Graves Build Guide by lollegends23
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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
As an AD carry you will need to farm as much as possible. Pick a good Support and last hit all the creeps, or go mid lane. There are better mid's, but if you need to go there, you can. All laning phase you want to get as many minion kills as you can so you can afford your expensive items. Never roam alone. When you leave your lane always have a buddy to help watch your back. You never know who may be around the corner. You want to focus your fire power mostly on the other teams squishier champions , before going for the more tanky ones. Blue Buff is ok on Graves, but you want to give that to the AP casters, while you focus on Red Buff.
W > E > Q > R
AD carry's aren't the most powerful solo mid's but when they have burst it gets slightly easier. At level one you want to focus on last hitting minions and harassing with your Q. At level three your harass gets even more powerful. The best combo for nuking your mid opponent will be to trap them inside your smokescreen then dash to them when the can't see you and hit them with all three of your buckshot's to do the most damage. Then, if you can't kill them after that, you want to get away in case there is a jungler waiting. Item wise I would stick with Grabbing the Doran's Blade to start, and lane until you have enough money to buy at least boots of speed. Preferably you want to lane until you can buy boots and another item, then fight as long as you can, shopping only when needed.
Like I said earlier, a good support is your best laning partner. A Support who is willing to wait in the bush and hold the enemy still while you damage them. If a support is out of the question then you will want a good old fashioned tank. Don't ever lane with another carry. It is really hard to try and out farm them. I will Explain strategy's for each individual champion but as a rule of thumb you just want to last hit minion's while your support keeps them too scared to come into EXP range. If your support does get a stun, popup, snare or anything like that off, you better be Quickdrawing up to them and hitting with a three Buckshot shells.
Here are the items I consider to be Core for Graves. Items that are designed to get him to be the best AD carry you can have. If you guys want me to remove the boots since every champion gets boots just let me know.
Doran's Blade - Having one or two of these are the perfect way keep your early game strong. They get sold later so it's not like they take up much room anyway.
Berserker's Greaves - The best boot's for any Ranged AD carry. Early game attack speed means a lot.
The Bloodthirster - A must have on almost every AD carry especially the Ranged ones.
Phantom Dancer - Graves suffers from both low movement speed and low attack speed. Throw the Crit in there and you have a recipe for disaster.
Banshee's Veil - With the incoming nerf to his passive and just the fact that Banshee's Veil is on of the best defense items. If they happen to have any combo based champions you can through them out of whack.
Infinity Edge - With a phantom dancer you will be hitting hard and often once you grab one of these.
Standard AD carry masteries work just fine on Graves beings he is an AD carry and a damn good one, just use the basics. Nothing much can be changed when it's dealing AD.
If you take ignite don't spec into exhaust, instead grab the one for Ignite instead.
If you don't have any problem last hitting minions, or don't really care, you should take the 2 points from Offensive Mastery and put them into Alacrity to make it 3/4 for some much needed extra attack speed.
Sorcery - CDR is so important on Riven. With the chosen items your CDs will be reduced by a third;
Sunder - Ignoring 6 armor is always a good thing when armor is what negates every damage you do.
Brute Force - 3 Bonus AD. Like that stuff every skill benefits from...
Havoc - Your job is to kill stuff. With Havoc you do so 4% faster ;)
Alacrity - The added attack speed helps considering you rely on attack speed as is.
Lethality - Not really a game changer, as this only gives a marginal extra damage on your auto attacks.
Good Hands - Take this because Perseverence sucks. Especially for this build. Getting alive again quicker can help a lot, but I see this mastery more viable at Summoner's Rift where the enemy has to walk longer distances to your base.
Awareness - If you take it and your enemy does not, then it will grant you advantage- getting your ultimate before your enemy gives you a nice window of opportunity. If the enemy has skilled it as well, then it will keep you competitive.
Utility Mastery - 15% longer buff duration can be quite beneficial in a longer skirmish or push.
Greater Mark of Desolation - You will be able to ignore quite some armor in the late game as Sunder, The Brutalizer & your offensive runes work extremely well together.
Greater Seal of Armor - A decent choice to stop enemy champions to do much physical damage to you in the early phase of the game. This should allow you to stay in lane longer.
Greater Glyph of Attack Speed - Graves relies on attack speed, so why not flat attack speed runes?
Greater Quintessence of Attack Damage - Have to love the increased AD.
Attack and Escape Points
The two river walls are probably the most important one to be able to jump through. Most team fights happen in middle lane.
This wall is very nice to be able to go through as an escape route or even as an attack route. When they are chasing they would need to go around or when their jungler has gotten low at their blue. They wont be expecting that.
Team fight at Dragon?
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