplane

Ability Sequence

2
4
5
7
9
Ability Key Q
3
14
15
17
18
Ability Key W
1
8
10
12
13
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
5/
Vampirism
 
 
Natural Talent
 
 
 
 
 
1/
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 0

Recovery
 
 
5/
Unyielding
 
 
 
 
 
Explorer
1/
Tough Skin
 
 
 
 
 
5/
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
1/
Insight
Perseverance
 
 
 
 
 
5/
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 18


Guide Top

Introduction

Hello, I am xmotoby, and welcome to my Graves jungle guide! This is a simple guide; it only contains what I think is necessary to know.

My favorite kind of champion to play is marksman, but I do not like the ADC role. My favorite role is jungle, so to find a champion that fits the criteria is difficult. This leaves me with very few choices ( Kindred and Graves). Graves fits my preferences perfectly.


Guide Top

Champion Summary



Graves is a unique champion. His basic attacks are short-ranged but longer than melee, knock back non-champions and are limited to 2 shots without reloading. He is an AD caster, and so benefits from AD, armor penetration, crit chance, and attack speed.


Guide Top

Pros/Cons

Pros:

+ Great burst, dueling, and outplay potential
+ Lots of escapes
+ Deceptively tanky while doing a lot of damage
+ Fast and healthy clears
+ Can carry very hard
Graves has a very strong early game: His clears are fast, and his basic attacks keep the monsters away, thus reducing the number of auto attacks he takes. He is a strong duelist throughout the whole game while also providing a lot of AOE damage. When ahead, he can easily 1v1, 1v2, or even 1v3.

Cons:

- Short basic attack range
- Not very useful when behind
- High mana costs
- High damage spells ( End of the Line and Collateral Damage) can be dodged.
Like every champion in the game, Graves does have weaknesses. If he gets behind, he won't do much damage, won't be very tanky, and never has a lot of crowd control. His short basic attack range makes fighting champions like Caitlyn difficult. Lastly, his abilities cost a lot of mana.


Guide Top

Masteries




I use 12/0/18 masteries, getting Strength of the Ages to be somewhat beefy since we build a lot of damage items. We don't go into the cunning tree because the other 2 trees offer more in my opinion.



Fury gives 4% attack speed, which is nearly a full quintessence. It's more useful than Sorcery in my opinion.


Double Edged Sword , as of patch 6.11, now works on ranged champions as well as melee. I think it is better than Expose Weakness now because Graves does so much damage.


Vampirism helps keep us at a higher hp while farming and helps us regain health on minions since I don't normally build lifesteal.


Bounty Hunter gives Graves a good flat amount of damage. Since Graves is a "carry" type champion, after killing 2 or 3 different champions, Bounty Hunter outclasses Oppressor .


Unyielding applies to BONUS armor and magic resistance. Even though we don't buy many resistance items, Quickdraw's True Grit stacks benefit from Unyielding .


Tough Skin allows Graves to take less damage from minions. It is better than out-of-combat movement speed from Explorer in my opinion.


Runic Armor is good for sustain in the jungle. Veteran's Scars ' health is so little, it's not worth getting.


Insight lowers cooldowns on summoner spells, which is always great.


Swiftness is good for going fast. Combined with Boots of Swiftness, we will have 40% slow resistance and 15% tenacity, which is never bad.


Strength of the Ages gives an additional 300 maximum health and also gives us a form of sustain when it is fully stacked.


Guide Top

Runes

Runes

Greater Quintessence of Attack Speed
3

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9



Greater Quintessence of Attack Speed helps early clears quite a bit by reducing time between attacks and reducing reload time.


Greater Mark of Attack Damage boost early game damage a lot, and help with last hitting minions.


Greater Seal of Armor helps you take less damage from camps and towers.


Greater Glyph of Scaling Magic Resist I take instead of flat magic resist because a lot of AP champs rely on items to do damage, which makes them take a while to get stronger.


Guide Top

Spells

Flash is the best spell in the game. Use it to finish off escaping enemies, escape over walls when Quickdraw and Collateral Damage are unavailable, and dodge skillshots like Dark Binding.


Smite is totally necessary to jungle. You need this to get the jungle item, to secure objectives, and to smite minions.



I wouldn't take any other spells.


Guide Top

Abilities

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18



>>>



New Destiny is Graves' passive. It makes his basic attacks unique by knocking back jungle camps, which is why Graves takes so little damage in the jungle. To kite jungle camps, hit the minions and walk backward. Repeat this over and over in a circle (so that the minions don't lose patience and reset) so that the minions spend more time running than attacking. When farming jungle or dueling for a long time, use End of the Line and Smoke Screen when you are out of shotgun shells. You can cast spells while simultaneously reloading to do the most amount of damage in as little time as possible.


End of the Line is Graves' main damage ability. It does AOE damage and DOES NOT go through walls. Instead, it bounces off walls immediately, giving enemies less time to react. Max it before Quickdraw and Smoke Screen


Smoke Screen is Graves' only magic damage ability. It reduces sight range and slows enemies in it, and is therefore very useful in teamfights and dueling. If you are strong, use Smoke Screen ahead of a running enemy. They will either have to go around it (free damage), run through it (free damage), or stop and fight you (likely will result in a kill). Max last, after Quickdraw.


Quickdraw is one of Graves' most useful abilities. It is a short ranged dash that can go over small walls. It also grants a stack of True Grit, which gives Graves more and more armor and magic resistance. Use Quickdraw after one or two basic attacks. Quickdraw is an basic attack reset, which means you can get an extra attack in in a short amount of time. If used first (unless it is just used to get closer to an enemy), it is wasted. Max after End of the Line but before Smoke Screen.


Collateral Damage is Graves' ultimate ability. It is a long ranged skillshot that deals damage in a cone and knocks Graves back. Use Collateral Damage last if possible. The knock back makes it hard to hit the enemies afterward if they are still alive. Collateral Damage can be used to kite backward if needed. It can also be used to escape over a wall. Max whenever possible.




Combos:

While farming:

End of the Line->AA-> Quickdraw->AA

Ganking before level 6:

Smite-> Smoke Screen->AA-> Quickdraw->AA-> End of the Line

Ganking after level 6:

Smite-> Smoke Screen->AA-> Quickdraw->AA-> End of the Line-> Collateral Damage

Assassination combo:

Smite-> Smoke Screen-> End of the Line->AA-> Quickdraw->AA-> Collateral Damage


Guide Top

Items

CORE ITEMS:


Boots of Swiftness give a lot of permanent movement speed. They are very good for roaming, kiting, and chasing. I build these after Skirmisher's Sabre but before finishing Enchantment: Warrior. You can switch these out with Ninja Tabis or Mercury's Treads if needed later.


Skirmisher's Sabre helps a lot with dueling by allowing you to take less damage while simultaneously dealing more damage. Enchantment: Warrior gives us a good amount of attack damage and 10% sweet CDR.


Serrated Dirk is a great item overall. The flat armor penetration helps with clears and some more bonus AD is never bad. You can build it into Youmuu's Ghostblade, Maw of Malmortius or Duskblade of Draktharr depending on how the game goes.


Phantom Dancer is a great item. Build after Serrated Dirk. Combined with Skirmisher's Sabre's Smite, you can take 32% reduced damage against a single target, which is huge in a 1v1 situation.



OFFENSIVE ITEMS:


Youmuu's Ghostblade is an item that seems made for Graves. This is my go-to 3rd item in 80% of games. It gives every stat Graves needs except crit chance.


Death's Dance is a good item, but not my favorite. I only build it if I'm really far ahead, otherwise I feel armor penetration/crit chance items are better.


Infinity Edge is probably the highest damage outputting item in the game for marksmen. However, it is expensive and the build path is not very convenient. I only build it if I have lots of extra gold to spend and don't really need other stats.


Last Whisper is a great item ONLY if you're up against a team with 2+ armor stacking tanks. Build it into Lord Dominik's Regards if you must 90% of the time. Build Mortal Reminder if you are up against a Dr. Mundo or Swain.


Duskblade of Draktharr is a neat item. I generally wouldn't recommend building it unless you are SUPER fed.



DEFENSIVE ITEMS:


Maw of Malmortius is a good item. I would build it against high AP burst teams. If you already built Serrated Dirk into something else, buy the Hexdrinker part of it first.


Mercurial Scimitar is a really good item for Graves. It has damage, magic resist, lifesteal and an anti-CC passive. NOTE: Quicksilver Sash no longer drops abilities like Death Mark and Chum the Waters.


Spirit Visage I normally would not buy, but against very fed AP champions or multiple AP champions, I would buy it.


Dead Man's Plate is a good overall item. It helps with roams and reduced damage dealt by AD champions.


Randuin's Omen is good, but I normally would buy Dead Man's Plate instead for the roaming capabilities. In certain cases, though, Randuin's Omen is better, such as when you are against many champions like Tryndamere, Yasuo or Jinx.


Thornmail is an item I generally would not recommend, but against an extremely fed ADC or basic attack-based champion, thornmail is a good choice. Keep in mind you need to buy some health if you build this.



CONSUMABLES:


Elixir of Iron is good late game if you need a little boost to tenacity and don't need Elixir of Wrath's damage and sustain.


Elixir of Wrath is good if you have no lifesteal in your build yet or if your team does not need a tank.


Vision Ward is always good to have around. Buy one before you want to take Dragon or Baron so you can clear out wards if needed.


Oracle Alteration is good to buy if the enemy team actually knows how to ward (not very often at my elo). It is also good against champions like Rengar, Talon and Twitch if no one wants to buy a Vision Ward.


Farsight Alteration is useful to check bushes and objectives without getting too close. The cooldown is longer now than before, so I only buy it occasionally.


Guide Top

Gameplay

Early Game:

Early game, at low elo, against most junglers, you can take their topside buff first with your toplaner to set the other jungler behind. Farm up. If there is an easy gank, go ahead, but never try to force a gank. 90% of the time, it will just be a wasted effort. Don't be afraid to fight the other jungler 1v1 because you will likely have Quickdraw True Grit stacks, which make Graves extremely tanky early game.



Mid Game:

By this point, you should have 2-3 of your big items. If you are doing fine or are ahead, try to force fights by trying to catch your enemies in 1v1's. If you are behind, farm as hard as you can. Keep Dragon and Rift Herald warded and take them if there is a good opportunity and it is worth it. Dragon importance IMO: Elder>Infernal>Mountain>Cloud>Ocean



Late Game:

By this point, everyone should have nearly full build. Team fights will happen non-stop. Your job in team fights is not to engage; you are not tanky enough. Your job is to Smoke Screen the assassins who try to kill your carries and delete them instead. Keep Baron warded and take it if there is a good opportunity, but don't take Baron if you could get an inhibitor or win the game instead.



ALWAYS REMEMBER:

NEXUS>INHIBITORS>TURRETS>BARON>DRAGON>KILLS>FARM


Guide Top

Conclusion

Thank for reading through my guide! If you liked it, please upvote. If not, leave a comment or PM me and I will take what you have to say into account.

Thanks to jhoijhoi for writing guide crafting tips!

MY OTHER GUIDE(S):

PILTOVER DUNKAGE