Mobafire League of Legends Build Guides Mobafire League of Legends Build Guides

Graves Build Guide by RoseOfInnistrad


7K
Views
0
Comments
1
Votes
Rating Pending
Like Build on Facebook Tweet This Build Share This Build on Reddit
League of Legends Build Guide Author RoseOfInnistrad

The Ol' Double Barrel Hello

RoseOfInnistrad Last updated on August 20, 2017
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!

Thank You!

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

The Winning Team

LeagueSpy Logo
Jungle Role
Ranked #32 in
Jungle Role
Win 48%
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





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.



Masteries

12 Ferocity

0/

5/

1/

0/

0/

1/

4/

1/

0/

0/

0/

0/

0/

0/

0/

18 Cunning

0/

5/

1/

0/

0/

5/

0/

0/

0/

1/

5/

0/

0/

1/

0/

0 Resolve

0/

0/

0/

0/

0/

0/

0/

0/

0/

0/

0/

0/

0/

0/

0/


Guide Top

Introduction

Hey there, my name's Master Rose, 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 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


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 >80% 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.
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This is the sequence you take if you're starting your clear at your raptors. The only difference is the level 1 point in End of the Line for maximum raptor killing potential.


Guide Top

Runes & Masteries

We'll start with runes because they're rather simple and don't vary much.

Runes

Greater Seal of Armor
5

Greater Quintessence of Attack Speed
3

Greater Seal of Scaling Health
4

Greater Glyph of Attack Speed
9

Greater Mark of Attack Damage
8

Greater Mark of Critical Chance
1
QUINTESSENCES[/center
Starting with Quintessences, I take 3 Greater Quintessence of Attack Speed. Attack speed is good on Graves and smooths out his early clear really well. I wouldn't suggest taking anything else.
MARKS
Next up are Marks. I take 8 Greater Mark of Attack Damage and 1 Greater Mark of Critical Chance. I find that one out of every 100 auto attacks critically striking can have some rather fun effects, and on occasion will come in clutch. If you prefer the consistency of 1 extra damage, take 9 of those marks instead. Also when Duskblade of Draktharr was first reworked, Lethality was very strong, Greater Marks of Lethality were viable to run as well, but nowadays I would suggest just running AD.
SEALS
Penultimately are Seals. I run 5 Greater Seals of Armor and 4 Greater Seals of Scaling Health. This is more flexible to me, as you don't actually take a lot of damage from monsters while clearing and you get bonus armour from Quickdraw to supplement it. You can take 9 Armor seals if you chose, simply preference.
GLYPHS
Lastly we have Glyphs. I take 9 Greater Glyphs of Attack Speed. This is simply because you don't have a real need for Magic Resist in the jungle, unless you're against a magic damage based jungler or heavy magic damage based team. In such a case, you could substitute with Greater Glyphs of Magic Resist. I would take 3 Greater Glyph of Magic Resist and 6 Greater Glyphs of Scaling Magic Resist Greater Glyoh of Scaling Magic Resist in that event. I choose this number for balance as you gain the same amount of Magic resist from a scaling rune as you would from a non-scaling rune at level 6.
Masteries
5/
1/
1/
4/
1/
5/
1/
5/
1/
5/
1/
These are the masteries you should take for most games, only not advised against teams with 3 or more tanks.

THE FEROCITY TREE

FURY VS SORCERY
This is a very personal preference based choice. Fury gives you better clear speed while Sorcery makes your abilities do more damage. As of now I take Sorcery because we get a lot of Attack Speed from runes and because of the primary build being lethality, your spells do a lot of damage, and this gives them a little extra oomph.
FRESH BLOOD VS FEAST VS EXPOSE WEAKNESS
This is a very minor and mostly unnoticable part of the mastery tree, highly for personal preference. I take Fresh Blood as I have an aggressive playstyle and often encounter enemy champions, in lane or their own jungle. Feast is pretty worthless to you as you do not need the extra sustain, and Expose Weakness doesn't increase your own damage and you're the carry so... Your choice between those two really if you have a high damage comp.
VAMPIRISM VS NATURAL TALENT
Sustain or damage? Why not both? I prefer to take one point in Vampirism and the other 4 in Natural Talent. You sacrifice about 2 AD for a little extra lifesteal, which could be the difference between life and death.
BOUNTY HUNTER VS DOUBLE EDGED SWORD VS BATTLE TRANCE
This is a polarizing section that a lot of people disagree on. I take Bounty Hunter 99% of the time, as I think it's better when you know you can kill two of the enemy champions. 2% extra damage is better than 3% extra damage while taking 1.5% more, and better than 3% damage after 3 seconds. If you can't kill two of the enemy champions then Graves probably isn't the best pick for your match anyways.

THE CUNNING TREE

WANDERER VS SAVAGERY
A little extra speed or a moderate amount of damage. I like damage.
RUNIC AFFINITY VS SECRET STASH VS ASSASSIN
This section offers two real options; Runic Affinity or Assassin? I base my choice off of one little detail: Runic Affinity extends Baron buff by 15 seconds. That 15 seconds has made a difference in a lot of games to me. Personal preference here.
MERCILESS VS MEDITATION
Yeah this one's pretty simple. Damage or extra mana regen? Damage wins every time here.
GREENFATHER'S GIFT VS BANDIT VS Dangerous Game
Again, two great options out of 3. Greenfather's Gift or Dangerous Game? I find them both to be rather good at what they do, but for the early fighting and late game tank killing, I sometimes choose Greenfather's Gift. Both are totally viable, however, and I use both almost equally. Just don't use Bandit unless you're a support or one other definitely balanced champion. :^)
PRECISION VS INTELLIGENCE
This is a pretty simple choice again, Damage over CDR.
STORMRAIDER'S SURGE VS THUNDERLORD'S DECREE VS WINDSPEAKER's BLESSING
Finally, the keystone masteries. The game changing mastery. First off, if you play Windspeaker's Graves seriously and actually expect it to work, I expect to see you somewhere on the lower end of Bronze 12 0 LP. Now, Stormraider's or Thunderlord's? Another question of Utility VS Damage. In most cases, definitely take Thunderlord's. The damage is so good and very easy to trigger. Stormraider's can work though, but only against teams with a lot of slowing effects.


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, , 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.


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