This build guide for Graves is for duo bot lane and is by Cop, a platinum rated player on League of Legends. Tankiest AD in the game, bursty and has an annoying cloud where you can't see.
+0.15 magic resist per level (+2.7 at champion level 18)
Greater Glyph of Scaling Magic Resistx9
Masteries
Points Available:30 / 30
Summoner Spells
Ignite
Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.
Ignite
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Skill order
Buckshot
Buckshot
Shoots three bullets in a cone, each dealing 60/95/130/165/200 (+0) physical damage to all enemies in their path. Enemies hit with multiple bullets take 35% damage from each additional bullet.
Cost
60/70/80/90/100 Mana
Range
0
Cooldown
12/11/10/9/8 Seconds
Buckshot
Shoots three bullets in a cone, each dealing 60 (+0) physical damage to all enemies in their path. Enemies hit with multiple bullets take 35% damage from each additional bullet.
Buckshot
Shoots three bullets in a cone, each dealing 95 (+0) physical damage to all enemies in their path. Enemies hit with multiple bullets take 35% damage from each additional bullet.
Buckshot
Shoots three bullets in a cone, each dealing 130 (+0) physical damage to all enemies in their path. Enemies hit with multiple bullets take 35% damage from each additional bullet.
Buckshot
Shoots three bullets in a cone, each dealing 165 (+0) physical damage to all enemies in their path. Enemies hit with multiple bullets take 35% damage from each additional bullet.
Buckshot
Shoots three bullets in a cone, each dealing 200 (+0) physical damage to all enemies in their path. Enemies hit with multiple bullets take 35% damage from each additional bullet.
Smoke Screen
Smoke Screen
Deals 60/110/160/210/260 (+0.6*AP) magic damage on impact and creates a smoke cloud that lasts 4 seconds. Enemies inside the cloud are slowed by 15/20/25/30/35% and have their sight radius reduced.
Cost
70/75/80/85/90 Mana
Range
0
Cooldown
20/19/18/17/16 Seconds
Smoke Screen
Deals 60 (+0.6*AP) magic damage on impact and creates a smoke cloud that lasts 4 seconds. Enemies inside the cloud are slowed by 15% and have their sight radius reduced.
Smoke Screen
Deals 110 (+0.6*AP) magic damage on impact and creates a smoke cloud that lasts 4 seconds. Enemies inside the cloud are slowed by 20% and have their sight radius reduced.
Smoke Screen
Deals 160 (+0.6*AP) magic damage on impact and creates a smoke cloud that lasts 4 seconds. Enemies inside the cloud are slowed by 25% and have their sight radius reduced.
Smoke Screen
Deals 210 (+0.6*AP) magic damage on impact and creates a smoke cloud that lasts 4 seconds. Enemies inside the cloud are slowed by 30% and have their sight radius reduced.
Smoke Screen
Deals 260 (+0.6*AP) magic damage on impact and creates a smoke cloud that lasts 4 seconds. Enemies inside the cloud are slowed by 35% and have their sight radius reduced.
Quickdraw
Quickdraw
Dashes forward, gaining 30/40/50/60/70% increased Attack Speed for 4 seconds. Basic attacks lower the cooldown of Quickdraw by 1 second.
Cost
50 Mana
Range
425
Cooldown
22/20/18/16/14 Seconds
Quickdraw
Dashes forward, gaining 30% increased Attack Speed for 4 seconds. Basic attacks lower the cooldown of Quickdraw by 1 second.
Quickdraw
Dashes forward, gaining 40% increased Attack Speed for 4 seconds. Basic attacks lower the cooldown of Quickdraw by 1 second.
Quickdraw
Dashes forward, gaining 50% increased Attack Speed for 4 seconds. Basic attacks lower the cooldown of Quickdraw by 1 second.
Quickdraw
Dashes forward, gaining 60% increased Attack Speed for 4 seconds. Basic attacks lower the cooldown of Quickdraw by 1 second.
Quickdraw
Dashes forward, gaining 70% increased Attack Speed for 4 seconds. Basic attacks lower the cooldown of Quickdraw by 1 second.
Collateral Damage
Collateral Damage
Fires an explosive shell that deals 250/350/450 (+0.6) physical damage to the first enemy hit. After hitting an enemy Champion or reaching the end of its range, the shell explodes, dealing 140/250/360 (+0) physical damage in a cone.
Cost
100/100/100 Mana
Range
1000
Cooldown
100/90/80 Seconds
Collateral Damage
Fires an explosive shell that deals 250 (+0.6) physical damage to the first enemy hit. After hitting an enemy Champion or reaching the end of its range, the shell explodes, dealing 140 (+0) physical damage in a cone.
Collateral Damage
Fires an explosive shell that deals 350 (+0.6) physical damage to the first enemy hit. After hitting an enemy Champion or reaching the end of its range, the shell explodes, dealing 250 (+0) physical damage in a cone.
Collateral Damage
Fires an explosive shell that deals 450 (+0.6) physical damage to the first enemy hit. After hitting an enemy Champion or reaching the end of its range, the shell explodes, dealing 360 (+0) physical damage in a cone.
Q
Buckshot
Shoots three bullets in a cone, each dealing 60 (+0) physical damage to all enemies in their path. Enemies hit with multiple bullets take 35% damage from each additional bullet.
E
Quickdraw
Dashes forward, gaining 30% increased Attack Speed for 4 seconds. Basic attacks lower the cooldown of Quickdraw by 1 second.
Q
Buckshot
Shoots three bullets in a cone, each dealing 95 (+0) physical damage to all enemies in their path. Enemies hit with multiple bullets take 35% damage from each additional bullet.
W
Smoke Screen
Deals 60 (+0.6*AP) magic damage on impact and creates a smoke cloud that lasts 4 seconds. Enemies inside the cloud are slowed by 15% and have their sight radius reduced.
Q
Buckshot
Shoots three bullets in a cone, each dealing 130 (+0) physical damage to all enemies in their path. Enemies hit with multiple bullets take 35% damage from each additional bullet.
R
Collateral Damage
Fires an explosive shell that deals 250 (+0.6) physical damage to the first enemy hit. After hitting an enemy Champion or reaching the end of its range, the shell explodes, dealing 140 (+0) physical damage in a cone.
Q
Buckshot
Shoots three bullets in a cone, each dealing 165 (+0) physical damage to all enemies in their path. Enemies hit with multiple bullets take 35% damage from each additional bullet.
W
Smoke Screen
Deals 110 (+0.6*AP) magic damage on impact and creates a smoke cloud that lasts 4 seconds. Enemies inside the cloud are slowed by 20% and have their sight radius reduced.
Q
Buckshot
Shoots three bullets in a cone, each dealing 200 (+0) physical damage to all enemies in their path. Enemies hit with multiple bullets take 35% damage from each additional bullet.
E
Quickdraw
Dashes forward, gaining 40% increased Attack Speed for 4 seconds. Basic attacks lower the cooldown of Quickdraw by 1 second.
R
Collateral Damage
Fires an explosive shell that deals 350 (+0.6) physical damage to the first enemy hit. After hitting an enemy Champion or reaching the end of its range, the shell explodes, dealing 250 (+0) physical damage in a cone.
E
Quickdraw
Dashes forward, gaining 50% increased Attack Speed for 4 seconds. Basic attacks lower the cooldown of Quickdraw by 1 second.
E
Quickdraw
Dashes forward, gaining 60% increased Attack Speed for 4 seconds. Basic attacks lower the cooldown of Quickdraw by 1 second.
E
Quickdraw
Dashes forward, gaining 70% increased Attack Speed for 4 seconds. Basic attacks lower the cooldown of Quickdraw by 1 second.
W
Smoke Screen
Deals 160 (+0.6*AP) magic damage on impact and creates a smoke cloud that lasts 4 seconds. Enemies inside the cloud are slowed by 25% and have their sight radius reduced.
R
Collateral Damage
Fires an explosive shell that deals 450 (+0.6) physical damage to the first enemy hit. After hitting an enemy Champion or reaching the end of its range, the shell explodes, dealing 360 (+0) physical damage in a cone.
W
Smoke Screen
Deals 210 (+0.6*AP) magic damage on impact and creates a smoke cloud that lasts 4 seconds. Enemies inside the cloud are slowed by 30% and have their sight radius reduced.
W
Smoke Screen
Deals 260 (+0.6*AP) magic damage on impact and creates a smoke cloud that lasts 4 seconds. Enemies inside the cloud are slowed by 35% and have their sight radius reduced.
This needs updating. Graves requires hurricane to proc his dash faster. I also prefer a bloodthirster in most cases to bork, unless two or more opponents have high HP. Also rather armor penetration marks and quints, and mp5 seals to fix his mana problems. Agree with glyphs and the rest of the guide.
What are people's thoughts on Blade of the Ruined King for Graves since the nerf?I haven't been having too much success with the item as of late, to be honest.
It's pretty strong on most ADCs still, but with Graves scaling so well with stats more than on-hit effects, I think BT is still a better pickup on him. (BotRK doesn't add much to his Q.) BotRK is of course still a go-to item to counter health-stacking though, so if you're dealing with big health bars, it will always have value. Gotta pick between the two based on what you think you'll be hitting most of the time. Pushing towers, bursting squishies? BT. Health-stacking bruisers and tanks, beefy carries (APs with RoA, etc)? BotRK.
Personally, I like BotRK, but I'm mostly using it on Tristana right now; my other ADCs are Miss Fortune and Ashe, the former works better with BT for her ultimate and the latter wants Shiv and IE ASAP in most cases. And with Trist, I of course grab the lifesteal component as fast as I can, but depending on how fast the game is progressing, I don't rush to finish BotRK; I might pick up pieces of my other items first. BotRK is mostly important to have once you start dealing with the enemy bruisers, or everybody's getting more levels and thus more health (if I'm snowballing early, I might prefer to grab a BT sword instead for the raw AD, since it's going to pack a bigger punch before my opponents start working on building HP). If you're having limited success with the item yourself, perhaps it's something similar; you're snowballing a bit and grabbing it early, and nobody's got enough HP for the on-hit to be worthwhile. Or it's simply not adding enough to your burst, and you're not getting enough chances to put out sustained damage and really capitalize on it.
---- Geo - a.k.a. Jio Derako I theorycraft harder than I play.
I've been grabbing it after an Infinity Edge (which I get after a vampiric scepter) as that is usually around the time I would imagine needing the on-hit effect. However, I've found just going for the standard The BloodthirsterPhantom Dancer build to be much more effective, unless the entire enemy team is made up of bruisers.
Mm, I think one of Graves' strengths is his stronger early-game, so I'd rather not go for the early IE on him; IE takes longer than BotRK or BT to finish, and it doesn't really start to kick in until you've got some more crit chance on it (generally Zeal/PD). If you're going for the crits, you'd want to focus entirely on that core ASAP, which BotRK is only going to delay; plus, the damage from BotRK isn't going to gain much from your crits, as opposed to the BT.
I'm in agreement that the BT/PD build is generally more effective on Graves; if it's a lot of bruisers, I'd just go straight for the BotRK as my first item, then work on PD or IE afterwards depending on how things are going (Zeal is probably a good pickup early, and/or a BF Sword, and then you can itemize as needed from there).
I forget who said it - it might have been Cop, or Chaox? - but one of the big shifts in S3 for ADCs has been the effects of the health-meta. A single Giant's Belt puts a big hurdle in the way of an ADC in early/mid game, where it used to be that an early IE made you a steamroller; the majority of the bruisers who can rush health now also don't need much AD to deal damage (Renekton has strong base damage, Singed doesn't care what items he has, etc). So the ADC needs to finish more of their build before they can become a real force to be reckoned with; this means more farming, which means more value on anything with sustain built-in. Thus BT or BotRK replacing IE as a first item, BT giving stronger sustain and farming while BotRK allows for more damage early against health-stacking. (once they go above 2k~ health, BotRK starts to deal more damage than the BT does, so it's stronger in fights.)
---- Geo - a.k.a. Jio Derako I theorycraft harder than I play.
First, great guide! I do tweak it a bit though. I max W 2nd and E last, the I find the damage and awesome harass from his W HUGE early in laning and/or a mid game team fight.
For item build I go Berserker's Greaves -> Black Cleaver -> Infinity Edge -> Phantom Dancer -> Last Whisper -> Mercurial Scimitar .
If I'm facing a heavy AP or CC team I'll go Merc Treads and rush Phantom Dancer.
I personally like BC over BT, while having a lower AD....grants 200 Health, flat Armor Pen, Stacking Armor reduction, and CDR for 200 less gold. Also when LW comes around Graves will just chew people.
Again great guide, and I'd appreciate any comments on my build!
You need lifesteal. Also maxing W for the purpose of harassing isn't a great use of your mana. It really doesn't do enough damage worth harassing with.
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Posted 5/19/2013 8:34:42 PMThis needs updating. Graves requires hurricane to proc his dash faster. I also prefer a bloodthirster in most cases to bork, unless two or more opponents have high HP. Also rather armor penetration marks and quints, and mp5 seals to fix his mana problems. Agree with glyphs and the rest of the guide.
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Posted 3/26/2013 5:16:33 PMWhat are people's thoughts on Blade of the Ruined King for Graves since the nerf?I haven't been having too much success with the item as of late, to be honest.
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Posted 3/27/2013 12:36:09 AMIt's pretty strong on most ADCs still, but with Graves scaling so well with stats more than on-hit effects, I think BT is still a better pickup on him. (BotRK doesn't add much to his Q.)
BotRK is of course still a go-to item to counter health-stacking though, so if you're dealing with big health bars, it will always have value. Gotta pick between the two based on what you think you'll be hitting most of the time. Pushing towers, bursting squishies? BT. Health-stacking bruisers and tanks, beefy carries (APs with RoA, etc)? BotRK.
Personally, I like BotRK, but I'm mostly using it on Tristana right now; my other ADCs are Miss Fortune and Ashe, the former works better with BT for her ultimate and the latter wants Shiv and IE ASAP in most cases. And with Trist, I of course grab the lifesteal component as fast as I can, but depending on how fast the game is progressing, I don't rush to finish BotRK; I might pick up pieces of my other items first. BotRK is mostly important to have once you start dealing with the enemy bruisers, or everybody's getting more levels and thus more health (if I'm snowballing early, I might prefer to grab a BT sword instead for the raw AD, since it's going to pack a bigger punch before my opponents start working on building HP).
If you're having limited success with the item yourself, perhaps it's something similar; you're snowballing a bit and grabbing it early, and nobody's got enough HP for the on-hit to be worthwhile. Or it's simply not adding enough to your burst, and you're not getting enough chances to put out sustained damage and really capitalize on it.
---- Geo - a.k.a. Jio Derako
I theorycraft harder than I play.
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Posted 3/27/2013 12:48:00 PMI've been grabbing it after an Infinity Edge (which I get after a vampiric scepter) as that is usually around the time I would imagine needing the on-hit effect. However, I've found just going for the standard The Bloodthirster Phantom Dancer build to be much more effective, unless the entire enemy team is made up of bruisers.
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Posted 3/30/2013 12:51:06 AMMm, I think one of Graves' strengths is his stronger early-game, so I'd rather not go for the early IE on him; IE takes longer than BotRK or BT to finish, and it doesn't really start to kick in until you've got some more crit chance on it (generally Zeal/PD). If you're going for the crits, you'd want to focus entirely on that core ASAP, which BotRK is only going to delay; plus, the damage from BotRK isn't going to gain much from your crits, as opposed to the BT.
I'm in agreement that the BT/PD build is generally more effective on Graves; if it's a lot of bruisers, I'd just go straight for the BotRK as my first item, then work on PD or IE afterwards depending on how things are going (Zeal is probably a good pickup early, and/or a BF Sword, and then you can itemize as needed from there).
I forget who said it - it might have been Cop, or Chaox? - but one of the big shifts in S3 for ADCs has been the effects of the health-meta. A single Giant's Belt puts a big hurdle in the way of an ADC in early/mid game, where it used to be that an early IE made you a steamroller; the majority of the bruisers who can rush health now also don't need much AD to deal damage (Renekton has strong base damage, Singed doesn't care what items he has, etc). So the ADC needs to finish more of their build before they can become a real force to be reckoned with; this means more farming, which means more value on anything with sustain built-in. Thus BT or BotRK replacing IE as a first item, BT giving stronger sustain and farming while BotRK allows for more damage early against health-stacking. (once they go above 2k~ health, BotRK starts to deal more damage than the BT does, so it's stronger in fights.)
---- Geo - a.k.a. Jio Derako
I theorycraft harder than I play.
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Posted 5/19/2013 8:37:36 PMMost of the time, go with a bloodthirster instead.
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Posted 3/12/2013 2:03:53 PMPersonally.. what do you guys think about Blade of the ruined King on Graves?
Or what do you think on which ADC it will work well?
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Posted 3/17/2013 9:49:47 PMBOTRK helps with Graves's burst.
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Posted 2/15/2013 11:03:28 AMAny opinion on "top lane" graves?...ive played it three times already...and i really enjoy it...
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Posted 4/24/2013 7:01:08 PMI'd think it would work pretty well, Graves being the "Tanky ADC" and all.
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Posted 4/26/2013 2:12:28 AMThis definitely seems viable, especially with more and more pubstomp games going ADC top.
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Posted 2/14/2013 6:15:57 PMFirst, great guide! I do tweak it a bit though. I max W 2nd and E last, the I find the damage and awesome harass from his W HUGE early in laning and/or a mid game team fight.
For item build I go Berserker's Greaves -> Black Cleaver -> Infinity Edge -> Phantom Dancer -> Last Whisper -> Mercurial Scimitar .
If I'm facing a heavy AP or CC team I'll go Merc Treads and rush Phantom Dancer.
I personally like BC over BT, while having a lower AD....grants 200 Health, flat Armor Pen, Stacking Armor reduction, and CDR for 200 less gold. Also when LW comes around Graves will just chew people.
Again great guide, and I'd appreciate any comments on my build!
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Posted 2/14/2013 8:16:09 PMYou need lifesteal. Also maxing W for the purpose of harassing isn't a great use of your mana. It really doesn't do enough damage worth harassing with.
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Posted 2/3/2013 5:19:58 AMGraves counter Varus :)
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Posted 1/14/2013 1:28:42 AMHi... You should edit a misprint on the Abilities section... At quickdraw, it compares Buckshot to Vayne's Tumble... It should be Quickdraw :P