Graves

Graves

Jungle Build, Runes, Items · Patch 26.12

S Tier Win Rate 49.6% Pick Rate 6.5% Ban Rate 29.8% Role Jungle Games 564 Patch 26.12
No significant changes in this patch.
Build ARAM Arena
Patch: 26.12
Tier S
Win Rate 49.6%
Pick Rate 6.5%
Ban Rate 29.8%
Matches 564
Graves is the jungle's premier close-range marksman — a shotgun-toting outlaw who clears camps faster than almost anyone, then converts that gold lead into explosive burst damage that can delete a target before they register what happened. He plays nothing like a traditional ADC: his range is melee-short, his passive reloading mechanic rewards patience between shots, and his best fights happen in the narrow jungle corridors where his shotgun pellets all converge on a single target.
RUNES
WR 49.83% PR 51.95% Games 293
Precision
Precision
Press the Attack
Lethal Tempo
Fleet Footwork
Conqueror
Absorb Life
Triumph
Presence of Mind
Legend: Alacrity
Legend: Haste
Legend: Bloodline
Coup de Grace
Cut Down
Last Stand
Inspiration
Inspiration
Hextech Flashtraption
Magical Footwear
Cash Back
Triple Tonic
Time Warp Tonic
Biscuit Delivery
Cosmic Insight
Approach Velocity
Jack Of All Trades
Adaptive Force
Attack Speed
Cooldown Reduction
Adaptive Force
Movement Speed
Health
Health
Slow Resist & Tenacity
Scaling Health
WR 49.05% PR 46.63% Games 263
Domination
Domination
Electrocute
Dark Harvest
Hail of Blades
Cheap Shot
Taste of Blood
Sudden Impact
Sixth Sense
Grisly Mementos
Deep Ward
Treasure Hunter
Relentless Hunter
Ultimate Hunter
Precision
Precision
Absorb Life
Triumph
Presence of Mind
Legend: Alacrity
Legend: Haste
Legend: Bloodline
Coup de Grace
Cut Down
Last Stand
Adaptive Force
Attack Speed
Cooldown Reduction
Adaptive Force
Movement Speed
Health
Health
Slow Resist & Tenacity
Scaling Health
Items

Starting Items

Games 36 PR 6%
Item 1101
Item 3134
Item 1036
Item 3133
Games 35 PR 6%
Item 1101
Item 3134
Item 1036
Item 6697

Build Order

Item 1101
Item 3134
Item 1036
Item 6697
Item 1037
Item 6676
Item 3036
Item 6673

Completed Items

Item 6697
Item 6676
Item 3036
Item 6673
Item 3031
Item 6670

Situational Items

Item 1001
Item 3133
Item 1018
Item 1102
Item 2022
Item 3035
Item 1029
Item 3142
Ability Max Order Q > E > W
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
Q
Q
Q
Q
Q
W
W
W
W
W
W
E
E
E
E
E
E
R
R
R
R
Power Spike Graves — Jungle
PEAK
0–5 min 6–10 min 11–15 min 16–20 min 21–25 min 26+ min
WEAK · 0–10 min
Graves is vulnerable before his first item. Focus on efficient clear pathing and avoid fighting junglers with strong early dueling like Lee Sin or Vi without health advantage.
PEAK · 16–25 min
First lethality item completed. This is Graves's strongest window — his Q burst can one-shot squishies, he wins most 1v1 jungle duels, and Dark Harvest stacks amplify every kill. Force skirmishes around Dragon and Rift Herald.
LATE · 30+ min
Graves remains a threat but requires careful positioning in 5v5 teamfights. Dark Harvest stacks keep scaling his burst, but grouped enemies and peel make accessing backline carries harder. Flank from terrain and look for isolated targets.
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Overview

Graves is a jungle marksman who functions nothing like a traditional bot lane ADC. His attack range is extremely short — closer to a melee champion than a standard ranged one — but his shotgun mechanic compensates with enormous per-shot damage: his basic attacks fire multiple pellets that all hit the same target at close range, dealing far more damage than the tooltip suggests when at point-blank distance. His passive, New Destiny, governs his reload mechanic. Graves carries two shells in his shotgun and must reload after firing both. The reload takes approximately 0.75 seconds and can be interrupted by dashing. Experienced Graves players weave reloads into their E dashes, maintaining combat uptime while rotating shells — a mechanical rhythm that separates efficient from inefficient Graves play. His Q, End of the Line, fires a powder round that explodes on the first enemy hit, then detonates again after a short delay for heavy bonus damage. The secondary explosion is the primary damage source and requires the target to be between Graves and a wall — or to be hit by the round traveling back — to receive full damage. In the jungle's narrow corridors, walls are always nearby, making Q's full damage trivially easy to land. His W, Smoke Screen, throws a canister that creates a smoke cloud obscuring vision and applying a slow to enemies inside it. It's primarily a defensive tool — blocking enemy vision in fights, disrupting pursuit, and denying vision of Graves's positioning — but it can also be used offensively to blind enemy junglers during objective fights. His E, Quickdraw, is a short-range dash that also reloads one shell. He can dash through terrain in limited circumstances, and the directional flexibility of the dash is his primary repositioning tool in fights. Chaining E dashes with reload management is the core mechanical skill of the champion. His R, Collateral Damage, fires an explosive shell in a line, dealing heavy damage to the first target hit and then continuing as an explosion for reduced damage to all enemies behind them. It deals enormous damage to a single target at point blank range and can be used as both a combat finisher and an escape tool by firing it in the opposite direction to knock Graves backward.

Strengths

  • Fast jungle clear — Graves's shotgun pellets deal heavy AoE damage at close range, allowing him to tear through monster camps significantly faster than most junglers. His Q's double explosion also clears grouped camps nearly instantly. This speed advantage means he reaches level 6 faster, completes his first item earlier, and can invade or counter-jungle before opponents are prepared to respond.
  • Strong early skirmishes — Graves is one of the strongest level-2 and level-3 junglers in the game. His close-range burst from point-blank shotgun pellets combined with Q's double explosion can chunk or kill most junglers in a single short trade. He doesn't need setup or peel — his damage does the work as long as he gets close enough to fire all pellets into the same target.
  • High burst damage — A full Graves combo at close range — Q into a wall, empowered auto, E dash, reload, auto — can delete a squishy target in under two seconds. With lethality items and Dark Harvest stacks, his burst scaling in the mid and late game rivals dedicated assassins, while his armor passive makes him significantly more durable than any traditional assassin.
  • Good scaling damage — Graves scales well with both lethality items and critical strike items, giving him build flexibility depending on matchup and team composition. His Q damage increases with AP ratios on the secondary explosion, his autos benefit from crit and attack speed, and Dark Harvest stacks compound indefinitely — all of these scaling systems stack simultaneously throughout the game.
  • Durable for a marksman — Graves's passive grants bonus armor for each shell loaded in his shotgun, making him naturally tankier than any other marksman in the game while his shells are full. Combined with building Sterak's Gage or armor items in specific matchups, Graves can take significantly more punishment in skirmishes than his marksman classification suggests.

Weaknesses

  • Short attack range — Graves's attack range is significantly shorter than any other marksman, requiring him to get into near-melee range to deal full damage from all shotgun pellets. Against enemies with long-range poke, dash-away tools, or strong disengage, this range disadvantage means Graves frequently cannot access his primary damage output without taking heavy retaliatory damage.
  • Requires good positioning — Graves must be constantly aware of his position relative to jungle terrain, enemy locations, and his own dash charges. Fighting in open areas where enemies can circle around him negates his burst advantage. Positioning mistakes in teamfights — being too far forward or too far back — result in either dying without dealing damage or being kited out of effective range.
  • Can struggle against heavy crowd control — Graves has no hard CC immunity and his E dash has a moderate cooldown. Against junglers or teams with heavy crowd control (Amumu, Jarvan, Sejuani), a single stun or root during his engage combo stops his entire burst rotation and leaves him exposed at close range with no escape. He must use Smoke Screen or flash proactively to avoid CC chains.
  • Needs farm to scale — Graves's burst damage scales heavily with item completion. A Graves who falls behind in jungle camp farm or loses early kills has significantly reduced damage output through the mid game, making him a below-average fighter rather than the burst threat he should be. Consistent camp clearing and kill participation are non-negotiable for his power to come online.
  • Limited engage tools — Graves has no hard crowd control, no long-range gap closer, and no reliable way to initiate fights on his own terms against enemies with hard peel or displacement. His E dash is short-range and directional, making it difficult to engage on high-mobility targets who can simply sidestep or dash away. He relies on teammates or jungle terrain to funnel enemies into his burst range.

Early Game

Graves's early game is defined by speed — his primary goal is to complete his jungle clear faster than the opposing jungler and use that level and gold advantage to either invade their camps or gank vulnerable lanes. His standard clear path starts at either the Red Buff or Blue Buff side depending on lane priority, then proceeds through Raptors or Wolves, then Gromp or Krugs, reaching level 3 before most junglers reach level 2 or 3. In the early clear, Graves should position himself so that his Q fires into a wall on the initial impact, guaranteeing the full double explosion without needing to wait for the shot to travel back. Against grouped camps like Raptors, a single Q detonated in the middle of the cluster clears the small raptors instantly, dramatically speeding up the camp clear time. Invading is a core part of Graves's early game identity. When he knows the enemy jungler started on the opposite side of the map, he should look to steal camps, contest the enemy jungler if spotted, or ward their remaining camps to deny future clearing. His point-blank burst damage makes him one of the most threatening 1v1 junglers in the game at level 3, and most junglers cannot trade evenly with him at that stage without significant health and level advantages. For ganks, Graves is most effective in lanes where he can approach from a brush or wall angle that reduces the target's reaction time. His E is his only gap-closing tool, so ganking open lanes against mobile targets is inefficient. He should prioritize ganking lanes with crowd control setup — a Leona, Nautilus, or Lux waiting to lock down a target creates the ideal setup for Graves's close-range burst.

Mid Game

Mid game is Graves's peak power phase when he completes his first lethality or critical strike item. The gold advantage from fast clearing and early kills combines with item completion to create a burst damage output that can delete priority targets in a single rotation. This is the window where Graves should be looking for skirmishes, objective contests, and high-value gank opportunities aggressively. Objective control is Graves's primary mid game focus. Dragon and Rift Herald fights are where his burst damage and Smoke Screen utility shine — he can solo Dragon faster than most junglers and his W during Dragon pit fights blinds enemies, denies their vision of the objective, and disrupts their ability to coordinate. When contesting objectives with the enemy team, Graves should position himself at the narrow entrance of the pit where all his pellets converge on a single target for maximum burst. Counter-jungling in mid game extends the snowball from early game. If Graves is ahead, he should continue clearing enemy camps between fights — stealing the enemy jungler's camps while they're occupied elsewhere denies their resources and maintains Graves's gold lead through item completion. Tracking the enemy jungler's position using vision and their camp timers is critical for safe counter-jungling. In teamfights that break out during mid game, Graves should look to flank from unexpected angles using jungle terrain. Rather than running into the front of a fight, approaching from the side through a brush or over a thin wall line isolates priority targets from their peel and lets Graves deal his close-range burst without running through the entire enemy frontline first.

Late Game

Late game Graves faces his greatest challenge: dealing his close-range burst damage in five-versus-five teamfights where enemies are grouped, peeled for, and positioned to counter his engage. Unlike early skirmishes where the jungle terrain creates favorable conditions for his damage, late game open-area teamfights around Baron or in base require Graves to be far more creative about how he accesses priority targets. The correct late game teamfight approach for Graves is flanking. He should never be the first champion into a fight — walking into the front of a grouped enemy team at close range puts him in range of every CC ability simultaneously, and his relatively short E dash cannot reliably escape a well-coordinated lockdown. Instead, he should let his frontline engage first, then approach from the side or behind once enemies have used their CC and focused on his teammates. Smoke Screen becomes increasingly valuable in late game teamfights. Throwing W into the enemy backline before engaging disrupts their ability to see Graves approaching, denies vision of the objective or fight location, and can prevent enemy ADCs or mages from targeting his team effectively. In base fights specifically, a well-placed W at the inhibitor or Nexus location can completely blind the defending team's backline for the crucial seconds needed to deal a full combo rotation. Dark Harvest stacks make Graves increasingly dangerous as the game progresses. By late game with 20-30 stacks, his Q-auto-E-R combo deals true burst damage comparable to dedicated assassins — except Graves also has armor from his passive and item durability that assassins don't. In the late game window, Graves becomes a frontline-durable assassin, which is his most unique and powerful late game identity.

Tips & Tricks

  • Use Smoke Screen defensively to escape ganks and counter-ganks, not just offensively. When Graves is being chased through the jungle after a failed invade or an overextended gank, throwing W directly behind him into the pursuing enemy's path blocks their vision and prevents them from seeing where he runs. This splits-second vision denial is often the difference between a successful escape and a death in tight jungle corridors.
  • Maintain farm advantage by clearing camps on a strict timer, not just when convenient. Graves's power scales so heavily with item completion that missing even one camp rotation can delay his first item by 30-60 seconds — a margin that costs him a kill window or an objective contest. Learn the respawn timers for all major camps (Red Buff 5 minutes, Blue Buff 5 minutes, Gromp/Wolves/Raptors/Krugs ~2:30 minutes) and route back to them on schedule regardless of what else is happening on the map.
  • Fight in tight jungle areas by forcing duels in narrow corridors where all shotgun pellets hit the same target. In open areas, enemies can position so that only some of Graves's pellets connect, halving his burst output. In the Raptor camp, Scuttler river, or the narrow paths between the Red and Blue buffs, all pellets naturally converge on a single point — these are Graves's ideal 1v1 locations and should be the preferred fight terrain for early invades.
  • Position carefully in teamfights by treating yourself as a high-priority flanking threat, not a frontliner. The single biggest mistake Graves players make in teamfights is running into the middle of the fight the moment it starts. Instead, hover at the edge of the fight in a brush or behind terrain, wait for the initial burst of CC to be used on your frontline, then dash in from the side and unload your combo on the highest-value exposed target before dashing back out.
  • Early pressure wins games specifically when it translates into objective control. Killing the enemy jungler early is valuable, but the most efficient Graves plays convert kills into immediate Dragon or Rift Herald control — take the objective immediately after securing the kill before the enemy team can respond, rather than celebrating the kill and returning to farming. Graves's fast clear and burst damage make him exceptionally efficient at converting kill advantages into objective advantages.

For official ability details and lore, visit the official Graves page and the Graves Wiki.