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Spells:
Flash
Heal
Ability Order
New Destiny (PASSIVE)
Graves Passive Ability
Introduction






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Pros:
- Great early game- Tanky thanks to ![]() - Burst damage - Huge ATS steroid - Able to dash through walls - Utility through ![]() |
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Cons:
- Low range for an AD carry- High mana costs - Squishy early game - Difficult to stick to targets - No hard CC - Targeted often |
Our manly AD carry here is a special type of AD carry.


Why Graves?
If you ever need a decent Ranged AD carry,



When not to play Graves?
Despite having many strong points,





However, when all else fails,


Runes




I take




Why don't I take ArPen runes? Well, I get



-
Brute Force for the AD increase.
-
Alacrity for the ATS increase.
-
Weapon Expertise for the ArPen.
-
Deadliness for the AD per/lvl for better late-game scaling.
-
Lethality It stacks with
Infinity Edge well.
-
Vampirism for the small sustain increase.
-
Sunder for the extra ArPen.
-
Executioner Great mastery, you can kill people easier.
-
Expanded Mind for the extra mana.
-
Meditation This will allow you to spam
Buckshot more.
-
Summoner's Insight for the improved
Flash.
-
Swiftness to make you less slow.
-
Runic Affinity for the extended lizard buff.
I max


I max

I max





True Grit
Graves gains 1 / 2 / 3 bonus armor and magic resistance every second he remains in combat. This bonus stacks up to 10 times. Graves is considered in combat if he has dealt or received damage in the last 3 seconds.
A great passive for an AD carry, it can really save you from divers and you excel at teamfights and duels thanks to this passive.

Buckshot
Cost 60/70/80/90/100 Mana
Range 700
Graves fires three bullets in a cone, dealing 60 / 95 / 130 / 165 /200 (+0.8 per bonus attack damage) physical damage to all enemies in their path. Enemies at close range can be hit by multiple projectiles, but each bullet beyond the first will deal only 35% damage up to a maximum of 102 / 161.5 / 221 / 280.5 / 340 (+1.36 per bonus attack damage) physical damage.
This ability is very good on




Smoke Screen
70/75/80/85/90 Mana
Range 950
Graves fires a smoke canister at the target area, dealing 60 / 110 / 160 / 210 / 260 (+60% of ability power) magic damage upon landing and creating a cloud of smoke for 4 seconds. Enemies inside the smoke cloud will be slowed by 15 / 20 / 25 / 30 / 35 % and will have their vision reduced to only what is inside the smoke cloud and enemies attacking them, everything else will look like it is in the Fog of War.
This is a very unique ability for




Quickdraw
Cost 50 Mana
Range 425
Graves dashes forward, gaining a 40 / 50 / 60 / 70 / 80 % attack speed boost for 4 seconds. Attacking enemy units with autoattacks lowers the cooldown of Quickdraw by 1 second each attack.
This is a great ability as it will turn



Collateral Damage
100 Mana
Range 1000
Graves fires an explosive shell in a straight line, dealing 250 / 350 / 450 (+1.4 per bonus attack damage) physical damage to the first target it hits. After hitting a champion or reaching the end of its range, the shell explodes dealing 140 / 250 / 360 (+1.2 per bonus attack damage) physical damage in a cone behind the target.
This is a great ultimate as it deals HUGE AoE damage in a straight line, and the frontliners will have to think twice about initiating as the




I take















You can start





I almost always have two


Take these boots for the increased damage, you will need it since


I take this afterwards to survive better in lane.

Your first big item. I used to take




Get


Get this small item next. It gives you a huge amount of stats for its price.

Ah, the double swords we all love. I remember I used to stack these on

Anyway, get this item after your two



By now the enemy team should be stacking armor to counter your reign of terror (AKA carrying). Sell your first


You should have enough damage already, so sell your last


If you're doing bad in lane, build this item to help you survive, or if you want to be tankier. It gives you great stats for a cheap price.

If you think you can survive good without


Despite what some might say, it is a bad item on AD carries. If you want to melt tanks, you can just buy a


I haven't ever gotten this item on


God I LOVE this item. Sadly it's more of an item for bruisers so you shouldn't get it, it will gimp your damage since


If you're too squishy early game or you are lacking farm, take this item.


These items are really for melee carries like


Great item if they aren't stacking armor, replace


It's a great item overall, but it gives too many stats that





If your team has no ignites and they have




I rarely get these boots, but feel free to do so if you feel that the extra defense is needed.
quicksilver
Take this item if you think they have too much threatening CC.
Generally though you shouldn't really concentrate on defensive items, as a carry you should be getting damage even though they have an overwhelming type of damage. You should rely on your bruisers and tanks to protect you instead.
So, if you've been dominating all game and you think you don't need extra defense, you can swap out





This is similar to why melee carries like



The reason why legitimate Tanky DPS' can build tanky is because they deal decent damage without items, and they can afford to build some defenses. Unlike melee carries however, they are the ones who soak up damage. If you look at








I'm not saying Bruiser

TL;DR: Bruiser



I cannot stress hard enough, FARM FARM FARM!This is because you deal the most damage late game and you will need your items to make you get to late game easier. However don't hesitate to pick up some kills with your support, because you deal high burst early on.
Level of CS (creep score) by 20 minutes:
50 or lower: D:
51-85: :(
86-100: :|
101-150: :)
151+: :D
Try to reach at least 150 CS. For me, I usually reach the 160s by 20 minutes. Granted that I'm not Chaox who can reach 200 CS by 20 minutes, I always try my best to improve.

Stay behind teamfights and start chipping away at the closest or weakest target.

During fights, wait for your tank or tanky DPS to initiate. Once the fight has begun, immediately fire off a







Level: 10
He's everything you want in a support and more. High CC with a heal and tankiness? Perfect for aggressive play at bot lane. Lane with him whenever possible.

Level: 8
Great support to lane with. She can set up kills for you easily and be tanky at the same time. However the lack of a heal cripples this lane.

Level: 7
Good support to lane with. His







Level: 8
Great harass and protection.


Level: 6
It's great that


Level: 9
Awesome support.




Level: 8
She will give you whatever you need. A movement speed boost, a heal, an Armor/MR buff, or a damage buff. Take your pick! She can also set up kills for you if you both perfectly execute a





Level: ???
I haven't laned with


Level: 6






Easy to beat.



Easy in lane. You should harass with



Same as










After some experimentation, it seems that




Champions that can go either way:

Should be even. Dodge her






Evenly matched. In this matchup I would just farm more than harass. However you can potentially make




Oh how I hate ditto match-ups. This really depends on who can CS better and who has better runes. You CAN beat the other


She can be beaten, but don't be too passive or you'll get harassed hard by






Champions that will beat you:

She will beat you.






She beats you hard. Despite you being able to burst her down, you really can't reach



Similar to




He can harass you hard with



Also, try to stay near your own minions when you have a


Who's this guy?
Jokes aside,




Champions that can stand up to you:

She can CC you to death. Try to farm in this lane, because



She is a very aggressive support, similar to



I play passive in this lane. Not because

Champions that will give you a hard time:

I hate this champion. She may have grapefruits, but I really don't like how




He will make your life suck if you aren't being aware. You cannot play too aggressive against a match-up with




She is a great support, don't try to fight as she will



~ Phil Collins
Soon to come:
-
Graves
Buckshot Bullet Damage decreased to 60/95/130/165/200, from 60/105/150/195/240. Damage per additional bullet increased to 35%, from 25%.
Smoke Screen Duration decreased to 4 seconds, from 5 seconds.


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