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Spells:
Exhaust
Flash
Ability Order
New Destiny (PASSIVE)
Graves Passive Ability
Introduction
Malcolm Graves was born in the back of a Bilgewater tavern and left there with a bottle of spiked milk. He survived a childhood in the pirate-run slums using every dirty trick in the book. Intent on building a new life for himself, he stowed away on the first ship to the mainland he could sneak aboard. However, the grim realities of the world forced him to eke out an unsavory living in the underground of various city-states, jumping the border whenever things got too hot. At a particularly high-stakes game of cards, he found himself seated opposite Twisted Fate. They both flipped four aces on the final hand. It was the first time either conman had met his equal. The two formed an alliance, swindling marks at the tables and scrapping back-to-back in the alleys afterward. Together, they ran the streets – stacking chips, decks, and rap sheets.
Unfortunately Graves made the mistake of hustling a hefty sum from Dr. Aregor Priggs, a high-ranking Zaunite official and businessman. When Priggs discovered how he’d been played, he became obsessed with revenge. He learned about Twisted Fate’s all-consuming desire to control magic and he promptly offered him a trade: serve Graves up in exchange for enrollment in a procedure which would grant his wish. Twisted Fate took the deal – both he and Graves knew the stakes of their arrangement, but the offer was too good. Once acquired, Priggs had Graves taken to a special location built to hold men whose crimes – or more precisely their punishments – were meant to stay off the books. Graves endured years of captivity at the hands of Zaun’s most unscrupulous wardens before he managed to escape. One of his fellow detainees introduced him to an eccentric gunsmith who modified a shotgun exactly to his specifications. He named it “Destiny.” After he paid a visit to Priggs, Graves joined the League of Legends with two targets in his sights: Twisted Fate and payback.
“They got a saying in the locker: ain’t got nothin’ but time to plan."
Graves, the Outlaw
Unfortunately Graves made the mistake of hustling a hefty sum from Dr. Aregor Priggs, a high-ranking Zaunite official and businessman. When Priggs discovered how he’d been played, he became obsessed with revenge. He learned about Twisted Fate’s all-consuming desire to control magic and he promptly offered him a trade: serve Graves up in exchange for enrollment in a procedure which would grant his wish. Twisted Fate took the deal – both he and Graves knew the stakes of their arrangement, but the offer was too good. Once acquired, Priggs had Graves taken to a special location built to hold men whose crimes – or more precisely their punishments – were meant to stay off the books. Graves endured years of captivity at the hands of Zaun’s most unscrupulous wardens before he managed to escape. One of his fellow detainees introduced him to an eccentric gunsmith who modified a shotgun exactly to his specifications. He named it “Destiny.” After he paid a visit to Priggs, Graves joined the League of Legends with two targets in his sights: Twisted Fate and payback.
“They got a saying in the locker: ain’t got nothin’ but time to plan."

Pros / Cons
spaaaaaaaaaaaaaace |
Pros
![]() +Amazingly durable for a ranged carry +Excellent farming and poke +Able to solo Baron Nashor late game +Lots of fun to play +Insane dps and burst damage +Strong all phases of the game nextcol]space |
space |
Cons
![]() -Slow initial movement speed (305) -Prone to ganks before entering combat -No reliable CC aside from ![]() -Vulnerable to certain tanks -High expectations of Graves players -Will get ranted at XD |
Masteries
I use the standard 21/0/9 carry build. This maximizes your output for damage. You don't really need


Offense Masteries

Cipple Why not? Improve your exhaust.





Utility Masteries




As for runes I take ArP Marks Greater mark of Desolation, Flat Armor seals Greater seals of resilience, Magic Resist per level glyphs, Greater glyphs of shielding, and ArP quints Greater Quintessences of Desolation This maxes damage output early and late game against carries and tanky champs alike. If you are asking about the defense seals and glyphs, hear me out. Graves is squishy without his passive up. That's why I take defense runes to allow him to deal damage without sacrificing survivability.
I take
Exhaust and
Flash as summoner spells. The reasons are simple. Everyone wants to be simply left alone as a carry and wreck the other team. The reality is that most likely you will be ganked, poked, assassinated, among other things.
Exhaust helps against this. If you get ganked by let's say their Xin Zhao
Xin Zhao, and he hits you with his
Three Talon Strike, timing your exhaust right after will greatly decrease his output. Assuming you have the right items you can absolutely slaughter him with your damage output. Otherwise you might just die due to his mighty CC spam and auto attacks. I take
Flash simply because
Quickdraw alone is simply not enough as an escape method. You can dash through many walls but not all walls. Therefore, a
Quickdraw+
Flash combo can help you get to safety out of the most sticky situations. Also both combined can make for an effective chase against those with great escape ablilties.










Sadly, this passive just got nerfed. But it is still great :) An amazing, almost overpowered passive. Basically, every time you hit something or are hit by something damaging you gain armor and magic resistance. This passive basically REWARDS you for dealing tons of damage. They key to using this passive is to keep ATTACKING. Unless you are traversing between lanes to set up a gank, KEEP THIS PASSIVE UP Farm jungle creeps or whatever you need to do, just try to keep this passive up to as close to max stacks as you can without disrupting your progress laning or moving. I can't tell you how may luxs and karthuses I've pissed off when their ults don't finish me, all thanks to runes and this passive. This also makes Graves a very strong 1v1 champ. It even helps you survive ganks as it procs when they hit you with anything damaging they have. Overall one of THE best passives in the game IMO.

Your cannon, your money maker, your "GOOD BYE TO ALL OF YOUR HP NOOB!" While it got nerfed, it still is a powerful move. Its damage has a bonus damage cap of the following: Max Physical Damage: 96 / 168 / 240 / 312 / 384 (+1.3 per bonus attack damage) when all 3 bullets hit your target, otherwise it would be REALLY OP. Anyway it's your all around move. Early game, as long as you don't spam it too much, you can use it to poke. Like a real shotgun in those shooter games, it has maximum effectiveness at point-blank range to punish that cocky





Basically







An awesome ability. A dash and a extremely high attack speed boost. It's essentially a cross between











Your ult is basically a more reliable version of



center]Ability Sequence Order[/center]
>
>
>
As for skill sequence I max
Buckshot first, grabbing
Quickdraw at level 2 and grabbing
Smoke Screen at level 3 or 4 depending on the situation. Max buckshot by level 9 and
Quickdraw by 13. Finally max
Smoke Screen, grabbing your ultimate at every chance possible. The reason for this is to increase your burst damage, you need your
Buckshot for poke, and your
Quickdraw for mobility and the attack speed boost. The only reasons you would need your
Smoke Screen for is its the slow and isolation effect it provides, which it does effectively at level 1.




As for skill sequence I max








As for items they are a variety of paths you can go. Here a few examples of viable items.
Start with:
Doran's Blade or
Boots and potion
First trip back/Early game goal:
Berserker's Greaves and
Vampiric Scepter
Mid game goals
Last Whisper and
Zeal
Late game:
Trinity Force,
Phantom Dancer, and
Bloodthirster
I know what you are thinking, wtf trinity force, isn't that only on people like Jarvan? But it works extremely well with graves. The slow helps you when you are kiting/chasing without red buff. The sheen proc only ups your damage, and it gives a lot of good stats in one item. Try it before downvoting pls. Also, bloodthirster is mandatory on Graves. It gives him even more surviablility. With a stacked thirster and enough damage, you can even solo baron nashor.
Luxury Items
:
Zeke's Harbinger
Infinity Edge
Madred's Bloodrazor
Black Cleaver
Guardian Angel
Your final slot is up to you, there are many viable options here are a few.
Zeke's Harbinger I believe that this is highly beneficial and should be on any team. The aura is just too good to pass up. If your team doesn't have this, it would be beneficial to grab this.
Infinity Edge You can't go wrong with this. combined with your
Phantom Dancer and
Trinity Force you'll be critting for over a 1000 around 60% of the time WITH the
Sheen proc. This will ensure that you hit like a truck. Though personally I prefer to get this last because you need the utility from your other items.
Madred's Bloodrazor But this against teams that decide to use plenty of tanky items/champs. While the attack gain is negligible, the passive is amazing for ripping through tanks and squishies alike. Gotta love the bonus armor and attack speed too.
Black Cleaver If they are really stacking that much armor (ahem, looking at you rammus) you can get a black cleaver to counter it. It helps buy lowering the armor of your target not just giving penetration. So with a good team you can focus down a target with ease, definitely a viable choice.
Guardian Angel Another "WTF!" item. Against teams with half a brain to focus you, this is the answer. It gives you hp, armor, and mr. It can save your life. The stats plus your passive will make you as tough as the average TANK. The passive is nifty too. If your team is smart enough to guard your body, you can come back with a vengeance quickly to enact your revenge. Note that I rarely grab this. But it can help under certain circumstances, like if they are full of carries, you can afford to lose a little damage output to survive.
Mercury's Treads Late game, you will want to sell off your greaves for mercury treads. The reason why is that the ATS bonus is no longer as nescessary since by then you will have a maxed out
Quickdraw. They add 25 mr to make you harder to kill and tenacity to help you shrug off annoying CC. A definite choice if they are ap heavy (casters almost always have CC)
Start with:


First trip back/Early game goal:


Mid game goals


Late game:



I know what you are thinking, wtf trinity force, isn't that only on people like Jarvan? But it works extremely well with graves. The slow helps you when you are kiting/chasing without red buff. The sheen proc only ups your damage, and it gives a lot of good stats in one item. Try it before downvoting pls. Also, bloodthirster is mandatory on Graves. It gives him even more surviablility. With a stacked thirster and enough damage, you can even solo baron nashor.
Luxury Items
:





Your final slot is up to you, there are many viable options here are a few.










Early Game:
Pretty much the same as most other carries for the first few levels. I personally prefer duo lane though. Basically, start with your preferred item choice and head out. But DON'T WALK INTO THAT BUSH! There is a 75-90% chance you will get jumped and you will die for an easy enemy first blood. Instead play smart and stay by the tower. Passively farm until you reach around level 5-6. Poke as much as you can without going oom. Once you get to level 5 time to start playing aggressive. Blast them with buckshot every once in a while and shoot them before retreating with quickdraw. Do it enough and they may be at 1/2-1/4hp. Then when you know you can go for the kill dash in with
Quickdraw and then
Buckshot his face and finish with auto attacks as needed. Yay FIRST BLOOD! But mind that I cannot stress this enough DON'T PUSH. If you push the lane you are open to ganks from the other lanes. Instead, just last hit and stay by your tower. That way no enemy jungler is going to go RAWR and jump you.
Mid Game:
Laning phase is over and people from other lanes will be ready to gank you. NOW you can push. But stay smart. Wards win games. Remember to buy a wards with any spare cash you may have. Good ward placement can save your life or end one of theirs. Try to get as many towers as you can. If the lane is pushed, don't be afraid to take one of your buffs or theirs. Just don't get caught. Remember to gank their carries if you can and basically make their life a living hell.
End Game:
If you and your teammates played your cards right, you should be winning. 4-6 items done, time to start snowball to victory. Try to kill them with ganks and surprise attacks so they'll be afraid to leave their base. Farm with your
Buckshot+
Smoke Screen combo to clear large pushed waves quickly for easy gold. Once you are done with your build, (includes fully stacked bloodthirster), try to steal
baron nashor
if you can. Yes I am not kidding. Graves has enough output with a full build to solo
baron nashor
. Just dodge the acid sprays (bubbles will appear at your feet) with
Quickdraw and you should be fine. By now you should even be able to backdoor one or two towers before recalling. Remember to by elixirs with any spare cash you have after completing your build, especially oracle's assuming they have cloakers, a
Teemo, or a
Shaco.
Pretty much the same as most other carries for the first few levels. I personally prefer duo lane though. Basically, start with your preferred item choice and head out. But DON'T WALK INTO THAT BUSH! There is a 75-90% chance you will get jumped and you will die for an easy enemy first blood. Instead play smart and stay by the tower. Passively farm until you reach around level 5-6. Poke as much as you can without going oom. Once you get to level 5 time to start playing aggressive. Blast them with buckshot every once in a while and shoot them before retreating with quickdraw. Do it enough and they may be at 1/2-1/4hp. Then when you know you can go for the kill dash in with


Mid Game:
Laning phase is over and people from other lanes will be ready to gank you. NOW you can push. But stay smart. Wards win games. Remember to buy a wards with any spare cash you may have. Good ward placement can save your life or end one of theirs. Try to get as many towers as you can. If the lane is pushed, don't be afraid to take one of your buffs or theirs. Just don't get caught. Remember to gank their carries if you can and basically make their life a living hell.
End Game:
If you and your teammates played your cards right, you should be winning. 4-6 items done, time to start snowball to victory. Try to kill them with ganks and surprise attacks so they'll be afraid to leave their base. Farm with your







Ah, the all important teamfight. Most carries stay in the back and shoot their spells and auto attacks. But oh no not Graves. He likes to get his hands dirty. Start off in the back, you are not the initiator. Let your tank go in first. Once both teams start flinging time to start shooting. Start by shooting
Buckshot and constantly repositioning yourself with
Quickdraw. If you are not hitting enough to get your passive to max, hit a few minions with
Buckshot and continue attacking. It is imperative that your
True Grit is up to max to increase your chances of survival in the event they suddenly decide to focus you. When your tank unleashes whatever devastating ult he/she has (special notes to
Amumu,
Nunu & Willump,
Galio, and
Leona) go in and start spraying bullets. Unleash your whole arsenal to create chaos. When their carry/carries start fleeing behind their tank, send your ult at the tank, or even better yet, the carries themselves if you have a clear shot. If your team knows what they are doing,you should win.








Smarcasting is awesome. You can do all kinds of crazy chains with it. You can
Quickdraw and
Buckshot chasing/fleeing enemies with it. Or you may
Buckshot,
Smoke Screen
Collateral Damage them to quickly burst before running away with
Quickdraw. Experiment, and you may find some devastating combos waiting to be discovered.
Relax, getting angry will only increase your chances of making a mistake and dying or worse.
Fight a psychological battle. Taunt them to lower their morale after they committed a failed gank or teamfight. Praise your team mates to raise their morale after they did something right. Just make sure your team doesn't get too cocky.
WARDS WIN GAMEs. I cannot a stress this enough. You should ward up the map so they can't leave the safety of their towers without an *** kicking. Minimum, keep the
dragon
and
baron nashor
warded to keep the global gold and exp out of their hands.






Relax, getting angry will only increase your chances of making a mistake and dying or worse.
Fight a psychological battle. Taunt them to lower their morale after they committed a failed gank or teamfight. Praise your team mates to raise their morale after they did something right. Just make sure your team doesn't get too cocky.
WARDS WIN GAMEs. I cannot a stress this enough. You should ward up the map so they can't leave the safety of their towers without an *** kicking. Minimum, keep the


Overall, I find Graves a fun champ and a hell of a carry. While he takes some getting used to, trust me, he's worth the ip. His amazing output, utility, and versatility make him an all-round good choice for nearly every team composition. I also have to thank Jhoijhoi for his guide on making guides XD. Well I hope you enjoyed my guide, Good Luck and Happy Pwning :) :
Azure Altair
Azure Altair
SerenadeMaestro
Graves Guide
Graves: Blasting Away the Competition
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