Graves Build Guide

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UPDATED Graves Gunslinging Guide for Beginners and Advanced Players

written by BadYuyu

Graves Build



Table of Contents

  • Introduction

    1. November 2011 : - Added the Patch note comments for Patch 1.0.0.128- Added a fifth starting build

    19. November 2011:- Added the Patch note comments for Patch 1.0.0.128- Updated Red Runes- Updated Summoner Spells- Deleted old Masteries. New ones coming soon (as soon as I figgure them out)

  • Black Eyed Peas - The Time

    Well for one Graves is new so that's always interesting. Also he's a badass Cowboy. But seriously. Graves is an interesting Champion as he brings a lot of burst dmg and mobility while still being a strong AD carry lategame. SO Graves kind of gets the best of both worlds. Aditionally with  True Grit Quickdraw and Flash Graves has a lot of tools to either survive or get in and out of fights and Smoke Screen is just a friggin cool spell.

    Pros:
    - Good Farming skill
    - You can help carry your Team lategame
    - Solid Burst dmg in Midgame
    - High mobility
    - Cowboy / Gunslinger (coolness Factor)

    Cons:
    - Susceptible to magic burst dmg
    - Kind of Squishy when not in fights
    - Aside from that mini slow on Smoke Screen no real CC
    - Kind of low Range for a ranged AD carry
    - Item dependant

  • Updates:

    1.0.0.128:


    Ok Graves got nerfed. Anyone surprised?... No? Ok lets procede then and talk about the changes.

    -True GritBuff duration reduced to 3 seconds from 4Armor and magic resistance per stack reduced to 3 from 4 at max level

    True grit nerf for the lategame. Well then we're supposed to have all kinds of sick items anyway. It's not nice but I stick to my Advice in the Ability Section. Let do its job and don't pay it a lot of attention. SO this nerf doesn't really change anything when it comes to our playstyle.


    - Buckshot damage per additional missile reduced to 30% from 35%s

    Decreses our "point blank Damage by about 10%. Not nice but again not the end of the world. Point blank still does sigificantly more damage so you should stil hit opponents with it. Again not nice but doesn't change anything.
    1.0.0.129:

    General

    Attack range reduced to 525 from 550

    Base mana lowered to 295 from 342
    BAMM that's not nice. 47 less base mana and even LESS range... doesn't really affect the lategame much but weakens us early game.

    Buckshot damage per additional missile reduced to 25% from 30%

     Again. Well this is another 10% lost from the full damage. We need to learn how much damage we deal and live with that I guess. Overall, mayor nerf.

  • Patches:

    Runes:


    Red: Before the Mastery Patch I used to use , it was just a no brainer for an AD dependant champ and it still is but now that there is 15% Armorpen on the mastery tree I actually prefere  or . Simple Logic here. We can get by on our 15% ArmorPen until we get last whisper and get to 50% armor Pen.


    Blue: Ain't no question if you ask me. or . Magic Burst dmg is Graves Achiles heel early game. Those runes, combined with make Graves highly magic resistant and kind of help with that problem. I prefere the flat MR runes as you need the MR most in the early game phase but I can always sympathize if you prefere scaling runes.


    Yellow: Here we actually have some options. You can simply go  which is kind of cool since again it combos well with and gives Graves solid Armor AND MR early game which in turn significantly increases his survivability on the lane. Lately I have been playing . It's serves the same purpose as the armor runes but is a little less effective early on and a little more luck based. But in the lategame when autoattacks deal 200 dmg per shot they make all the difference in the world. I like it a little better than the Armor. Especially the feeling when you get a lucky doge on a lethal attack is just priceless. Still this is a matter of preference.You could also go a totally different route and take  so you would trade in a little survivability to fix some of Graves early game Mana problems.

    Quints: When it comes to quints you can do tons of stuff taht works fine. You can either reenforce your existing runes by picking 
     etc. 
    I prefere to get some extra edge by getting some extra movement with  also adds some extra OOMPH but the choice here's really up to you. Just fumble around with it a little.

    Masteries: 

    Still fiddeling with the new Masteries. In the meantime in doubt go 21/0/9 or 9/0/21. COMING SOON.

  • Masteries and Runes

    I usually use This Skilling order:

    is the most important one since it's your farming and harassment tool of choice. I usually take at 2 and at 4. But when I'm up alone VS two or my opponent is unusually agressive I sometimes switch em around and take on 2 instead.
    is last cause once you have it it only gives a little extra attackspeed per level which is kind of meh.

    I have seen people use this skilling order instead:

    It's a valid choice. It's less agressive and more focused on staying alive and farming well till level 5 or 6. I prefere to be up in my opponents face but this one is perfectly fine.

  • Abilities

    True Grit
    Is a decent passive. People have called it great and one of the best but I think that's going a little far. It's one of those passives that you will never really notice but rest asured it's helping you out a lot and actually makes sure you can reach decend resistances without a lot of trouble.

    How to use:
    Well it's a passive you can't really go wrong. Just don't push the lane or do anything stupid just to keep that little bit of extra armor. Just play and let it do it's job.


    Buckshot
    Your main dmg dealing spell. It deals ok dmg per bullet and has ok AD scaling. What's great about it is the dmg it deals up close. Multiple bullet can hit a single target with a reduced dmg per bullet. Still that means if you hit someone with three bullets you do 160% of the original dmg which is kind of a big deal. Aside from that it's easy on your mana pool and a great farming skill.

    How to Use :
    Well the farming part is easy. Hit as many creeps as possible and try to be close to tougher creeps while doing it.
    Obviously always use it on enemy champions if they get to personal. Don't needlessly engage in melees though. If you can't put up enough pressure you will end up taking more dmg than you deal. This skill is good but there are still a lot of champs out there that can "out burst dmg" you. What's interesting about this skill is, that it has more range than a normal shot so you can use it to harass champs while just staying out of their range. The fact that the bullets also fly pretty slow can be used to fire of a shot in the enemy tower and then get out of range befor the tower registers you as attacking the enemy champions. Be carefull though this spell is not like other "cone spells" your opponent can also slip through betwen two bullets so try to learn how the bullets fly and use that.


    Smoke Screen
    This skill is REALLY cool. It deals some dmg but it's not really noticable. It gives a little AOE movement slow but nothing that rocks your world (although it CAN give you an edge when chasing or being chased). But the great part about this spell is that all enemy champions inside this spells AOE have their vision reduced to allmost 0 as long as you don't attack them.

    How to use:
    The ways to utilize this are almost endless. One of my favorites is to use it to zone enemies while you are pushing a tower. Just shoot the smoke screen right behind their tower and they will have a hard time getting a good angle to shoot at you. Just make sure you don't hit them with the initial blast so the tower doesn't attack you. Also fun is to hit an enemy champ when there is an incoming gank from one of your buddies so he can't see it coming. And while you are on the run use it to keep persuers from shooting you by dropping the bomb right behind you. Just fiddle around with it. Smoke Screen is just a fantastic skill.
    Be carefull when using this spell it takes some time to hit so use it kind of like Brands .


    Quickdraw
    I LOVE this skill. Dash and lategame attackspeed buff for very little mana and decent CD? Yes please!

    How to use:
    It basicly has two parts. One is a dash, kind of like shen's . You can go through small walls and over cliffs with it but you have to stand REALLY close to them as the dash doesn't go as far as shens. And if you mess up you just bump into the wall, your skill is wasted and you feel like an idiot (and we don't want that)! This skill allows you to dodge skilshots, get that extra bit of distance betwen you and pursuers, chase down fleeing targets or just reposition midfight and get into the tall grass (where there might be wild pokemon but at least enemy champs can't see you). It also helps you to place a good that hits with multiple bullets or helps you to escape counterattacks during harassment.
    The other part is the extra attackspeed. You can't really feel this one till later in the game but than it will signifficantly increase your dmg output from autoattacks. Don't forget about it.


    Collateral Damage
    Colateral Damage is kind of a funny ultimate. The AD scaling is good as is the initial dmg and the range but it's a little tricky to use.

    How to use:
    Ok here is the deal about this skill. The dmg is good but actually not that high compared to other damaging ultimates. Also it doesn't have any extra effects like annies ult. All of this leads to the conclusion that we need to make the most of its range and AOE. The best way is obiously to use this skill when the enemy team is all clumped up and they all get hit (especially fun when they are all hiding a single patch of grass and are feeling particularly clever). If you hit one with the initial blow lategame and 3 champs behind him you easily just dealt over 2000 dmg to their team in just a heartbeat. Thing is good teams don't clump up that often so you have to see your window and use it. Also enemy players know that graves deals tons of dmg and doesn't have THAT much HP so sometimes they run up to you really fast and colateral dmg is kind of hard to place then.
    The other option is to use colateral damage as a sniping tool. If your enemies are hugging the tower with around 1/3 of their hp you can walk up to the tower, burst out a buckshot and follow it up with a colateral damage and then dash out before they can counterattack. This usually ensures a kill. Don't be too greedy to use colateral damage. It's an ultimate but it has a pretty low CD. If you can snag a kill with it that would have otherwise gotten away or you need that extra bit of burst dmg in a burst dmg duel, always go for it.


  • Skilling Order

    I'm gonna talk about all of the spells for a moment:
    Updating the spells to post change status.

    Flash and Exhaust are my usual top choices. Flash gets you out of sticky situations and with you can basically do a double blink. Exhaust slows opponents you are chasing and helps you when an enemy DPS champ catches you off guard or just gets too close.
    has a little bit of a higher CD and a little less range. It's still superstrong though. Just get used to teh new range so you don't flash into walls. is pretty much the same except the mastery now doesn't give you an extra 0,5 sec... oh well.
    Ghost: If your level is not high enough to pick Flash or you don't like flash for some reason pick this. Ghost is not as usefull as flash but it's better at chasing down fleeing opponents or getting to places a little faster. The new Ghost mastery now makes you even fastera nd it's in teh attack tree which is nice : )
    Ignite: Ignite is the twin brother of Exhaust. If your team allready has a lot of exhaust and no ignite go with this. Early game the extra damage helps secure kills and later it helps to keep mundo or some of those life leechy dps champs down. SInce the Patch you only get 5 extra AP when its on CD. OH NOES NOT OUR AP... *irony*

    Heal: Heal got buffed recently and it's actually much more usefull now, especially if you spec it. You CAN go heal on Graves. I wouldn't reccomend it since a lot of the other spells are better suited but if you're a fan it's ok now.

    Revive: When you pick this spell you have to ask yourself ONE, and only one question: "does my team has some incredebly clever strategy where everybody has revive?" If the answer is yes... well go get em. In ANY OTHER CASE keep your mouse off this spell. STill not a good spell unless you have a VERY speciffic plan.

    Smite: I don't see the benefit of wasting a lane dominating hero like Graves on the Jungle but if you end up jungeling you will need this. Otherwise stay away.

    Cleanse: this is actually not a bad spell for graves. The only thing that usually kills Graves is very high burst dmg or a lot of CC. I usually don't pick it cause I'm in love with exhaust but it's a decent pick on Graves VS CC heavy teams. WIth the new spec it even lasts 1 sec longer which makes quite the difference.

    Clarity: You're not that mana dependant. Not a good spell for you.

    Teleport: Good spell to save towers and get back from base real quick. You can also port to friendly wards which is really cool to set up ganks. I prefere other spells but I don't mind teleport.

    [spell=Fortify]: Ok since the spec got moved to defensive T1 you can actually take this if your team DESPERATLY needs it. You shouldn't but at least you can now. Still if there are ANY other options let s.o. else take this.

    Clairvoyance: Great spell but you're not the one who should pick it.
    Promote: You're not a pusher hero like Heimdinger so I don't really see the appeal.
    Surge: Surge is the fantastic new addition to the Lol spells. BUT it's not as good as you would think on Graves. Yes the extra attackspeed is nice, but the extra AP is pretty useless and graves allready has extra attackspeed so I would pick something else.

  • Summoner Abilities

    STARTING ITEMS:
    The starting items on Graves kind of give me a headache just cause there is no really obvious choice. 

    1) Doran's Blade seems like kind of an obvious choice and it's great but it costs all your starting money and doesn't give you a lot of heal unless you autoattack (and if you red the laning section you know how much I love that...).

    2) Doran's Shield is actually not a bad item for Graves to start with. Combined with Graves becomes extremly tanky early game and can play pretty agressive as you have a good HP regen.

    3) Long Sword and a Health Potion is weaker early than Dorans stuff but it's allready part of other lategame items plus you get an extra health potion if you want to be agressive.

    4) [item=Meki Pendant] and two  Health Potion is actually a pretty good start. combined with [Mastery_icon=meditation] you can almost keep spaming whenever it's off CD and have two potions to heal up twice. Also you can turn it into  Chalice of Harmony later which gives you some extra MR and makes sure you never have to worry about mana again. The downside of this starting build ist that you lose some early game dmg and can't pressure as well as you could with more dmg centered items.
    5)  Null-Magic Mantle and 2 Health Potion is a new initial built I have been fiddeling around with. Usually it's not nearly as good as the other builds but there is an exception. In a lot of games you know that you will be up against only champions with magic damage (solo mid VS Brand or Annie for example). And then this build actually turns valid. WIth fully charged True Grit you have almost 50% Magic Damage Reduction and their spells will do little more than mess up your Hair while you can blow them to pieces. Also it builds into  Mercury's Treads Chalice of Harmony or   Wit's End so it's by no means a dead end.

    BOOTS:
    Ok this thing again. It's like with every other champ. Look at the team your playing against and pick you boots. I will just quickly comment on all of them.

    Berserker's Greaves: Cheap, Extra Attackspeed for an AD carry, solid choice. They don't help that much early but there are worse choices.
    Boots of Swiftness: I don't like them. You allready have to catch up to enemies. But they can give you some extra shots on running targets so I guess they are ok.
    Boots of Mobility: Ok! Unless you have some VICIOUS plan where you roam betwen lanes like a madman stay away from those.
    Ionian Boots of Lucidity: Good boot, but Graves doesn't benefit that much from CDR. Not good enough if you ask me.
    Sorcerer's Shoes: OH GAWD. Because Smoke Screen desperately needs to penetrate 20 magic armor... If I ever see you building those on a Graves I will chase you and kick you in the arse! And you can't run away cause you don't have decent boots!
    Ninja Tabi: Now here's a winner. Cheap. And give excelent protection from AD heavy teams. A little worse now that Nimbleness is gone.
    Mercury's Treads: Everyones favorite. If there is a lot of CC in the other team don't think twice and buy em.

    FIRST ITEM AFTER STARTING STUFF:
    So you're back from the lane and have money to spend. Now here we have some choices. Ofc buy boots asap (see above)

    a) 2x  Doran's Blade is always a fun choice. You'll end up selling em later cause they don't build into something interesting but they give you a great edge in the early and midgame

    b) Pickaxe is always a good choice. Builds into some good items like Infinity Edge, Last Whisper or if you need it [item=Madred's Bloodrazor] and gives some solid damage.
    c) If you made a lot of enemies sad or were farming like old Mc Donald you can ofc always buy  B. F. Sword the holy grail of AD heroes. No real explanation needed. It gives you + 45 dmg and builds into some of the most vicious items in the game.
    d) Like I said before.  Chalice of Harmony is actually not a bad choice. it's cheap, gives some extra MR and makes sure you never have to worry about mana again. But it gives no ad so onyl buy it if you feel you just don't have enough mana.
    e)  Phage Slow and some extra HP... if you're planing to go for  Frozen Mallet later go for it. it's a more tanky approach but it works.
    f)  Wriggle's Lantern is pretty good on Graves. Armor, Good lifesteal, extra AD. Plus noone ever buys wards in public games, but wards win games so it's a solid choice.

    The thing about:
    Sword of the Occult: I don't like snowball items. They only work when it's going good and then you're winning anyway. Not a bad item but I just don't do snowball items.
    Zeal: I see a lot of Graves players going for this item and I don't really get why. Graves has two skills with ad scaling and a skill which increases attackspeed allready so I would rather not go for an item early that does not give you any ad.


    Extra Special secret pick:
    Well not THAT secret actually but  Wit's End is actually PRETTY DARN GOOD on Graves IF (and only if) you are up against a decent ammount of magic damage. The stacking MR on attack basically charges with true grit and Graves should be attacking when in combat. When you finish this item your in combat MR is nearly always over 100 and you don't lose a lot of dmg for it since you still gain attack speed and the additional on attack dmg.
    BUT WAIT DIDN'T YOU SAY DON'T BUILD NON AD ITEMS EARLY ON GRAVES? Well yeah i did say that. But Wit's End mitigates that by giving you some pseudo extra damage on each attack and by just being and "offensive-defense item" which is right up Graves alley.


    LATEGAME CORE ITEMS:
    The Bloodthirster is always a core item for me. Graves farms pretty well and is pretty good at staying alive.
    Last Whisper is cheap and gives you solid ad and the passive is just a must buy lategame.
    Frozen Mallet not really a core item but you can always go for it. Like with wit's End it's an offensive-defense item which is great on graves.


    AND THEN? (Luxury): 
    Then you can just build cool stuff that works well with AD carries. Just like most other AD carries  Infinity Edge and  The Black Cleaver work fine as a default choice. You can also keep stacking  The Bloodthirster which is always fun.
    Atma's Impaler is a solid choice if you built  Frozen Mallet before, taking you down a little more tanky road.
    [item=Madred's Bloodrazor] is a GREAT choice if that pesky Garren built another Warmongers or that friggin Cho'Garth has eaten half you team allready.
    Trinity Force also is a fine choice lategame since you can use nearly all it's stats except the Ap.
    Cloak and Dagger if you allready built other shoes and then suddenly realize that the other team has a lot of CC. You usually shouldn't buy this but it's kind of an "damn I screwed up" option
    WHatever you build it's important, that you build at least some of the AD heavy items. The only combination of items that does not work in this guide is if you bbuilt all the "non AD" items together. Belive me I tried and it blows.
    WARDS AND STUFF:

    Wards!!!!!!!!!!!!! Sight Ward is the strongest item in the game. End of discussion. There is no stronger item. Wards win games, wards save asses, wards allow you to farm and push towers. Now it's usually not your role to place wards as an AD carry but here is the deal. You NEED wards so if noone else is gettin them GET EM! Seriously you will be able to farm better, not die and set up ganks, all of which saves/gets you a LOT of gold for just 75 gold.
    Place the wards in the bush next to your lane to protect from ganks, near Dragon/Nashor to keep tabs on the river and at the Golem/Lizard in your opponents forest to set up ganks. Seriously. Wards win games. Buy em.
    Health Potion and Mana Potion are good items that allow you to stay in the lane much longer. Whenever you have a free slot and extra 35/40 Gold (AFTER buying wards if you need em) get some of those. Especially Mana Potion helps Graves who has cheap spells and a weak mana pool.

  • Masteries + Runes

    SOLO LANE:
    Graves can solo lane just fine. with , runes and stuff he has decent resistances, he can dash out of ganks and he can harrass with and . He can also take a solo side lane VS 2 players. Here he can't harrass as much. Use to keep your 2 opponents from attacking you and get some last hits. Whenever you can use a to hit em both. Other than that stay cautious and rather play it safe and just last hit. If the lane is too strong for you ask your jungler or mid player for a gank. If you are just up VS one opponent try to bait him to use his spells, then dash up to him and hit him with as long as his spells are on cooldown. Of course this also depends on the Champion you are playing against. If he is stronger than you just play like you would VS two champions.


    DUAL LANE:
    On a dual lane Graves can assert a lot of dominance. With another player backing him up Graves can be really agressive. Take potshots at your opponent whenever you can and use for some extra damage. If the enemies counterattack use to dash back to your partner. Whenever you fight with the enemy champions try to blind the champion you are not attacking with .
    Where ever you are and against whoever you should focus on last hitting/farming over trying to get kills. I mean by all means if you can get a kill go for it but Graves needs to farm. That's the most important lesson here. Your Team needs you lategame and they rely on your farm. If you fram wlel you can turn the rest around. One game I was careless and ended up 1/3 after 15 min. But since I still had a very good farm I could tsill carry my team to victory. SO Farming more important than killing. Despite your dash you are not an Asassin Champion.

    SOME EXTRA ADVICE TO BE A BETTER PLAYER:

    Ok here is the most important lesson, not about graves but about laning in general. DON'T AUTOATTACK. Seriously. I don't know how many times I see otherwise pretty ok LoL players autoattacking. Don't just attack the creeps on the lane, wait until you can kill them with one shot. That's called last hitting (in case you didn't know that already.)

    Why is Autoattackin Bad?

    Because you will push the creeps towards the opponents tower. It's quite simple actually. the closer you and the creepwaves are to your tower, the safer you are cause the way for you to your safe heaven (your tower) is shorter and the opponents way to safety is longer. Ergo if you deal less damage to the creeps and just place the "last hit" you stay near your tower longer. This is especially important in games where you dominate a lane. If your opponents can't even get close to you for the fear of getting killed you can keep them away from the creeps for good as long as no tower is involved, thus denying them a lot of gold (and sometimes even exp if you force them really far away).

    Sometimes I see that people start autoattacking because they don't want their tower to shoot at the enemy creeps as it makes getting the last hit harder. But don't do that. Towers are actually not that tricky. There is a simple math behind last hitting creeps in towers. Under the tower ranged creeps die from 2 attacks and 1 tower shot. Melee creeps take 2 attacks and 2 tower shots. So hit the ranged creep once, let the tower hit it once again then take the last hit. Similar with the melee creeps. You will see how much easier it gets to obtain gold on the lane AND stay safe once you stop autoattacking and start last hitting.


    Also one more thing. If one of your allies does something terribly wrong in your eyes do three things:
    1) Take a deep breath
    2) Remember that he might just not be aware what he was doing wrong and he would proppably do it right if he KNEW about it
    3) Tell him politely what he could do better

    Seriously. Lol is a Team Game. Wether you like it or not. If everybody starts flaming each other the teamplay just starts falling appart, people get frustrated and nothing works out. Newer players often know that they are not as good and are happy if someone gives them a tip. Of course if you instantly start insulting people they just get pissed and don't do what you want out of principle. If you tell them what they do wrong I bet they will at least addapt their palystyle a little. Just be civil and people will be civil to you and who knows what kind of teamplay might result from that.

  • Laning and the rest of teh Stuff

    SOLO LANE:
    Graves can solo lane just fine. with , runes and stuff he has decent resistances, he can dash out of ganks and he can harrass with and . He can also take a solo side lane VS 2 players. Here he can't harrass as much. Use to keep your 2 opponents from attacking you and get some last hits. Whenever you can use a to hit em both. Other than that stay cautious and rather play it safe and just last hit. If the lane is too strong for you ask your jungler or mid player for a gank. If you are just up VS one opponent try to bait him to use his spells, then dash up to him and hit him with as long as his spells are on cooldown. Of course this also depends on the Champion you are playing against. If he is stronger than you just play like you would VS two champions.


    DUAL LANE:
    On a dual lane Graves can assert a lot of dominance. With another player backing him up Graves can be really agressive. Take potshots at your opponent whenever you can and use for some extra damage. If the enemies counterattack use to dash back to your partner. Whenever you fight with the enemy champions try to blind the champion you are not attacking with .
    Where ever you are and against whoever you should focus on last hitting/farming over trying to get kills. I mean by all means if you can get a kill go for it but Graves needs to farm. That's the most important lesson here. Your Team needs you lategame and they rely on your farm. If you fram wlel you can turn the rest around. One game I was careless and ended up 1/3 after 15 min. But since I still had a very good farm I could tsill carry my team to victory. SO Farming more important than killing. Despite your dash you are not an Asassin Champion.

    SOME EXTRA ADVICE TO BE A BETTER PLAYER:

    Ok here is the most important lesson, not about graves but about laning in general. DON'T AUTOATTACK. Seriously. I don't know how many times I see otherwise pretty ok LoL players autoattacking. Don't just attack the creeps on the lane, wait until you can kill them with one shot. That's called last hitting (in case you didn't know that already.)

    Why is Autoattackin Bad?

    Because you will push the creeps towards the opponents tower. It's quite simple actually. the closer you and the creepwaves are to your tower, the safer you are cause the way for you to your safe heaven (your tower) is shorter and the opponents way to safety is longer. Ergo if you deal less damage to the creeps and just place the "last hit" you stay near your tower longer. This is especially important in games where you dominate a lane. If your opponents can't even get close to you for the fear of getting killed you can keep them away from the creeps for good as long as no tower is involved, thus denying them a lot of gold (and sometimes even exp if you force them really far away).

    Sometimes I see that people start autoattacking because they don't want their tower to shoot at the enemy creeps as it makes getting the last hit harder. But don't do that. Towers are actually not that tricky. There is a simple math behind last hitting creeps in towers. Under the tower ranged creeps die from 2 attacks and 1 tower shot. Melee creeps take 2 attacks and 2 tower shots. So hit the ranged creep once, let the tower hit it once again then take the last hit. Similar with the melee creeps. You will see how much easier it gets to obtain gold on the lane AND stay safe once you stop autoattacking and start last hitting.


    Also one more thing. If one of your allies does something terribly wrong in your eyes do three things:
    1) Take a deep breath
    2) Remember that he might just not be aware what he was doing wrong and he would proppably do it right if he KNEW about it
    3) Tell him politely what he could do better

    Seriously. Lol is a Team Game. Wether you like it or not. If everybody starts flaming each other the teamplay just starts falling appart, people get frustrated and nothing works out. Newer players often know that they are not as good and are happy if someone gives them a tip. Of course if you instantly start insulting people they just get pissed and don't do what you want out of principle. If you tell them what they do wrong I bet they will at least addapt their palystyle a little. Just be civil and people will be civil to you and who knows what kind of teamplay might result from that.

  • Thanks for Reading

    Thank you to everybody who read this guide. That's what I wrote it for. I hope you picked one or two things up from this guide. If you like it or if you're missing something feedback is of course always apreciated. after all I'm only a player like all of you and I can't think of everything.

    Have a lot of fun in your Graves games : )
    BadYuyu



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