Graves Build Guide by DonRolf
Champion Build: Graves
| Health | 3302 |
| Health Regen | 18.1 |
| Mana | 1275 |
| Mana Regen | 19.35 |
| Armor | 85.29 |
| Magic Resist | 99.3 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 400 |
| Gold Bonus | 0 |
| Attack Damage | 306.8 |
| Attack Speed | 89.016 |
| Crit Chance | 65%S |
| Crit Damage | 50% |
| Ability Power | 0 |
| Life Steal | 12% |
| Spell Vamp | 0 |
| Armor Penetration | 19.2 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction

So you want to play
Graves, summoner? Graves is since his release easily my favourite AD carry. His long range autoattack combined with short range skills that can turn the tide of a teamfight just makes him devastating when used properly. In this guide, I will try to maximize his potential. If you have any comments or suggestions, be sure to leave them in the comments below.
[NOTE]
Updated for the Graves nerf. Getting an early bloodthirster now, switched to Banshees in recommended items. Thanks for your feedback everyone!
Why play Graves?
I've played a couple of games of Graves now, and the primary reason I play him is because he plays more fun then your average AD carry. His mobility is sublime and wrecking teamfights with your ultimate, getting away easily and give the occasional buckshot back is so much fun
Pros
- Good farmer
- Good pusher
- Mobile
- Huge early game bursts
- Dash good for chasing or escaping
- Teamfights are a blast
- Passive counters squishyness early on
Cons
- Lacks 1v1 power lategame
- Pretty squishy, especially late game
- Lacks crowd control effects
Skills and their order
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The passive. If you keep autoattacking minions, you'll get more magic resist and armor. It's useful for early game harass, autoattack some minions, |
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An awesome utility spell. It's like a portable version of |
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This skill is so useful for chasing and getting away alike. When chasing a character, dash in, |
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This is called an ultimate for a reason. You can turn the tide of teamfights with this ultimate. Stand at a range, shoot it somewhere in the middle and their entire team is hurt. Use this when the enemy team is pushing or is retreating, works like a charm in combination with your |
As
Summoner Spells
Ignite is another possible option to quickly kill off running enemies. As your mobility is already really good, consider choosing |
Runes and Masteries
Masteries
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Offense tree is my main tree, and as damage is important to a carry, I'm making sure I take
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A couple of points for defense.
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Runes
| greater mark of desolation |
Armor Penetration is the most useful stat you can get on an AD carry, as not many items will give that stat. It'll give you the extra burst early on and will help burn through armor. If that isn't enough, consider buying a |
| greater quintessence of desolation | Again, same idea as the seals. Armor Penetration is invaluable, earlygame and lategame. |
Items
Starting Items
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This will help early game sustainability, let your attacks hit a slight bit harder, add in a good trade-in value and this is really the item to get. |
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To heighten your sustain and synergizing well with |
Boots
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These shoes will maximize your early game damage output. In combination with your |
Core
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Nail some faster hits. Get the occasional critical to finish them off. Chase quicker to get more damage out of your |
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The highest yielding Attack Damage item in the game. Lifesteal giving you so much sustain. What would you want more? This makes you really, REALLY good. It is vital that you get this early. |
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Another item great for chasing, synergizes well with your |
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You're almost complete now. You hit fast. Next up is hitting really hard. This sword is helping, yet again, your |
Situational last item
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Use this if the enemy AP carry is a bigger threat over the AD carry. The buff on this item, blocking an ability, will usually block the initiative stun, like |
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Use this if the enemy is heavy on armor, or if the tank can't get focused properly. You'll burn through the tanks armor, netting an easier kill when their tank has some awful crowd control. Consider getting this early, but not until you completed your |
Gameplay
Early game / Laning
When laning, your best bet is take a support that has some good stuns / slows like
As you're squishy early game, your best bet is make your support ward the brushes. This is extremely important, wards win games. Ward the brush on your side and the brush on the river, as these are the most important chokepoints. Laning against a stealth champion? Consider buying a
When you're in a safe position, focus on farming. Your support should harrass, do it yourself too without getting yourself in danger. Farming still is priority. Play defensively and don't push your lane too hard. If your support harrassed enough, grab that kill as it's worth a huge batch of money and will make a difference
Midgame
You are properly farmed right now if done well, so you have the ability to gank. You will need to get those kills, so if there's a quick ganking oppertunity, always take it. Make sure the map is properly warded, giving more oppertunities. You should get red buff by now if your jungler didn't take it.
If there's no ganking oppertunity, push a tower. You'll have decent attack power. Only push if there's a ward on major chokepoints: when pushing you're really vulnerable to ganks. You want to watch out extra if the enemy team has a
You're vulnerable to ganking too. If you get ganked, apply zoning. It is an important part of the game.
Endgame / Teamfights
Teamfights are a blast as a hardcarry. You're item dependent, so in a long game your attack power should be unmastered. As most used hardcarries are ranged (
When you're in a teamfights, stay behind at first. Give them a poke by
Conclusion
After playing my occasional matches of
Graves, he's easily one of my favourite hardcarries. The combination of being ranged, but still hitting hard up close and being mobile just makes him as fun as the mobile
Master Yi or the long-ranged unbeatable
Caitlyn. Have fun playing the pro gambler Graves, as the fate of the enemy team just has been turned!
Glossary
Zoning
The blocking of paths with a skill or with champion placement
Say, you're on lane with a
Changelog
24-10-2011 First version, changed runes, several small fixes (thanks GrandmasterD!)
25-10-2011 Repost, made the horrible mistake to put comment to vote off.
25-10-2011 Some minor text changes, updated by suggestions in comments. Added Vampiric Scepter to starting items.
29-10-2011 Graves nerf incoming! Switched to an early bloodthirster for nerf and asked by many people.
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