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Recommended Items
Runes: First Strike
1
2
3
4

Inspiration
Sorcery
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
1
2
3
Usually Run This
Flash
Ignite
Items
Porofessor Builds
Ability Order Usual Abilty order

New Destiny (PASSIVE)
Graves Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats

Zed
It's gg with him after lvl 6

Malphite
ULT STUNNNN OUTPLAY
Synergies
Ideal
Strong
Ok
Low
None

Malphite
ULT STUNNNN OUTPLAY
Champion Build Guide
Introduction
Hey, I’m Yakushin, a Master player playing Graves mid on League of Legends.
I’ve spent a lot of time pushing this pick in high elo, refining how it plays into different matchups and understanding its limits. Graves mid isn’t something you pick to play safe it’s a pick you use to take control of the game early and snowball through tempo, pressure, and smart trading ... also to have fun :}
I try to update this guide as much as possible!
This guide is built from my own experience climbing and optimizing the pick in Master.
Graves is a unique AD champion who doesn’t play like a traditional marksman. He’s closer to a burst-oriented skirmisher with strong durability, high damage, and insane tempo when ahead.
What makes him work mid is:
I’ve spent a lot of time pushing this pick in high elo, refining how it plays into different matchups and understanding its limits. Graves mid isn’t something you pick to play safe it’s a pick you use to take control of the game early and snowball through tempo, pressure, and smart trading ... also to have fun :}
I try to update this guide as much as possible!
This guide is built from my own experience climbing and optimizing the pick in Master.
Graves is a unique AD champion who doesn’t play like a traditional marksman. He’s closer to a burst-oriented skirmisher with strong durability, high damage, and insane tempo when ahead.
What makes him work mid is:
-
Strong early trading
-
Fast waveclear
-
Ability to control vision and space
-
High snowball potential
Abilities
If you really want to master Graves mid on League of Legends, you need to go beyond just knowing what abilities do you need to understand how and when to use them perfectly. This is where most players fail with Graves.
Graves’ entire identity revolves around this.
1. Ammo = Pressure
If I have 2 shells, I’m dangerous. If I have 0, I’m vulnerable.
In lane, I never randomly waste autos. I always think:
“If I trade now, do I have enough ammo to win it?”
2. Auto spacing
You don’t want max range autos all the time. The closer you are, the more pellets hit = more damage.
So I constantly adjust positioning to:
3. Wave control trick
Because autos knock minions back, I can:
4. Hidden mechanic
Autos feel clunky if you don’t animation cancel properly.
You should always:
Auto → E → Auto (fast burst + smoother reload flow)
High-level usage:
1. Wall abuse (MOST IMPORTANT)
Good Graves players hit Q.
Great Graves players force instant Q explosions.
In mid lane, I always:
The damage comes from:
Initial hit
Explosion return
If you only hit one part, your damage is mediocre.
If you hit both → you win the trade.
3. First Strike synergy
I almost always start trades with Q because:
It procs First Strike safely
Gives instant gold + damage advantage
4. Wave control
Q lets you:
Fast shove when needed
Thin waves without overcommitting
Prep roams or resets
Creates a zone that reduces vision
Slows enemies inside
This ability is broken if used correctly:
1. Vision denial = free trades
Enemies literally cannot see properly inside it.
I use it to:
Drop it on enemy mid before trading
Force them to misclick or walk wrong direction
Guarantee Q + auto hits
2. Anti-mage tool
Against control mages:
They rely on spacing and vision
You remove both
This flips matchups that should be hard.
3. Gank setup
When my jungler comes:
I throw W behind enemy
Cut off their escape path
It becomes almost impossible to escape cleanly without burning a flash (doesn't apply in dash or blink matchups)
4. Zoning tool
Even if it doesn’t hit:
It controls space
Forces enemy off wave
Creates pressure without committing
Dash in a direction
Reloads 1 shell
Grants armor (stacking)
Cooldown reduced by hitting enemies
Core of Graves mechanics:
1. Auto reset combo
This is essential:
Auto → E → Auto
This gives:
Faster reload cycle
Better trading tempo
2. Armor stacking (why you win trades)
Each E gives armor & ap (up to 8 stacks). In extended fights:
You become very tanky vs AD and AP
You outtrade most champions
That’s why I sometimes don’t disengage immediately.
3. Kiting tool
You don’t just use E aggressively.
I use it to:
Dodge skillshots
Reposition between autos
Maintain spacing
4. Cooldown abuse
If you’re hitting enemies:
E comes back VERY fast
So in fights, I:
Stay in range
Keep autoing
Cycle E multiple times
High burst projectile
Explodes behind first target hit
Knocks Graves backward
Advanced usage:
1. Burst finisher
Standard combo:
Auto → Q → Auto → R
Used to:
Instantly delete squishies
Maximize burst during First Strike
2. Repositioning tool (underrated)
The recoil can:
Create space
Dodge abilities
Escape bad fights
Sometimes I use R just to survive, not to kill.
3. AoE damage potential
If enemies line up:
You hit multiple targets
Back explosion deals massive damage
Great in:
River fights
Jungle skirmishes
Graves isn’t about spamming abilities randomly.
Everything is about:
Once you master that, you stop playing Graves like a marksman you start playing him like a controlled burst weapon that dictates every fight.
Passive – New Destiny
Graves’ entire identity revolves around this.
-
2 shells max
-
Must reload after using both
-
Autos fire in a cone (multiple pellets)
-
Knockback on minions/monsters
-
Cannot pass through units (first target blocks)
1. Ammo = Pressure
If I have 2 shells, I’m dangerous. If I have 0, I’m vulnerable.
In lane, I never randomly waste autos. I always think:
“If I trade now, do I have enough ammo to win it?”
2. Auto spacing
You don’t want max range autos all the time. The closer you are, the more pellets hit = more damage.
So I constantly adjust positioning to:
-
Get full damage autos in trades
-
Step back during reload
3. Wave control trick
Because autos knock minions back, I can:
-
Manipulate wave positioning
-
Mess up enemy last hitting
-
Create slow pushes more easily
4. Hidden mechanic
Autos feel clunky if you don’t animation cancel properly.
You should always:
Auto → E → Auto (fast burst + smoother reload flow)
Q – End of the Line
-
Straight-line projectile
-
Explodes after a delay
-
Instantly explodes if it hits terrain
High-level usage:
1. Wall abuse (MOST IMPORTANT)
Good Graves players hit Q.
Great Graves players force instant Q explosions.
In mid lane, I always:
-
Fight near walls
-
Angle Q so it instantly returns
-
Turn small trades into huge burst
The damage comes from:
Initial hit
Explosion return
If you only hit one part, your damage is mediocre.
If you hit both → you win the trade.
3. First Strike synergy
I almost always start trades with Q because:
It procs First Strike safely
Gives instant gold + damage advantage
4. Wave control
Q lets you:
Fast shove when needed
Thin waves without overcommitting
Prep roams or resets
W – Smoke Screen
Creates a zone that reduces vision
Slows enemies inside
This ability is broken if used correctly:
1. Vision denial = free trades
Enemies literally cannot see properly inside it.
I use it to:
Drop it on enemy mid before trading
Force them to misclick or walk wrong direction
Guarantee Q + auto hits
2. Anti-mage tool
Against control mages:
They rely on spacing and vision
You remove both
This flips matchups that should be hard.
3. Gank setup
When my jungler comes:
I throw W behind enemy
Cut off their escape path
It becomes almost impossible to escape cleanly without burning a flash (doesn't apply in dash or blink matchups)
4. Zoning tool
Even if it doesn’t hit:
It controls space
Forces enemy off wave
Creates pressure without committing
E – Quickdraw
Dash in a direction
Reloads 1 shell
Grants armor (stacking)
Cooldown reduced by hitting enemies
Core of Graves mechanics:
1. Auto reset combo
This is essential:
Auto → E → Auto
This gives:
Faster reload cycle
Better trading tempo
2. Armor stacking (why you win trades)
Each E gives armor & ap (up to 8 stacks). In extended fights:
You become very tanky vs AD and AP
You outtrade most champions
That’s why I sometimes don’t disengage immediately.
3. Kiting tool
You don’t just use E aggressively.
I use it to:
Dodge skillshots
Reposition between autos
Maintain spacing
4. Cooldown abuse
If you’re hitting enemies:
E comes back VERY fast
So in fights, I:
Stay in range
Keep autoing
Cycle E multiple times
R – Collateral Damage
High burst projectile
Explodes behind first target hit
Knocks Graves backward
Advanced usage:
1. Burst finisher
Standard combo:
Auto → Q → Auto → R
Used to:
Instantly delete squishies
Maximize burst during First Strike
2. Repositioning tool (underrated)
The recoil can:
Create space
Dodge abilities
Escape bad fights
Sometimes I use R just to survive, not to kill.
3. AoE damage potential
If enemies line up:
You hit multiple targets
Back explosion deals massive damage
Great in:
River fights
Jungle skirmishes
Final Ability Insight
Graves isn’t about spamming abilities randomly.
Everything is about:
-
Timing (ammo + cooldowns)
-
Positioning (especially near walls)
-
Execution (fast combos + clean spacing)
Once you master that, you stop playing Graves like a marksman you start playing him like a controlled burst weapon that dictates every fight.
Combos
Q → Auto → Auto → E out
Auto → E → Auto
Auto → Q → Auto → E → Auto
Auto → Q → Auto → E → Auto → R
Q → Auto → R
Auto → Q (wall) → Auto → E → Auto
W → Auto → Q → Auto → E → Auto
W → Auto → Q (wall) → Auto → E → Auto → R
Auto → Auto → Q (instant) → E → Auto → R
E → Auto → Q → Auto
Auto → E forward → Auto → Q → R
Auto → Q → E backward
Auto → Q → R (reposition)
Q → Auto → Auto → E → Auto
Q → E → Auto → Auto
Auto → E → Auto
Auto → Q → Auto → E → Auto
Auto → Q → Auto → E → Auto → R
Q → Auto → R
Auto → Q (wall) → Auto → E → Auto
W → Auto → Q → Auto → E → Auto
W → Auto → Q (wall) → Auto → E → Auto → R
Auto → Auto → Q (instant) → E → Auto → R
E → Auto → Q → Auto
Auto → E forward → Auto → Q → R
Auto → Q → E backward
Auto → Q → R (reposition)
Q → Auto → Auto → E → Auto
Q → E → Auto → Auto
Positioning
On Graves, positioning is what separates average players from high elo players. Mechanics matter, but if your positioning is wrong, you won’t be able to use your damage properly.
In lane, I always play around spacing and wave control. I don’t stand max range like a traditional marksman. I position in a way where I can step forward for full pellet autos and then back off during reload. I constantly adjust my position depending on my ammo. If I have two shells, I play more aggressively and look to trade. If I’m reloading, I back off and avoid unnecessary damage. I also position near walls whenever possible because that allows me to use Q for instant explosions, which completely changes trade outcomes. Another important thing is controlling the wave with my positioning standing slightly to the side of the wave forces the enemy to choose between farming and trading, and I punish that decision. Against skillshot champions, I stay unpredictable with small movements and use E reactively instead of wasting it, while against melee champions I hold space and punish every step they take forward.
In teamfights, positioning becomes even more important because Graves is short range and can get punished easily if he mispositions. I never play front-to-back. Instead, I look for angles, either from the side or slightly behind my frontline. I want to be close enough to deal maximum damage, but never the first target enemies can reach. I constantly reposition between autos, using E not just for damage but to adjust my spacing and avoid threats. I also look to fight in tight spaces like jungle or around objectives, where my Q becomes much stronger due to walls and my damage becomes harder to avoid. Before committing, I often use W to deny vision and create confusion, which gives me safer windows to step in and deal damage. My goal in fights isn’t to hit everyone (although that would be nice) it’s to quickly burst key targets while staying alive. If I see an opportunity to flank or catch someone out of position, I take it, because Graves excels at short, explosive fights rather than long extended ones.
Overall, positioning on Graves is about controlled aggression you’re always close enough to threaten, but never in a spot where you can be instantly punished.
In lane, I always play around spacing and wave control. I don’t stand max range like a traditional marksman. I position in a way where I can step forward for full pellet autos and then back off during reload. I constantly adjust my position depending on my ammo. If I have two shells, I play more aggressively and look to trade. If I’m reloading, I back off and avoid unnecessary damage. I also position near walls whenever possible because that allows me to use Q for instant explosions, which completely changes trade outcomes. Another important thing is controlling the wave with my positioning standing slightly to the side of the wave forces the enemy to choose between farming and trading, and I punish that decision. Against skillshot champions, I stay unpredictable with small movements and use E reactively instead of wasting it, while against melee champions I hold space and punish every step they take forward.
In teamfights, positioning becomes even more important because Graves is short range and can get punished easily if he mispositions. I never play front-to-back. Instead, I look for angles, either from the side or slightly behind my frontline. I want to be close enough to deal maximum damage, but never the first target enemies can reach. I constantly reposition between autos, using E not just for damage but to adjust my spacing and avoid threats. I also look to fight in tight spaces like jungle or around objectives, where my Q becomes much stronger due to walls and my damage becomes harder to avoid. Before committing, I often use W to deny vision and create confusion, which gives me safer windows to step in and deal damage. My goal in fights isn’t to hit everyone (although that would be nice) it’s to quickly burst key targets while staying alive. If I see an opportunity to flank or catch someone out of position, I take it, because Graves excels at short, explosive fights rather than long extended ones.
Overall, positioning on Graves is about controlled aggression you’re always close enough to threaten, but never in a spot where you can be instantly punished.







































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