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Choose Champion Build:
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
New Destiny (PASSIVE)
Graves Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None

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Table of Contents |
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Quick Guide |
Preface |
Information |
Wrapping Up | ||
----,Introduction
----,Graves info |
d-Pros & Cons
d-Abilities |

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This guide will be for jungle

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+Damage threat on the board. +Great clear speed and sustain. +Good base damages in abilities. +Wins most of the jungle 1v1s. +Has early-mid game pressure. |
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The most obvious weakness ![]() ![]() ![]() |
-Mana problems early on. -If you get caught, you're dead. -Close range and blockable AAs. -Easy to dodge/predict abilities. -Lacks in long range combat. |
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Good against![]() ![]() ![]() ![]() |
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![]() Preferred Roles:Jungle, Top, ADC
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Bad against![]() ![]() ![]() ![]() |
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Explanation >> This set of runes works the best in my opinion. It's main focus is maximizing jungle camp clear speed and survivability. Attack speed helps with jungle clear whereas armor pen helps to kill squishies without armor. Scaling health + magic resist because ![]() |
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Situationals: |
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O F F E N S I V E |
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M A S T E R I E S |
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SPEEEEExplanation
>> This is the offensive and more popular mastery page used for
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D E F E N S I V E |
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M A S T E R I E S |
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SPEEEEExplanation
>> This set of masteries is more defense focused and I guess it's also better for low level / beginner junglers as the masteries help with your jungle sustain. You can flip
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|| | FLASH | || |
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|| | SMITE | || |
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|| | GHOST | || |
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Hunter's Talisman is better than it's counterpart ![]() ![]() ![]() ![]() ![]() |
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Refillable Potion saves you more gold than buying ![]() ![]() ![]() ![]() ![]() |
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Warding Totem is the best starter trinket because you want to ward for invades and counter jungle attempts, especially against good early game junglers like ![]() ![]() |
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Stalker's Blade - Warrior is the best jungle item for ![]() ![]() ![]() |
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Berserker's Greaves is situational item. ![]() ![]() |
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Youmuu's Ghostblade is a item I would not skip with this build. ![]() ![]() |
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Duskblade of Draktharr is a item with second best value for champions like ![]() ![]() |
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Sterak's Gage is a situational item but also one of the most generic defensive items. ![]() |
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Death's Dance is the life steal item replacement for ![]() ![]() |
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![]() ![]() ![]() ![]() #1. ![]() 6 / 11 / 16 #2. ![]() 1 / 3 / 5 / 7 / 9 #3. ![]() 2 / 8 / 10 / 12 / 13 #4. ![]() 4 / 14 / 15 / 17 / 18 |
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Graves' basic attack fires a cone of 4 bullets which stop on the first unit hit. The first bullet on a target deals 0.7 - 1 total AD (based on level) physical damage, with subsequent bullets dealing a third of that damage per bullet. Structures take 25% reduced damage from Graves' basic attacks. Graves stores two Shells at any time and expends them when he basic attacks. After using them, Graves reloads, delaying his next basic attack significantly.Upon critically striking, Graves fires 6 bullets over a 50% wider cone and deals 40% bonus physical damage (60% with Infinity Edge). |
Try to land all bullets on your wanted target in the jungle and in combat. In jungle you can ![]() |
![]() Cooldown: 14 / 13 / 12 / 11 / 10 Cost: 60 / 70 / 80 / 90 / 100 Range: 950 |
Graves fires a narrow missile, dealing 55 / 70 / 85 / 100 / 115 (+0.75 per bonus attack damage) physical damage in a line. After 1 second, the line detonates, dealing 80 / 125 / 170 / 215 / 260 (+0.4 / 0.6 / 0.8 / 1 / 1.2 per bonus attack damage) physical damage in a 'T' shape from where Graves fired it. |
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Great ability to clear off the smaller minions in the jungle or just to clear minion waves. The ability has nice base damage too, even more when you let it fragment. You should always try to go for the fragment damage if possible by positioning yourself near walls or chasing your opponent close to a nearby wall. There's next to no reaction time if you use it on a wall. |
![]() Cooldown: 26 / 24 / 22 / 20 / 18 Cost: 70 / 75 / 80 / 85 / 90 Range: 700 |
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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 675 units wide 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. |
Overlooked ability sometimes. It's really hard to use this ability properly. When chasing enemy, use it ahead of your enemy to block or slow the planned escape route. In fights always use it in a way that forces your enemy inside of it or to walk in it. At it's best, ![]() |
![]() Cooldown: 18 / 17 / 16 / 15 / 14 Cost: 40 Range: 425 |
Graves dashes forward, resetting his basic attack timer and refilling one shell. Graves also gains 10 / 15 / 20 / 25 / 30 armor and magic resist for 4 seconds, stacking up to 4 times. Damaging non-minions refreshes the duration of this buff. Quickdraw's cooldown is reduced by 0.5 seconds every time Graves hits an enemy with a bullet. |
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You can use this ability on cooldown in the jungle as your auto attacks reset it pretty fast but make sure you get the extra shell from it for faster clear. Not much of an escape tool but you can use it over walls which can be really effective against melee champions for example. In 1v1 situations don't be afraid to use it just to position yourself better as later on you will reset this ability by attacking 2-3 times. |
![]() Cooldown: 100 / 90 / 80 Cost: 100 Range: 1000 + 800 |
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Graves fires an explosive shell in a straight line, dealing 250 / 400 / 550 (+1.5 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 200 / 320 / 440 (+1.2 per bonus attack damage) physical damage in a cone behind the target. Graves recoils 300 units upon firing. |
Great ability to last hit champions. The initial bullet travels 1000 range but actual maximum range is 1800 because the explode radius can hit someone far away even if the bullet doesn't. In team fights and skirmisher's it's often better to use it to hit as many champions as possible. Don't always try to greed kills with it. |
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>> Jungling![]() ![]() ![]() ![]() If you can't see the video for some reason, the jungle clear is basically starting from Krugs/Gromp, smiting it and then clearing every camp on your way to the second buff where you will use smite again. Finally clear the last camp next to the second buff. Counter jungling is a possibility if you see enemy in bottom for example, you can assume his top side jungle is not taken so you can go get those. Leave a ward after counter jungling so your laners can see where he is going next. (Smiting enemy wolves instead of warding also works). Note: Don't ever counter jungle if your lanes are pushed back if you're not strong enough for a hit and run. |

>> Ganking![]() Try to clear 1 side of the jungle (red or blue side) and gank the closest lane after clearing jungle camps. There are exceptions like lane desperately needing help or you need to counter gank a lane. There is a flaw with this however and you can use it to your advantage too. If you see enemy jungler doing a camp, you can predict where he is going next, like if he just cleared right side of jungle, he will go to left side and gank the closest lane. You can click on enemy jungler to see if he has Gromp buff so you know which camps he has already cleared. |
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>> Team fighting You can expect to play team fights like an adc would but with little bit extra room for small errors. Honestly depends a lot on how you like to build ![]() Keep your eyes open and don't tunnel on worthless enemies though. ![]() I'd also like to emphasize on the importance of following your team. Above I said everyone makes mistakes and if you go solo and clear jungle camps and leave your team as 4, someone is almost bound to a mistake and you can't do anything about it if you're off on your own. Balance farming and being with your team wisely. It's way too common to see a jungler decide to go clear jungle camps in other side of the map when enemy team is hovering over baron or your team is at the other side of the map. Try to be in a distance where you can join the team fight within a reasonable time. |
mafia graves |

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T H A N K Y O U |
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R E A D E R S |
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Thanks to:
>> MissMaw - For helping me out with coding and visuals. >> H4xDefender - For opinion and suggestions. >> Readers - For surviving this far. I hope you have learned something about ![]() |
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