TSM Spica Season 11 Pro Build for Graves – the best Graves runes and items for solo queue in s11! Learn the best build, runes, and items for Graves in season 11 from TSM Spica
Graves
The Outlaw
Role: Jungle
Type: Specialist
Spica’s stats on Graves:
Win Rate: 80%
KDA: 5.71
CS: 8.2
Abilities
Passive
Graves’ shotgun has some unique properties. He must reload when he runs out of ammo. Attacks fire 4 bullets, which cannot pass through units. Non-champions struck by multiple bullets are knocked back.
New Destiny
Q
- Cooldown: 12/11/10/9/8
- Cost: 60
- Range: 925
Graves fires a powder round dealing physical damage. After 2 seconds or after colliding with terrain, it detonates, dealing physical damage along the travel path again and to enemies near the blast.
End of the Line
W
- Cooldown: 26/24/22/20/18
- Cost: 70/75/80/85/90
- Range: 950
Graves creates a cloud of black smoke for 4 seconds, Slowing enemies inside by 50% and blocking their vision outside the area. The initial impact deals magic damage.
Smoke Screen
E
- Cooldown: 16/15/14/13/12
- Cost: 40
- Range: 425
Graves dashes and reloads one Shell into his shotgun. He also gains a stack for 4 seconds (max stacks) or two stacks if he dashes towards an enemy champion. Stacks grant him 6/9/12/15/18 Armor. Stacks are refreshed when damaging a non-minion.Each bullet hit from Graves’ Attacks reduces this Ability’s cooldown by 0.5 seconds.
Quickdraw
R
- Cooldown: 120/90/60
- Cost: 100
- Range: 1000
Graves fires an explosive cartridge, blasting himself backwards. The cartridge deals physical damage to the first enemy hit. After hitting an enemy champion or reaching the end of its range, the cartridge explodes outward, dealing physical damage.
Collateral Damage
Skill Order
Q
- Cooldown: 12/11/10/9/8
- Cost: 60
- Range: 925
Graves fires a powder round dealing physical damage. After 2 seconds or after colliding with terrain, it detonates, dealing physical damage along the travel path again and to enemies near the blast.
End of the Line
E
- Cooldown: 16/15/14/13/12
- Cost: 40
- Range: 425
Graves dashes and reloads one Shell into his shotgun. He also gains a stack for 4 seconds (max stacks) or two stacks if he dashes towards an enemy champion. Stacks grant him 6/9/12/15/18 Armor. Stacks are refreshed when damaging a non-minion.Each bullet hit from Graves’ Attacks reduces this Ability’s cooldown by 0.5 seconds.
Quickdraw
W
- Cooldown: 26/24/22/20/18
- Cost: 70/75/80/85/90
- Range: 950
Graves creates a cloud of black smoke for 4 seconds, Slowing enemies inside by 50% and blocking their vision outside the area. The initial impact deals magic damage.
Smoke Screen
Summoners Spells
Deals 390 − 1000 (based on champion level) true damage to the target epic, large or medium monster, enemy minion, or pet.
Using Smite against a large monster Heal power.png heals for 70 (+ 10% of your maximum health).
- Cooldown:15 seconds
- Recharge time: 90 seconds
Smite
Teleports your champion a short distance toward your cursor’s location.
- Cooldown: 300 seconds
Flash
Runes
Precision
Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized.
Energized attacks heal you for 3 – 60 (based on level) (Adaptive ratio: +30% of Bonus Attack Damage or +30% of Ability Power) and grant +20% Movement Speed for 1 second.
On ranged champions, against minions, the healing is only 20% effective.
Fleet Foot
Champion takedowns restore 12% of your missing health and grants an additional 20 gold after a 1 second delay.
Triumph
– Gain 3% attack speed plus an additional 1.5% for every Legend stack (max 10 stacks) for a maximum of 18% attack speed.
Gain Legend stacks for every 20 points earned:
20 points for champion takedowns
20 points for epic monster takedowns
5 points for large monster kills
0.8 points for minion kills
Legend: Alacrity
Deal 8% more damage to champions who have less than 40% health. This does not apply to true damage.
Coup de Grace
Domonation
After exiting stealth or using a dash, leap, blink, or teleport, dealing any damage to a champion grants you 7 Lethality and 6 Magic Penetration for 5 seconds.
If the triggering effect deals damage it will also benefit from the penetration.
Cooldown: 4 seconds (On expiration).
Sudden Impact
Gain 1% (+ 2% per Bounty Hunter stack) omni vamp, up to 11% at 5 stacks.
Earn a Bounty Hunter stack for champion takedowns, up to one per unique enemy champion.
Ravenous Hunter
Bonus
Offense- Attack Speed +9
OFFENSE – Adaptive Force+9
FLEX – +6 Armor
Starting Items
- 10% Omnivamp vs. Monsters
Sear: Damaging Monsters burns them for (60 + 30% Ability Power + 5% bonus Attack Damage + 2% bonus Health) magic damage over 5 seconds.
Challenging Path: Smiting 5 times consumes this item upgrade your Smite to Challenging Smite. Challenging Smite marks champions for 4 seconds. During this time, you deal 48 – 125 (based on level) bonus true damage to them over 2.5 seconds on hit and take 20% reduced damage from them.
Huntsman: Killing Large Monsters grants bonus experience.
Recoup: Regen up to 8 – 18 (based on level) mana per second when in the Jungle or River.
Consuming this item grants all item effects permanently. If you have gained more gold from minions than jungle monsters, gold and experience from minions is heavily reduced. Healing is not reduced on AoE attacks.
Cost: 350 (350)
Ember Knife
Active – Consume: Consumes a charge to restore 125 Health over 12 seconds. Holds up to 2 charges and refills upon visiting the shop.
Cost: 150 (150)
Refillable Potion
Core Items
- 55 Attack Damage
- 18 Lethality
- 10% Omnivamp
Ever Rising Moon: Hitting a champion with 2 separate Attacks or Abilities within 1.5 seconds deals an additional 6% max Health physical damage, grants you 15% Move Speed and a (150 + 40% bonus Attack Damage) Shield (100 + 30% bonus Attack Damage for ranged champions) for 2 seconds (8s cooldown, 16s cooldown for ranged champions).
Mythic Passive: Grants all other Legendary items 4% Armor Penetration
Cost: 3200 (850)
Eclipse
- 55 Attack Damage
- 20% Critical Strike Chance
- 12 Lethality
Death and Taxes: Dealing damage that would leave an enemy champion below 5% Health executes them. Champion kills grant an additional 25 gold.
Cost: 3000 (425)
The Collector
- 55 Attack Damage
- 20% Critical Strike Chance
- 20% Life Steal
Ichorshield: Life Steal from Attacks can now overheal you. Excess Health is stored as a 50 – 350 (based on level) Shield that decays slowly if you haven’t dealt or taken damage in the last 25 seconds.
Cost: 3400 (600)
BloodThirster
Full Build
- 55 Attack Damage
- 18 Lethality
- 10% Omnivamp
Ever Rising Moon: Hitting a champion with 2 separate Attacks or Abilities within 1.5 seconds deals an additional 6% max Health physical damage, grants you 15% Move Speed and a (150 + 40% bonus Attack Damage) Shield (100 + 30% bonus Attack Damage for ranged champions) for 2 seconds (8s cooldown, 16s cooldown for ranged champions).
Mythic Passive: Grants all other Legendary items 4% Armor Penetration
Cost: 3200 (850)
Eclipse
- 55 Attack Damage
- 20% Critical Strike Chance
- 12 Lethality
Death and Taxes: Dealing damage that would leave an enemy champion below 5% Health executes them. Champion kills grant an additional 25 gold.
Cost: 3000 (425)
The Collector
- 55 Attack Damage
- 20% Critical Strike Chance
- 20% Life Steal
Ichorshield: Life Steal from Attacks can now overheal you. Excess Health is stored as a 50 – 350 (based on level) Shield that decays slowly if you haven’t dealt or taken damage in the last 25 seconds.
Cost: 3400 (600)
Bloodthirster
- 40 Attack Damage
- 300 Health
- 25 Ability Haste
Carve: Dealing physical damage to a champion applies a stack of 4% Armor reduction for 6 seconds (max 24% Armor reduction).
Butcher: Damaging Abilities and Attacks ( On-Hit) against fully Carved enemies deal an additional 5% missing Health physical damage.
Damage over time effects deal 40% Butcher damage (0.5s cooldown).
Cost: 3300 (1050)
Black Cleaver
- 50 Attack Damage
- 10 Lethality
- 325 Health
Annul: Gain a Spell Shield that blocks the next enemy Ability (40s cooldown).
Item’s cooldown is restarted if you take damage before it is completed.
Cost: 2900 (1050)
Edge of Night
- 25 Magic Resist
- 45 Move Speed
- 30% Tenacity
Tenacity reduces the duration of Stun, Slow, Taunt, Fear, Silence, Blind, Polymorph and Immobilizing effects. It has no effect on Airborne or Suppression.
Cost: 1100 (350)
Mercury Treads
Situational Items
- 35% Attack Speed
- 20% Critical Strike Chance
- 7% Move Speed
Energized: Moving and Attacking will generate an Energized Attack.
Sharpshooter: Your Energized Attack applies 120 bonus magic damage. In addition, Energized attacks gain up to 35% bonus Attack Range.
Attack Range cannot increase more than 150 units.
Cost: 2500 (750)
Rapid Fire Cannon
- 20 Attack Damage
- 25% Attack Speed
- 20% Critical Strike Chance
- 7% Move Speed
Sepsis: Dealing physical damage applies 40% Grievous Wounds to enemy champions for 2 seconds. Dealing 3 consecutive Attacks to an enemy champion enhances this effect to 60% Grievous Wounds against them until the effect is allowed to elapse.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
Cost: 2500 (650)
Mortal Reminder
- 60 Attack Damage
- 20% Critical Strike Chance
- 30 Ability Haste
Deft Strikes: Your critical strikes with Attacks reduce your non-Ultimate Ability cooldowns by 20% of their remaining cooldown.
Cost: 3400 (825)
Navori Quick Blades
Quick Analysis
SUMMONER SPELLS:
The choice in Summoner’s Spells is obvious. Spica goes for Smite + Flash in 100% of his games as Graves.
RUNES:
Season 11 changed things a bit for Graves and Spica is following them up. Instead of Phase Rush, Spica plays graves with Fleet Footwork now. This keystone gives him greater value throughout the game, since he heals back every couple of seconds when clearing the jungle.
The rest of the Precision runes are a default choice for this champion. Triumph, Legend: Alacrity, and Coup de Grace synergize very well with the role of marksman, so they’re Spica’s choices for Graves as well.
As for secondary runes, Spica goes for Sudden Impact and Ravenous Hunter. The first helps with the armor penetration, while the second one provides him with enough lifesteal before reaching Bloodthirster.
ITEMS:
Eclipse is the only mythic item Spica values on Graves. He follows it up with The Collector and completes his core build with Bloodthirster. This gives him enough damage and survivability for the rest of the game.
However, Black Cleaver and Edge of Night are also valuable addition to Graves’ power and Spica always tries to get to them. They’re also the best defensive options apart from Guardian Angel.
As for shoes, Spica shuffles between Mercury’s Treads and Berserker’s Greaves. If the enemy team doesn’t have too much CC, then Berserker’s Graves will be the better choice. And the other way around for Mercury’s Treads.