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Graves Build Guide by T O W G Y B

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League of Legends Build Guide Author T O W G Y B

Graves ADC Build - Baller Mode

T O W G Y B Last updated on December 4, 2014
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Jungle Role
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Jungle Role
Win 52%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Legendary Guardian

Defense: 9


Utility: 0

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Welcome and thank you for visiting my Graves ADC Guide.
First off, I want to say that although this guide was made for and focused around Graves, it will work fine for most AD based champs. Also, this build focuses on damage output, so be wary of the fact that you might still be an easy kill.

Notice the name of this build, Baller Mode. In other words, this build will ensure you effectiveness in lane, but it is quite the risky pick (especially for late game), please take that into consideration.

With that said, let's start off with the guide:

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Pros / Cons

Pros: This build will - with it's Attack Damage, Attack Speed and Critical Strike Chance - ensure a high damage output, while the Lifesteal will keep you on the battlefield for a longer time. Also, the Armor Penetration given to you by Last Whisper will annihilate the defenses of any hostile and make even a tank's life all that much harder.

Cons: This build is purely focused on damage output, with the only sustain being your Bloodthirster. This means that your champion will almost be as squishy in late game as in early game (Accounting Health Scaling and enemy build orders).

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Now, I know what you may be thinking. "These runes are a mess."
If this is not the case, then you are like me and realise the benefits of having such a jumbled up mix. Also, keep in mind that this build was based around Graves and thus has been focused around dealing with his flaws (mainly Attack Speed, and squishiness).

Now, - the reason why has been stated above - this is what you want to go for on a Graves:

- 4x Greater Mark of Attack Damage [(+3.80) Attack Damage]
- 4x Greater Mark of Armor Penetration [(+5.12) Armor Penetration]
- 1x Greater Mark of Critical Strike Chance [(+0.93%) Critical Strike Chance]

- 7x Greater Seal of Armor [(+7) Armor]
- 2x Greater Seal of Attack Speed [(+1.52%) Attack Speed]

- 9x Greater Glyph of Magic Resist [(+12.06) Magic Resist]

- 1x Greater Quintessence of Attack Damage [(+2.25) Attack Damage]
- 2x Greater Quintessence of Attack Speed [(+9%) Attack Speed]

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For masteries, this build utilises a classic 21-9-0 composition, the goal being to deal as much damage as possible, while still getting a decent amount of protection out of it. If you wish to, you can try a 30-0-0 composition, as your runes will soak up a decent amount of damage for you.

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The items used in this build are focused around DPS, as said before. The Attack Damage, Critical Strike Chance, Life Steal, Movement Speed and Attack Speed all serve as a great upper-hand for Graves, as long as you keep your farm game up ofcourse.

As stated above in the 'Full Build Example' note, this build will passively grant you the following aspects:

+225 Attack Damage (+8% of target's total health)
+105 Attack Speed
+45 Critical Strike Chance
+30% Life Steal
+45 Movement Speed (+6% Multiplier + 12% on 'Furor')
+35% Armor Penetration

All this without using a single Active on your items.

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Skill Sequence

Graves skill sequence is pretty obvious. You will want to max his Q first, as this is his biggest damage output when on the battlefield. Secondly, his E. This dash will save your life multiple times, as well as take many lives from your enemies in a deadly E,Q-combo. Then, ofcourse, his R. When maxed, Graves' R will deal insane damage and will serve well as a way of dealing with any hostiles trying to escape.
Lastly, his W, as this skill is really only useful for tactical plays in coördination with team mates or simply to slow down enemies to prevent or make an escape.

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Creeping / Jungling

This build is more then capable of helping you clear out jungle camps. Even harder camps, such as Red and Blue Buff, will pose no threat to after you hit level 10. From level 12, the Dragon should be easy enough to solo as well, and from level 17 - if you own at least the first 4 fully built items - a baron solo is very much possible.

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Team Work

As stated above in the "Pros/Cons" section, this build focuses mainly on dealing as much damage as possible within the shortest amount of time (the only mild sustain item being Bloodthirster), thus, being able to rely on your teammates is key.

A tanky support (for early game) or a good tank on your team in general (for late game) will serve you well as they should soak up all the damage for you.
Meanwhile, you keep your distance and deal all the damage you can; and I promise you, it will be a lot.

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Early game farming will be reliant on your farming skills. After 10-15 minutes and buying a couple of items however, you should not have any trouble farming, as most minions will die next to instantly.

Always keep in mind that farming is your way of making gold, and that the more gold you get, the quicker you'll be rocking that Bloodthirster and Infinity Edge to get an edge over your enemies.

Also, the same truth counts for the enemy ADC, so try to make sure you do not fall behind on farm (or kills, ofcourse).

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See you on the Fields of Justice!

Thank you for checking out this Graves ADC Guide, I hope it helps.

Enjoy your games, and remember:
"Never give up, never surrender."