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Graves Build Guide by RoseOfInnistrad


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League of Legends Build Guide Author RoseOfInnistrad

The Ol' Double Barrel Hello

RoseOfInnistrad Last updated on April 27, 2018
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The Winning Team

Cheat Sheet
Previous Champion Build Next Champion Build

Lethal League - VS Squishies

Graves Build

Precision
LoL Path: Precision
LoL Rune: Fleet Footwork
Fleet Footwork
LoL Rune: Triumph
Triumph
LoL Rune: Legend: Alacrity
Legend: Alacrity
LoL Rune: Coup de Grace
Coup de Grace

Sorcery
LoL Path: Sorcery
LoL Rune: Celerity
Celerity
LoL Rune: Gathering Storm
Gathering Storm
Bonus:

+9% attack speed and +10 ability power or +6 attack damage, adaptive

LeagueSpy Logo
Jungle Role
Ranked #9 in
Jungle Role
Win 52%
Get More Stats

Ability Sequence

2
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
1
8
10
12
13
Ability Key E
6
11
16
Ability Key R


Threats to Graves with this build

Threat
Low
High
Show all
Threat Champion Notes
3
Evelynn She's honestly pretty easy to fight, her early is bad, and if you get Mercurial Scimitar she has no chance to fight you. Invade early and often.
3
Kai'Sa I haven't had a ton of experience with this because she gets banned often, but the games I played I usually just invaded and killed her and she never seemed to be a problem. Don't let her scale though.
3
Nidalee Dodge them skillshots, and kill them cougars. She isn't a huge threat but don't facecheck often in this matchup.
Guide Top

Introduction

Hey there, my name's Master Rose, [IGN = Sexy 10 Year Old] a current and peak Platinum 5 player on the NA server. In this guide I'll be explaining not only some of the finer mechanics of Graves as a champion and his matchups, but also some general jungle tips, vision tips, and keybind strategies. Graves can potentially be played as a jungler, top laner, and an ADC, although he is more than the supermajority usually seen as a jungler, which is what the focus of this guide is.

Also, I have written one more guide as of the release of this one, one for Yasuo. If you're interested, check it out! Rose's All Purpose Yasuo Guide!


Guide Top

Malcom Graves - The Outlaw

Who is Graves? What does he excel at? In what areas does he suffer? Why doesn't anyone build Ohmwrecker? Well let's evaluate Graves' abilities and see what we find.


New Destiny
New Destiny gives Graves a unique cone-shaped auto attack. This cone contains 4 bullets that stop at the first unit hit, knocking back minions and monsters. The first bullet deals 0.7/0.8/0.9/1.0 of Graves total AD (increasing at level 1/6/11/16 respectively) after which subsequent bullets deal 33% damage. In addition, Graves has a reload mechanic similar to Jhin, where after firing two shots, Graves must reload. The reload time is only minimally decreased by attack speed, but the time in between auto attacks is drastically reduced by attack speed. As a final note, when Graves crits an enemy, he gains two more bullets to hit auto attack spread, which deal 40% bonus damage.
How To Use
End Of The Line End of the Line is a linear skillshot that extends a short range, bounces for 2 seconds, then detonates deals damage along the path it took back to where Graves fired it at in a T-shape. Both paths deal damage, but the returning path deals more than twice the damage of the traveling path. If End of the Line collides with terrain, it stops short and detonates after 0.25 seconds.
How To Use
Smoke Screen Smoke Screen is a circular skillshot that deals a small amount of magic damage, as well as slowing and blinding enemies standing in the blast radius for 4 seconds.
How To Use
Quickdraw Quickdraw is arguably Graves' most important and overpowered ability. It gives him situational damage, mobility, and bonus armor. Graves will make a short dash that can pass over short walls, and reloads one shell if he is missing any. Additionally, Graves will gain a stack of True Grit, granting him between 5-15 armour depending on the number of ability points in Quickdraw. True Grit stacks remain for 4 seconds, replenishing any time Graves auto attacks an enemy non-minion or uses Quickdraw again. Each bullet that strikes an enemy will reduce the cooldown of Quickdraw by 0.5 seconds.
How To Use
Collateral Damage Collateral Damage is a linear skillshot that travels a short distance stopping at the first enemy hit and exploding in a cone(Graves really likes cones), dealing extra damage to the first target hit and heavy damage to everything else in the cone. Graves is also knocked back a small distance upon casting Collateral Damage.
How To Use

So all in all, Graves is very good at dealing a lot of damage with his auto attacks and Q/R. He has a lot of mobility in combat, and is overall a very good duelist. However, he has virtually no crowd control or teamwide utility, and isn't durable unless in combat for enough time for him to stack Quickdraw. It is for this reason that Graves has fallen out of favour with the current tank based meta.
Pros
+ Does TONS of damage mid-late game
+ Not mana intensive
+ Has flexible build and jungle paths
+ Is criminally good at fighting enemies in their own jungle
Cons
- Is inherently squishy
- Needs items To deal damage
- Reliant on other champions for crowd control
- Has a high skill cap
- Has low-mid range combat range
Pros
+ Does TONS of damage mid-late game
+ Not mana intensive
+ Has flexible build and jungle paths
+ Is criminally good at fighting enemies in their own jungle
Cons
- Is inherently squishy
- Needs items To deal damage
- Reliant on other champions for crowd control
- Has a high skill cap
- Has low-mid range combat range


Guide Top

Ability Sequence

As far as maxing order goes, you're almost always going to level your abilities in the same order every game.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
> > >

This sequence is used for the standard full clear path and the invade path, which are the paths you will use in >95% of your games.
You take Quickdraw at level 1 due to the fact that your autos at level 1 deal as much damage as your q would. Both spells are on similar cooldowns, but you down get the extra armour/kiting power that you would have with Quickdraw if you start End of the Line. After that, you max Q for higher damage, then E for mobility/damage/tankiness, and W for utility.


Guide Top

Runes & Masteries

Season 8 Runes Reforged


Once again, Riot has reworked the Rune and Mastery systems, this time conjoining the two under the moniker of Runes Reforged. Brilliant.

Precision is the attack speed tree, and it's where the keystone rune that Graves usually takes is located. Said keystone is Fleet Footwork, and essentially is a charge that charges whenever you auto attack or move. When your charge reaches 100%, Fleet Footwork triggers on an auto attack and heals you (based on bonus AD) and grants additional 30% movement speed for 1 second. It's a pretty simple rune, it charges exactly like but heals you and makes you fast, so if you by chance build Statikk Shiv or Rapid Firecannon, it will operate in conjunction with those two. Also, if you critically strike on the charged attack it will increase your healing.

Runners Up
From the Domination tree, comes the runes that might seem like a good idea, but are actually ****. Actually, neither of these runes are terrible on Graves. If you're against squishier targets, these bursty keystones are viable. Electrocute for early game kills, and Dark Harvest for late game scaling.

As far as the minor runes go, they're pretty self explanatory and doesn't change, but I'll give a brief explanation of some viable ones.
Triumph. Kills = Missing HP Restoration and bonus gold.
Legend: Alacrity. Kills = Permanent attack speed.
Coup de Grace. More damage on low HP targets. Kills = Bonus AD.
Sudden Impact. Dashes = Lethality.
Eyeball Collection. Kills = AD.
Ravenous Hunter. Kills = Spell Vamp.
Relentless Hunter. Kills = Out of combat MS.
Celerity. Gain MS, gain AD based on bonus MS.
Waterwalking. Gain AD in the river.
Gathering Storm. Gain AD as time goes on.


Guide Top

Jungle Paths

Graves excels at clearing the jungle, and there are a few paths you can take. The first question you should ask yourself every game should be "Who is the enemy jungler and can I beat them at level 2?" to which most of the time the answer is yes. The main exceptions to this rule are Fiddlesticks, Nunu, Shaco, Elise, and Lee Sin. For those five champions do a full clear (Path 2), and champions that always start at their blue buff use route number 1, but start to invade their red buff, whichever side of the map it's on.


Path 1 - Cheese Invade

Nearly every champion in the game will want to be leashed by their bot lane. They get a better leash, more security against invades. What you will want to do is start at your top side, clear whichever buff you have, then immediately run to the enemy's topside jungle. Place a ward so you can see them coming, the take their buff. You should be able to take it close to or before they get there, then you have the choice to fight them or not. You will both likely be level two, but you will have two buffs and they will have one. If you choose not to fight, run back to your jungle and begin your clear.

Path 2 - Full Clear


Graves, as a strong clear jungler, doesn't need a leash. However, if your lanes want to leash you, it will help. You'll want to start at the same side as the enemy jungler, so you end up on the same side of the map, and can countergank and apply pressure on the same side.
Above is Tarzaned's Graves Jungle Clear guide. He's widely thought of as the greatest Graves player, and even one of the best junglers of all time.


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Vision

Vision, as a single factor, is absolutely one of the biggest, if not the biggest, skills you need to master to succeed at League of Legends. Placing down wards, clearing enemy wards, watching the enemy laners movements on the minimap to watch where they put down wards; all of these tasks and more culminate into the vital skill of Vision Management. So, where do we put down wards most effectively to keep track of the enemy jungler? Well let's dive in to something deeper altogether: Theoretical Vision, assuming where the enemy jungler is. Now you might be saying Rose, this sounds like some ********. And you'd be 50% right. Let's take a look at a very simple, common scenario.

Graves VS Warwick
Graves VS Warwick


Now you might ask, Rose, what did literally any of that have to do with Theoretical Vision? Simply put, you knew where Warwick would be because of the logical choice of where he should start. You know what path he would take and the approximate time of when he would be where he would be. Theoretical Vision doesn't stop there however, you also know that normal camps respawn after 2 minutes and 30 seconds, and logically, if Warwick doesn't gank anyone, he'll probably back and go there afterwards. You know where he is without seeing him (although you will be warding his jungle).


Guide Top

Credits, Thanks, and Logs

Hey there those of you that made it to the end! This guide isn't finished yet, as I plan to add more. I just published it now so I'd have a link for the youtube video I made for this guide.

Credits
Jhoijhoi for her excellent coding guide
Tarzaned for his video that I used, and for his streams where I learned a lot from

Log
21AUG2017 - Published Guide