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Graves Build Guide by

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

Graves trial guide

Last updated on January 30, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
2
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

This guide is aimed primarily at the Graves player who is able to hold and farm his lane, the early game focus is purely on farming up enough gold to get his starting items asap. I have found that this build and play style will nearly always guarantee a good to great late and mid game. So if you are kinda new to the basics of getting your ranged ad carry up and running in game then have a look and try it out.


Guide Top

Why Graves?

Put simply... He's got the kickback to go with the gun. Graves is a ranged AD for people who like bruisers, his passive mixed with a little game orientated building can make him a tough 1v1 for any equally farmed AD carry if played to his max, this sets him apart from the norm in his class and sets up the player for a more in your face gun fight from the outset.


Guide Top

Runes

So for this build I use the basic defensive blues and yellows
to prevent getting bullied at low levels, for reds and quints I take flat damage. The reason I take these is that my starting items are boots and 3 pots, sure a dorans give you 100 extra hp but 3 pots give you a combined hp of 450, not to mention the move speed which makes last hitting minions significantly easier (esp if you are still getting the hang of it as I am), which is also why I take flat damage over armor pen, for a more competent farmer armor pen is definitely a better bet.


Guide Top

Masteries

21/0/9 In the offensive tree I take the whole left side to put it simply, basically anything which makes you hit harder, the only exception being summoners wrath which I replace with Summoners Insight for the enhanced teleport and flash, aside from that the key points in Utility are max speed and buff duration, aside from these feel free to mix and match your remaining points as you see fit.


Guide Top

Summoner Spells

I'll take the time now to emphasize the importance of flash as a summoner spell for graves, aside from the short dash on Quickdraw and a somewhat unreliable slow on Smokescreen Graves has no real means for a clean escape from a tight spot therefore IT IS A MUST. On top of this a Flash, Quickdraw, Buckshot, Smokescreen, Collateral Damage combo is a sure kill almost every game, not to mention the combined range of Flash, Quickdraw, and Collateral Damage, when chasing a low health target for that last hit.
As for your second spell I take teleport simply because of the uninterrupted farm required to guarantee you a spot in the top damage dealers come the end of lane phase, I use teleport simply as a means to farm, when ever I have to recall later in game I tele over and clear the biggest wave before I go, also it will mean you will be there on top of any build up should a lane get pushed. The last thing you want is a turret melting gold because you are sitting in front of a turret hoping Ashe will come out and try to 1v3 you and your friends.