Graves Build Guide by iTz Instinct
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
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.
Well, you want to play The Outlaw eh? This is the place to go. This is an in-depth guide that will be focused on Summoner's Rift (Classic). Now you might ask yourself why I use Graves, or even why you are using him. Well, to start off this DPS Carry is a monster at burst compared to other carries and still has the potential to go 1v1 and consistently deal huge amounts of damage. His harass is outstanding and his lane stability is decent considering his job. He is a great asset in team fights and ganks. In simple terms, you will be blasting your way through your enemies as Graves.
- Strong Burst
- High/Consistent Damage Output
- Mobile compared to other AD Carries
- Can take a hit for such a damaging character (Survivability)
- Great finishing abilities
- Good Poke and Harass
- Farming ability is above average
- Abilities are effective for team fights
- Excellent Carry overall
- Range is shorter than other AD Carries
- Items are needed to produce winning results
- Needs Farm
- Not as tough out of battle (Lower Defenses)
- Susceptible to CC's that can take him out of the fight
So to start off I use a pretty simple Rune page strictly for AD carries. For Marks I utilize Greater Mark of Desolation (Flat Armor Pen) for early harassment and lane control; however, if you feel the need to equip Greater Mark of Strength (Flat AD) then that will work too. For Seals I use Greater Seal of Alacrity (Flat Atk Speed) to boost my E spell more and give me a greater damage output, or I take Greater Seal of Resilience (Flat Armor). Then for Glyphs I go with Greather Glyph of Warding (Flat Magic Resist) to give me sustainability against AP champs; again however if you want to switch these out, I suggest Greater Glyph of Resilience (Flat Armor) to give you defense. Finally I take Greater Quintessence of Desolation (Flat Armor Pen) to cut through defenses.
21/0/9 is the basic build for any AD carry and I won't change that on Graves. A upgraded Exhaust is a must along with some increased Armor Pen and Damage. With this page you will be pumping out bodies as you dominate the Fields of Justice.
Essential for any AD carry. You should never not have this. It reduces the movement speed of the target (40%), it greatly lowers the attack damage (70%), and for those who have items with actives and great abilities by (35%). This will heavily leverage the battle in your side. Generally pop this in a team fight upon their main damage dealer.
Great escape, chase, and positioning spell. This is needed for just about anything.
This spell is pretty great for anything that Flash can do, however it takes a longer time. I suggest that you switch this with Flash based on your personal preference.
Great for quickly getting to where you are needed. This is an effective spell for mid and team fights, although there are better choices for separate needs.
This in combo with Ghost or Flash can save your life. However, there is an item in game... (cough cough ) that can be bought to supplement this spell. It is decent though, but not something that will benefit you greatly.
This can be effective for your quick burst, but I don't think this is practical for every damage output you do. Pick this if you are worried that your team will need it and they don't have it, or you are facing a heavy health-regen team.
Should NOT Have:
You should not need this spell for anything except early game. There isn't much need for this late game, and it does not benefit your damage output. Plus you have a so you will generally always be a full health.
You don't need this if you aren't spamming extremely hard, and even if you are, get Blue Buff.
Are you trolling, or feel the need to feed?
This is NOT a jungling guide, so this should not be one of your spells.
Better for a support or tank. You don't need this as it takes up a valuable spot for a better-suited spell.
Again, better for someone that isn't the backbone damage of the team.
If you have this in Classic... you are a Haxor!
Why... just why?
Please refer your attention two spells above. Haxor.
Graves gains 1 / 2 / 3 / 4 bonus Armor and Magic Resist every second he remains in combat (stacks up to 10 times).
Graves is treated as in combat if he has dealt or taken damage in the last 4 seconds.
A pretty simple yet effective ability. This is like the force pushing you to stay in combat. Graves is excellent with aggression and harassment. This is ensures that you can take damage and punish those staying to fight you.
Enemies hit with multiple bullets take 35% damage from each additional bullet.
Cooldown 12/11/10/9/8 seconds
Cost 60/75/70/75/80 mana
Bread and Butter damage ability. This is a great way to harass and lower that health bar of your opponent with the fairly long range. Early game this skill will utterly dominate aggressive champs and poke the passive ones back to their turret. This is also a effective way to farm minions. Personally this is Graves best ability, and it is also in the category of spamming!
Cooldown 20/19/18/17/16 seconds
Cost 70/75/80/85/90 mana
What can't this spell do? Slow, Damage, Nocturne ULT? This is one of the most versatile skills in the entire game. Not only does this practically cut your opponent's sight off, this can set up ganks and prevent escapes. Very useful spell when used correctly.
Each of his basic attacks lowers the cooldown of Quickdraw by 1 second.
Cooldown 22/20/18/16/14 seconds
Cost 50/50/50/50/50 mana
A great movement skill along with putting your Attack Speed on Crack! Excellent at taking down turrets and minion waves, with a unbelievable cooldown time. This also lets you pass through certain walls, so it provides a great escape. Always use this as an entry to team fights as it will make a huge difference in who comes out on top and who is waiting on the clock.
Cooldown 80/70/60 seconds
Cost 100 mana
Who at Riot decided that one skill can hurt the entire team, clean up a kill, and burst like a b*tch? Well, whoever did, we thank you. This ability is outrageously good for almost any circumstance. This gives you an initial boom and a burning after effect, that contains a bearable decent cooldown. Use this when ever you see the enemy team bunched up together as it will hit every champ and send the "squishies" back to the summoner platform.
Ability Sequence and Use
Use Quickdraw to dash towards an enemy, then quickly Buckshot into their face, and follow up with an auto attack. They should be running by now, and if not... mow them down!
Smoke Screen the enemy/enemies that are your present danger, then Quickdraw away to safety. Smokescreen is optional, however it is every effective with the slight slow.
Depending on your distance to your target, Quickdraw or Smoke Screen your enemy. Then follow up with either Collateral Damage, Buckshot or simple auto attacks until they hit the floor. Graves is very versatile in chasing, and this isn't the only way; however this is the most effective way I have use.
or then or or Basic Attacks
Ganking/Setting up a Gank:
Smoke Screen the enemy champ for sight reduction. Then Quickdraw in for the massive damage output. Follow up with Buckshot and Collateral Damage to complete your skill combo. They should be dead by now! If not, follow with your auto attacks to end their playtime.
It is important that you hit to cut that enemy's map awareness off. This will allow your teammate to enter the gank without detection from your target and allow you to move up.
The main reason why you looked him up right? Well, the items I suggest are great for damage and sustainability. They provide decent burst with an extremely tough health bar and death dealing damage output late game. The only drawback is the expense, however you should have a good farm and be able to afford these items.
- This gives you enough health to take early game damage as well as some AD to get your harass stronger.
- The second Doran's Blade will increased your health cap again and give you additional AD. This will also give you 6% Lifesteal.
+ = - Berserker's Greaves are a decent boot for AD carries as they provide more attack speed. However, if you are facing a heavy CC team, then I suggest .
+ = - This will give you a numerous amount of Lifesteal enabling you to lane for long periods of time. Not only that, but it grants a large amount of AD to you. This is a slight snowball item, so be aware of what its bonuses are. They won't go below the original item stats.
+ + = - The Phantom Dancer will give you a great amount of Atk Speed and Critical Chance. This is extremely needed on a previously sluggish Graves. It will boost your max bonus. It is worth the money for the stats it provides.
+ + = - This item will make you a carry. It gives you the most Flat AD (80 Dam) and gives you a powerful unique passive. The passive will boost your Critical Damage by 250%; and with the now 50%+ Critical Chance you will be launching shells of death towards your enemies.
+ = - This is a great item to get your hands on as it will provide you with much need health and a small amount of damage. However, the real reason to get this is to have the slow. This will allow you to chase down quicker targets and get a kill. A must have item in late skirmishes.
Sell and buy another - Again giving you more Lifesteal; and if stacked fully it will give you yet another 100 damage to your heavily AD champ.
- Get this item if the enemy team is heavily building tanky and have large amounts of health. It provides some armor, decent AD, and good Atk Speed. Its unique passive shreds through "healthy" champs as it chips down their green bar. Always worth it when they have anyone over 3000 HP.
- Getting another Phantom Dancer will again increase your Attack Speed to an unmatched level. It will also get your Critical Chance very close to 100%.
- Great for taking out towers (however you already have so that shouldn't be absolutely needed. It also benefits in team fights and gives you Cooldown Reduction and Armor Penetration. Get it if a enemy champ is heavily armored.
- Item that provides decent AD boost and greatly increases your Armor Pen. Same with as above, get it if they are extremely armor stacked.
- Overall a good item that benefits Atk Speed and Damage. Its unique passive makes this again a great item to get your hands on. It will provide a lower on thier Armor, thus leading you to do more damage. An item you might want to pick up based on preference.
- Yes, this is on here. It gives you health, mana, and magic resist. Oh, and did I mention it also prevents a skill every 45 seconds. This is wonderful against mages or simply anyone. Get it if you feel the need to get more sustainability, generally I always get it.
Play Style and Strategy
To wrap it all up, Graves is a great addition to the League and a magnificent AD carry. I encourage you to learn and play him. He is easy to learn, but hard to master. Utilize his advantages and start winning games. Thank you and never forget, "Winning takes talent, to repeat takes character."