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Spells:
Exhaust
Flash
Ability Order
New Destiny (PASSIVE)
Graves Passive Ability
Introduction

At first glance it looks standard, repetitive and risky. Its a tried and tested method that always works under the best circumstances (when your fed). Below is how to make Graves unstoppable. Well then, shall we begin, partner?

Why pay 6300 IP or 975 RP for
Graves?
Pros:
Cons:

Pros:
- Strong early game harass
- Good pusher/jungler
- Good burst damage
- Excellent attack speed/close gap/escape skill
- Most awesome ult particle effects yet
- "Dead man walkin" never gets old when you select him from your champ pool at the beginning of the game
Cons:
- Can get shut down real quick if singled out (but what carry isn't)
- Some skill required with Q and R
- You need to get in close to max Q's damage output, thus putting you in danger

True Grit
(Innate): Graves gains 1 / 2 / 3 / 4 bonus armor and magic resistance every second he remains in combat. This bonus stacks up to 10 times. Graves is considered in combat if he has dealt or received damage in the last 3 seconds.

Buckshot
(Active): Graves fires three bullets in a cone, dealing physical damage to all enemies in their path. Enemies at close range can be hit by multiple projectiles, but each bullet beyond the first will deal only 25% damage.
-
Range: 750
Cost: 60 / 70 / 80 / 90 / 100 mana
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Physical Damage: 60 / 105 / 150 / 195 / 240 (+0.8 per bonus attack damage)
Max Physical Damage: 90 / 157.5 / 225 / 292.5 / 360 (+1.2 per bonus attack damage)

Smoke Screen
(Active): Graves fires a smoke canister at the target area, dealing magic damage upon landing and creating a cloud of smoke for 5 seconds. Enemies inside the smoke cloud will be slowed and will have their vision reduced to only what is inside the smoke cloud and enemies attacking them, everything else will look like it is in the Fog of War.
-
Range: 700
Cost: 70 / 75 / 80 / 85 / 90 mana
Cooldown: 20 / 19 / 18 / 17 / 16 seconds
Magical Damage: 60 / 110 / 160 / 210 / 260 (+0.6 per ability power)
Slow: 15 / 20 / 25 / 30 / 35 %

Quickdraw
(Active): Graves dashes forward, gaining an attack speed boost for 4 seconds. Attacking enemy units with autoattacks lowers the cooldown of Quickdraw by 1 second each attack.
-
Cost: 50 mana
Range: 425
Cooldown: 22 / 20 / 18 / 16 / 14 seconds
Attack Speed: 40 / 50 / 60 / 70 / 80 %

Collateral Damage
(Active): Graves fires an explosive shell in a straight line, dealing heavy physical damage to the first target it hits. After hitting a champion or reaching the end of its range, the shell explodes dealing physical damage in a cone behind the target.
-
Cost: 100 mana
Range: 1000
Cooldown: 100 / 90 / 80 seconds
Initial Physical Damage: 250 / 350 / 450 (+1.4 per bonus attack damage)
Explosion Physical Damage: 140 / 250 / 360 (+1.2 per bonus attack damage)
V1.0.0.132 aka
Sejuani:
Buckshot mana cost increased to 60/70/80/90/100 from 60/65/70/75/80.
Collateral Damage:
V1.0.0.129 aka
Fizz:
General:
V1.0.0.128 aka
Shyvana:
True Grit:

Buckshot mana cost increased to 60/70/80/90/100 from 60/65/70/75/80.
Collateral Damage:
- Initial damage reduced to 250/350/450 from 250/375/500.
- Explosion damage reduced to 140/250/360 from 140/275/400.
- Cooldown increased to 100/90/80 from 80/70/60.
V1.0.0.129 aka

General:
- Attack range reduced to 525 from 550.
- Base mana lowered to 295 from 342.
- damage per additional missile reduced to 25% from 30%.
- Fixed a few small tooltip errors.
V1.0.0.128 aka

True Grit:
- Buff duration reduced to 3 seconds from 4.
- Armor and magic resistance per stack reduced to 3 from 4 at max level.
The following is assuming if all three (3)
Buckshot bullets hit a target.
AT LEVEL 1
V1.0.0.129:
Doran's Blade and
Brute Force
.
V1.0.0.128:
Launch Graves:
Difference = 14 damage from launch
AT LEVEL 18
V1.0.0.129:
Doran's Blade and
Brute Force
and one maxed out
Bloodthirster.
V1.0.0.128:
Launch Graves:
Difference = 67.61 damage from launch

AT LEVEL 1
V1.0.0.129:
-
[60(+x0.8)]100%+2[60(+x0.80)25%]


-
=[60(+10)]100%+2[60(+10)25%]
=70+2[17.5]
=105
V1.0.0.128:
-
=[60(+10)]100%+2[60(+10)30%]
=70+2[21]
=112
Launch Graves:
-
=[60(+10)]100%+2[60(+10)35%]
=70+2[24.5]
=119
Difference = 14 damage from launch
AT LEVEL 18
V1.0.0.129:
-
[240(+x0.8)]100%+2[240(+x0.80)25%]



-
=[240(+98.4)]100%+2[240(+98.4)25%]
=338.4+2[84.6]
=507.6
V1.0.0.128:
-
=[240(+98.4)]100%+2[240(+98.4)30%]
=338.4+2[101.52]
=541.44
Launch Graves:
-
=[240(+98.4)]100%+2[240(+98.4)35%]
=338.4+2[118.405]
=575.21
Difference = 67.61 damage from launch
At level 1 get
Buckshot. You need a early game harass, and this is your primary/only attack spell.
At level 2 get
Quickdraw. To close the gap or escape when needed.
At level 3 get
Smoke Screen. Best to pick this up at level 3, never know when it might come in handy.
Level up
Collateral Damage in levels 6, 11 and 16. This is obvious, level your ultimate whenever you can.
From levels 4-5, 7 and 9, max out
Buckshot.
From levels 8, 10 and 12-13, max out
Quickdraw.
From levels 14-15 and 17-18, max out
Smoke Screen.

At level 2 get

At level 3 get

Level up

From levels 4-5, 7 and 9, max out

From levels 8, 10 and 12-13, max out

From levels 14-15 and 17-18, max out

Your Marks ( Greater Mark of Desolation) and Quintessences ( Greater Quintessence of Desolation) should be armor penetration. This will help early game, combined with your masteries, you should have a total of 31 armor penetration at level 1. So any mage champ will be easy pickings.
Seals should be flat armor runes (
Greater Seal of Armor). This will help with early game defense (in combination with Graves's passive and he is quite beefy).
Glyphs (
Greater Glyph of Critical Damage) are for critical damage modification. Reason why I chose these over critical chance is because when you attack, you'll land a critical eventually. Make it count. Sometimes you could of been 100 HP (or less) away from a kill and they escaped. With this additional +5% critical damage, you'll seal the kill.
Seals should be flat armor runes (

Glyphs (

I go 24-6-0 for Graves. Standard 21 in offense by selecting all masteries on the left-hand side finishing off on
Executioner
.
6 points in defense. Maxed out
Resistance
and
Hardiness
for more armor and magic resist. Since I didn't see anything I wanted in defense I placed my last 3 points into the offense tree on
Havoc
.
And finally 0 points in utility. There is nothing of value for less then 9 points (meaning get
Runic Affinity
or bust).

6 points in defense. Maxed out



And finally 0 points in utility. There is nothing of value for less then 9 points (meaning get

What to use:
Exhaust and
Flash.
Exhaust to shut down pesky enemy AD carries. Also easy way to pick up a kill or escape.
Flash to close a gap to get a kill or to run away.
What could be used:
Teleport,
Cleanse and
Ignite
Can help you get back into lane faster, stop an advancing creep wave from across the map or to backdoor.
Can be used against heavy CC teams. If you don't run this, get a
Quicksilver Sash.
Can be used to pick up firstblood and helps you dominate in early lane phases. Plus a good way to troll
Tryndamere when he gets out of his ult.




What could be used:








NOTE: This build is to maximize Graves's DPS. This should only be used in those games that your team has a huge kill lead. If both sides are trading kills, you will have to counter-build to either continue to deal damage or survive a beating in a teamfight (see next chapter).
In the beginning buy a
Doran's Blade. On your first trip back pick up a second
Doran's Blade and some
Boots. This helps with your early lane sustain to farm up for that first
B. F. Sword by giving you +200 HP, +20 AD and +6% lifesteal.
Third trip should be to upgrade those boots to
Berserker's Greaves. Have any gold left over? If yes, buy a
Vampiric Scepter or
B. F. Sword (depends on how well your doing in lane). Recently I have been getting the
Vampiric Scepter over the
B. F. Sword for one reason: 18% total lifesteal. This means that you basically heal 20 HP every auto-attack, which in turn means you can be more reckless when using
Quickdraw then
Buckshot.
The next trip should have you getting
Bloodthirster. Start farming anything to get it to max asap. This is the item that starts to change the game around. The reason is because of
Bloodthirster's ability: +40 bonus AD and +10% bonus lifesteal upon killing 40 of anything (be it champions or minions). This quickly translates to more damage output and the ability to have a constant supply of HP.
Now that we have a ton of AD and lifesteal set up, lets work on getting some attack speed.
Zeal will do for now. Upgrade that to a
Phantom Dancer when you can. Repeat this step twice (for the attack speed buff and critical chance). Your critical chance should be 62% now (including masteries). This is pretty much all the attack speed you'll need. In combination with
Quickdraw, you should have the fastest gun in Summoners Rift.
Next is to pick up another
B. F. Sword. Sell a
Doran's Blade to make room. This sword will turn into a
Infinity Edge. Your critical chance should now be 87%, so you should be getting a critical hit every basic attack. Each critical hit will now deal 2.65 times more damage (including runes and masteries: 2.5 by
Infinity Edge, 0.1 by your
Lethality
mastery and 0.05 by your
Greater Glyph of Critical Damage). This translates to being able to crit close to 1,000 points of damage about every half a second. And we're not stopping just yet.
Your last item will be another
Bloodthirster. Sell that last
Doran's Blade for yet another
B. F. Sword. With both
Bloodthirsters at max, they will give you +200 AD and 50% lifesteal. You should be practically unkillable as long as your attacking a champ and if your not focused/stunned. Achieving quadra and penta-kills should be easy as long as you have proper positioning.
In the beginning buy a




Third trip should be to upgrade those boots to







The next trip should have you getting


Now that we have a ton of AD and lifesteal set up, lets work on getting some attack speed.



Next is to pick up another






Your last item will be another




As stated above, this is a "glass cannon" build (the extra
Phantom Dancer and
Bloodthirster would be the items you'd be looking at to remove for something else if you or your team is having trouble). If things are looking bad, deviate from this build and start getting armor or magic resist depending on your situation:
Enemy has too much armor/HP. No problem. Get:


- Against AD heavy teams, get
Thornmail (for AD champs like
Master Yi or
Tryndamere).
Frozen Heart can be used as well, but I don't recommend it (I'd rather have that AD damage get reflected back on my inflicter).
- Against AP heavy teams, get
Force of Nature (for champs like
Singed) or
Banshee's Veil (for champs like
Annie).
Enemy has too much armor/HP. No problem. Get:
Last Whisper for heavy armor enemies.
Black Cleaver for damage, attack speed and deal a crushing 45 armor penetration (with your runes and masteries that pumps it up to a whopping 76 armor penetration!)
Madred's Bloodrazor helps you deal with heavy HP enemies (for champs like
Lee Sin or
Singed).
Against a Single Champ:
Use
Smoke Screen to temporally blind your target, close the gap with
Quickdraw and pop
Buckshot to deal damage. Auto-attack and - if your lucky - use your
Collateral Damage to seal the kill. Use this if your in solo mid. This also works well in top or bottom, just be mindful of what your other laning enemy is doing when you want to strike.
Against Minions:
Killing minions is easy with
Buckshot. Let them get into 2 rows and pop the skill. Finish off any with auto attacks. You can also pop your
Buckshot when they are in a line. This too will damage them just the same, but some in the back or in the fog of war might not be touched. Thus this isn't an efficient use of your mana in early game. In mid to late game you can do whatever you'd like to kill minions.
In Jungle:
Same idea as minions. Use
Quickdraw whenever possible to speed up killing red or blue buffers.
Use




Against Minions:
Killing minions is easy with


In Jungle:
Same idea as minions. Use

Whenever engaging in a team fight, never initiate. This build (and the champ) makes you a glass cannon and you will get crushed fast (especially since everyone thinks Graves is OP, hes not, ANY fed champ can become OP). Instead wait for your tank or any heavy armored/HP champ to start.
Next step is to auto attack to support the tank. If they are weak, pop
Smoke Screen then
Quickdraw towards them and finish them off with
Buckshot and more auto attacks. If things are looking bad, well its time to use your ult. Yes you read that right, your gonna use
Collateral Damage at the beginning of the fight. Why? Well the reason why is that most likely your enemy will swarm around the tank champ to try to kill them. By using your ult, its kind of like bowling, you will hit more then one champ and you can tell who is the weakest link to physical damage. That will be your target.
Use your
Smoke Screen on your target or treats, close the gap with
Quickdraw (if needed
Flash) and use
Buckshot to deal most of the damage. Then finish them off by auto attacks. Next step is to find your next target. Once located, kill them too. By this point they should be either dead or retreating.
Next step is to auto attack to support the tank. If they are weak, pop




Use your




Thats about it. Good luck and have fun.
Version 1.7.2
Change Log:
1.0.1 - Changed build name from "I got 99 problems, but you ain't one" to "I got 99 problems, but the league ain't one," thanks shurkin.
1.1 - Added Last Whisper and other anti-armor items into the Items box.
1.2 - Expanded on Seals. Touched up on defensive items, fighting in lane and in teamfights. Images soon, once I find time.
1.2.1 - Fixed intro, made it real classy ;) .
1.3 - Added Skills section and added BBcode.
1.3.1 - Fixed Skill Sequence error. Thanks Blowfeld for pointing it out :P .
1.3.2 - Fixed minor formatting issues.
1.3.3 - Changed chapter 9 and 10's names.
1.4 - Added Core Items chapter.
1.4.1 - Added end game screenshot in Intro chapter.
1.4.2 - Added some addition notes for clarification in the Items chapter.
1.5 - Added a Nerf chapter (fixed the Skills chapter as a result), touched up on Items chapter (regarding getting the Vampiric Scepter before a B. F. Sword, fixed the item sequence as a result).
1.5.1 - Added buckshot math to Nerf chapter.
1.6 - Added new masteries, more changes a-coming (post Fizz nerf and masteries)
1.7 - Fixed skills, nerfs, runes and materies for Sejuani patch. Added a new chapter for buckshot math.
1.7.1 - Cut off the end of the items chapter and made it its own chapter: how to counter build.
1.7.2 - Added more options into summoner spell chapter
Version 1.7.2
Change Log:
1.0.1 - Changed build name from "I got 99 problems, but you ain't one" to "I got 99 problems, but the league ain't one," thanks shurkin.
1.1 - Added Last Whisper and other anti-armor items into the Items box.
1.2 - Expanded on Seals. Touched up on defensive items, fighting in lane and in teamfights. Images soon, once I find time.
1.2.1 - Fixed intro, made it real classy ;) .
1.3 - Added Skills section and added BBcode.
1.3.1 - Fixed Skill Sequence error. Thanks Blowfeld for pointing it out :P .
1.3.2 - Fixed minor formatting issues.
1.3.3 - Changed chapter 9 and 10's names.
1.4 - Added Core Items chapter.
1.4.1 - Added end game screenshot in Intro chapter.
1.4.2 - Added some addition notes for clarification in the Items chapter.
1.5 - Added a Nerf chapter (fixed the Skills chapter as a result), touched up on Items chapter (regarding getting the Vampiric Scepter before a B. F. Sword, fixed the item sequence as a result).
1.5.1 - Added buckshot math to Nerf chapter.
1.6 - Added new masteries, more changes a-coming (post Fizz nerf and masteries)
1.7 - Fixed skills, nerfs, runes and materies for Sejuani patch. Added a new chapter for buckshot math.
1.7.1 - Cut off the end of the items chapter and made it its own chapter: how to counter build.
1.7.2 - Added more options into summoner spell chapter
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