Identidad principal
Graves is mainly played as Jungla. Its clearest strength is push and zone control via q-bounce.
Graves is mainly played as Jungla. Its clearest strength is push and zone control via q-bounce.
Clear, clean without unnecessary dueling, priority crabs with strong lanes.
Graves becomes easier to punish when short reach for a marksman. From the opposite side, the page also highlights this answer: Challenge him early with duelists (Lee/Olaf) and place wards on his invade angles.
La movilidad aumentada permite invades agresivos y mejores ángulos de Q.
Permite desmenuzar armadura y una amenaza constante en peleas de equipo.
Short trades, wall angles, secure your object tempo.
Pressure on dragons/heralds thanks to sustained DPS and True Grit.
Front-to-back kite, look for multi-target cones with R.
Clear, clean without unnecessary dueling, priority crabs with strong lanes.
Youmuu + Cleaver: invade with vision and play the objectives.
Protect your carries while zoning the front-line with Q/W.
Poke + push, denies CS/stacks; avoids all-ins.
Cautious side: Cleaver + DD to hold 1v1, TP/rotate on objectives.
Split if advantageous, otherwise group and kite around your Smoke Screen.
Access to Collateral Damage to finish picks and swing fights.
Autoataque inicial, E para el dash + recarga rápida, autoataque de nuevo, Q para daño y para rematar la línea, autoataque final, R para rematar.
Despliega Smoke Screen, usa Flash para un engagement sorpresa, daño explosivo completo.
Usa End de Line contra una pared — la segunda detonación inflige daño adicional. Intenta empujar al enemigo contra una pared.
Graves is generally played as Jungla. The first objective is to clear, clean without unnecessary dueling, priority crabs with strong lanes.. Its biggest edge comes from push and zone control via q-bounce.
This page highlights the moments where Graves can force clean trades, rotations, or objective setups. In practice, the champion is strongest when its cooldown cycle is respected and the fight starts on its own terms.
Graves can be punished when short reach for a marksman. A practical answer listed here is: Challenge him early with duelists (Lee/Olaf) and place wards on his invade angles.