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Graves Build Guide by TemplarCaste

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League of Legends Build Guide Author TemplarCaste

Graves Jungle! He Finally Get's a Shotgun... Still No Cigar(

TemplarCaste Last updated on April 28, 2016
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Jungle Role
Ranked #22 in
Jungle Role
Win 47%
Get More Stats

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.


Natural Talent
Bounty Hunter
Battering Blows
Piercing Thoughts

Ferocity: 12

Dangerous Game

Cunning: 18

Tough Skin
Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 0

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Hi, My name is Reece or TemplarCaste! You can friend me @ Judicator Adun on NA! While lots of the guys who are out making guides are Climbing the ELO ladder up in Gold, Plat, Diamond, Hell even Master and Challenger if I'm being completely honest I'm unranked. Thus, I expect many of you guys to be completely suspicious of how "qualified" I am to be making a guide at all. However, I've had about a year or so of experience with the game and hit level 30 mid season five, I played a few games of ranked and decided I would wait until I was better at the game to finish my provisionals and get ranked. I play casuals with a few of my friends who are ranked and (according to them) have the potential to play at a mid to low silver level (possibly high gold if I work on decision making!). Anyhow at the end of the day I am unranked. I've mained jungle for a pretty large hunk of my league career and would say I know at least a moderate portion of jungle mechanics. When the preseason rolled in I was really interested in all of the new and reworked items and champs, as well as who might be viable in the jungle. My eyes fell on Graves and his raw AD bursting potential. I tested him for quite a few games, toying with builds and found that he has HUGE potential to carry and escalated to a whole new level of OP in the jungle. After seeing lots of people posting guides for the new season I thought "To Hell with it!" and decided to learn BBCode and share my findings with the LoL community. Hope you all find my guide at least somewhat useful and would highly appreciate if you could leave an upvote if you enjoyed or any constructive criticism you feel would contribute to a better or more comprehensive guide. This guide is currently a work in progress so please forgive me if some of the Info you are seeking is not yet implemented. Thank you so much for taking time to view this and I hope to see ya'll on the Rift!

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Pros / Cons


+ Great Dueling Potential
+ Strong Burst
+ Extremely Hard To Kill Late Game
+ Awesome Sustain
+ Exceptionally Strong(OP) Mid-Late Game
Graves' early game sustain and damage is very very strong and comparable to some of the most sustainable "meta" junglers. Your high base numbers and burst can surprise enemy junglers who may try to invade you. In the mid game you'll be able to delete any enemy ADC or Mage who is unfortunate enough to get into range of good ole Destiny. Probably the most important factor in playing any champion is how fun they are. Graves is one of the most enjoyable junglers to play in my experience as his burst is kind of absurd and unexpected even to yourself!

+ Close Range
+ Squishy Early Game
+ Not Very Much Sustained Damage
With the new "meta" Graves build, which revolves more around being a well rounded bursty bruiser the glaring weaknesses of my old build are to a far less degree than they were.

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Skill Explanation

// Graves has a Shotgun!
// Graves's shotgun fires rounds of 4 projectile-like buckshot (eight on crit) These do work like skillshots technically and can hit multiple targets (meaning they can technically be blocked by minions). After two shots Graves reloads for a short time where he cannot fire again. This is the reason why I find Graves to be a better jungler than ADC or laner. The fact that your auto attacks can be blocked by minions combined with your short range means he has a difficult time dishing out good harass in lane and means he can get bullied pretty hard. Also, the knockback from his passive gives him great jungle sustain as it brings kiting to a whole new level (ALSO HIS PASSIVE IS A DISPLACEMENT ABILITY SO IT REDUCES SCUTTLE'S ARMOR :D)

// A mid range skillshot
// Graves fires a missile in a line and after 1 second of reaching it's final destination detonates in a T-shape from where it was originally fired dealing damage on the way back (detonates instantly if it strikes a wall/tower) This is your bread and butter when playing Graves. It contributes greatly to his bursting potential as it deals full damage when hitting against a wall. ALWAYS (and I mean always) try to hit your Q against a wall when fighting because it assures that you´ll deal full damage to them because it is near impossible to dodge the second part/b

// A mid range skillshot that creates a smoke screen
// Graves fires a canister that deals magic damage upon landing, slows, and reduces vision of everyone within. this ability is great when fighting immobile casters/siegers (New Kog'maw, Xer'ath) as they can't see you even when being attacked

// A short range gap closer and escape
// This dash, unlike that of other ADC's is rather complicated in that when you dash it reloads one shell from his shotgun as well as giving him his old passive True Grit which raises his defensive stats when he dashes. This ability is great for in dueling as at max rank you'll be getting 30 EXTRA ARMOR AND MAGIC RESIST. Use this when closing the distance in teamfights and ganks or for getting over walls when caught out by the enemy team

// Long range skillshot for massive damage
// If Grave's Q is his bread and butter than his ultimate is his knife. This is a great addition to your burst and is great for finishing low health enemies at range. You'll be using Collateral Damage to KO your targets in assassinations and is great when you get a pick before a team fight (Note: this ability now blows you back a little less than the range of your E so when going in to murder a target amongst his team, use this to finish them while avoiding getting counter picked.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

> > >
We max End of the Line first because the base damage is raised a pretty huge ammount per level and it is our most reliable and damaging spell in our kit. I max Quickdraw second because the cool down goes down meaning you'll be able to use the skill more than once or twice in a fight and the resistances you'll gain will increase per level meaning you'll be far more tanky without purchasing defensive armor. At max rank Quickdraw gives 30 armor and magic resist! I max Smoke Screen last as it's usefulness is determined less with regards to damage and more with regards to how you place it. Of course we take a point in Collateral Damage whenever we can(levels 6,11,16)

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Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Attack Damage

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Item Sequence

Skirmisher's Sabre - Warrior

Death's Dance

Phantom Dancer

Sterak's Gage

Mercury's Treads

Maw of Malmortius

I always go defensive boots on graves as you'll not need Ionian Boots of Lucidity as you'll have capped out CDR with the build I am running and I don't like Berserker's Greaves as Grave's role is that of a bursting assassin versus a sustained damage type champion. I pick either Mercury's Treads or Ninja Tabi depending on the enemy team composition.

"Why not Enchantment: Devourer" you might ask. Well the answer is simple. the item got nerfed for ranged champs so the passive no longer procs every hit but every FOURTH hit. In addition Graves has no passive stacks that would benefit from the double application of on-hit effects and doesn't scale well with attack speed due to his reload mechanic. The reason I say attack speed doesn't scale well with graves is because he only get's two shot before he has to reload which (to my knowledge) is a flat time in which he cannot fire and is not shortened with attack speed or CDR. Overall the flat AD, CDR, and armor pen will benefit you much more throughout the entirety of the game. As for choosing which machete upgrade to take, all of them work in different scenarios and change based on what you think you need. I think Skirmisher's Sabre is the best all around as it gives you added survivability due to the damage reduction as well as increasing your damage output against the smote (smitten? smited?) enemy. It compliments Graves' already strong dueling potential and is never a bad choice. If your team lacks crowd control (slows, snares, stuns, etc.) Stalker's Blade is another solid choice. it gives you a point and click slow and adds a little bit of damage for your initial burst. While Tracker's Knife initially far less appealing to most junglers it's use does kick in. If you are against a jungler with a poor early/mid game, has bad clear, or one that is highly snowball reliant, Tracker's Knife will let you control vision around the map (specifically in the enemy jungle) and help you shut them down early. If you make it to late game and have gold to spend I recommend selling this for a Youmuu's Ghostblade as it provides the same type of stats but is slightly better across the board. If you need more survivability buy a tank item accordingly.

Death's Dance is an insanely strong item on Graves as it gives a large chunk of AD (75 to be exact) some CDR and the awesome passives. The first passive essentially gives 15% lifesteal AS Well as healing on your ability damage (physical). As a majority of Graves's damage comes from his End of the Line and Collateral Damage you'll be healing effectively and consistently. The second passive converts 15% of all damage Graves takes to a bleed effect over the next 3 seconds. As a result, your opponent has to overkill you to actually finish you off within this time span, which slightly increases your time to react and deploy counter measures like shields or heals. At the same time it also slightly improves your time window for retaliation. Overall an exceptionally gold efficient and versatile item on Graves.

Phantom Dancer is a great offensive buy on Graves nowadays that also serves defensive purposes. The attack speed helps increase how often Graves can shoot as it lowers reload time and decreases time between shots as well as gives a large chunk of crit which is always nice. What really makes this item spicy on Graves is the passive which makes you take 12% decreased damage from the most recent person you've attacked. As you might imagine this is incredibly powerful when it comes to dueling especially when paired with the damage reduction from Skirmisher's Sabre and the armor and magic resist you get from Quickdraw. An awesome pickup overall.

Sterak's Gage is one of the two items that truly makes Graves unkillable late game. it provides quite a bit of health as well as two amazing passives. the first passive it provides is +25% BASE AD which is around 20-25 damage depending on your champion which is nothing to scoff at. The real kicker of this item is the second passive which upon taking between 400-1800 damage (based on level) within 5 seconds gives a decaying shield for 30% of your maximum health. The amount of tankiness this gives you is absolutely absurd and often single handedly determines whether or not you slaughter the enemy team or die instantly. the only fault to this item is the somewhat annoying build path but it's so worth picking up at any point in the game and i normally get it as my third or 4th item.
Maw of Malmortius is the other item that makes Graves so strong right now. the large hunk of damage and magic resist the item gives are already pretty nice but the passive which works much in the same way that Sterak's Gage does boosts the cost efficiency of the item through the roof. Upon taking magic damage that would reduce you below 30% HP you gain a 300 damage magic damage shield which scales 1:1 with your bonus magic resistance and grants 10% life steal and spell vamp until you are out of combat. This item gives so many awesome things for Graves. The fact that the magic shield scales off of your True Grit magic resist is crazy and could potentially give a shield of up to 420(lol) damage. The life steal is also pretty rad in and of itself. In total full build graves will have stats pretty similar to these with this build.

2379 HP(with Maw and Sterak's shield that's 3582 effective HP)
210 Drmor (with Quick draw fully stacked)
190 Magic Resistance (with Quick draw fully stacked)
255 Attack Damage.
713.7 hp steraks
490 hp maw
15% life steal(+ 10% from maw)
Now that seems almost unfair that you can be allowed to have that much damage yet still have 3500 effective Health as well as 190 magic resist and 210 armor. That's because it is kind of unfair. xD

Total stats come out to

2379 HP(with Maw and Sterak's shield that's 3582 effective HP)
210 Drmor (with Quick draw fully stacked)
190 Magic Resistance (with Quick draw fully stacked)
255 Attack Damage.
713.7 hp steraks
490 hp maw
15% life steal(+ 10% from maw)

Now that seems almost unfair that you can be allowed to have that much damage yet still have 3500 effective Health as well as 190 magic resist and 210 armor. That's because it is kind of unfair. xD