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Graves Build Guide by SuperMucho

AD Carry Buckshot The Jungle | Season 6 [6.17] | The New Meta Graves

AD Carry Buckshot The Jungle | Season 6 [6.17] | The New Meta Graves

Updated on August 24, 2016
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League of Legends Build Guide Author SuperMucho Build Guide By SuperMucho 18 8 3,436,001 Views 17 Comments
18 8 3,436,001 Views 17 Comments League of Legends Build Guide Author SuperMucho Graves Build Guide By SuperMucho Updated on August 24, 2016
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Opening Remarks

Hola, I'm SuperMucho, And This My Graves Jungle Guide. I've put in a lot of effort into this guide and I strive my best to update it daily. The marksman changes applied to Graves have made him a LOT stronger. His auto attacks are unique in a way that they are provide AOE/knockback damage. That enables you to kite the jungle.

Enough waiting, allow me to introduce to you my Graves jungle guide! With all the hard work I put into this guide, and reviews/upvotes would be deeply appreciated. I request you do not downvote until you've tried this out yourself. And finally, I hope you enjoy my Buckshot The Jungle Graves guide! :D
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Pros & Cons

Pros

+ Crazy Damage & Burst Champion.
+ AOE & Knockback Auto Attacks.
+ Smoke Screen Blinds Victims Of Ganks.
+ Quickdraw Allows For Great Chase/Escape.


Cons

+ Short Range Of Auto Attack.
+ His Abilities Eat Mana Fast.
+ No Major CC In His Kit.
+ Reloading Slows His Attacking.
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Ability Sequence

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

> > >
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Skill Explanation



New Destiny: Graves gains increasing Armor and Magic Resistance the longer he remains in combat.


End of the Line: Graves fires an explosive shell that detonates after 1 second, or immediately if it strikes terrain.
Fires a powder round that deals (Depending On Level) (+0) physical damage to enemies in a line. After 2 seconds, or on collision with terrain, the round detonates, dealing (Depending On Level) (+0) physical damage to all nearby enemies.

You're going to want to max out End of the Line before Quickdraw and after Collateral Damage.

Tips and Tricks
  • Try Using This Ability When Enemy Team Is Grouped Together.
  • This Ability Doesn't Go Over Walls, It Instantly Bounces Back.
  • Unlike Ekko's ability, the bullet comes back to original place of fire, not back to you.


Smoke Screen:
Graves fires a smoke canister at the target area creating a cloud of smoke. Enemies inside the smoke cloud have reduced sight range and Movement Speed.

Creates a cloud of Black Smoke lasting 4 seconds. Enemies inside Black Smoke cannot see out.Deals (Depending On Level) (+60% Ability Power) magic damage and slows by Depending On Level) on impact.

You're going to want to max out Smoke Screen after QuickDraw.

Tips and Tricks
  • Shoot this ability behind an enemy while ganking so they run into it.
  • When enemy is within the smoke screen, they will usually panic and burn abilities/spells.
  • Good For Chasing Because Of It's Slow.


Quickdraw:
Graves dashes forward gaining an Armor and Magic Resist boost for several seconds. Hitting enemies with basic attacks lowers the cooldown of this skill and refreshes the resistance boost.
Dashes in a direction, reloading one shell. For 4 seconds, Graves gains True Grit. Basic attack hits lower the cooldown of Quickdraw by (Depending On Level) seconds and, against non-minions, also refresh True Grit.True Grit grants (Depending On Level) Armor and Magic Resist (stacks up to 4 times).

You're going to want to max out Quickdraw before Smoke Screen and after End Of The Line.

Tips and Tricks
  • This Ability Is Able To Dash Through Walls.
  • It's A Quick Gap-Closer As Well.
  • Helps You With Your Slow Reloading Issues.


Collateral Damage:
Graves fires an explosive shell dealing heavy damage to the first champion it hits. After hitting a champion or reaching the end of its range, the shell explodes dealing damage in a cone.

Fires an explosive shell with such force that it knocks Graves back. The shell deals (Depending On Level) (+0) physical damage to the first enemy hit. After hitting an enemy Champion or reaching the end of its range, the shell explodes, dealing (Depending On Level) (+0) physical damage in a cone.


You're going to want to max out Collateral Damage before End Of The Line.

Tips and Tricks
  • When Enemy's Are Low Just Pop It.
  • It Can Hit More Than Target. (Hence The Name)
  • It Has A Pretty Big Range.
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Climbing That Ranked Ladder... Psych.

This Build Is Only Intended For Fun Casual Games, Just Remember That If You Decide To Try This Out In Ranked And Loose LP.

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Item Choices

Items


Item Sequence

Skirmisher's Sabre - Warrior 2625
Rapid Firecannon 3000
Essence Reaver 3000
Sterak's Gage 3000
Infinity Edge 3300
Berserker's Greaves - Furor 1550

The challenging smite gives you the edge by dealing true damage, decrease the amount of damage they do to you, and allow you to have vision on them. The bonuses from the Warrior effect also give him the competitive edge!

When you find yourself being unexpectedly attacked or just straight up dueling, the back-up Shield, 25% AD Bonus, and Size Increase that kicks in when you need it helps you have the edge in the fray.

Quite a few of the abilities are high mana costing, this item helps you sustain your mana costs as well as bonus damage.

Grave's buckshot has a semi-short range, and the energized attacks add the extra damage along side the extra range and attack speed bonus help him pack a punch in the fight!

This is literally the item for all AD Carries, even if they are in the jungle.. enough said.

We want this item to get that extra Attack Speed along side the Movement Speed so we can get around the map faster!
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Runes, Runes, Runes

Pretty Simple ADC Runes.
[More Detailed Info Soon.]
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Master The Masteries

Pretty Straight Forward, Check It Out Above.
[More Detailed Info Soon.]
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Spell The Word Spells

Smite - For jungling obviously.
Flash - To run away faster.
[More Detailed Info Soon.]
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There Is No I In Team

My advice for now is to peel for lanes, you may easily get picked off and such plus it's the nicer thing to do. Unless your team has no hope to success, try your best with what you got.

Typical Teamwork
Early: Peel for lanes so that they are able to get ahead.
Mid: Start Earning (Ksing) those kills to gain a gold advantage.
Late: Destroy everyone EZPZ GG they will surrender.

[More Detailed Info Soon.]
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Graves's Story By Riot Games

Malcolm Graves is a wanted man in every realm, city-state, and empire he has visited. Tough, strong-willed, and above all relentless, through his life of crime he has amassed (then invariably lost) a small fortune.

Raised in the wharf alleys of Bilgewater, Malcolm quickly learned how to fight and how to steal, skills that have served him very well over the years. Smuggling himself to the mainland in the bilge of an outgoing cargo ship as a youth, he stole, lied, and gambled his way from place to place. But it was across the table of a high-stakes card game that Malcolm met the man who would change his life: the trickster now known as Twisted Fate. Both men saw the same reckless love of danger and adventure in the other, and a dysfunctional partnership that lasted nearly a decade was born.

Combining their unique skills, Graves and Twisted Fate were an effective team, pulling off scores of heists. They stole from and swindled the rich and foolish for cash, fame, and the sheer thrill. Adventure became as much of a lure as the payoff.

On the borderlands of Noxus, they set two renowned houses at each other’s throats as cover for the rescue of an heir apparent being held hostage. That they pocketed the reward money only to ransom the vile young man to the highest bidder should have come as no surprise to their employer. In Piltover, they hold the distinction of being the only thieves ever to crack the supposedly impenetrable Clockwork Vault. Not only did the two empty the vault of its treasures, but they tricked its guards into loading it onto their hijacked cargo ship. Only once the pair were over the horizon was the theft discovered, along with Fate’s trademark playing card.

But eventually their luck ran out. During a heist that went wrong, Twisted Fate seemingly betrayed and abandoned his partner. Graves was taken alive and thrown in the infamous prison known as the Locker.

Years of imprisonment and torture followed, during which time Graves nursed his hatred for his former partner. A lesser man would surely have broken, but Malcolm Graves endured it all and finally escaped. He clawed his way to freedom and began his pursuit of Twisted Fate, the man whose treachery consigned him to a decade of unspeakable misery.

Years later, Graves finally had his showdown with Twisted Fate. Yet, after learning the truth of what had gone down between them and escaping certain death at the hands of Gangplank with his old comrade, Graves put his vengeance aside. Older, if not wiser, the pair look to pick up where they left off, seeking to make themselves rich using their unique blend of trickery, heists, and focused violence.

Holed up in an empty bar, bleeding from a dozen wounds and surrounded by armed men who wanted him dead, Malcolm Graves had seen better days. He’d seen worse ones, too, so he wasn’t worried yet. Graves leaned over the smashed bar and helped himself to a bottle, sighing as he read the label.

“Demacian wine? That all you got?”
“It’s the most expensive bottle I have...” said the innkeeper, cowering below the bar in a glittering ocean of broken glass.
Graves looked around the bar and grinned.
“I reckon it’s the only bottle you got left.”

The man had panic written all over him. He clearly wasn’t used to being in the middle of a gunfight. This wasn’t Bilgewater, where fatal brawls broke out ten times a day. Piltover was regarded a more civilized city than Graves’s hometown. In some ways, at least.

He yanked the cork free with his teeth and spat it to the floor before taking a swig. He swilled it around his mouth like he’d seen rich folks do before swallowing it.
“Pisswater,” he said, “but beggars can’t be choosers, huh?”
A voice shouted through the broken windows, buoyed with confidence it hadn’t earned and the false bravado of numbers.

“Give it up, Graves. There’s seven of us to one of you. This ain’t going to end well.”
“Damn straight it ain’t,” hollered Graves in return. “If you want to walk away from this, you best go fetch more men!”

He took another swig from the bottle, then put it down on the bar.
“Time to get to work,” he said, lifting his one-of-a-kind shotgun from the bar.
Graves reloaded, pushing fresh shells home. The weapon snapped together with a satisfyingly lethal sound, loud enough to carry to the men outside. Anyone who knew him would know that sound and what it meant.

The outlaw slid off the barstool and made his way to the door, glass crunching beneath his boot heels. He stooped to glance through a cracked window. Four men crouched behind makeshift cover: two on the upper floor of a fancy workshop, another two in shadowed doorways to either side. All held crossbows or muskets at the ready.

“We tracked you halfway across the world, you son of a *****,” shouted the same voice. “Bounty didn’t say nothin’ about you being alive or dead. Walk out now with that cannon of yours held high and there don’t need to be no more bloodshed.”

“Oh, I’m comin’ out,” shouted Graves. “Don’t you worry none about that.”
He drew a silver serpent from his pocket and flipped it onto the bar, where it spun through a pool of spilled rum before landing heads up. A trembling hand reached up to take it. Graves grinned.

“That’s for the door,” he said.“What about the door?” asked the innkeeper.
Graves hammered his boot into the inn’s front door, smashing it from its hinges. He dived through the splintered frame, rolling to one knee, gun blasting from the hip.
“Alright, you bastards!” he roared. “Let’s finish this!”
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