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Graves Build Guide by MrDurexNL

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author MrDurexNL

Graves AD Carry - Complete & Brief Guild

MrDurexNL Last updated on January 31, 2012

Ability Sequence

1
3
5
7
9
Ability Key Q
4
13
15
17
18
Ability Key W
2
8
10
12
14
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

Hallo, My name is MrDurexNL/Rise Phraze and this is my first build. for people who are NEW to LoL, is this a kind of perfect build. this build is meant for a lane with a partner. in this build i'll discribe Graves brief and complete.

Have Fun Reading!!


Guide Top

Pros / Cons

Pros:
+ High early game dmg
+ Good creep farm
+ High resist early game agains incoming dmg
+ High dmg late game
+ Beasting Buckshot

Cons:
- Mana greedy early game
- Low attack speed
- Few escapes
- Squishy late game


Guide Top

Runes

The Runes I chose are 3 Greater Quintessence of Attack Damage, 9 Greater Mark of Desolation, 9 Greater Seal of Armor and 9 Greater Glyph of Magic Resist.

Quintessences
I take 3 Greater Quintessence of Attack Damage for some early game damage, which often guarenties kills.

Marks
I take 9 Greater Mark of Desolation for the more damage against champions with some armor in the early phase.

Seals
I take 9 Greater Seal of Armor for some early game resistance agianst AD champions, this also combines with your passive.

Glyphs
I take 9 Greater Glyph of Magic Resist for some early game resistance agianst AP champions, this also combines with your passive.


Guide Top

Masteries

21 - 9 - 0



For masteries I take 21-9-0, these masteries are really meant for the early game damage output and for the defence and resistence agianst enemy damage output.


Guide Top

Items

Early Game



Early Phase



For items I take an Doran's Blade to start with, this will guaranty me damage and health for the first few minutes of the game, as second item I take my Boots of Speed for some movement speed in the early phase, after a few minutes I take my B. F. Sword for epic damage. Not a long time later I upgrade my Boots of Speed into Berserker Greaves for more movement speed.

Late Phase



In the Late Phase I'll try to get my The Bloodthirster as soon as possible, farming minions is very necessary to get the stack on your The Bloodthirster. next I'll get a Zeal for some more attack speed and crit. chance, if you need more attack speed you can directly upgrade your zeal into a Phantom Dancer, I normally take a B. F. Sword after a Zeal, and than upgrade the Zeal into a Phantom Dancer. After taking a Phantom Dancer I upgrade my B. F. Sword into a Infinity Edge, This is my main Item Sequence, there's only one exception when I take my Sword of the Occult, I would probably take it after getting my Berzerker Greaves.

Late Game



In this part of the Game my items will depend on whatever my own, my enemies, and my teammates score is. I normally choose between these items:

The Bloodthirster: I know it's the second one, take it for more flat damage, you'll need to have a good creep farm the stack it.

Sword of the Occult: If your dominating the enemy like a boss, take this item. be carefull don't lose your stack.

Phantom Dancer: If you want more crit. chance I would prefer this item.

Frozen Mallet: A bit of Tankiness combined with Attack Damage and a nice slow.

The Black Cleaver: Nice lowering of enemy Armor combined with Attack Damage and Attack Speed, to take out Armor build teams.

Force of Nature: Against enemy casters.

Thornmail: Against enemy Attack Damage teams.

Last Whisper: To take out enemy Tanks.


Guide Top

Skills

Passive



True Grit - Graves gains increasing armor and magic resistance the longer he remains in combat.

Q



Buckshot - Graves fires three bullets in a cone, damaging all enemies in their paths.

Graves shoots three bullets in a cone, each dealing 60/105/150/195/240 (+ ) physical damage to all enemies in their paths.

Enemies hit with multiple bullets take 25% damage from each additional bullet.

Cost: 60/70/80/90/100 Mana
Range: 700

W



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.

Graves fires a smoke canister dealing 60/110/160/210/260 (+0.6) 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.

Cost: 70/75/80/85/90 Mana
Range: 900

E



Quickdraw - Graves dashes forward gaining an Attack Speed boost for several seconds. Hitting enemies with basic attacks lowers the cooldown of this skill.

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.

Cost: 50 Mana
Range: 425

R



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.

Graves fires off an explosive shell dealing 250/350/450 (+1.4) physical damage to the first enemy champion hit. After hitting a champion or reaching the end of its range, Collateral Damage deals 140/250/360 (+1.2) physical damage in a cone behind the target.

Cost: 100 Mana
Range: 1000


Guide Top

Skill Sequence

When using Graves, I skill combo a lot. the order of skills I use would normally be, Quickdraw for faster attack speed and Cooldown Reduction, after this I use my Smoke Screen to disable the sight of the enemy your focussing or the other enemy on the lane. Next I use my Buckshot, because your almost standing against the enemy because of Quickdraw your dealing great damage, last I use Collateral Damage for great output.


Guide Top

Summoner Spells

Good Choices
+ Ghost (This spell is Terrific for escaping/chasing.)
+ Flash (Excellent spell to duke and/or Flash over walls, even to get in for a kill.)
+ Ignite (Good spell to debuf healing and secure a kill.)
+ Exhaust (Nice for 1v1 fights.)
Bad Choices
- Heal (This is why we build lifesteal.)
- Clarity (Though Graves is mana hungry, I don't prefer to waste a slot on this spell.)
- Clairvoyance ( Graves is not a support.)
- Promote ( Graves ain't a champion for Promote.)
- Surge ( Graves is no AP champion.)
- Revive (Don't think this is usefull at all.)
- Smite (No jungle build.)
- Teleport (No solo top guide.)
- Garrison (This ain't a dominion guide.)
- Cleanse (You don't need this particulary.)


Guide Top

Summary

I hope this build will help you out during a meta game(game with jungler, solo top (tank), mid (spell caster), bot (AD carry & Support)) and/or troll games etc.

Thanks for Reading!!
And I don't mind if you Thumb Up!! and leave a Comment!!

Patched:
26 Jan 2012: Build Published Including: Intro, Pros & Cons, Masteries, Runes, Items, Skills, Skill Sequence, Summoner Spells, Summary.

Upcoming:
Ziggs Patch: My Scores, Early/Mid/Late Game Roles.

In Future Patches:
Lay-Out improvements
Video's
And Loads of Other Stuff!!!


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