Graves' shotgun has some unique properties:
Double Barrel: Graves must reload when he runs out of ammo. Attack Speed reduces reload time slightly, but reduces time between attacks dramatically.
12 Gauge: Attacks fire 4 bullets. Units hit take 72% AD physical damage +24% for additional bullets. Critical strikes fire 6 bullets and increase each bullet's damage by 30%. Strcutures only take 75% damage.
Buckshot: Bullets cannot pass through enemy units. Non-champions struck by multiple bullets are knock back slightly.
Fires a powder round that deals 45 / 65 / 85 / 105 (+80% AD) physical damage and then detonates after 1 second to deal an additional 80 / 130 / 180 / 230 (+70% / 100% / 130% / 160% AD) physical damage.
Detonates in 0.25 seconds if the round hits terrain, Deals 90% damage against monsters.
Throws a canister that creates a cloud of smoke for 4 seconds. Enemies within the smoke cannot see outside of it.
Enemies caught in the initial impact take 60 / 125 / 190 / 255 (+60% AP) magic damage and are slowed by 50% for 0.5 seconds.
Dashes in a direction, reloading one shell and granting True Grit for 4 seconds. True Grit grants 6 / 10 / 14 / 18 Armor ( stacks 8 times) and refreshes when damaging non-minions.
Dashing towards an enemy champion grants 2 stacks of True Grit. Each bullet hit reduces Quickdraw's cooldown by 0.5 seconds.
Fires an explosive shell that deals 275 / 425 / 575 (+150% AD) physical damage and knocks Graves back from recoil. The shell explodes upon hitting an enemy champion or reaching the end of its range, dealing 200 / 320 / 440 (+120% AD) physical damage in a cone.
Enemies damaged by the shell's initial impact do not take damage from the explosive cone.
Graves is an AD auto-attack-focused jungler. He has one of the best early game duels against any other junglers which means he can have an aggressive early game jungle path to try and get an advantage early. Graves has a very unique kit different from others. Graves's Shotgun only has 2 bullets, which means after you auto-attack twice, you need to reload so just make sure you keep that in mind and don't get caught whilst reloading.
Graves can also be played in the top lane. With his early game damage and aggression, he can bully out champions in the solo lane and get a lot more gold and experience than playing jungle, meaning you can reach your core items sooner and start to deal a lot of damage early.
Graves auto-attacks are very unique. Graves uses a shotgun that fires 2 shots. After 2 shots he has to reload. Attack speed reduces reload time and time between attacks. Each attack fires 4 bullets. Critical strikes fire 6 bullets and increase each bullet's damage.
Bullets cannot pass through enemy units. So even though you might be targeting a champion, if there are minions, a tower or even another champion in the way, the auto-attack will not hit the champion you are targeting.
Non-champions struck by multiple bullets are knocked back slightly. This allows Graves to easily kite jungle camps and stay healthy when clearing through the jungle.
Graves fires a powder round that deals physical damage and then detonates after just over a second to deal additional physical damage. If End of the Line hits terrain, it detonates in 0.25s instead.
It's important to always aim End of the Line and try to get it to hit the terrain because the damage from the 2nd part of this ability (when coming back) does more than the 1st part (when firing out).
Graves throws a canister that creates a cloud of smoke for a few seconds. Enemies within the smoke cannot see outside of it. You can use this ability as a zoning tool to stop enemies coming towards you as they will be afraid to walk over the smoke cloud.
Enemies caught in the initial impact take magic damage and are slowed for just under a second. So you can also use this ability to help when chasing to briefly slow on impact.
This is Graves' main mobility tool. He dashes in a direction, reloading one shell from his passive (New Destiny) and granting True Grit for a few seconds. True Grit grants Armor (stacking a few times) and refreshes when damaging non-minions. Dashing towards an enemy champion grants 2 stacks of True Grit.
Each auto-attack bullet hit reduces Quickdraw's cooldown by just under a second. This ability is mainly used for kiting and for placing Graves in the perfect position to cast his other abilities like End of The Line (1st Ability).
Graves fires an explosive shell that deals physical damage and knocks him back from recoil. The shell explodes upon hitting an enemy champion or reaching the end of its range, dealing physical damage in a cone.
This ability is very useful when you are trying to snipe escaping enemies due to Collateral Damage having a very long range.
Graves does well with items that have attack damage and ability haste to deal damage and so he can use his abilities more often. With that in mind, Black Cleaver is a great first item for Graves, most of the time you will get Black Cleaver before the first Dragon and the item gives the best stats for Graves as a first choice. Bloodthirster is another great item that allows Graves to sustain a lot in the jungle so he is always at full health when he roams around the map.
Onto the runes, we have:
Graves can easily proc Phase Rush with his auto attacks and both instances on damage with End of the Live (1st Ability). When Phase Rush is active it gives Graves a huge burst of movement speed and reduces to cooldown of your abilities.
With Graves you will be in a lot of team fights dashing onto the backline trying to kill the enemy carries so dealing extra damage will always help. Graves will also restore health every time he gets a takedown.
With Graves, you will be in a lot of fights and get plenty of damage on the enemies especially if you play aggressively early on. This allows Graves to get a bit more health with each takedown to make him that little bit extra tanky.
Graves loves to be super mobile and is already very mobile because of Navori Quickblades and Quickdraw. Still, with Nimbus Cloak, you can stack even more movement speed to get around enemies easier-to-land abilities and auto attacks.
With Graves, he has a very fast early jungle clear. This means that you can work your way around the jungle really fast and be aggressive when contesting the scuttle crabs in the rivers when they spawn. It is best to start at Red Brambleback as you don't really struggle on mana and the extra damage you get can help clear the jungle faster.
This is what the jungle patch would look like:
Below is a beginner's guide for jungle in Wild Rift. It goes in-depth about every jungle camp. Epic monsters and more!:
In the late game, Graves struggles can be a powerhouse with all the critical strike items. The best thing you can do is group with your team and try to pick off the enemies. Your main objective as a jungler is to keep track of when Dragon's, Rift Herald, and Baron spawn. Taking these epic monsters will give you and your team an advantage in the game. When in a team fight try your best not to get caught out and try to keep auto-attacking and using your abilities to deal damage.
Overall if you like the sound of an early aggressive jungler that can make an impact then Graves is the perfect champion for you. Try to finish the game as quickly as possible because the longer the game goes the harder it gets for Graves to carry the game.
Thank you for reading this guide! Feel free to follow me and ask any questions on:
Good luck on the rift summoners!
Copyright © 2021 WildRiftFire | All Rights Reserved