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Runes: Carry/1v1 Graves
1
2
Sorcery
Precision
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
Opt 1
Challenging Smite
Flash
Items
Ability Order Always
New Destiny (PASSIVE)
Graves Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Trundle
Ideal
Strong
Ok
Low
None
Champion Build Guide
Table of Contents
Use this Table of Contents to go directly to the info you need or read through full guide!
About Me
A Challenger Jungler (NA), YouTuber, and Twitch Streamer
Hello! Welcome to my
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Thank you for checking out this
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About Graves
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About Graves![]() ![]() Difficulty ![]() ![]() ![]() When to Pick Graves ![]() |
Abilities
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New Destiny (Passive) |
![]() 1. ![]() 2. The closer you stand, the more damage you will deal because more pellets will land. *Critical strikes increase your pellets from 4 to 6. *Monster camps & minions are knocked backed by autos. *Pellets deal 25% less damage to turrets. |
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End of the Line (Q) RANGE: 925 COST: 60 mana COOLDOWN: 12-8 seconds |
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Smoke Screen (W) RANGE: 950 COST: 70-90 mana COOLDOWN: 26-18 seconds |
A smoke canister that deals AP damage and slow enemies by 50% for 0.5 seconds. Most importantly, it applies an effect called nearsight where the enemies sight radius is significantly reduced for 4 seconds or until they leave the circle. This ability is super powerful against champions without mobility because they are stuck in the ![]() |
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Quickdraw (E) RANGE: 425 COST: 40 mana COOLDOWN: 16-12 seconds |
This is ![]() *The cooldown on this ability is reduced by half a second for every pellet that hits an enemy. TRUE GRIT: This is the passive part of this ability. ![]() |
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Collateral Damage (R) RANGE: 1000 COST: 100 mana COOLDOWN: 120-60 seconds |
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Pros & Cons
![]() Pros
+ High-Mobility with his E
+ Super strong 1v1s + Super strong early game + Strong vs AD-heavy comps + Easy to clear camps + Strong tower-dive potential with bonus armor |
![]() Cons
-Auto attacks can be blocked
- Falls off late game - Weak vs AP-heavy comps - Weak vs long-ranged comps - No hard CC for ganks/team fights - Ugly champion lol |
Sums & Runes
SUMMONER SPELLS
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An amazing thing about ![]() ![]() ![]() ![]() ![]() |
RUNES
PAGE 1 |
PAGE 1: This
![]() ![]() ![]() ![]() ![]() *Tips: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
PAGE 2: This
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PAGE 2 |
Itemization
CORE ITEMS
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Trinity Force Trinity Force is currently the best mythic item on ![]() |
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Youmuu's Ghostblade This is the strongest legendary item on ![]() ![]() ![]() |
VS TANKY TEAM
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Black Cleaver![]() ![]() ![]() |
BOOT OPTIONS
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Plated Steelcaps These aren't the best boot options on ![]() |
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Mercury's Treads![]() ![]() |
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Berserker's Greaves I'd recommend these boots into team comps with little CC (where ![]() |
4th, 5th, & 6th OPTIONAL ITEMS
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Duskblade of Draktharr This is another lethality item that you could build on ![]() |
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Edge of Night This is another lethality item but it gives less than the other options. Instead, it gives a decent amount of health and a spell shield passive. I'd recommend you pick up this item situationally when you keep getting destroyed by a long-range CC or heavy-AP skill shot that's difficult to dodge. |
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Death's Dance This isn't the same broken item it was last season, but it still allows you to take damage over time instead of all at once. You get healed & bonus movement speed when you kill an enemy champion. This item now only gives armor (instead of magic resist too) so I'd say it would be good into a full AD comp. |
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Mortal Reminder Blehhh. All that healing drives me nuts too. This item is what ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Infinity Edge Another critical strike item that is better than lethality for the late game with the bigger AOE auto attacks. I'd buy this if you're carrying, and there's no high threats of dying, so you can push your lead. |
Early Game
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5 CAMP CLEAR
The first option is a 5 camp clear, skipping gromp, where you can start on either side of the map. This is a less risky option that allows you time to gank & still be here in time for the scuttle crab.
VERTICAL JUNGLING
This next option is what is referred to as "vertical jungling". You will take your red buff and go straight to their blue. You should take this route against weak early game junglers such as
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LVL 3 INVADE
This last option I'll be listing is a level 3 invade on the enmy jungler. You do double buffs, gromp, invade. You will still have time to gank after this and be to scuttle as it spawns.
*Scuttle crabs now have a shield that is broken upon CC.
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USING E IN A GANK
You may want to use an auto attack with red buff to slow the enemy then run up closer/E
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USING W IN A GANK
If you're level 3+, you should have your W
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USING Q IN A GANK
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TIP* Make sure to use your
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WHICH LANE TO GANK
It is best to gank laners that have CC or the enemy might slip away. While you're loading into the game, get a good idea of what might be your best bet for ganking depending on who your teammate's champions are and the enemy champs. Slippery champions like
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TIP* Remember to push out the wave after your gank so you can get the XP and the enemy will lose gold/XP as their minions die to tower.
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Mid/Late Game
Team fighting isn't ideal on
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If you are ahead and team fighting, you want to hold onto your E
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*TIP* You can use Q flash and R flash. Practice this in the training tool!
To end the game quickly on
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Look to take turrets with your team for more map pressure. Force the enemies to come to you or surrender their objectives and the game will be won. The outer tier turrets are the easiest to take so don't risk going to their base when the enemies are alive when you can just get an outer turret instead.
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