SEASON 13 UPDATED BUILD - AGZER
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Runes: Season 13
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order DEFAULT
Threats & Synergies
The best you can do against this matchup is to ruin her clear before level 6, if you fail to ruin her clear, make sure to buy maw as soon as possible.
Same as for Evelynn, make sure to ruin his clear pre-6, recommending merc. treads into this matchup, his fear can be really annoying.
The easy matchup for Graves, easy to kite and go in and out. Make sure to buy early steelcaps in order to win every 1 on 1.
Really easy matchup, you can do anything you want in this matchup. As soon as you dodge his E+Q combo, you will win it. Remember that your Q bounces to his R walls.
Very easy matchup and he is pretty much powerless as soon as you get hexdrinker > maw. Make sure to invade him a lot pre 6.
This matchup is breakeven. If she sees you first and hits you with her E, you will most likely die. The proper vision of her camps will help you keep the track of her and the best you can do is just counter-gank.
Squishy and easy killable. Permamently sit in his jungle and you can't lose.
This champion will out farm you in any scenario. Make sure to permanently invade starting level 2.
Sometimes it's hard, sometimes really easy, depends who plays this champ. I recommend goredrinker and black cleaver build.
Since Master-Yi got buffed, this is a really hard matchup. Try not to die early and make sure to invade his camps such as raptors/krugs. It takes time for Yi to take these.
The easy matchup, easy to kite + smokescreen is his nightmare.
Hard matchup if she gains some early lead. She has a faster clear and she will be everywhere before you. Keep the tempo, farm, and mid/late game is yours. Run merc treads for sure.
Early game jungler, try to counter-gank and invade when you are 100% sure you can do it. Risking here will result in a really hard game.
Run goredrinker, the black cleaver,s and serylda, counter gank as much as you can and invade him before level 6.
Easy. You're stronger in every single situation.
Easy, invade, take his camps, counter invade and run bruiser build.
Sometimes it's hard, this matchup needs to be counter ganked and invaded most of the time.
Hard because of his 2 knock-ups, invisibility, and insane sustain. Run bruiser build and perma farm.
Keep the tempo, counter gank.
Make sure to kite him and wait for his stun to expire. Otherwise he can't really 1v1 you.
Nunu & Willump
Most annoying matchup. Careful of his vertical invade on your blue buff, you can't really win 1v1 pre 6. Even after 6, it's really hard. Most of the players will run AP Shaco into Graves, so make sure to get early MAW. Against AD Shaco, run umbral glaive/goredrinker and tabi's.
Another hard Graves matchup, she will invade you level 3, she has enough true damage from E to kill you and it scales with PTA rune. Make sure to be the first one to invade her. Follow her marks and be on time for counter-ganks. Run early tabi's.
Nothing much to say here, run tabi's always, keep the tempo and power farm.
Annoying but easy, go for bruiser build, get merc because of a lot CC that she provides.
Tabi's and frozen heart into this matchup, invade his blue side level 2.
Champion Build Guide
My name is Agzer, at least i'm mostly known under that name.
I've peaked over 600LPchallenger playing only Graves
I stream very often on TWITCH .
Discord server: Click here
I have been playing this game since 2014 and I was a semi-pro player.
I played in ESL/FSL for some time and decided to retire because of my toxicity and team problems.
I decided to EloBoost/coach and you wonder why?
It's because I just simply feel better helping other people achieve their dreams.
How did i start to play Graves?
I started playing Graves in season 10 because i MISSPICKED.
I found in-game that he's a really strong champion and that I can do a lot of things with him.
I can flex and adapt all the time and yet I can destroy my enemies.
To this day, I play Graves at least a few times a day, he's still strong and one of my strongest picks!
Season 12 changed his style a bit, but that's why this guide is here, to help you understand better the whole concept of this champion!
Here is what I have prepared in this guide:
2 - GRAVES PROS AND CONS
3 - GRAVES RUNES
4 - GRAVES BUILD
5 - GRAVES JUNGLE PATHING
6 - GRAVES INVADING
7 - GANKING AS GRAVES
8 - END OF GUIDE
Graves' basic attack fires a cone of 4 bullets which stop on the first unit hit. The first bullet on a target deals 0.7 - 1 total AD (based on level) physical damage, with subsequent bullets dealing a third of that damage per bullet. Structures take 25% reduced damage from Graves' basic attacks.
Graves stores two Shells at any time and expends them when he basic attacks. After using them, Graves reloads, delaying his next basic attack significantly. Graves' reload time is slightly reduced by attack speed, but the time between attacks is greatly reduced by attack speed.
Upon critically striking, Graves fires 6 bullets over a 25% wider cone and deals 20% bonus physical damage (60% with Infinity Edge).
- Graves Q
Graves fires a powder round dealing 45 / 60 / 75 / 90 / 105 (+0.8 per bonus attack damage) physical damage. After 1 second or after colliding with terrain, it detonates, dealing 85 / 120 / 155 / 190 / 225 (+0.4 / 0.7 / 1.0 / 1.3 / 1.6 per bonus attack damage) physical damage along the travel path again and to enemies near the blast.
- Graves W
Graves creates a cloud of black smoke for 4 seconds, slowing enemies inside by 50% and blocking their vision outside the area. The initial impact deals 60 / 110 / 160 / 210 / 260 (+60% of ability power) magic damage.
- Graves E
Graves dashes and reloads one Shell into his shotgun. He also gains a stack for 4 seconds (max 8 stacks) or two stacks if he dashes towards an enemy champion. Stacks grant him 4 / 7 / 10 / 13 / 16 armor. Stacks are refreshed when damaging a non-minion.
Each bullet hit from Graves' attacks reduces this ability's cooldown by 0.5 seconds.
- Graves R
Graves fires an explosive cartridge, blasting himself backwards. The cartridge deals 275 / 425 / 575 (+1.5 per bonus attack damage) physical damage to the first enemy hit. After hitting an enemy champion or reaching the end of its range, the cartridge explodes outward, dealing 200 / 320 / 440 (+1.2 per bonus attack damage) physical damage.
Those are pros and cons that I personally think are on-point.
Sometimes things change in new seasons but it'll always stay like this.
I do think the lack of range he has makes him unplayable in some matchups but overall if you play your early game properly, you shouldn't have a problem winning later.
Graves is useless when he is slowed, so make sure not to risk much if you have some type of slow effect on yourself.
Smoke Screen is your only "CC" so make sure to use it wisely and wait for the right moment for it.
Fleet Footwork is overall a good rune and will provide a lot sustain to you while fighting or clearing your buffs. As well it helps you kiting because of the movement speed you get.
Triumph will help you make your in and out a bit easier, and most of the time it will save you from critical situations and it will be crucial in most of your fights.
Legend: Alacrity is a well-chosen rune for Graves, it scales really well and helps you reset your auto attacks late game. If you run into some really heavy CC comps, don't be scared to change it to Legend: Tenacity. Graves lacks CC reduction and 1 long CC can make you lose.
Coup de Grace is the rune I personally choose, while I see a lot of other players choosing Last Stand. If you prefer to burst enemies down and make a game-changing move, Coup de Grace is for you. If you think that you need extra sustain to survive and provide damage Last Stand is your best option.
Magical Footwear is great on Graves, good economy and you don't have to waste 300 gold for boots
Cosmic Insight is a rune that helps you snowball your games a lot EASIER.
Rush Prowler's Claw.
You will have insane burst damage with this item, as of right now it's the best lethality item in the game.
After that go for The Collector and Infinity Edge.
If the enemy team has heavy AP, go for Maw of Malmortius instead of Lord Dominik's Regards.
After that, always go for Bloodthirster.
This build is unstoppable and trust me, you will get a lot of LP if you play it properly.
There is always an option of playing the bruiser/sustain build if the enemy team is not squishy.
That build would look like this for example
- Graves scales with damage/items, this one is huge on Graves
- Scales well with IE and at this point, you can't be stopped
- Bonus damage and a lot of lifesteal
- More crit and scales well with IE/LDR
As I said earlier, I do recommend full lethality build only when you are hard winning the game. Otherwise, it's too risky, you have no sustain and if you get caught you will die instantly.
There is only one pathing I ALWAYS use and it's always the best option.
Always start red buff , no matter what. Smite the red buff at 450 HP and proceed to take raptors
After raptors , rush gromp .
At this point, you will be level 3 and you can see if you can gank a lane or if you need to continue farming.
If there not options ganking, proceed to take blue buff , Murk Wolves and krugs .
At first reset, you should have Serrated Dirk in your inventory.
Remember that Graves is scaling with items, so keep the TEMPO going and FARM as much as you can. Do not lose time ganking lanes that are 50:50,
Farming will win most of your games, so keep the tempo, clear from RED to BLUE side and look for gank/objective opportunities.
I personally like to invade only the champions who can't kill Graves 1 in 1 early game.
Those are usually: Ekko , Rumble , Kayn , Nidalee , Taliyah , Lee Sin , Udyr , Zac, Amumu , Vi, Lillia, Nocturne , Talon , Karthus, Jarvan IV .
Most of the time I do not invade: Fiddlesticks, Shaco, Skarner, Olaf, Wukong, Rek'Sai, Elise etc.
Those are the champions that I only try to counter-gank and farm.
Anyways, if you feel like you can invade and you have the tracking of the enemy jungle, feel free to run him down.
Remember to farm, look for objectives, and counter-gank.
Do not stress about invading, the farm will always win your games.
It's even easier if your laner has at least 1 CC because you can connect your Smoke Screen with crowd control and eliminate your opponent easier.
Use your Smoke Screen wisely, do not instantly throw it away, and wait for the right moment when the fight breaks down. That's when you should cast it and it will raise the chances of winning the fight.
Ganking the laners without any CC might result in a time loss and tempo loss, so i recommend ganking the lanes without CC only when you are 100% sure you can make it worth it.
What should I do if I can't gank ANY lane?
This happens really often in our games. Don't worry there is a solution for that.
Don't spend too much time ganking a 50:50 lane. Time is money, keep farming and prioritize buffs.
If you simply can't gank anyone because your teammates are unable to set up a gank, just keep farming. Farming can win most of your solo games.
Here you can find some examples of my farm:
As you can see it's always 8/9+- per minute, no matter if I am fed or not, I always farm a lot.
REMEMBER TO PRIORITIZE YOUR BUFFS! KEEP YOUR JUNGLE CLEARED!
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I hope I'll be able to update this when something changes!
Good luck on summoners rift, let's grind some elo!