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
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Spells:
Barrier
Flash
Items
Ability Order
New Destiny (PASSIVE)
Graves Passive Ability
Introduction
Hello! I'm here with another guide with one of my long-time go-to ad-carries. Ever since his release a couple years ago I was always interested him because of his spell-heavy style as well as his overall slipperiness. He is a very unique champion that can also do some unique things with his

This team comp I have set up would be a very standard, strong team composition in the current meta. It is overall very tanky with a lot of versatility, wave clear and is strong the entire duration of the game. It always good with Graves to have a champion, in this case both the support and jungler, who can set up fights extremely well. When these fights are setup well it allows Graves to blow all his burst in the beginning of the fight onto a clumped portion of their team, or at least an important priority target, giving your team a massive health advantage to start off. No other AD champion can follow-up as well as Graves can to a proper engagement so it is soooo important to have that ability on your lineup.
Overall, you're going to want to just have a strong engage team composition that is tanky and just really meaty. Graves can fend for himself pretty damn well late-game because of

Flash and Barrier are always my main choices of summoner spells on aggressive ad-carries. Barrier gives the largest versatility out of the couple of defensive summoners and anything that inflates your health pool (even artifically like in this case) is just fantastic because it allows you to live through more burst and give you more time to lifesteal. Things that would potentially kill you, you can survive it and live with a lot of health after (depending on the point in the game).
There are times when




These are very standard runes to run on adc currently and have been for quite some time. Attack damage reds are by far the most efficient and strongest thing on an adc so to take anything else would be shooting yourself in the foot... both feet even. Try kiting with those. Armor yellows helps for your early game trading a great deal and without them you would have to play extremely passive in lane and lose out on cs. For blues I take both magic resist and mana regeneration. This is because the magic resist helps a little bit for trading in lane but isn't nearly as useful in consistency as the armor yellows. So we take out a little bit of the mr and put in mana regeneration for extra sustain in lane. Lastly, quints are going to be 4% lifesteal and a couple extra attack damage. Once again, it is for sustain and trading efficiently.

Masteries, the same as runes, are very focused on being as strong in lane as you can possibly be. The points in offense scale fairly well into the mid and late game but for the most part it is just the most ideal way to place our points. The points in defense, on the other hand, are entirely for laning. It reduces incoming auto-attack damage, gives us health regeneration, and also helps out our health pool. All important things for trading efficiently in lane.
The above skill sequence is one that I can never really see myself changing. Maxing


![]() |
|
BuckshotBuckshot is probably the move that defines Graves the most in my opinion. It combined with ![]() |
![]() |
|
Smoke ScreenSmoke Screen is such an interesting, unique ability. Typically you are using this only for the utility and very rarely for the damage. You typically want to do it to deny a ranged champion vision or to slow those who are chasing you or those who are running away from you. Usually it's for denial of vision though. Say you are fighting down in bottom 2v2 and you get jumped on by the opposing team's ![]() |

On my first back, I hope to have enough gold for a




Then, I'll settle with





Alright, so I have my core damage items and can destroy anyone with my burst. Now it is time to go back and pick up some attack-speed. I never like getting




Then, once I have decided on the proper defensive item to get, I follow it up with an

Alright, as gone over above, after finishing my Infinity Edge I should have a good idea of which one of these defensive items I'm getting. Finish it out and then once you have about 2k gold saved up, sell your boots for

Due to Graves' insane amount of early to mid-game power and overall lane strength he doesn't have many weak match-ups. I'm thinking about the match-ups in my head and there really are none where I'm going to myself, "Wow, Graves does exceptionally poor/well in "x" match-up." There just really aren't any that are coming to mind. He is just a very balanced, heavy aggression champion that you can snowball extremely hard with if you play laning phase properly.
Laning phase for



Because Graves can punish mistakes so strongly with his innately high defensive stats and early-game damage, it is best to pair him with an extremely aggressive support who can position themselves forward with him and compliment his aggression well.



Keep being aggressive, shoving the lane with

Once you get to mid-game it can be a little tricky on knowing where to put yourself on the map. It isn't as straight-forward as another adc such as


When you are forcing objectives, make sure to be positioning yourself in the back as you typically would on an adc. The one thing that is different on Graves than other ad-carries is that you have the potential to almost one-shot a squishy. If their adc or mid is a little bit worn down and you are in a position to Flash, Quickdraw in and then burst them with your


Going into late-game it can be risky to keep split-pushing as much as you were mid-game. It is riskier because teams as a whole will become stronger and it will become easier for teams to force things as a 5v4. This leaves high priority objectives such as Baron more vulnerable to being forced and bursted down before you're able to react. Also, the more time given for assassins or tanky top-laners (such as Nasus) to snowball and become pretty much impossible to 1v1.
So, you're kind of put into an awkward position. You can't split-push as far as you could before but you are also fairly weak at sieging towers. This is why

You must be logged in to comment. Please login or register.